RED ELF
RECON

Both sides are attempting to punch through enemy lines to establish forward positions and probe the enemy's strength in preparation for a major attack.

OBJECTIVE: ENEMY LINES

Both players must attempt to get units into the enemy deployment zone and overrun their lines.

In Alpha missions, the player with the most scoring units entirely in the enemy deployment zone at the end of the game wins. The deployment zones extend 15" from the long board edges.

Victory Point rules are used in the Gamma and Omega missions. See the Special Rules section for details.

SCENARIO SPECIAL RULES

Alpha: None.

Gamma: Infiltrate, Deep Strike, Dusk & Dawn, Victory Points.

Omega: Escalation, Concealment, Infiltrate, Deep Strike, Dusk & Dawn, Random Game Length, Victory Points.

SET-UP

1 Both players roll a dice, the winner chooses JJL which of the long table edges to deploy in, His opponent gets the opposite deployment zone, so both forces start along opposite long board edges.

2 Starting with the player that scored lowest, the players take it in turns deploying a unit at a time in their deployment zone, until all their available models are on the tabletop. No unit maybe deployed within 24" of the enemy or more than 15" from their own long table edge. Players must deploy their units in the following order - Heavy Support first, then Troops, followed by Elites, HQ and finally Fast Attack.

3 Roll a D6. Highest score may choose whether to go first or second.

RESERVES: When available, reserves move on from the player's deployment zone board edge.
GAME LENGTH: The game lasts for 6 turns. The Omega game may last longer.