MAIN PAGE DOWNLOAD SITE SPLASH PAGE hide menu
AMBUSCADE
|
UNIT | ATTACKER | DEFENDER |
HQ | 1-2 | 1-2 |
ELITES | 0-3 | 0-3 |
TROOPS | 2-6 | 2-6 |
FAST ATTACK | 0-3 | 0-3 |
HEAVY SUPPORT | 0-3 | 0-3 |
A force has been dispatched to destroy an enemy unit, unaware that the unit is the bait for an ambush.
Victory Points, Reserves and Deep Strike special rules are used.
1 Set up the board as normal, but make sure the centre of the board can accomodate a unit.
2 Players decide which of their troops will be held in reserve before deployment. The Defender picks a board edge that reserve troops can enter by and troops falling back can leave by. The Attacker gets the opposite board edge.
3 The Attacker chooses one unit to act as bait for the ambush and set this unit in the centre of the board. The bait unit may not be from the Troops section of the army list.
4 The Defender then sets up all units at least 12" away from the bait unit and no closer than 6" from any board edge.
5 The Attacker then sets up any other units within 6" of any board edge.
6 Roll D6s to see who gets the first turn. Add +1 for every enemy unit placed on the board that has a vehicle in it (or is a vehicle - note that only models with vehicle profiles count, not bikes etc.). The Defender does not count the bait unit and does not get +1 if this unit has a vehicle. The player with the highest result goes first.
Determine a victor using the Victory Points method.
Determine whether a reserve unit can enter by the normal method. Reserves enter by a player's own board edge. Reserves with the Deep Strike ability may enter play using these rules.
The game lasts 6 turns.
Troops that are forced to fall back do so towards their own table edge.