| Space Wolves - Battle Reports |
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Scenario B : Time to Wake Up! Deployment and special rules
This game uses random game length, after turn 4. Only rules for infiltrators may be used. Terrain, including 3 bugholes, must include boulders and hills to indicate cavern status. No models may be placed on the boulders or hills, treat these as cavern walls delineating the tunnels. The arachnid deploys all 600 points first, HQ units need not be fielded. Up to half, 300 points or less, may deploy using the Lictors hidden deployment rule in the arachnid deployment zone or held as reserves, entering play via any bugholes. The plasma bugs are placed as shown in the map. They are not active and will neither move nor fight. They may only be destroyed by nukes. The invaders may not field any vehicles, walkers or skimmers. Jump pack troops may not use their jump packs. Deepstike rules are not used. The invaders may field up to 1000 points. Units may be deployed in the invaders deployment zone or enter play as reserves via any entry site indicated by the map. Only unit sergeants and characters carry nukes which may only be used on the plasma bugs. The invaders have the first turn. Victory Conditions Invaders : You win this scenario if you have destroyed both plasma bugs, with nukes. Arachnids : You win this scenario if the invaders fail to destroy both plasma bugs. Any other result is a draw. Effects on the Final Battle Invaders win : The arachnid players will not be able to employ the plasma bug in the final battle. Arachnids win : Both of the plasma bugs will enter play in the final battle via deepstrike rules. However, they are not lost on a roll of a double 1, this is to indicate that they are tunneling up to the battle field. Draw : One of the plasma bugs will enter play in the final battle via deepstrike rules. However, they are not lost on a roll of a double 1, this is to indicate that they are tunneling up to the battle field.
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Introduction
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