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
Attritional Battle
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.
- Each player scores VPs for enemy models that were taken Out of Action equal to the model's Cost, divided by 10 if it has a Cost in , or by 3 if it has a Cost in (rounding fractions up). Include the model's Battlekit, Glory Items, and any other upgrades in its Cost. If a model has items worth both and , work out each separately. For example, a model that had a total Cost of 100 and 6 would be worth 100/10 = 10 VPS, plus 6/3 = 2VPs, for a total of 12VPs.
- At the end of the game each player scores 10 VP for each Glorious Deed they completed.
Game Length
The game ends at the end of the sixth Turn.Deployment
Long-Distance Battle
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.
