An attrition force means to bleed the Blood Angels white and outlast a host that cannot stop itself from charging. The Sons of Sanguinius have to hold a line. The rising Thirst drags them off it with every round that passes.
ATTACKER AND DEFENDER The opposing gang is the attacker: a patient force, built to pick the defender apart at its own pace. The Blood Angels are the defender, a strike force whose Thirst climbs with every fallen brother.
BATTLEFIELD Three objectives are spread across the board.
CREWS Both players use their full gangs.
DEPLOYMENT The Blood Angels deploy first, in the centre, positioned to hold all three objectives. The attacker deploys spread along both long board edges, ready to strike at each in turn.
THE RISING THIRST The Blood Angels advance their Doctrine as normal, toward Assault and never back. The attacker's whole game is to exploit each advance the curse forces — striking in the moment the host abandons its ground for the charge.
ENDING THE BATTLE The battle ends at the close of round five, or earlier if one gang bottles out.
VICTORY The Blood Angels win if they hold two of the three objectives at the end of round five. The attacker wins if it holds two of three, or if the Blood Angels reach the Assault doctrine before round four and abandon the line.
REWARDS A Blood Angels victory grants bonus reputation for mastering the curse and holds the Control-Track marker. An attacker victory grants bonus reputation, advances the attacker's claim by one step, and puts any Blood Angels fighter that broke the line to charge at risk in the post-battle sequence.
TACTICS The defender has one task: resist the pull of the Thirst for as long as flesh allows. The attacker must bait the advance and let the curse do its work.