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COMMANDO RAID
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UNIT | ATTACKER | DEFENDER |
HQ | 1-2 | 1-2 |
ELITES | 0-4 | 0-1 |
TROOPS | 2-6 | 0-6 |
FAST ATTACK | 0-5 | 0-1 |
HEAVY SUPPORT | 0 | 1-7 |
In this mission, one side has dispatched a force to destroy a support group deep behind enemy lines.
The attacking player may make use of Infiltration and Deep Strike rules. The defending player may make use of the Reserves rules. Victory Points are also used.
1 Deployment zones are the same as those used for the 3rd RAIDS mission (Strongpoint Attack). See page 151 of the 40k rule book.
2 Scenery is set up in any manner the players see fit, but the defender always picks the board edge and always deploys first.
3 The attacker deploys at least 18" away from the enemy deployment zone, but may deploy Infiltrators and Deep Strike troops as per their special rules.
4 Roll a D6. On a 1-4 the attackers go first; on a 5-6 the defenders take the first turn.
The Attacker gets double victory points for destroying Defender Heavy Support units. The Defender gets additional victory points worth the value of any surviving Heavy Support units.
The defender may bring up reserves as per the normal rules on page 136. Units arrive via the defender's board edge.
The game lasts six turns.
Troops that are forced to fall back do so towards their own table edge.
Note: Gaining Victory Points For Friendly Troops.