On a night patrol, two border forces clash as they penetrate into enemy territory.
Deployment: The deployment zone is extended to 16 inches instead of the usual 12.
Game Length: 3 Game Rounds
Night Fighting: The whole board is treated as a low visibility zone.
Night jump: It is more difficult to parachute directly into the combat zone at night time. Troopers using airborne deployment level 3, 4, 5 or 6 for deployment suffer an additional modifier of -3 to their PH roll.
Sudden End: If one of the players starts his active turn in a Retreat! state, the game will end at the end of that turn.
At the end of the game, calculate the total of army list points for all active troopers who are not in retreat! inside the opponents’ table half.
5 OP for the player whose total is more than 20 points higher than that of his/her opponent.
4 OP for the player whose total is more than 5 points higher than that of his/her opponent.
3 OP for both players if the difference between their totals is 5 points or less.
1 OP for the player whose total is lower than that of the opponent, but has at least one active trooper in the opponent’s table half.
Then separately calculate the total of army list points for all active troopers who are not in retreat! inside the opponents’ deployment zone for the additional OP.
+2 OP for the player who’s total of army list points inside the opponents’ deployment zone is higher.
+1 OP for the player whose total of army points inside the enemy deployment zone is less than the opponent’s, but has at least one trooper inside the enemy deployment zone.