NECRONS
AMBUSH
OBJECTIVES:
The objective for this mission is to cause as much
Conditions below).
DEPLOYMENT
All enemy units must deploy with all of their models
more than 12´ from the centre line of the table. The
RESERVES
The Necrons may place any number of units in reserve.
GAME LENGTH
The enemy player rolls a dice at the end of game turn 5.
game turn, and this time the game ends immediately ona
game turn 7.
VICTORY CONDITIONS
At the end of the game each player receives 1 kill point
points wins.
SPECIAL RULES
Head 'or The Hills: Enemy units may move off the
another objective.
DEPLOYMENT
The enemy deploy first, but before they do so, the
edge his units will enter from. The enemy then deploys
RESERVES
The necrons may place any number of units in reserve.
'IRST TURN
The Necrons have the first turn. Any of their units may
the first turn. Any Necron units that do not enter play
game turn 7.
VICTORY CONDITIONS
At the end of the game the player that captures the
SPECIAL RULES
'og of War: At the start of the battle the enemy are
BLITZKRIEG
DEPLOYMENT
Split the table into four quarters and roll-off to see
which player picks the quarter they will deploy in. The
OBJECTIVES
Place one objective marker on the centre point of the
RESERVES
Both sides must place all units other than 'ast Attack
battle, as desired.
'IRST TURN
The Ork player rolls a D6. On a roll of 2 or more the
Orks receive the first turn. On a roll of 1 the enemy
GAME LENGTH
Average--------------
VICTORY CONDITIONS
At the end of the game the player that has captured
SPECIAL RULES
Lightning War : 'ast vehicle units (and any units
arriving from the first turn. Each player may roll for any