WYŁOM 2026 - Trench Crusade event in Konstancin-Jeziorna

Wyłom 2026

Autor grafiki: Katarzyna Borek-Polkowska

Date and Location

Saturday, 5th September, 2026 - tournament
Sunday, 6th September, 2026 - narrative day

KONSTANCIN CULTURAL CENTER
Address: ul. Mostowa 15, 05-510 Konstancin-Jeziorna
facebook

Entry Fee

110 PLN for each day. Lunch included.

Those providing terrain for the event pay – 80 PLN per day!

Due to requirements from the Cultural Center and logistics, the entry fee must be paid in advance at least 21 days(15.08) before the event date to the Cultural Center’s bank account.

Payment details:
Transfers with the description “Wargaming Tournament 5-6.09 - Participant’s Full Name” should be made to: Konstanciński Dom Kultury, Bank Spółdzielczy O/Konstancin-Jeziorna, account number 04 80020004 0200 1544 2002 0112

Army lists must be submitted at least 7 days before the event (29.08) to: jakub.polkowski@gmail.com - as a link to the Trench Companion.

Requirements

Respect your opponents. WYŁOM is an event by players, for players, focused on having a great time with fellow Trench Crusade enthusiasts.

General Rules and Clarifications

  • We use the latest rulebook edition, and preview rules
  • Models MUST be based according to rulebook-specified sizes,
  • We are using Trench Crusade Event Primer

DAY 1

Event Schedule

Saturday
9:00 – 11:45: Battle 1
12:00 – 14:30: Battle 2
14:30 – 15:00: Lunch break
15:00 – 18:30: Battle 3
18:45 – Awards and closing ceremony of day 1

Rules and Clarifications

  • Format - Army list worth 1000 Ducats and 5 Glory Points. You can buy/sell 2 Glory points for 30 Ducats each, so possible combinations are: 940/7, 970/6, 1000/5, 1030/4 and 1060/3.
  • We are playing 3 battles using the scenarios described below,
  • You cannot have more than 17 models in your army,
  • No items from campaigns allowed, with the exception for the dogs

ARMY LISTS

Scenarios

Scenario 1 - Hellish Trident

  1. Map:
    map 3
  2. Setup: Players place three Objective Markers (25mm), representing the tips of the Hellish Trident, on the table in the following configuration:
    1. 1 Objective Marker in the centre of the table
    2. 1 Objective Marker, 8” from the left side and 8” from the top side of the board
    3. 1 Objective Marker, 8” from the right side and 8” from the bottom side of the board
  3. Deployment: Players roll a d6. The player who rolled higher chooses their Deployment Zone and begins placing models. Players alternate placing one model at a time.
  4. Infiltration: Allowed under general rules, except not closer than 8” from the Objective Markers.
  5. Resonating Tip: From the second turn onwards, one Objective Marker will start to resonate. Any model that ends its Activation within/partially within 8” from the Resonating Objective Marker will immediately suffer one Blood Marker. If the model already has six Blood Markers, it will roll for Injury instead.
    • Second Turn: Players roll-off, the winner selects the Objective Marker to resonate this turn
    • Third Turn: The opposing player selects a different Objective Marker to resonate this turn
    • Fourth Turn: The last Objective Marker is the one to resonate this turn
  6. Game Start: The player with fewer models selects who goes first. If both players have the same number of models, roll a d6, the player with the higher result selects who starts the game.
  7. Game Length: 4 turns.
  8. Scoring: From the second turn onwards, each player scores VP at the end of the turn, as follows:
    • 1 VP for each Objective Marker they control
    • Additional 1VP If they control the “Resonating” Objective Marker
    Additionally:
    • 1 VP for every full 25% of the enemy warband dead at the end of the game
    • 1 VP if the enemy Leader is Out of Action
    • 0/2 VP for achieving the Secondary Objective
    • 1 VP if you kill more enemy models than the opponent
    Controlling Objective Marker: There is at least one friendly model, and there are no enemy models within 1” from the Objective Marker. Down models do not count.
  9. Secondary Objective:
    • You control two or more Objective Markers at the end of the game. Completing this objective awards 2 VP.

Scenario 2 - Fallen Tank

  1. Map:
    map 3
  2. Setup: Players place a tank marker in the centre of the table. The marker must be accessible and cannot be placed in impassable terrain.
  3. Deployment: Players roll a d6. The player who rolled higher chooses their Deployment Zone and begins placing models. Players alternate placing one model at a time.
  4. Infiltration: Allowed under general rules, except not closer than 12” from the middle of the board.
  5. Fallen Tank: The Fallen Tank is a neutral model in the middle of the gaming board. It has the following profile:
    Movement Ranged Melee Armour
    0" 0 0 -2*

    DEMONIC, IGNORE GAS, IGNORE FIRE, IGNORE SHRAPNEL, *IMPERVIOUS
    The tank cannot move or be moved by any means and treats all Down results as Minor Hits instead.

