Dawn Raid

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This scenario is part of the MOAB 2025 campaign, which has rules for army selection and objectives.

Compiled by Tect.

Discussion and feedback: Completed scenarios.

The dust has settled and the dead buried. As dawn rises, two weary forces stare greedily at their enemy’s supply tents. After such a battle, surely they cannot hope to defend them.

dawn raid

Attacker’s orders

You must sweep the enemy aside and claim the spoils you rightfully earned. Their reinforcements have crawled out of their hovels, your time is short, but your second wave is already preparing.

Defender’s orders

Your reinforcements have not yet arrived, but nor have the enemy’s. Your supplies are insufficient to feed your army and its reinforments. Raid the enemy’s supplies before their reinforcements arrive.

Preparing for battle

After making the scouting roll, each player places two Camp tokens within their enemy’s deployment zone.

Units in each player’s reserves are not deployed along with the rest of the army.

Mission special rules

Reserves

See Reserves in the campaign introduction.

Reinforcements

At the beginning of each player’s second turn, one reserve force will enter the battlefield from either their own battlefield edge, or one of the sides.

At the beginning of each player’s third turn, their other reserve force must enter from a different edge.

Before the start of the game, the players must note (in secret) the order their reserves will arrive, and where they will come from.

When a reserve force enters the battlefield, the leader is first placed anywhere within 5cm of the battlefield edge. Then, each unit is placed with all stands in contact with the battlefield edge and moves up to its ordinary movement distance as if it had received a successful order. Place each unit this way one at a time. Units cannot make a charge move or a supporting charge move this way.

Once the reserve units have been deployed, the player begins their Command Phase.

Units that entered from reserves can receive orders in the following Command Phase, and are considered to have received a succsesful order from their reserve leader, meaning on the turn they enter:

  • They can only received orders from the reserve leader

  • They receive a -1 Command penalty

  • They can only receive two more orders

  • They may not make initiative moves

Camps

Each Camp acts as an immobile stand of infantry with 5 Attacks, 5 Hits and a 5+ Armour save. It does not have sides or a rear, and it is always considered Defended.

A camp can both provide support and receive support in the same manner as infantry.

If a Camp loses a round of combat or suffers 5 saved? hits it is destroyed and removed from the battlefield.

When a Camp is destroyed, select one unit that made an attack against it (if any) and place a marker to show it is carrying the loot from the camp.

Winning the battle

At the end of the battle:

  • Each player scores 1 victory point for each camp that survives the battle

  • Each player scores 2 victory points for each enemy camp destroyed

  • Each player scores 3 victory points for each friendly unit carrying loot from an enemy camp.

The campaign continues with Meeting Engagement.