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RULES·WHITE DWARF 298

The Salvation of Imrath

October 2004·pp. 124–125

THE SHORT VERSION

Corsairs raid a coastal village while its small garrison waits for Dol Amroth’s relief force. Five loot markers concentrate the fighting around the village hall, and the attackers must escape with three or destroy the defenders. Reinforcements begin testing to arrive later in the game, turning the raid into a race against mounted help. An alternative points-match arrangement allows the same rescue structure to be played with other armies.

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Find this article in White Dwarf 298, pp. 124–125.

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