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Land Grab: Line of Retreat Calculate Results
Land Grab: Line of Retreat Calculate Results
LAND GRAB Units that are forced to flee must move toward their
“Oi, lookit da view! Load up boyz, we kin ‘old ‘em off fer friendly, long deployment edge.
CALCULATE RESULTS
dayz from dis spot!”
- Burgok, Loota Mekboy
MISSION
Massacr e
If a player has control of more objectives and has
Control as many objective counters as possible while more Kill Points than their opponent, then they have
keeping your opponent out of your deployment zone. scored a Massacre.
Destroy as many enemy units as possible.
OBJECTIVE
Major V ictor y
If a player controls more objectives and has an equal
This scenario is a modification of the Sieze Ground (page number or fewer Kill Points than their opponent, they
91) and Annihilation (page 91) Missions. Please note that have scored a Major Victory.
there are automatically 5 objectives, DO NOT ROLL.
Minor V ictor y
Determine who will go first and in which deployment zone If both players control the same number of objectives,
that player will deploy. then the player with the most kill points has scored a
Minor Victory.
First, place an objective in the center of the table, then
each player will place two objective counters anywhere in Tie
their deployment zone. These objectives may not be If both players control an equal number of objectives
placed within 6” of a table edge or within 12” of and both players have the same number of Kill Points,
another objective counter, nor may they be placed in then the game is a tie.
Each player then deploys their forces as per the +1 if you control all of the objectives at game’s end.
deployment rules. +1 if your opponent has no units in your deployment
zone at game’s end.
The Seize The Initiative rule found on page 92 is in effect. +1 Point if all of your HQ choices are alive.
DEPLOYMENT
+1 if you destroyed all of your opponent’s Troop choices.
LENGTH OF GAME
The game lasts 6 turns.
SPECIAL RULES
Infiltrate (page 92)
Deep Strike (page 95)
Outflank (page 94)
Reserves (page 94)
Night Fight (Turn 1 Only)
Outflank (Page 94)
HEAD HUNTER Reserves (Page 94)
LINE OF RETREAT
“Dat stinkin’ ‘umie tinks hes got what it takes. C’mon ladz,
lets show him dat he don’t!”
- Big Thunda, Ork Warboss Units that are forced to flee must move toward their
MISSION
nearest deployment edge.
OBJECTIVE
If a player has 8 or more kill points than their opponent
then they score a Massacre.
This scenario is a variation of Annihilation Mission (page
91) with the following amendments: Major V ictor y
If a player has 6 or more kill points than their opponent
Kill Points in this scenario are determined in the then they score a Major Victory.
following way:
• Troops - 1 Kill Point Minor V ictor y
• Dedicated Transports - 1 Kill Point If a player has 4 or more kill points than their opponent
• Fast Attack/Elites/Heavy Support - 2 Kill Points then they score a Minor Victory.
• HQ - 5 Kill Points!
Tie
DEPLOYMENT
A tie will occur if neither player has 4 or more kill
points than their opponent.
The Seize The Initiative rule found on page 92 is in effect. +1 point if all your HQ choices are alive and not in
reserves at game’s end.
Chaos Daemon armies use the deployment rules for
Daemonic Assault. +1 point if you destroy all of your opponent’s HQ choices
LINE OF RETREAT
“Halfa youze lads ‘ead off ova dere, the rest uv
youze follow me, we’ll take both bunkas, cuz jus’ one iz
neva enuf! Units that are forced to flee must move toward their
- Murdokk, Stormboy Nob nearest deployment edge.
OBJECTIVE
scored a Massacre.
Chaos Daemon armies use the deployment rules for BATTLE POINT MODIFIERS
Daemonic Assault. +1 point if you conrol both objectives at game’s end.
SPECIAL RULES: +1 point if you have at least one HQ unit alive and your
Infiltrate (Page 92) opponent has no HQ units alive at game’s end.
Deep Strike (Page 95)