player picks the quarter they will deploy in. The opposing player deploys in theopposite corner. If there is one Xenos player, he deploys first. No model may bedeployed within 9" of the center of the board.
If there is one Xenos player, he takes the first turn on a roll of 2+ on 1d6.His opponent may not attempt to Seize the Initiative. Otherwise, players roll-off forfirst turn and may Seize the Initiative as normal.
The player who controls the most objectives at the end of thegame wins the battle.
+1 for controlling all objectives, +1 for destroying all the enemy HQ units.
Week 5 - Settling In
Forces have made established their operations, gained intel on their enemies, and made the first strikes. Now comes the long game of inches, trying to maintain a hold on as much ground as possible while striking the enemy when opportunity permits.
This battle takes place on a 6x4 table. Terrain should be set according tothe map location (if noted), or at the players’ discretion.
This mission uses the Pitched Battle deployment from the 40k Rulebook.
Players roll-off to determine the first turn and may attempt to Seize theInitiative.
This mission uses the Capture and Control scenario objectives asdetailed in the 40k Rulebook.
+1 for controlling your objective, +1 for each enemy unit type (HQ,Troops, Fast Attack, Elites, Heavy Support) completely destroyed.
Week 6 - Surprise Attack
Those without a firm foothold have begun to ramp up their operations, looking totake territory from whomever is weak enough to let them have it.
This battle takes place on a 6'x4' table. Terrain should be set according tothe map location (if noted), or at the players’ discretion.
The player with the least map markers is the Attacker in this scenario.Otherwise, players roll-off and the player with the highest roll may choose to be theAttacker or Defender. The Attacker has orchestrated a carefully planned sneak attack.Any unit in the Attacker’s army that has the Deep Strike rule may enter play on thefirst turn of the game using the Deep Strike rules. Conversely, the Defender is fightingfor an important location that they have occupied for some time. All units in theDefender’s army have the Move Through Cover and Stubborn special rules.
The Defender deploys first, anywhere on the board more than 12" from atable edge and more than 6" from another unit. The Attacker enters play from anytable edge on their first turn. The Attacker may move units onto the board frommultiple table edges. In this scenario, all units fall back toward the nearest tableedge.
No Defender units may be placed in reserve. The Attacker may place unitsin reserve as normal. Units arriving from reserve may enter from any table edge.
The Attacker takes the first turn.
The winner of this scenario is determined by Kill Points. HQ unitsare worth 3 KPs, Troops units are worth 1 KP, and Elites/Fast Attack/Heavy Support