Warhammer
40,000 Campaign Rules
Version 1.4
Overview: These rules are suitable for any number of
players. Simply increase the size of the map for more players. The Game is played as a map style campaign,
with players striving to control territory, and eliminate their opponents. The
Campaign turn is divided into phases, and each turn represents one week real
time. (If no battles are fought in a turn, in which case, another turn takes
place, and so on, until fighting occurs. The phases are as follows.
-
Upkeep/Build
-
Movement
-
Battle
-
Post
Battle
Winning The Game: When a player controls 75% (45
hexes) of the map by the end of the turn will be declared as the winner.
Losing the Game: A player with no “fortress” at the
end of his turn automatically loses the game. All territories owned become
neutral.
Common Terms:
Territory: Refers to one hex.
Occupied Territory: A hex that has player forces in
it.
Contested Territory: A hex that has forces from 2 or
more opposing players.
Unclaimed territory: A hex that has not been
explored.
Neutral territory: A hex that has been explored
but not claimed for whatever reason.
Ruined Territory: A Hex that has become useless
for some reason (Tyranid Occupation, etc, if any)
Occupation Forces: Are forces used to hold territories.
Called as OF. OF may never be used
in an offensive.
Conquest Forces: Also called CF: Used most often
in an Offensive capacity, may defend if attacked. Only CFs can capture
territories.
Recon Forces: or RF Units used to scout territory, and
harass enemy territory. Recon units cannot
be used to claim territory, but have greater move ability, and a chance to move
through enemy territory undetected.
Terrain features: Terrain features are determined
when a player’s forces enter that hex. They are usually resources or Hazards
that exist in a hex. Resources usually affect the campaign game, while Hazards
usually directly affect the Battlefield.
Setup: Each player must have the following things
in order to play.
-
A
copy of the campaign map, backed on cardboard, cork, or art board.
-
Several
counters, colored pins or tacks. (to mark troop positions, etc)
-
Territory
record sheets, or several sheets of notebook paper
-
Army
List.
-
Dice,
Templates, rulebooks, etc.
Step 1: Each player randomly determines which sector
of the campaign map will be their HQ. Use 2 dice, or sets of dice depending on
map size. One roll is the vertical “V” axis, and the other is the horizontal,
or “H” Axis. Once the HQ hex is determined, roll twice on the resource table to
determine terrain features.
Note the position of your HQ on your
Territory Record Sheet, using the “V”/”H” notation.
Step 2 Starting Forces: Each Player begins play with a
Fortress in his HQ, 2500 points to divided between Conquest Forces(CF) &
Occupational forces(OF) & Recon Unit(RF) The OF must be in your starting hex to hold the HQ fortress.
The
Campaign Turn
The Upkeep Phase: At the beginning of each upkeep
phase, each player counts up the number of territories he controls, and
determines the amount of RP he receives for that turn. Once this is done, he
may spend his RP, which will be detailed in the “Spending RP” section.
The Basic RP value of a controlled hex is 1 RP per turn. This value may be
adjusted depending on terrain features.
NOTE: The Upkeep phase is time consuming, and
should be done at home, before the next game session. To help make this
possible, The Moderator (Me, of course!) will send you an updated campaign map
via e-mail or you can access the map on the Campaign (updated according to turn
#) on the forum under “files” section.
The Movement Phase: Once upkeep is done, the movement
phase begins. All troop, recon, and special actions take place in the Movement
Phase.
-
Moving
in territory you control:
When moving within your own territory, all of your units have a range of three
(3) hexes, this represents that you have implemented some form of
transportation network, whether it be railways, teleporters, or what have you
doesn’t matter. What does matter is that whatever system is in place only works
within the borders of your territory. If heading toward uncontrolled or enemy
territory, you must stop at the edge of your area, if you have any movement
left for that particular unit, it may move one hex out of your territory.
-
Moving
into neutral/unoccupied territory: If you move into a hex that is unoccupied, then, it becomes
your territory. Roll on the appropriate tables to determine the features of the
new territory. CF only.
-
Controlling/Occupying
Territory: Any
force in an uncontested territory controls that territory, but a hex need not
contain troops to be claimed. Once RP have been spent on a hex, it is
considered under the control of the player who spent it, until it is invaded by
an enemy. You may leave the territory unoccupied if you desire, so long as it
doesn’t contain a garrison or fortress.
