Dawn Attack

Two armies that make camp before a battle often advance toward their positions in the gloom just before dawn -- some units inevitably lose their way, forcing a commander to improvise.

The Armies

Each player chooses their force from a Warhammer Armies book, to an equal points value agreed beforehand.

The Battlefield

Set up terrain as described in the Fighting a Battle chapter.

Deployment

Roll off for who picks a table half -- the opponent takes the other. The winner deploys their entire army first: before placing each unit, roll a die and consult the Deployment table below to see where it ends up, representing troops finding their way through the darkness. Units with the Scouts special rule skip this roll, deploying via their own rules after normal deployment finishes. A character may either roll independently as its own unit, or join a unit it's eligible for before that unit's own roll is made. Once the first player has finished, their opponent deploys the same way.

Deployment Table
D6Result
1Left Flank. The unit is placed in the player's half, more than 12" from the centre line and within 18" of the narrow table edge on their left.
2Right Flank. As above, but within 18" of the narrow table edge on their right.
3-5Centre. Placed in the player's half, more than 12" from the centre line and more than 18" from either narrow table edge.
6Choose. Placed anywhere in the player's half, more than 12" from the centre line.
First Turn

After deployment, the player who set up second rolls a die -- on a 6, they choose who takes the first turn; on 1-5, the player who set up first chooses instead.

Game Length

The battle lasts six game turns, or until an agreed time limit is reached, whichever comes first.

Victory Conditions

Victory points determine the winner.

Scenario Special Rules

None.


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