The Iron Hands have dug in around their command. There is one way to break them: decapitate the Iron Council before its recovery snowballs beyond reach.
ATTACKER
The opposing gang — the aggressor, sent to cut the head from the machine cult. Burst the Techmarine command and the walkers with concentrated high-AP fire, and do it before the Iron Hands' resilience compounds the survivors out of reach.
DEFENDER
The Iron Hands — dug in around the Iron Council: Captain, Techmarine, revered walkers. Weather the alpha. Survive to the late rounds, where the force's resilience makes it all but unkillable.
DEPLOYMENT
The Iron Hands deploy first — a tight, mutually-supporting formation around their command and walkers, anchored on terrain. The attacker deploys around them with the initiative, set to strike the Iron Council fast.
OBJECTIVE
The attacker means to take the Iron Hands' Leader and Techmarine Out of Action before recovery can save them. The Iron Hands mean to keep one of the two command bodies alive — past the point where the machine cult has compounded beyond breaking.
ENDING THE BATTLE
The battle ends at the close of round four, or the instant both the Iron Hands Leader and Techmarine are Out of Action.
VICTORY
The attacker wins if both the Iron Hands Leader and Techmarine are Out of Action by the end of round four — the Council decapitated before recovery could save it. The Iron Hands win if either command body still stands at the end of round four. The iron endured the alpha; the long war now belongs to it.
REWARDS
An attacker win grants bonus reputation for cracking the machine cult fast and a Control-Track step. An Iron Hands defence that held the Council grants them bonus reputation and a step for out-enduring the strike. A Techmarine that survived earns 1 bonus experience toward Iron Father.
CONTROL TRACK
An attacker win advances the attacker's Control-Track claim by one step — the Council broken, the ground taken. An Iron Hands defensive win advances the Iron Hands' claim by one step: the alpha weathered, the district held by iron that would not break.