-
Moving
into Enemy Territory: You
may move one detachment, of no more than 2000 points into an enemy occupied
hex. Any further movement from that hex by either player halts until the
conflict is resolved in the “Battle Phase”. CF only.
-
Recon
Units: Recon
units are used to gather information on territories before your army decides to
occupy them. The minimum size for a recon unit is one (1) Troop, or fast (1) Attack choice with force
restrictions detailed on page 5. The
maximum size is 1000 points. Recon
Units have a variable move rate, they can move the usual 3 hexes in friendly
territory, 2 hexes in uncontrolled territory, or roll a die, and consult the
table below for moving through enemy territory.
Recon Movement Table
1 |
Unit discovered by enemy forces and
destroyed |
2-3 |
Unit enters sector undetected, movement
halts |
4+ |
Unit enters sector undetected, may move
again. |
-
Opposing
Recon units meeting in unoccupied territory: If this happens, a Recon is played in the
Battle Phase. The winner may move to an adjacent territory, and roll on the
recon movement table again as normal, the loser is wiped out.
-
What
Recon Units can tell you:
Recon units entering unoccupied hexes can determine the features of the sector,
if any. When they enter an enemy hex, they can tell you the features, as well
as the exact forces occupying the hex. (The recon unit’s player gets to look at
the troop roster for that hex.) & any defenses that may be in place.
-
What
Recon Units can do:
Recon units entering enemy occupied hexes can choose to execute raid or
sabotage missions. If the Attacker wins,
he gains RP from the controlling player would normally get for next turn or destroy a target facility
in territory, plus he may fall back to the nearest hex he controls, without
fear of pursuit. If the Defender wins,
the attacker must fall back to an adjacent hex and immediately make a roll on recon movement table with a -1 modifier. On all results, Defender does not lose control of the hex.
Force Type Summary
Force Type |
Movement(hex) Own hex/Other |
Notes |
Conquest Force (CF) |
3/1 |
§
Only force allowed to claim neutral/enemy territories |
Occupational Force (OF) |
3/- |
§
Cannot claim neutral/enemy occupied territories |
Recon Force (RF) |
3/2 |
§
May not participate battles unless against opposing recon
force §
Execute Raid or Sabotage enemy missions |
The Battle Phase: In the battle phase, control of
any hexes that have become contested in the movement phase must be resolved.
There are several methods of doing this.
-
Battle:
The preferred
method of resolving conflicts is a battle. Both players must agree to fight a
battle. Each player assembles the miniatures for the force they have in the
sector, and determine the scenario to be used by the following guidelines.
-
If
the hex was previously unoccupied: Each player rolls a die, high roller chooses
one of the standard missions as
listed on Page 9.
-
If
the hex is Occupied:
The attacker chooses the battle mission listed on Page 9, the
attacker always gets the first turn, and defender chooses his own deployment
zone. The Attacking player may opt to determine the scenario randomly.
-
Retreat:
A player may
choose to withdraw his entire force during battle when taking 50% or more
losses. In this case, the withdrawing player automatically loses
the battle (counts as a major victory for the winner) and NO casualty
roll will be given to units/vehicles that were lost & fleeing/fled in
battle.
-
Roll
Off: There are
some instances when a drawn out battle is just not possible, and it’s best to
let fate decide. (For instance, several sectors have become contested this
turn, and battles have already been fought, and it’s 3:00 AM) If both players
agree, A Roll Off can be used to settle the conflict. This is achieved by the
following method. Take one die for every 500 points in the force, (Rounding
fractions down) apply the appropriate modifiers, roll the dice, and total the
results, the highest roll wins, thus gaining/maintaining control of the sector.
The losing players force in that sector is completely wiped out. Consult
the table below for roll off modifiers. No Experience points are gained for
winning a roll off.
Roll Off Table:
Per 500 points in force |
+1 |
Per Unit
above opponent’s unit total |
+1 |
Defender |
+1 |
Per adjacent friendly occupied hex |
+1 |
The Post Battle Phase: After all conflicts have been
resolved, losing forces that survived battles are moved out of the hex they
were in, into an adjacent friendly hex. If
none of the surrounding hexes are occupied by friendly hexes, it is destroyed.
Casualties: After the fate of the retreating
force is determined, roll a die for each model /vehicle lost/destroyed in the battle, units below 25% of their initial Unit Strength & fleeing/fled off battlefield.
