| OVERVIEW
The attacker has entrenched their positions around the defender's strongpoint, and the situation looks grim. In a last ditch attempt to break the siege, the defenders sally forth. |
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| SCENARIO SPECIAL RULES
This scenario uses Deep Strike, Bunkers, Fortifications, Infiltrators, and Random Game Length. |
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SET-UP
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MISSION OBJECTIVE The defender is attempting to break out of the siege by moving off the table on any of the attacker's three table edges. The defender scores 1 VP for each squad over 50% or each vehicle that is able to move off the table. Remove any squad or vehicle that reaches the table edge and set it aside. Squads may not move off the table until all surviving members of the squad reach the table edge. The attacker scores 1 VP for each squad or vehicle that does not escape. To make the game more challenging for the attacker, you may decide to play an "all or nothing" game. In this case, do not add up Victory Points. The defender wins if ANY squad or vehicle is able to escape. This alternative is appropriate for a campaign scenario where the defender is trying to escape with some important piece of information. |
RESERVES None |
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GAME LENGTH The game lasts for a random number of turns (see the Scenario Special Rules on pages 132-137 in the Warhammer 40,000 rulebook). |
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LINE OF RETREAT Units which are forced to fall back will do so towards their own deployment zone using the shortest possible route. The rules for falling back are on pages 71-72 of the Warhammer 40,000 rulebook. |
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Copyright © 2000 by Benjamin
R. Durbin
All rights reserved