This mission uses Variable Game Length (see page 122). At the end

Players roll a die and the highest roll may choose a side
to deploy in. After choosing sides, the players take it in
turns to place a single Primary Objective marker in their
own deployment zone and then three more anywhere not
within any deployment zone. Normal restrictions for
placing markers apply (see page 121). Starting with the
person who won the roll, each player then sets up any
Fortifications that they may have in their army.
Before deploying their forces, players should first roll for
their Warlord Traits (see page 111) and then both players
roll-off to see which player chooses to deploy first or
second.
The player who deployed his army first, goes first unless
his opponent can Seize the Initiative (see page 122).
This mission uses Variable Game Length (see page 122).
At the end of the game, the player who has scored the
most Victory Points wins the game. If players have the
same number of Victory Points, the game is a draw.
At the end of each game turn, each Primary Objective
is worth one Victory Point to the player that controls
it. You control an objective (see page 123) if there is at
least one model from your scoring units, and no model
from enemy denial units, within 3” of it. Both players
will accumulate Victory Points from Primary Objectives
until the end of the game.
Slay the Warlord, First Blood, Linebreaker
Reserves.
Players roll a die and the highest roll may choose a side
to deploy in. After choosing sides, the players take it in
turns to place a single Primary Objective marker in their
own deployment zone and then one in the exact center of
the board. Normal restrictions for placing markers apply
(see page 121). After setting up objectives, starting with
the person who won the roll, each player then sets up any
Fortifications that they may have in their army.
At the end of the game, each Primary Objective is
worth 3 Victory Points to the player that controls it.
In addition, at the end of the game, each player
receives 1 Victory Point for each enemy Fast Attack
and Heavy Support unit that has been completely
destroyed. Units that are falling back at the end of the
game, and units that are not on the board at the end of the
game, count as destroyed for the purposes of this mission.
Before deploying their forces, players should first roll for
their Warlord Traits (see page 111) and then both players
roll-off to see which player chooses to deploy first or
second.
Slay the Warlord, First Blood, Linebreaker
The player who deployed his army first, goes first unless
his opponent can Seize the Initiative (see page 122).
Fast Recon: Unlike other missions, in Dusk Recon, your
Fast Attack units are scoring units, not just your Troops
units. In fact, in Dusk Recon, even your vehicles are
scoring units, if they are also Fast Attack units and are
not Immobilised or Flyers not in Hover Mode!
This mission uses Variable Game Length (see page 122).
At the end of the game, the player who has scored the
most Victory Points wins the game. If players have the
same number of Victory Points, the game is a draw.
Night Fighting, Reserves.
Heavy Metal: Unlike other missions, in Dusk Recon,
your Heavy Support units are scoring units, not just your
Troops units. In fact, in Dusk Recon, even your vehicles
are scoring units, if they are also Heavy Support units and
are not Immobilised or Flyers not in Hover Mode!
Players roll a die and the highest roll may choose a side
to deploy in. After choosing sides, place a Primary
Objective marker in the center of the battlefield. After
setting up the objective, starting with the person who won
the roll, each player then sets up any Fortifications that
they may have in their army.
Before deploying their forces, players should first roll for
their Warlord Traits (see page 111) and then both players
roll-off to see which player chooses to deploy first or
second.
At the end of the game, the player who has scored the
most Victory Points wins the game. If players have the
same number of Victory Points, the game is a draw.
At the end of each game turn, the Primary Objective
is worth one Victory Point to the player that controls
it. You control the objective (see page 123) if there is at
least one model from your scoring units, and no model
from enemy denial units, within 3” of it. The Primary
Objective may not be moved and the player who controls
it will accumulate Victory Points until the end of the
game.
The player who deployed his army first, goes first unless
his opponent can Seize the Initiative (see page 122).
Slay the Warlord, First Blood, Linebreaker
This mission uses Variable Game Length (see page 122).
Reserves.