Use the guidelines below to learn the fate
of the wounded.
-
Infantry
units (Including Bikes) survive on a 5+
-
Vehicles
(Tanks, Transports, Skimmers) Survive on a 4+
-
HQ
Units, and Special Characters survive on a 3+
Experience for each force that saw action in
the battle phase is calculated in the post battle phase. Any Battle Honors
gained are assigned to the appropriate units. (This record keeping need not be
done in the presence of other players.) See the rules for campaign experience
in the WH40K rulebook for details on the experience system. The only difference
is that This Campaign uses expanded Battle Honors tables, which can be found in
the ”Charts and Tables” section of these rules.
Earning
and Spending Resource points:
What are resource points? : Resource points are the basic “Currency”
for the campaign turn. Each turn in the upkeep phase, players receive a number
of “RP” dependant on the amount of territory controlled, there are a number of
“Terrain Features” that affect the amount of RP each hex produces. But the
basic RP value of a hex is 1 RP. A Player’s HQ Hex generates 5 RP per
turn.
NOTE: that unspent RP in the Upkeep phase
will be kept as reserves or “stash” to be spent in the following
turns.
NOTE: You may spend RP to upgrade a sector, AND
add to, reinforce, or create a unit in the same sector. Troop/Facility purchases done in Upkeep Phase are placed at the end of
Post-Battle Phase in the current turn
What Can I Buy with “RP”? : Resource points can be spent in
many ways. You can use them to upgrade a hex defenses, purchase troops, Spy
satellites, air strike, or re-rolls. You can even use RP to move your HQ
sector, but that can get expensive. The
following sections detail all the things RP can be used for.
TROOPS: Troops are perhaps the most common thing RP
will be used for. Troops are bought on a 100 point per RP basis, no matter what
troop type or class they are.
In campaign play (off the battlefields)
Troops are designated by classes, troops must be assigned a class when
purchased. The classes of troops, and purchase guidelines are as follows.
Reinforcements |
May only be purchased to
replace models lost due to casualties. Any points left over after
reinforcements are allocated are lost. |
Conquest |
Must
be purchased in 100 point increments. (Minimum 500 pts, Max
2000 pts), Follows standard 40K org chart |
Occupation |
May be purchased in any
number of RP at a time, but must be used to bolster garrison forces or occupy
territories (maximum of 2000 pts) Follows standard 40K org chart |
Recon |
May be purchased in any
number of RP at a time. Can be used to fill out existing recon units (If they
are in friendly territory) Or create a new recon force (max allowed 1000
points) Recon units must begin in
a friendly hex. Follows: 0-1
HQ with less than 150 pts 1+
troop or 1+ Fast attack NO vehicles with
total AV of 33 (Front + Side + Rear) NO 2+ save |
NOTE: The Maximum number of troops you can have in
a hex is 6000, but note that a battle must be fought for each army in a
defending hex, when multiple armies are brought into a hex by the attacking
force; resolve each battle one-by-one.
Base |
10RP |
Player may have one(1) conquest army for
every base he controls |
Tank Factory |
20RP |
Armies may take an extra heavy support
choice. Army defending this hex receives a heavy support choice(<=175pts) |
Airstrip |
15RP |
Each airstrip you control adds 2 hexes to
your movement in friendly territory, and one hex to your movement in
unoccupied territory. Note, that movement always halts when an enemy force is
encountered(Recon Forces are excluded from this) |
Recon centre |
15RP |
All recon markers may re-roll on recon
movement table |
Garrison |
10RP |
A minimum of 100 points must remain in the
garrison at all times. When a hex adjacent to the garrison is invaded, treat
the garrison force as a defending army. Max
size 2000pts |
Defense Perimeter |
10RP |
When this hex is invaded, allows defender
to choose scenario from “Battle missions” list |
Training Center |
20RP |
Armies May take an extra elite slot |
Officer Training School |
20RP |
Armies may take an extra HQ choice |
Motorpool |
20RP |
Armies may take an extra Fast Attack
choice. |
Comm Station |
10RP |
Player may have one recon force for every
Comm Station he controls. |
Fortress |
30RP |
For every fortress you control, you may
have one (1) conquest armies. Also, Player may choose one “Special
Character”. The fortress also acts as a comm station. An OF (min 500pts)
marker must hold a fortress. A Hex containing a fortress becomes an HQ Hex,
and confers the 5 RP per turn. |
Special: Specials are things that can be
purchased with RP that have properties that don’t fit in as either defenses, or
facilities. They are most often One Shot effects that must be bought on a per
use basis (Those that are not are noted as such)
Satellite Uplink |
Player may learn all the details of one enemy hex, including the army list of
any forces in that hex, resources, facilities, etc. |
10 RP |
Air Strike/ Artillery Strike |
This ability grants the player one
“Preliminary bombardment “as per scenario rules in one battle in the next
Battle phase. May be purchased in multiples but one (1) per battle. |
5 RP |
Advanced Intel |
This ability allows you to deploy all of
your forces after your opponent has deployed. You also choose the Scenario
for the battle. |
15 RP |
Transporter Device |
This ability grants “Deep Strike” to any
one (1) of your units in the next Battle phase. May be purchased in
multiples. |
5 RP |
Terrain Features: To determine what inherent
features a hex has (If Any) Roll on the table below.
