Trench Warfare

Scenario Summary
PlayersAttack / Defend
InfiltratorsSpecial
Battle Length4-5 Turns

Assault the trenches to win glory for yourself or mount a defence against an enemy attack.

Forces

The player with the most models in their Warband (ignoring their Threshold Values or Field Strength) is the attacker in this scenario, and their opponent is the defender. If both players have the same number of models, they roll-off and the winner decides who will be the attacker and who will be the defender. The defender must halve their Field Strength for the scenario, rounding fractions down.

The Battlefield

The players roll-off and the winner sets up the terrain for the game. This scenario uses the No Man’s Land battlefield archetype. When setting up the terrain for this scenario, do not set up any terrain in either Deployment Zone.

Deployment

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. Before deploying any models, the defender must set up their trench lines and Mine Markers as described below. The players then alternate deploying their models one 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 remaining models, one after another, until they have none left. Once the players have set up their models, deployment ends, and the game begins.

Defending Trench Lines

The defender must set up three Trench sections that are at least 8" long at the locations shown on the map. They can add additional Trench sections of any size.

Mine Markers

After the defender sets up their Trenches, they can set up 12 Mine Markers within the Mine Placement Area. After setting the Mine Markers up, the defender must secretly write down which 4 of the Mine Markers are duds. All of the other Mine Markers are live.

  • Triggering Mines: As soon as a model moves within 2" of a Mine Marker, temporarily halt its move. The defender must then reveal if the Mine Marker is a dud. If it is, nothing happens. If it is a live mine, it explodes. In either case, the Mine Marker is removed, and the moving model can then continue its move as long as it wasn’t taken Down or Out of Action. Flying models only trigger a Mine Marker if they finish a move in contact with it (they can fly across it without setting it off ). It is possible for a single move to cause several mines to explode. When this is the case, the defender chooses the order in which the explosions occur. Completely resolve each explosion before moving on to the next one.
  • Mine Explosions: When a mine explodes, make an Injury Roll with the SHRAPNEL Keyword for every model within 3" of the Mine Marker.

Infiltrators

Infiltrators can deploy normally or by using their special deployment rules. Attacking models that use special deployment rules must deploy within 12" of their Deployment Zone.

Game Length

At the end of the fourth Turn, the attacker rolls a D6. On a 1 or 2, the game ends immediately. On a 3 or more, the game will end at the end of the fifth Turn.

Victory Conditions

A player wins this scenario immediately if there are no enemy models on the battlefield or if the opposing Warband flees (typically due to failing a Morale Check). Otherwise, the player with more Victory Points at the end of the game is the winner.

  • At the end of each Turn, the defender scores 1 VP for each Trench section that is at least 6" long and has one or more defending models in it. If there are no attacking models in the Trench section, the defender scores 2 VPs instead of 1.
  • At the end of each Turn, the attacker scores 2 VPs for each trench section that is at least 6" long and has one or more attacking models in it. If there are no defending models in the trench section, the attacker scores 3 VPs instead of 2.
  • At the end of the game each player scores 1 VP for each Glorious Deed they completed.

Glorious Deeds

Survive to Tell the Tale

A friendly model that has two Injury Rolls made for it that are caused by mine explosions and is not taken Out of Action by either of the explosions.

Into the Trenches

A friendly model successfully charges an enemy model in a trench section and then takes the enemy model Out of Action with a melee attack.

Headshot

A friendly model that retreated earlier in its Activation takes one of the enemy models it retreated from Out of Action.

Good Hunting

A friendly model takes an enemy model Out of Action with a Ranged Attack that has the Long Range modifier.

Throw Them Back

A Warband wins the game.

Hold Your Ground

A Warband is the first to pass a Morale Check in this game.
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