Random Scenario Generator
Random Scenario | |
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Scenario Type | Sabotage |
Deployment | Flank Attack |
Glorious Deeds | Reaper, Head Hunter, No Escape, Show of Mercy, Victorious |
Scenario Code | Ob02Dp02GlPo01_05GlPt03_05GlFn00 |
Roll new Scenario |
Scenario Rules

Players | Attack / Defend |
Infiltrators | Not Allowed |
Battle Length | 5-6 Turns |
Standard Terrain | Yes |
Staggered Deployment | No |
Forces
Use your full Campaign Warband in this battle.
Infiltrators
Infiltrators must be deployed as normal troops.
Battle Length
At the end of the fifth turn of the game, one of the players rolls a D6. If the result is 4 or more, the game ends. If the game continues, the game ends at the end of the sixth turn.Battlefield
The game is played on a standard-sized battlefield (we suggest 4’ x 4’).
Each player rolls D3+1 and takes that many 1” radius Objective markers. The player with the most objective markers (or the winner of a roll-off, if both players have the same number of markers) begins by placing one of their Objective markers on the playing surface. Then the opponent does the same and they keep alternating until both players have placed all of their Objective markers. Objective markers can be placed anywhere on the playing surface outside Impassable Terrain, and more than 8” away from another marker, table edge or any Deployment Zone. If it becomes impossible to place any more markers, the remaining markers are discarded.
Standard Terrain Rules
The player with the lower number of models in their force can place one of the following terrain pieces on the table:- One Building (a tower, house etc.)
- One Piece of Dangerous Terrain (swamp, barbed wire etc.)
- One Piece of Difficult Terrain (forest, rocky ground)
- One Piece of Impassable terrain (12” river with a bridge or ford, sheer cliffs etc.) Maximum two pieces per battle
- One Hill
- One Fence/wall/other defendable terrain piece (max one per player)
- 6” Section of a Trench
Deployment
Use the Flank Attack Deployment Map below. The winner of the roll-off then places one model anywhere within their Deployment Zone (see diagram). The opponent does the same. Then the first player places another model and the two keep alternating until all models have been set up.Victory Conditions
The players roll-off and the winner decides to be the attacker or defender. During the game, the attacker can destroy the objectives by planting mines/demolition charges or other explosives on them.
To plant an explosive charge on an objective, any attacking model must first move into base contact with the objective marker and then use any melee attack ACTION they have on the objective – this automatically plants the charges and the Activation of the model ends. In any following turn, if the attacking model is activated and moves away from the marker, the objective is automatically destroyed and any other model (friends and foes) that is still in base contact with the objective must immediately roll on the Injury Chart while ignoring armour. If the model moves away from the marker or is taken Out of Action before its next Activation, the explosive charge does not go off.
After the game ends, if the attacker has destroyed more objectives than their opponent, the Attacker wins. If less, then the Attacker loses. If both players have destroyed exactly the same number of the objectives, the game is adraw.
Glorious Deeds
Players score one Glory Point for every model that completes any of the following Glorious Deeds. Glory Points for these can only be gained once – whichever player completes them first gets the Glory!