Terrain Features
Table
1 |
Roll once on the Hazard Table |
2 |
No feature |
3-4 |
Roll once on the Resource Table |
5 |
No Feature |
6 |
Roll Once on the Resource Table (Roll
Again) |
Hazard Table:
1 |
Unstable Ground (Roll a D6 for each unit,
on a 1, the unit may not move that turn) |
2 |
Swamp (Movement Halved for all units but
Skimmers) |
3 |
Weak Warp Barrier (treat any failed
psychic test as a “12”) |
4 |
Radioactive Wasteland ( place 2d6
counters, count as a S8 hit to any
model within 6” Normal saves apply) |
5 |
Abandoned Minefield (when moving a unit,
roll a D6, on a roll of 1 the unit takes a S8 AP 5 hit. (affects one model
)(Normal saves apply) |
6 |
Psychic Null Zone(Roll Again) When
attempting a Psychic Power, Roll a d6, it is nullified on a 4+ |
Resource Table: (2D6)
2 |
Ore Mine (small) |
+2 RP |
3 |
Fuel Refinery (small) |
+2 RP |
4 |
Weapons Cache (Once Only) |
+2 RP |
5 |
Ore Mine (large) |
+4 RP |
6 |
Ancient Ruin (Once Only) |
+3 RP |
7 |
City (Free reinforcements for any
occupation force) |
+2 RP |
8 |
Fuel Refinery (large) |
+4 RP |
9 |
Abandoned Structure (Counts as a base) |
N/A |
10 |
Chemical Plant |
+2 RP |
11 |
Abundant Weapons Cache (Once Only) |
+4 RP |
12 |
Abandoned Fortress (Controlling player
counts this hex as another HQ Hex. Count as containing a fortress as per
Facilities) |
+5 RP |
Mission Selection:
Battles
take place in the battle phase. (It’s not just some silly coincidence that we
call it the battle phase) and certain conditions dictate which missions can be
fought. Those conditions are what this section is all about.
Standard Missions: Standard Missions are fought
when two forces choose to do battle in previously unexplored/unclaimed territory…. in this case, deployment, and
initiative are determined as per the rules of the scenario, as neither
player has the “Home field advantage”.
The Table below is used to determine the mission played.
NOTE:
Missions Marked with an “*” are not printed in any official GW publications,
the rules and setup for these can be found under heading : New Campaign
Missions.
Standard
Missions
1 |
Cleanse |
2 |
Night Fight |
3 |
Patrol |
4 |
Pitch Battle |
5 |
Meat Grinder |
Battles: Battles are fought when one player invades
an enemy controlled sector with the
intent of seizing control of the territory. In these cases, the Attacker usually chooses the mission
(from the table below) while the defender chooses his own deployment zone.
NOTE:
Missions Marked with an “*” are not printed in any official GW publications,
the rules and setup for these can be found under heading : New Campaign
Missions.
