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RULES·WHITE DWARF 297

Flayerkin on the Walls!

September 2004·p. 13

THE SHORT VERSION

Ten Flayerkin try to climb into Middenheim before an eight-turn deadline. Tired sentries move unpredictably until the infiltrators are detected, and the attackers’ speed affects the chance of raising the alarm. A single successful escape over the walls weakens the inner gate for the subsequent siege. If the sentries stop them, the defence instead receives a preliminary artillery volley in the larger battle.

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Find this article in White Dwarf 297, p. 13.

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