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Week 5 Capture Ground

*** READ THE ENTIRE SCENARIO BEFORE SETTING UP ***


Line of Retreat: Units that fall back do so toward their table edge via the shortest route possible. Game Length: After turn 5 roll a d6. On a 3+ the game moves to turn 6. After turn 6 roll a d6. On a 4+ the game moves to turn 7. After turn 7 the game ends. Alternatively the game finishes at the end of the game turn if you are still playing by 10pm. Deployment: Spearhead Follow the rules for deployment on page 93 of the rule book for Spearhead Table Quarters. Each player may also choose to place units in reserve using the Reserves rule. When a unit is placed in reserve, the owning player must declare how that unit will enter play from reserves (e.g. Deep Strike, Outflank etc). At all times, armies must follow any and all special deployment rules specific to their Codex (i.e. Codex: Chaos Daemons). Players may now alternate deploying any infiltrators and making any scout moves. WIPEOUT! If a player is wiped out then they automatically loose and the game end (obviously). The player that deployed second may attempt to seize the initiative as described in the Warhammer th 40,000 5 edition rules (page 92 Main Rulebook) Objectives Primary: Capture the table: Each player must attempt to capture table quarters. To hold a table quarter you must have a scoring unit completely in that quarter and it must be clear of enemy units. If both players have the same number of table quarters than consult the secondary mission. Secondary: Centre of the table: The player that has the most number of units within 6 of the centre of the table wins.

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