A drilled phalanx grinds forward on tempo, taking a line of objectives in the ordered sequence the Codex demands.
ATTACKER The Ultramarines, advancing one doctrine-phase ahead each round.
DEFENDER The opposing gang, holding the objective line the Ultramarines mean to take in order.
BATTLEFIELD A line of three objectives runs across the centre of the board — near, middle and far.
DEPLOYMENT The Ultramarines deploy along one long edge. The defender deploys spread across the objective line to hold it.
THE SEQUENCE The Ultramarines must take the objectives in order: the near marker first, then the middle, then the far. A marker counts as taken only while it is controlled, and the sequence is broken if the Ultramarines ever lose control of a marker already claimed.
ENDING THE BATTLE The battle ends at the end of any round in which the Ultramarines hold all three objectives having taken them in order, or when the defender retakes an objective the Ultramarines had already claimed, or by the standard bottle-out rules.
VICTORY The Ultramarines win if, at the end of any round, they hold all three objectives taken in sequence from near to far. The defender wins by breaking that sequence — retaking a claimed objective, or holding the line unbroken-and-incomplete when the game ends.
REWARDS A full sequenced advance grants the Ultramarines bonus reputation and one step on the Control Track. Any fighter that held an objective every round it stood on one gains 1 bonus experience.
CONTROL TRACK An Ultramarines win advances their claim on the district by one step. A defender win holds the marker where it stands and denies the advance.
TACTICS The Ultramarines want to cycle their doctrines to match each phase of the push — ground-taking to seize a marker, ranged precision to deny a counter. The defender should force the phalanx to break its own order, striking hardest at whichever marker was taken last.