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SEARCH AND DESTROY
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UNIT | ATTACKER | DEFENDER |
HQ | 1-2 | 1-2 |
ELITES | 0-3 | 0-3 |
TROOPS | 2-6 | 2-6 |
FAST ATTACK | 0-3 | 0-3 |
HEAVY SUPPORT | 0-3 | 0-3 |
This mission represents an attempt by the attacker to search out an enemy guerilla force or recon patrol and destroy it before it can escape.
The Attacker makes use of the Reserve and Deep Strike rules as outligned below. The Defender may make use of Infiltration rules. Random Game Length and Victory Points rules are also used by both sides.
1 Set up scenery as normal.
2 The Defender picks a board edge and sets up any troops within 6" of this edge, but hold any Infiltration units back for now. Each board edge is designated with a number (1 being the Defender's board edge and the rest numbered clockwise up to 4).
3 The Attacker chooses a unit that will be present from the start of the battle. For every other unit, roll a D6 - on a 6 result, this unit may be placed on the board at the start of the battle. The Attacker may place these models anywhere at least 24" away from any Defender units. Any units not placed are Reserves.
3 The Defender may now place any Infiltration units anywhere outside the free zone as long as they are not within 12" of any enemy units.
4
Use Victory Points to determine the winner as normal. In addition to this, the defender gets the points value equal to any defending units in the free zone at the end of the game and the attacker gets the points cost of any defender units not in the free zone at the end of the game.
The Attacker may roll for Reserves as given in the rules (4+ on turn 2; 3+ on turn 3; 2+ from turn 4). Roll a D6 to see which board edge they must enter by:
Use the random game length rules.
Defender units fall back to the Defender's board edge. Attacker units fall back to the nearest board edge.
Note: Gaining Victory Points For Friendly Troops.