RED ELF
TAKE AND HOLD

You have to secure the battlefield prior to the arrival of much greater numbers of friendly troops for a decisive battle. The enemy are known to be moving with similar intent. You are the spearhead - smash the enemy aside, take the high ground and await reinforcements.

OBJECTIVE: FIELD OF BATTLE

The centre of the battlefield must be secured. In Alpha missions, the player with the most scoring units within 12" of the table centre point at the end of the game wins.

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 JL which of the long table edges lo 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 highest, 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 may be deployed more than 12" 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 Roil 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.