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Scenario Briefing

Deployment
Tunnels
Battlefield Archetype
Decimated Ruins
Victory Conditions
Over the top
Glorious Deeds
Sharpshooter
Feigned Retreat
Risk It All
No Escape
Scenario Code: 233-3414

Battlefield Archetype

Decimated Ruins

Battles are frequently fought to capture cities, towns and villages located between, or just behind, the trench lines of the opposing Warbands. The constant warfare quickly reduces once-proud buildings to ruins, amongst which Warbands fight each other in brutal short-ranged engagements. Tactical and strategic success can be measured by who takes control of the ruined buildings, piles of rubble and wrecked vehicles that litter the shattered landscape.

Decimated Ruins 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 Decimated Ruins must be chosen from the following list:

  • Ruined Buildings
  • Ruined Corners
  • 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

You will need at least 6 ruined buildings and at least 2 pieces of each other sort of terrain. 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.

Terrain Setup

Any ruins that are going to be used for the game must be set up first. The first ruined building or corner can be set up anywhere on the Battlefield. Each subsequent ruined building or corner must be placed between 3" and 9" away from any other ruined building or corner. After all of the ruins have been set up, any other terrain can be added to the Battlefield. Terrain apart from ruins can be set up anywhere on the Battlefield that is at least 3" away from any other terrain pieces.

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.

Glorious Deeds

Sharpshooter

A friendly model takes an enemy model Out of Action with a Ranged Weapon Attack that has the Long Range and Cover modifiers. Attacks with the
Blast
Keyword or that automatically hit without requiring a Success Roll cannot complete this Glorious Deed.

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.

Risk It All

A friendly model takes two
Risky Success
Rolls in the same Activation, and both are a Success or Critical Success.

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.