Random Scenario Generator

New
Share
Load

Scenario Briefing

Deployment
Flank Attack
Battlefield Archetype
No Man's Land
Victory Conditions
Sabotage
Glorious Deeds
Feigned Retreat
Head Hunter
Killer Instinct
No Escape
Scenario Code: 125-4634

Battlefield Archetype

No Man's Land

No Man's Land is the area that lies between the trench systems of the Great War. It is a stark and deadly place, criss-crossed with fire from machine-guns and artillery, and with only occasional ruined buildings, craters, fallen trees, wrecked tanks or cannons, and pockmarked shrines to provide cover. This makes it a dangerous place to enter in daylight, so most Scenarios that take place in No Man's Land will be night-time raids where the cover of darkness can be used to provide some measure of protection against enemy gunfire.

No Man's Land Terrain Pieces

The players roll-off, and the winner sets up the terrain for the game. The terrain pieces for a game taking place in No Man's Land must be chosen from the following list:

  • Trenches
  • Ruined Buildings
  • Ruined Corners
  • Hills
  • Areas of Dangerous Terrain (barbed wire, swampy ground, etc)
  • Area of Difficult Terrain (craters, rubble, fallen trees, etc)
  • Landmarks (statues, shrines, altars, etc)
Number of Terrain Pieces

We recommend that you use at least 2 pieces of each terrain type if you can. Count pieces that are more than 8" across or more than 8" long as being 2 pieces of terrain towards this number rather than only 1. However, this is only a guideline, and you can use any number of terrain pieces in a No Man's Land scenario, from there being almost no terrain at all, to there being as much terrain as can be fitted onto the Battlefield (without breaking any of the following restrictions on how terrain pieces can be placed, of course!)

Terrain Setup

The terrain pieces must be set up in such a way that each piece of terrain is at least 6" away from any other pieces of terrain. Trenches can only be set up if they are wholly within one of the Deployment Zones shown on the map for the scenario that is being played.

Victory Conditions

Sabotage

After the terrain has been set up, the players must set up 6 Objective Markers. The players roll-off, and then alternate setting up the Markers, one at a time, starting with the winner of the roll-off. Objective Markers must be set up more than 6" from the edge of the battlefield or a Deployment Zone, and more than 6" away from any other Markers. If this makes it impossible to set up all of the Markers, discard any that cannot be set up. The players then roll-off again. The winner is the attacker and the loser is the defender. All of the attacking models apart from Infiltrators that deploy using their special rules have Demo Charges and can take the following

Action
S (no Success Rolls are necessary):

  • Place Demo Charge ACTION: A model that has Demo Charges and is in contact with an Objective Marker can take an
    Action
    to place the Demo Charge on the Marker. Once it does so, it no longer has the Demo Charge but can now use the Detonate Demo Charge
    Action
    .
  • Detonate Demo Charge ACTION: A model that has set Demo Charges can take an
    Action
    to detonate the Demo Charge. It can take the
    Action
    at any time during the game, and can wait one or more Turns before it does so if desired (this gives the model a chance to move away so it does not get caught in the explosion). When it finally takes the
    Action
    , make an Injury Roll with the IGNORE ARMOUR Keyword for every model within 3" of the Marker. The Marker is then removed. Note that if a model that has placed a Demo Charge is taken Out of Action, it will not be possible to detonate the Demo Charge.

A player wins this scenario immediately if the opposing Warband flees. Otherwise, the player with the most Victory Points at the end of the game is the winner.

At the end of the game the attacker scores:

  • 5 VP for each Objective Marker that has been removed.
  • 1 VP for each Glorious Deed they completed.

At the end of the game the defenders scores:

  • 5 VP for each Objective Marker that has not been removed.
  • 1 VP for each Glorious Deed they completed.

Game Length

Roll a D6 at the end of the fifth Turn. On a 1 or 2, the game ends immediately. On a 3 or more, the game will end at the end of the sixth Turn.

Deployment

Flank Attack

The players roll-off. The winner of the roll-off chooses which Deployment Zone will be theirs. The other Deployment Zone is their opponent's. The players then alternate deploying their models one at a time, starting with the player who has more models in their Warband (roll-off if both players have the same number of models). Models must be set up wholly within their own Deployment Zone.

Infiltrators can deploy normally or by using their special deployment rules.

Glorious Deeds

Feigned Retreat

A friendly model takes a Retreat
Action
and then hits an enemy model it was within 1" of at the start of the Activation with a ranged attack later in the same Activation.

Head Hunter

A friendly model takes two enemy models Out of Action with Ranged Attacks during the game.

Killer Instinct

A friendly model takes two enemy models Out of Action with Melee Attacks during the game.

No Escape

A friendly model successfully charges an enemy model that it did not have a Line of Sight to at the start of its activation.