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TO THE DEATH II............................
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DAWN BLITZThe previous battle can be found here...
http://www.tacticalwargames.net/forums/ ... 85;t=13541The Story Filler to this battle can be found here...
http://www.tacticalwargames.net/forums/ ... 85;t=14158Elements of the 83rd PDF Battalion has been given the task of blocking a narrow valley pass in order to protect their main forces Flank. Unknown by them, a large pack of Slaanesh War Engines has ambushed their patrols and are silently closing for the attack.
The PDF will be set up "Dug-In" gaining a +1 to their armour saves as well as any terrain or defence bonuses. They will remain Dug-In until they are moved.
Victory points for the PDF are double for each Chaos pack Broken. They also gain bonus points per turn they defend the valley after the first.
The PDF have command priority for Combat Air Support to help them defend the pass. The Heavy Artillery is needed elsewhere. The rules can be found at the end of the Story Filler, here...
All air strikes will be called just like an Orbital Barrages. 3+ to call in. Strike will arrive on the First Fire phase of the next turn. When the flyers arrive the Target must be in LOS of at least one Imperial ground unit to be a viable target. Flyers will only appear from the Imperials table Edge (to minimise risks of bombing/shooting their own men and simulates a low strafing run) and when their attack run is over they instantly leave.
All aircraft stats as normal with the exception of the PDF Magog Bomber. (I'll post stats during the battle)
All shooting at flyers considered to be snap fire so only First Fire units may target flyers with a -2 (Total) to hit modifier. AA units ignore the -2 modifier. Range modified by -25cm as normal for all units.
One Combat Air Patrol will be automatically available from the first turn. All others must scramble - one additional turns wait and an Airstrike (3+ roll) must be caled in.
All Flyers after their attack run must return to base for rearm and fuel.
Flyers hit and fail their save are destroyed. Flyers that make their save are damaged and abort their attack and return to base for repair. Flyers are repaired on a 4+ and are automatically rearmed but must wait to rejoin their Squadron unless they are the only survivor.
Flyers do break as normal and have a morale of 3+ (?)