Random Scenario Generator
Scenario Briefing

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
Over the top
Before deploying any models, each player must set up 4 Trench sections that are at least 8" long in their Deployment Zone.
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 each player scores:
- 1 VP for each Trench section in their own Deployment Zone that has at least 1 friendly model in it and no enemy models in it.
- 2 VPs for each Trench section in the enemy Deployment Zone that has at least 1 friendly model in it and no enemy models in it.
- 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
Tunnels
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 winner must then set up a Tunnel Marker in the loser's half of the battlefield and more than 6" from the loser's Deployment Zone. The loser must then set up a Tunnel Marker in the winner's half of the battlefield and more than 6" from the winner's Deployment Zone.
The players must then split their Warbands into two groups with an equal number of models. If a player has an odd number of models in their Warband, the extra model must go in the first group. The first group is the starting group, and the second group is their reinforcements.
The players then alternate deploying their models in their starting group 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, but must be set up more than 8" from the opposing player's Tunnel Marker.
Starting from the first Turn, the players can Activate the models from their reinforcements group, as well as the models that were deployed at the start of the battle (the reinforcements and previously deployed models can be Activated in any order). When they Activate a reinforcement, they must deploy it within 6" of their Tunnel Marker and more than 1" from any enemy models, even if it is an Infiltrator. The player can then carry out the rest of the model's Activation normally except that the model cannot Dash. Both players can choose to hold back reinforcements if they wish to, but any that are not deployed by the end of the third Turn are treated as having been taken Out of Action (the tunnels have collapsed!).
Infiltrators can deploy normally or by using their special deployment rules, but must be set up more than 8" from the opposing player's Tunnel Marker.
