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Deployment
Zone
Deployment
Zone
Centre Line
Attacker-Defender
The scenario requires one player to take on the role
of the Attacker whilst the other player takes on the
role of the Defender.
If both players can agree, they can play the roles
they wish too. If they are unable to agree, each
player rolls a D6, and the highest number is the
Attacker, and the lowest the Defender. Reroll ties
Continual Reserves
This uses the same rules as reserves, with the
addition that any unit that started the game in
reserve is returned to the reserves pool once it has
been removed from the table. The one exception to
this rule is the Elvspon, which once removed from
the table are never returned to the reserves.
No Commanders
A player will automatically lose the game at the end
of a turn, regardless of other victory conditions,
if the player has no independent units with the
command ability left on the table.
Note: If a player did not have any independent
Reserves
From the second turn onwards, prior to initiative
rolls, a player with units left in their reserve pool
may test to see if any of the units arrive.
Any units arriving from reserve will make one of
two special arrival movement, depending on the
result of the roll for them to appear. These arrival
movements are called deployment move and
enhanced deployment.
The player tests for each unit still in reserve one at
a time by rolling a number of dice equal to the turn
number +1 (for example, on turn 3 you will roll 4
dice). A unit will arrive from reserve when a double
is scored on their dice roll.
The player continues to check each turn for each
unit in reserve until one of the two situations occur,
at which point the player stops checking stops:
units
When a player becomes active, before activating a
unit the player may chose to remove a single unit
from the table that is decitamed.
If the player decides to do this, the unit models
that are removed do not count as destroyed for the
sake of scenario victory conditions.
Victory conditions
Attacker Win: All of Defenders forces are
Destroyed or shaken within 7 turns.
Attacker Major Win: All of Defenders forces
are destroyed or shaken within 5 turns.
Defender Win: Not of all force destroyed or
shaken after 7 turns.
Defender Major Win: Attacker loses due t no
commanders.
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