Battle
Missions
1 |
Take and Hold * |
2 |
Bunker Assault |
3 |
Strongpoint Attack |
4 |
Blitz |
Raids/Attacks: A
player may opt to attack a territory for its resources instead of trying to
capture the hex itself. Not only is it a great way to gain a few extra RP, or
deprive an enemy of them, but it’s also a great way to test the strength of an
enemy’s defenses in a particular sector. The attacker always chooses the mission in a Raid/Attack, and he always
gets the first turn in the battle. The defender chooses deployment zone, but as
the attack is unexpected, MUST deploy all his units first. Note that if the
defender loses, he doesn’t lose control of the hex, but he does lose the
resource that is the target of the attack. If the Attacker wins, he gains RP from the controlling player would
normally get for next turn or destroy a target facility in territory, plus he may fall
back to the nearest hex he controls, without fear of pursuit. If the Defender wins, the attacker must fall
back to an adjacent hex and immediately make a roll on recon movement table with a -1
modifier.
NOTE:
Missions Marked with an “*” are not printed in any official GW publications,
the rules and setup for these can be found under heading : New Campaign
Missions.
Raid/Attacks
Missions
Order
Type |
Gameplay
Mission |
Notes
(WIN result only) |
Sabotage |
Sabotage |
Destroys target facility/resource. Fortress is immune to sabotage missions |
Raid |
Lightning Raid* |
In the following turn, Attacker gains resource points
generated from target hex. Defender gains none |
Ambush |
- |
TBA |
Terrain Generation:
Once a mission is selected. Divide the table
into 4 quarters; roll a D3 to determine the number of terrain pieces available
for each quarter(both players decide who gets to roll) Next, roll 2D6 to
determine type of each generated as table below. Table must have at
least 8 terrain pieces.
2D6 |
Terrain |
2 |
Shallow River/Stream: Choose either
a shallow river (Very Difficult) or a stream (Difficult). The river or stream
must enter and leave at a table edge. Rivers cannot extent over more than
half of the table length. |
3 |
Balau Cactus field: should cover
about 12” in any direction. Counts as difficult terrain. In addition, roll a
D6 for each unit moving through. On a roll of ‘1’ units suffer D6 str3 hits
with normal save |
4 |
Difficult Ground: scrub, thick
wood/jungle, craters, wreckage, boulder field, etc |
5 |
Steep Hill: 2-3 tier
hill |
6 |
Woods: As described
in BBB |
7 |
Hill: As described
in BBB |
8 |
Crags: Counts as
difficult Terrain |
9 |
Obstacles: May be up to
12" of walls, hedges, chain link fence, sand bag walls, barricades, oil
drums, etc |
10 |
Single Structure: a single
building, tower, ruin, abandoned vehicle (treat as wreckage) and up to
6" of obstacles (chain fences, sand bad wall, hedges, oil drums,
barricading, etc.). |
11 |
Building Complex: 2-4
buildings/structures or ruins, with up to 12" of obstacles (walls, chain
link fence, sand bag wall, hedges, barricades, oil drums, etc). If ruins they
are treated as Difficult Ground |
12 |
Woods: As described
in BBB |
Experience
Experience
is gained on a per unit basis. Each unit in the army gains experience according
to the table below. NOTE: Only Survivors
gain experience points.
Fought
in battle |
+1
pt |
On
winning Side |
+1
pt |
Scoring
a major victory |
+1
pt |
Destroyed
Enemy Unit |
+1
pt |
Wiped
out/Vehicle Destroyed |
All
exp. lost |
Level |
No. of Battle Honors |
Experience Needed |
Experienced |
1 |
2 |
Survivor |
2 |
4 |
Veteran |
3 |
8 |
Hardened
Veteran |
4 |
14 |
Heroic |
5 |
22 |
Legendary |
6 |
32 |
Battle Honors: Battle Honors are little bonuses that affect
a unit’s combat performance. When a unit gains enough experience, choose on the
appropriate battle honors table for the unit type or choose a battle honor
(Note you may never have the same battle honor twice for the same unit)
Infantry Battle Honors:
Street
Fighters: If the unit is in cover, it receives a bonus of “1” to its cover
save. (example: 4+ instead of 5+) |
Hardened
Fighters: Unit Ignores negative modifiers for leadership tests and may
attempt to regroup if under 50% |
Expert
Marksmen: The unit gains +1 to it’s Ballistic Skill |
Guerillas:
Unit rolls an extra D6 when moving in difficult terrain, and chooses the
highest result |
Combat
Masters: Unit gains a +1 bonus to weapon skill. |