    The tank can select to fire one of two ammo rounds types:
    • Fragmentation: Range 36", BLAST 3, SHRAPNEL, IGNORE COVER
    • Armor Piercing: Range 36", +1D to Injure, ARMOR PIERCING 1

    Additional Tank rules:
    • A Tank’s Line of Sight is drawn from its turret
    • Treat the Fallen Tank as scenery for the purposes of Line of Sight, Cover, and attacks made with the Blast keyword
    • In order to attack a Tank in melee, it must be charged
    • Models within 1" of the Tank can move away from it using a normal Move, Dash, or by Charging another model
    • Models can always shoot at the Tank or at enemy models within 1" of it without needing to randomize which model is hit

    Activating the Fallen Tank: Once per turn, each player can activate the Tank as if it was a friendly model. During its activation, the Fallen Tank can fire one of its weapons at the target selected by the controlling player - even if there are models within 1” of it.
  6. Game Start: The player with fewer models selects who goes first. If both players have the same number of models, roll a D6, the player with the higher result selects who starts the game.
  7. Game Length: 4 turns.
  8. Scoring: Each player scores VP at the end of the turn, as follows:
    • 2 VP for each Out of Action result on the Tank. After the fifth Out of Action result, remove the model from the battlefield, and leave a 25mm marker in the center of the board representing the Heart of the Tank. The Heart cannot be moved.
    • 2 VP for controlling the Heart of the Tank at the end of the game. The player who has more models (not Down) within 3" of the Heart controls it.
    Additionally:
    • 1 VP for every full 25% of the enemy warband dead at the end of the game
    • 1 VP if the enemy Leader is Out of Action
    • 1 VP if you kill more enemy models than the opponent
    • 0/2 VP for achieving the Secondary Objective
  9. Secondary Objective:
    • At the end of the game you have more models (not Down) within 8" from the center of the board. Completing this condition awards 2 VP.

Scenario 3 - Baptism of Fire

  1. Map:
    map 3
  2. Setup: Players place five Objective Markers (25mm) on the table in the following configuration:
    1. 1 Objective Marker in the centre of the table
    2. 2 Objective Markers, 10” from the left side and 8” from each player’s edge (one on each side)
    3. 2 Objective Markers, 6” from the left side and 18” from the opponent’s edge (one on each side)
  3. Deployment: Players roll a d6. The player who rolled higher chooses their Deployment Zone and begins placing models. Players alternate placing one model at a time.
  4. Infiltration: Allowed under general rules, except not closer than 8” from the Objective Markers.
  5. Game Start: The player with fewer models selects who goes first. If both players have the same number of models, roll a d6, the player with the higher result selects who starts the game.
  6. Game Length: 4 turns.
  7. Scoring: Each player scores VP at the end of the game, as follows:
    • 1 VP if they control the Objective Marker in their own deployment zone
    • 2 VP for each Objective Marker they control in No Man’s Land, other than the central one
    • 3 VP if they control the Objective Marker in the middle of the board
    • 4 VP if they control the Objective Marker in the enemy deployment zone
    • -3 VP if their deployment zone Objective Marker is controlled by the opposing player
    Additionally:
    • 1 VP for every full 25% of the enemy warband dead at the end of the game
    • 1 VP if the enemy Leader is Out of Action
    • 0/2 VP for achieving the Secondary Objective
    • 1 VP if you kill more enemy models than the opponent
    Controlling Objective Marker: There is at least one friendly model and there are no enemy models within 1” from the Objective Marker. Down models do not count.
  8. Secondary Objective:
    • You control more than half of the Objective Markers at the end of the game. Completing this condition awards 2 VP.

Scoring System

The VP results for each scenario are calculated separately and then converted according to the following brackets:
6-1 - minimum 9 VP advantage
5-2 - minimum 6 VP advantage
4-3 - minimum 2 VP advantage
3-3 - Draw

For the first round, players are paired randomly (with the option to issue a challenge). In subsequent rounds, opponents are paired according to results.

Bonus Points

  • +1 point for fully painted army,
  • +1/+2 points for full WYSIWYG,
  • -1 point for lack of dice/measuring tools,
  • +1 point for timely list submission,
  • -x points for prolonging battle;

WYSIWYG

In skirmish games, where every model may be equipped differently, clear identification is important.

  1. “Minor” WYSIWYG: Model type matches list. Similar model or base size is acceptable, with distinguishable marks (cross, red helmet, etc.).
  2. “Full” WYSIWYG: Model and primary gear must match, including most expensive item (e.g., musical instrument > dagger).

    *1 Glory Point = 30 Ducats when evaluating item cost (e.g., Blasphemous Staff 2 GP = 60 Ducats).

Participants