Raids

Source: Core Rulebook 3E, p. 148

In a Raid scenario one player will be the attacker whilst the other player is the defender. Raids are lightning strikes against a specific objective such as an ambush of an enemy column, a surprise attack on an important enemy strongpoint, or secret missions deep behind enemy lines.

Attacker's Organisation

A raiding force should be fast moving and hard-hitting with plenty of Elite and Fast Attack units. You will need to complete your mission quickly – if you take too long to achieve your objective, you risk being overwhelmed by enemy reinforcements. A solid core of Troops will help to keep up your numbers, providing reliable firepower to fend off any counter-attack or to deliver a killing blow to enemy forces. Infiltrators often come in particularly useful in Raid scenarios.

Raids Force Organisation – Attacker

Slot Compulsory Optional
Troops 1 4 more
HQ 2
Heavy Support 1
Elites 3
Fast Attack 3

Diagram: Force organisation tree showing HQ linked to Elites, with HQ branching down to two Troops slots, Fast Attack, and Heavy Support.

Defender's Organisation

Defending against a Raid requires nerves of steel and a balanced mix of units. Heavy Support units will be important to keep the foe at bay or provide heavy reinforcements. Troops will be needed to guard objectives and tie down raiders in costly firefights and close combats where their greater numbers will prove more useful than any amount of big guns. Having an Elite unit will allow you to mount a counter-attack to drive the enemy away from their objective and put them on the defensive.

Raids Force Organisation – Defender

Slot Compulsory Optional
Troops 2 4 more
HQ 1
Elites 1
Fast Attack 1
Heavy Support 2

Diagram: Force organisation tree showing HQ linked to Elites, with HQ branching down to two Troops slots, Fast Attack, and Heavy Support.

Forces

Both sides pick forces from the Raid force organisation to an agreed points value.

Terrain

Set up the terrain in any mutually agreeable manner. Ideas for setting up terrain are given earlier in the Battles Book.

Selecting a Mission

There are 3 Raid missions. Roll a D6 to randomly determine which mission to play.

D6 Mission
1-2 Sabotage
3-4 Ambush
5-6 Strongpoint Attack
  • Sabotage

    Raid mission where the attacker must fight past sentries to plant a demo charge on a central objective before reserves and the alarm-triggered defenders arrive.

  • Ambush

    Raid mission where a hidden attacking force ambushes a defending column of march that is trying to escape off the far table edge.

  • Strongpoint Attack

    Raid mission where the attacker storms a fortified 24-inch square strongpoint before the defender's reserves can arrive, in a game shortened to four turns after the alarm is raised.