No Quarter Prime 1: Urban Ambush

In the back pages of the new No Quarter Prime magazine from Privateer Press, three Trencher themed scenarios offer some narrative-style gameplay.  Each scenario offers a method of winning outside of the normal Steamroller packet, and includes terrain options that push players outside their normal six piece comfort level.

Scenario Elements

The Urban Ambush scenario offers a moving capture the flag style game with no warcaster or warlock to muck things up.  Deployment areas and terrain selection helps sell the idea of a group of reinforcements carrying a small but valuable package to a nearby encampment.  The reinforcements win if they deliver the package to the ambusher’s table edge, and the ambusher wins if they push the package to either side edge or steal the package and deliver it to the side edge themselves.

Scenario Terrain

The NQ offers rules for Deep Mud, Wandering Mist and Crumbling Buildings.

Want to see a jack plow through a building?  Or have it blow up to knock down nearby models?  How does pushing a jack or warbeast into a mud pit grab you?

Ten to twelve pieces of terrain are the norm for this dense table, complete with buildings to bash, and includes two additional wandering mist features, bringing the total to twelve to fourteen.  Wow!  Setup creates a table with a semi-open center, and lots of places for an ambusher to hide.

To make matters worse, the wandering mist is actually that poisonous Devil’s Gasp, seen in the Crossroads of Courage narrative and in the recent fiction.  Suffice it to say, it will kill your 1 hit box model.  Bring your gas masks.


The rules don’t say you have to sacrifice anything to carry the supply cache, just to pick it up.  We are interpreting that to mean that once the dude is carrying, he can do things as normal.  Also, we are ruling that incorporeal things have to turn corporeal to pick it up, but can go incorporeal next turn.

So, as a carrier, I would want a model that can move quick, maybe go for incorporeal, and maybe take a ton of damage.  Battle Engines are available, but not cavalry.  So my trolls can’t take the wagon, but Cygnar can take the Strider.  Also, the army size is large enough to support themes.  I would probably want access to some magic weapons, or spells.  Some factions have access to Journeymen Warcasters, or Lesser Warlocks, who are not excluded.  That means someone might be tempted to sinking 12 to 18 points on a jack or beast package.

In my stable, I have some options.


War Room Army

Cryx – Ambush

Theme: No Theme Selected
40 / 40 Army

Pistol Wraith – PC: 5
Pistol Wraith – PC: 5
Satyxis Raider Captain – PC: 4
Aiakos, Scourge of the Meredius – PC: 4
– Deathripper – PC: 6

Satyxis Raiders – Leader & 9 Grunts: 16

The plan here is to do some damage, steal the package with the wraith, and high tail it.

Expanding by 10 to build the supply team pushes me toward a min unit of Croe’s Cutthroats.


So many options.  Do I want Trenchers? Yes.  Wish I owned the patrol dog.  Waiting.  Storm Knights? Fun. Storm Strider? How about Jakes,  or a generic junior, or jack marshal?

War Room Army

Cygnar – ambush

Theme: No Theme Selected
39 / 40 Army

Trencher Chain Gun Crew – Gunner & Grunt: 4
Trencher Chain Gun Crew – Gunner & Grunt: 4
Rangers – Leader & 5 Grunts: 9
Black 13th Strike Force – Lynch, Ryan, & Watts: 10
Trencher Commandos – Leader & 5 Grunts: 10
– Trencher Commando Scattergunner – PC: 2

I’m short one point, but I think this would be a fun group.  Black 13th gives me a magic attack.  The two chain guns can Kay out covering fire templates to guide the suppliers away from a board side.  They threat far and are dug in.  So two of them can overlap 10″ and threat out another 10″ for a 30″ swath in the center.

Commandos and Rangers seem thematic here, roaming the crumbling city on the hunt for a smuggling party.

War Room Army

Cygnar – supply

Theme: No Theme Selected
49 / 50 Army

Captain Maxwell Finn – PC: 6

Trencher Infantry – Leader & 5 Grunts: 10
– Trencher Infantry Officer & Sniper – Officer & Sniper: 5
Arcane Tempest Gun Mages – Leader & 5 Grunts: 11
– Arcane Tempest Gun Mage Officer – PC: 4
– Cyclone – PC: 13

Here is option 1 for the supply team.  Trenchers for smoke, good ranged fire, then gun mages to push back, and a jack to carry the goods.

War Room Army

Cygnar – Supply storm

Theme: Storm Division
1 / 1 Free Cards 50 / 50 Army

Storm Strider – PC: 18

Captain Arlan Strangewayes – PC: 4
Stormsmith Stormcaller – 3 Stormsmiths: 0
Stormblade Captain – PC: 5
– Firefly – PC: 8

Stormguard Infantry – Leader & 9 Grunts: 15

Option 2 is in theme, and I pick up some free Stormsmiths.  The Strider can carry, and the infantry can screen.  Slower moving, but so much voltage!  Strangeways brings magic.


War Room Army

Khador – ambush

Theme: No Theme Selected
40 / 40 Army

Widowmaker Marksman – PC: 4

Widowmaker Scouts – Leader & 3 Grunts: 8
Kossite Woodsmen – Leader & 5 Grunts: 7
Croe’s Cutthroats – Leader & 9 Grunts: 16
Dannon Blythe & Bull – Blythe & Bull: 5

Snipers. Cutthroats.   Sell-swords.  Magic weapon with Croe.

War Room Army

Khador – supply

Theme: No Theme Selected
50 / 50 Army

Widowmaker Marksman – PC: 4
Gobber Tinker – PC: 2
Raluk Moorclaw, the Ironmonger – PC: 4
– Buccaneer – PC: 6

Man-O-War Shocktroopers – Leader & 4 Grunts: 16
Widowmaker Scouts – Leader & 3 Grunts: 8
Alexia Ciannor & the Risen – Alexia & 9 Risen Grunts: 10
– Thrall Warrior

GENERATED : 10/12/2017 12:05:03
BUILD ID : 2050.17-09-10

More units that I never get to play.  Shock troopers slowly advance while the undead tie up dudes.  The troll and tinker repair away the armored troopers.

Let’s play!

Tonight I will run this scenario, play some games and report in later this week.

I think most of the fun is building new lists and playing with a different emphasis.  The Urban Ambush has a Company of Iron feel.  If I enjoy tonight’s games, then perhaps I’ll give Iron a try.


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