New
Skill: Unit chooses a skill from the following list: Infiltrate, Fire Control
(Split Fire), Hidden Deployment, Fearless, +1 Attack, Hit and Run (Other
abilities may be added to this list) |
Bike/Cavalry Battle Honors
Skilled
Riders: May Re-roll any die for rough terrain rolls |
Rapid
Deployment: Unit may move D6” after deployment before the start of the game. |
Hardened
Fighters: Unit Ignores negative modifiers for leadership tests and may
attempt to regroup if under 50% |
Lightning
Charge: Unit may double its initiative on a charge once per game. |
Expert
Riders: Unit gains a 6+ invulnerable save against weapons fire NOTE: if the
unit already has this ability, it receives a +1 Bonus to the save(5+ ) |
Unit
gains Hit & Run ability |
Vehicle/Tank Battle Honors
Terrifying:
Tanks: Cause an additional –1 penalty for units rolling for Tank shock Other
vehicles: Causes tank shock as if the vehicle were a tank. |
Engine
Upgrade: Vehicle is now counted as a “Fast Vehicle” If vehicle is already
fast, re-roll. |
Reinforced
Armor: Reduce any Glancing Hits table rolls for this vehicle by one. Negates
the “Open Topped “ modifiers of +1 |
Hardened
Crew: Treat “Crew stunned as Crew Shaken, and Crew Shaken as “No Effect” |
Skilled
Gunnery: May re-roll any one missed to hit roll, or scatter roll each turn |
Gunnery
Masters: Gunners receive a +1 to ballistic skill(BS) |
Character/HQ Battle Honors: The following table is used for
characters (Vet. Sergeants, HQ, warlocks, etc. ) Or they may roll on the
appropriate troop table
Additional
Close combat attack |
Gunfighter:
May fire a pistol in each hand (at the same target) w/o penalties. |
Know
Thy enemy: Roll 1d3, opponent must deploy that many units before actual
deployment starts. |
+1
Wound |
Inspiring
leader: once per game, all friendly units within 12” gain +1 attack in close
combat |
Re-roll
one(1) failed armour save |
Psychic Battle Honors
Additional
power: The Psyker gains an additional power (Major & minor) appropriate
to their army race (Marines gain “Smite” or “Storm Caller” or “Quickening”
for example. |
Strength
of will: adds + 1 to his Ld for all psychic tests. |
Superior
Focus: Double the range of one power (except for powers using flamer
template) |
Quick
Mind: Psyker may re-use a psychic power on a roll of 5+ (once per turn) |
Psychic
Counter Strike: Psyker may attempt to nullify enemy psykers powers on a 5+. |
Choose
one of the following: Warp Screen- Psyker
is immune to attacks from the warp) Mind Mask - may not be targeted by enemy psykers Psychic Shield - Psyker and any unit he is with gains a
5+ invulnerable save vs enemy psychic attacks |
New Campaign Missions
LIGHTNING
RAID
ATTACKER’S OVERVIEW |
|
DEFENDER’S OVERVIEW |
By
concentrating your attack, you hope to push through the enemy lines and
strike deep in enemy territory |
|
You
command the forces defending an important installation against an enemy
raiding party. |
SCENARIO SPECIAL RULES |
Lightning
Raid mission use the Infiltrators
and Deep Strike special rules. |
SET-UP |
1.
The defender chooses his deployment zone and deploys his
units. 2.
The attacker then deploys his units. No unit can be deployed
within 24” of the enemy at the start of the game.. If either side has any
troops which can infiltrate then they may deploy these units after all units
have been placed. They may be placed anywhere on the battlefield which is 18”
or more from an enemy unit. If both sides have Infiltrators roll a dice: the
winner may choose whether to deploy his Infiltrators before or after enemy
Infiltrators. 3.
The attacker takes the first turn. |
|
|
Take
And Hold
ATTACKER’S OVERVIEW |
|
DEFENDER’S OVERVIEW |
Your force has been given a specific location to capture from the enemy. This could be a hill, an important building, a bridge, a supply dump or some other features. You must eliminate enemy forces in the area and hold your objective against enemy counter-attacks. |
|
Your
force currently holds a location of vital strategic importance. You must stop
it falling into enemy hands at all costs. If overwhelming enemy forces do
capture the location mount a counter-attack as soon as possible to regain it. |
SCENARIO SPECIAL RULES |
Take
and Hold missions use the Deep Strike,
Infiltrators, Random Game Length and Reserves
scenario special rules. |
SET-UP |
|
|
|