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RULES·WHITE DWARF 298

Run for your Lives!

October 2004·p. 45

THE SHORT VERSION

The failed raiders are pursued by a Lizardmen army with a points advantage. An unusual deployment leaves the invaders struggling to cross into the enemy half of the battlefield. Surviving units of sufficient strength earn additional victory points if they reach that area. The result is a withdrawal under pressure, suitable as the second battle after the temple’s defenders retain their relic.

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Find this article in White Dwarf 298, p. 45.

This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.