The scope of a conflict, both in battlefield area and number of troops deployed, is called a scenario's scale. Scale determines both the approximate size of a given tile and the amount of time considered to pass in a given round.

Scale is determined foremost by the number of soldiers on the ground, as only so many soldiers can fit within a given area. Additional consideration should be given to force organization: while a large deployment of identical soldiers can be fielded as a single formation, it may be more beneficial to break them up into multiple, smaller formations, particularly since both opponents will be operating with units of approximately equivalent size.

Bear in mind that while unit sizes are approximate, every unit fielded must be identical in squad count. This applies for both combatants, so a unit on one side should be of equivalent size to a unit on the other.

Scale Tile Diameter Round Duration Unit Size # Squads
Tiny 9.375 m 1.25 min Squad 1
Small 18.75 m 2.5 min Platoon 3-5
Medium 37.5 m 5 min Company 16-25
Large 75 m 10 min Battalion 64-100



Every battlefield features varying types of terrain. Some may be beneficial, providing cover or stealth bonuses, while others can prove impassable or even deadly to units.

Field Effects

While terrain is limited to individual tiles, some battlefields may have have area-wide field effects. A field effect is an event or modifier that applies to every deployed unit. Maps can have multiple field effects.

Common effects include nighttime darkness, inclement weather, or extreme temperatures.

More unusual field effects also exist, such as hallucinogenic atmospheres, solar flares, and passive warp phenomena.

Sample Field Effects
Name Effect
Air (None) All units that require air immediately die without a supply.
Air (Toxic) All units are hit by a weapon with the Gas quality every round.
Darkness Reduced Vision
Rain (Light) Reduced Morale
Rain (Heavy) Reduced Morale, Reduced Speed


The deployment rules for a scenario dictate how military forces may be organized and positioned at the beginning of a battle. Common deployment rules include:

  • Ambush: One side begins in a predetermined location, while the other side has one or more areas in which to arrange their forces.
  • Defence: One side begins in a defensible area somewhere on the map, while the other side enters along the designated map edge(s).
  • Encounter: Both sides begin combat with their forces arranged in predetermined positions.
  • Skirmish: Both sides enter the battlefield from opposite sides of the map.

Victory Conditions

The victory conditions for a scenario determine what requirements there are for either side to have won the battle. Typically, eliminating an enemy's forces will also count as a victory, provided the enemy has not yet achieved their own victory conditions.


Certain victory conditions may include the protection or securing of objectives, which should be clearly marked on the battlefield.

An objective is considered captured by a side if said side has at least one unit within 4 tiles of the objective, and the opposing side does not, during the end phase. Concealed and broken units do not count for the purpose of contesting an objective.

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