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RULES·WHITE DWARF 365

Blood by Moonlight

May 2010·p. 29

THE SHORT VERSION

Faramir, Damrod and Madril lead an ambush against Gothmog’s infiltrating Orcs on a densely ruined battlefield. The evil army is split between models already in the city and first-turn arrivals whose entry points are partly chosen by the defender. Good can win by breaking the attackers and killing Gothmog, while an escape edge opens from turn six, turning the later game into a struggle to preserve enough of the garrison.

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Find this article in White Dwarf 365, p. 29.

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