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RULES·WHITE DWARF 315

Reclaiming the Hall: Underground Scenario

March 2006·p. 97

THE SHORT VERSION

Barundin’s Dwarfs begin at a single entrance while Goblin missile troops, Shamans and artillery occupy the raised hall. Both armies receive units through designated gateways, with the Goblins enjoying more entry points. From the fourth turn onward, running victory points determine whether the Dwarfs establish a foothold or suffer enough losses to retreat. The asymmetric thresholds encourage a battle of endurance without a fixed final turn.

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Find this article in White Dwarf 315, p. 97.

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