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RULES·WHITE DWARF 366

Vital Ground

June 2010·p. 35

THE SHORT VERSION

One side places a vital objective worth three points and the other three minor objectives worth one each. This asymmetry can initially balance the battlefield, but forces must cross the table or contest enemy positions to break the deadlock. Wrecked enemy super-heavies become additional objectives, while minimum spacing and edge restrictions prevent either player from concentrating all the important ground in an easily defended corner.

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Find this article in White Dwarf 366, p. 35.

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