# Idea for a new expedition zone biome: The Trenchlands

**URL:** <https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761>\
**Category:** Gameplay Feedback\
**Created:** [October 18, 2026, 12:57pm UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761 "2026-10-18T12:57:27Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![Justag33k1005](https://avatars.discourse-cdn.com/v4/letter/j/258eb7/32.png) [@Justag33k1005](https://forums.fatsharkgames.com/u/Justag33k1005)\
**Post date:** [October 18, 2026, 12:57pm UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/1 "2026-10-18T12:57:27Z")

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By now, most of us have made several forays into the deadside on expeditions. But after a while, it becomes a bit repetitive, so perhaps it is time to change the scenery a bit, an get a new biome with new modifiers to explore in expeditions mode.

So my suggestion: The Trenchlands (sorry about the title but not really coming up with any other good names at the moment, and “No-Man’s Land” is already taken)

The environment of the Trenchlands would be similar to the operation “No Man’s Land”, but on a much larger scale. The biggest differences would be what you are looking for out there, and what happens when the time limit runs out. For those of you have been long time players, you probably know that the supplies are always an issue for the warband, what with the constant missions to replenish ammo reserves and what not. The purpose of the expeditions into the proposed new biome would be to recover more supplies for the war effort. In addition, we can also recover rations for trading with the militarum bunkers between zones, which would serve the same purpose as the Deadsider’s Sanctuaries. Expeditions into the Trenchlands would have a time limit just like those into Deadside, but when the timer runs out, instead of corruption, you would get unending waves of enemies that gradually get stronger and stronger.

Now as for what kind of unique modifiers the Trenchlands could have, minefields with shootable mines so you don’t always have to go around, artillery barrages that occur every so often in open areas that would have a warning mark on ground before it hits, aerial patrols that can drop squads of elites on top of your position, and bombing runs that cover whole open patches with fire or tox gas.

As to who we should have as vocator for the expeditions, I’m divided between Commissar Dukane, Quartermaster Brunt, and Knight Commander Dragor.

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**Author:** ![Namazu](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/namazu/32/25928_2.png) [@Namazu](https://forums.fatsharkgames.com/u/Namazu)\
**Post date:** [October 18, 2026, 3:02pm UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/2 "2026-10-18T15:02:02Z")

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Please don’t encourage them to waste more development time and resources on this game mode.

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**Author:** ![Rvl](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/rvl/32/115814_2.png) [@Rvl](https://forums.fatsharkgames.com/u/Rvl)\
**Post date:** [October 18, 2026, 4:58pm UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/3 "2026-10-18T16:58:10Z")

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I kinda like Expeditions, but it’a a dead gamemode, half the time you can’t get a full team lobby so I’d rather devs not waste anymore time on it if even people who like it can’t properly play it due to low populace

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**Author:** ![Guerilla\_Frank](https://avatars.discourse-cdn.com/v4/letter/g/898d66/32.png) [@Guerilla\_Frank](https://forums.fatsharkgames.com/u/Guerilla_Frank)\
**Post date:** [October 18, 2026, 5:18pm UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/4 "2026-10-18T17:18:57Z")

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If there was a purpose to it and some variety, it wouldn’t be abandoned.

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**Author:** ![Guerilla\_Frank](https://avatars.discourse-cdn.com/v4/letter/g/898d66/32.png) [@Guerilla\_Frank](https://forums.fatsharkgames.com/u/Guerilla_Frank)\
**Post date:** [October 18, 2026, 5:20pm UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/5 "2026-10-18T17:20:30Z")

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I had the idea yesterday, that a Depths area Expeditions with all the mazes could be refreshing as well.

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**Author:** ![Justag33k1005](https://avatars.discourse-cdn.com/v4/letter/j/258eb7/32.png) [@Justag33k1005](https://forums.fatsharkgames.com/u/Justag33k1005)\
**Post date:** [October 18, 2026, 11:19pm UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/6 "2026-10-18T23:19:33Z")

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we can agree on that, the question is what do we add to spice it up? It’s already been suggested by some players that they swap the middle or final zones with a special boss fights, which received mixed reactions.

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**Author:** ![Justag33k1005](https://avatars.discourse-cdn.com/v4/letter/j/258eb7/32.png) [@Justag33k1005](https://forums.fatsharkgames.com/u/Justag33k1005)\
**Post date:** [October 20, 2026, 8:36am UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/7 "2026-10-20T08:36:54Z")

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heres a good one to improve expeditions: objectives to destroy certain enemy assets. After all, who doesn’t like more boom?

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**Author:** ![Guerilla\_Frank](https://avatars.discourse-cdn.com/v4/letter/g/898d66/32.png) [@Guerilla\_Frank](https://forums.fatsharkgames.com/u/Guerilla_Frank)\
**Post date:** [October 20, 2026, 8:44am UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/8 "2026-10-20T08:44:12Z")

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Yeah, relocate the barrels as an asset. All of them. 😀

The basic concept of a semi-procedurally generated, open map is generally great. FS just needs to breathe some life into Expeditions. More zones, diverse objectives, boss fights, etc…

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**Author:** ![Justag33k1005](https://avatars.discourse-cdn.com/v4/letter/j/258eb7/32.png) [@Justag33k1005](https://forums.fatsharkgames.com/u/Justag33k1005)\
**Post date:** [October 20, 2026, 8:46am UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/9 "2026-10-20T08:46:02Z")

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not quite what I meant. I meant giving us buildings and such to blow up wholesale like we do in VT2’s “Empire in Flames” mission.

love the breaching charges, but I want a proper boom!

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**Author:** ![Guerilla\_Frank](https://avatars.discourse-cdn.com/v4/letter/g/898d66/32.png) [@Guerilla\_Frank](https://forums.fatsharkgames.com/u/Guerilla_Frank)\
**Post date:** [October 20, 2026, 8:53am UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/10 "2026-10-20T08:53:52Z")

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AFAIK that would push the engine’s capabilities a bit too much, but if it’s appealing to the players it’s worth including.

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**Author:** ![MadMartigan](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/madmartigan/32/85568_2.png) [@MadMartigan](https://forums.fatsharkgames.com/u/MadMartigan)\
**Post date:** [October 20, 2026, 9:12am UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/11 "2026-10-20T09:12:15Z")

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> [@Namazu](#):
>
> Please don’t encourage them to waste more development time and resources on this game mode.

Unfortunately I have to agree with this.

I just want lots more full sized regular mission maps (without a boss at the end).

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**Author:** ![Justag33k1005](https://avatars.discourse-cdn.com/v4/letter/j/258eb7/32.png) [@Justag33k1005](https://forums.fatsharkgames.com/u/Justag33k1005)\
**Post date:** [October 20, 2026, 9:14am UTC](https://forums.fatsharkgames.com/t/idea-for-a-new-expedition-zone-biome-the-trenchlands/126761/12 "2026-10-20T09:14:25Z")

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don’t worry. the devs made it clear that their priority right now is more regular missions and maps. what I’m suggesting would have to wait for much later, especially with another class release around the corner
