ATTACKER & DEFENDER The defender is a Death Korps gang, dug into a fortified trench-line and holding to the last. The attacker is the opposing gang, assaulting a position the penitents will not leave.
BATTLEFIELD A fortified trench and crater zone dominates the centre of the board, ringed by the open ground the attacker must cross.
DEPLOYMENT The Krieg gang deploys inside the crater zone and, before the battle begins, digs in — placing cover markers throughout the fortified ground. The attacker then deploys along one board edge and must take the position.
OBJECTIVE The attacker seeks to clear every Krieg fighter from the crater. The Krieg gang seeks to still hold it when the battle ends, whatever the cost.
ENDING THE BATTLE The battle ends when no Krieg fighter remains in the crater zone, or when the attacker withdraws. The Krieg gang never Bottles and plays to the last man.
VICTORY The Krieg gang wins if at least one of its fighters remains in the crater zone at the end. The attacker wins only by taking every Krieg fighter in the zone Out of Action.
REWARDS The Krieg gang gains reputation for each full round it holds the crater while below half strength. The attacker gains reputation scaled to how quickly it clears the position.
THE SIEGE A Krieg hold locks its claim on the district's control track — the line that could not be shifted. An attacker clearance seizes the marker outright.