Trench Warfare

Scenario Summary
PlayersAttack / Defend
InfiltratorsSpecial
Battle Length4-5 Turns
Standard TerrainYes
Staggered DeploymentNo

Forces

The larger warband is the Attacker and they use their entire warband. The smaller warband is the Defender and they can have up to half of the number of models the Attacker has. If both warbands have the same number of models, roll a dice to see who the attacker is and who the defender is.

Infiltrators

Infiltrators can be used in this scenario. However, the Attacker cannot place their infiltrators closer than 12” of their own deployment zone.

Battle Length

At the end of the fourth turn, the Attacker rolls1D6. On a roll of 1-2, the battle ends. Otherwise the game lasts for five turns.

Battlefield

The game is played on a standard-sized Battlefield (we suggest 4’ x 4’). .

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
Each building must be placed at least 8” away from any table edge and at least 6” away from the nearest building terrain piece. In addition, both players should add six smaller terrain pieces like boxes, sandbags, bomb craters, wells, fountains etc. anywhere on the table to create cover.

Deployment

The players then take turns to deploy one model at a time, starting with the attacker.

Models must be set up wholly within their own deployment zone. If a player runs out of models to set up, the other player sets up all their models afterwards. Once the players have set up their models, deployment ends and the battle begins.

Victory Conditions

If one warband is wiped out completely or loses their Morale test, the game ends and the opposing warband wins.

Otherwise, keep a running tally of Victory Points for both sides. The players accumulate VPs as follows:

  • At the end of the battle, the defender scores 2 victory points for each trench section that has one of the defender’s models and no enemies in it. The defender scores 1 VP for each trench section that has one of their models, but also has one or more enemy models.
  • At the end of the battle, the Attacker scores 2 VPs for each trench section that has one or more of their models, but also has one or more enemy models.
  • At the end of the battle the Attacker scores 3 VPs for each trench section that has one or more of their models but no enemy models. Calculate VPs at the end each turn for both players and the end of the game and add them together. The player with the higher number of VPs wins, otherwise the game is a draw.

Trenches

The Defender places three 8”-long Trench sections in their Deployment Zone. They can be placed as the Defender wishes and can be continuous, but each section always counts separately for Victory Points (see below).

Mines

The Defender then places 12 mine markers on the battlefield, four which will be duds – the defender marks the duds on the side of the marker that is hidden from view (face down). The Defender can place the mines anywhere within the battlefield up to 12” away from their own Deployment Zone as shown, though not inside their own deployment zone.

When any model comes within 2” of the centre of a mine counter (players can measure this distance beforehand), flip the counter over to see if it is a dud or not. If the mine is a dud, discard it immediately. If the mine is not a dud, every model within 3” must immediately roll on the Injury Chart to see what happens as a result of the exploding mine. The mines have the Keyword SHRAPNEL, so the models hit by the mine blast suffer an additional BLOOD MARKER unless they have protection against this. Afterwards, remove the mine marker. It is possible to trigger more than one mine at the time.

Some models, such as New Antioch Combat Engineers can remove a mine counter by moving in base contact with it and passing a RISKY ACTION as indicated in their warband entry. Note that when a model attempts this, the mine does not explode until the result of the roll is determined.

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 Points!

Survive to Tell the Tale

A model is hit by two mines during the battle and is not taken Out of Action.

Into the Trenches

Charge an enemy model in a trench and take it Out of Action during the same turn.

Headshot

Retreat from melee combat with an enemy and then take them out with a ranged attack ACTION during the same Activation.

Good Hunting

Take out an enemy in a trench with a ranged attack at Long Range.

Throw Them Back

As a Defender, take an enemy in a trench Out of Action when there were no defenders in the trench before you activated the model that takes the enemy out.

Hold Your Ground

Pass a Morale Test.