April 19, 2018, 10:22:39 PM

Author Topic: the Orc Problem  (Read 3931 times)

0 Members and 1 Guest are viewing this topic.

Offline calmacil

  • Moderator
  • Full Member
  • *
  • Posts: 366
    • Loc: Nottingham, UK
the Orc Problem
« on: July 16, 2012, 09:44:56 AM »
We had a 4 player game on sun 8th July, i was going to do a battle report but decided it's not really worth doing. So instead here's a summary of the basic rules and background of the game we had. The idea was to include an extra force that attacked everyone, it didn't quite go to plan because the game was over by turn 3.




background........
The Orc Problem

       The Bretonnian city of La Herve lies in a valley overshadowed by the Black Mountains. It’s only threat is a disorganised clan of Orcs that constantly squabble amongst themselves, their Orc generals usually don’t live long enough to start an attack.

       Recently this has changed. The Orcs have become more aggressive, and have started to charge from their underground dwellings. Crossing the Silver River and throwing themselves at the walls of La Herve. This alone isn’t that strange, for a clan of Orcs is often aggressive. What is odd is that these Orcs are often solitary. A single Orc stands no chance attacking La Herve by himself.

       Suspecting foul play the wizard Malganis investigates. He soon discovers an elven waystone not far away guarded by many Dark Elves and Chaos units. This waystone radiates a magic aura that affects the feeble minded, those with little resistance to it’s enchantments. It’s this magic that’s making the Orcs so aggressive, and it seems to be getting stronger. The number of Orcs charging from the Black Mountains is increasing, big groups of 200 or more are now crossing the Silver River.

       Malganis ponders this problem and from his tower enchants a spell that reduces the power of the waystone. The Orcs still come in groups of 40 or 50, they can only be stopped completely if the waystone is destroyed.

       In a council of war the Bretonnian General Noldaire le Cux meets with his guest, the Empire General Lord Borric. It’s decided that an alliance of their two armies would destroy the only crossing-point of the Silver River, a bridge. Lord Borric summons forth his engineers, they knew the secret of black powder and could destroy the bridge for good.

       Not all goes to plan. Hidden beyond sight are two large armies of Dark Elves and Chaos. They ambush the Empire and Bretonnian scouts, kill the engineers and throw their black powder into the river. A savage combat takes place on the bridge as both sides reveal their hand and send their units forth. The Dark Elf and Chaos armies are intent on destroying the wizards tower so that La Herve will be crushed by an Orc invasion. The Bretonnian and Empire armies must destroy the waystone to save La Herve.
   

   Both sides have different objectives for the bridge. The good side must hold it so that their engineers have time to destroy it and prevent the Orcs crossing the river. The evil side wants to hold the bridge to keep it intact.




Rules of the scenario

Deployment
Each side chooses one unit. This unit is deployed within 10cm of the bridge. Roll 1 d6 to see which side deploys first. The other side must then place their units in contact, must be to the front.

NB....this represents the remnants of the battle on the bridge. We were going to limit the points value, but left it open. We figured that if one wants to put an expensive unit within 40cm of the enemy it's their gamble. In our game it was all infantry... chaos warriors and DE spears v's halberdiers and men-at-arms and the good side won that encounter ;D


Orcs
At the end of each turn, after both sides have finished the orcs will move/appear.

Roll 1d6 to see which new orc unit appears;
1 = 2 goblins
2 = 1 orc, 1 goblin
3 = 1 ogre, 1 orc
4 = 1 black orc, 1 orc
5 = 1 troll, 2 goblins
6 = 1 orc, 1 goblin and another brigade of 1 orc, 1 goblin

The brigade starts touching the table edge inbetween the mountains. They move 20cm towards the nearest enemy. Units the other side of the river don't count for LOS, if there's no enemy in LOS they'll cross the bridge.


Victory Points

100vp for holding your own objective
200 vp holding the bridge
400 vp capturing your enemies objective


Number of turns
To avoid an unrealistic charge towards an objective on turn 6 roll 1d6 after both sides (and the orcs) have completed turn 6....
Turn 6 = 4+ and the game ends
Turn 7 = 3+ game ends
Turn 8 = 2+ game ends
Turn 9 = game ends




Few pics from our game



The only crossing point of the Silver River, and one of the objectives




The table before people arrive




The Dark Elf and Chaos objective




The Bretonnian and Empire objective




The spare orcs




Dark Elf and Chaos deployment




Bretonnian and Empire deployment




The evil side pushing forward




Three units of Chaos Knights crush all before them and help secure our right flank



Cold One Knights charge Empire Knights with the help of a Manticore




Harpies charge the Empire cannons as Chaos chariots reach the Empire lines



That was basically it. By turn 3 the good side had lost 22 units, enough to break them. The evil side only lost 4 units. It was a bit one sided, but a friend was borrowing my Empire army, it was only his second game of warmaster.

« Last Edit: July 16, 2012, 10:09:37 AM by calmacil »

Offline Stormwind

  • Veteran member
  • *
  • Posts: 2546
  • Ben Sibbald | Cookham Dean, Berkshire, UK
    • Maidenhead and District Gamers
Re: the Orc Problem
« Reply #1 on: July 16, 2012, 11:00:30 AM »
Oh lord this is stunning, thanks for sharing, jaw dropped looking over those luscious battlefield shots! =D
As an aside, I really really like those "spire" mountains you have on the field there, how were those made, do you know?
My Local Gaming Club >> http://madgamers.co.uk/

My Personal & Modelling Blog >>http://theancienttrack.blogspot.co.uk/

Offline calmacil

  • Moderator
  • Full Member
  • *
  • Posts: 366
    • Loc: Nottingham, UK
Re: the Orc Problem
« Reply #2 on: July 16, 2012, 11:41:12 AM »
Thanks Stormwind  :)

Don't know how the spires were made. It was some commission work i gave to a guy, he made the 6 pieces of mountains as well.

Offline jchaos79

  • Veteran member
  • *
  • Posts: 2526
    • Loc: Vigo, Galicia, Spain
    • Fortunes of war
Re: the Orc Problem
« Reply #3 on: July 16, 2012, 02:57:23 PM »
oooh my god! that has to be a duck hunting! 

Great armies!! particulary like the imperial cavlry in blue with the white banner and those marvelous yellow feathers.

what was the experience in the game with the orc coming force... which I guess will attack both sides? am I understood well the scenario?

couldn't see them on the pics
« Last Edit: July 16, 2012, 03:15:00 PM by jchaos79 »

Offline David Wasilewski

  • Warmasterplaytest team
  • Full Member
  • *
  • Posts: 684
Re: the Orc Problem
« Reply #4 on: July 17, 2012, 07:05:42 AM »
Lovely report and a good story.
The massed painted armies look great - this scale of battle really brings warmaster to life!

Dave

Offline calmacil

  • Moderator
  • Full Member
  • *
  • Posts: 366
    • Loc: Nottingham, UK
Re: the Orc Problem
« Reply #5 on: July 17, 2012, 07:06:37 AM »
Thanks Dave  :)
Cheers jc  :) what does duck hunting mean?

The orcs only came into the game a bit, you can see them on the bridge on the last picture and three above that one. The main reason was that the game was over by turn 3.

Towards the end of the game the orcs charged one of my spearmen units with one stand left and killed them, i think they also finished off a weak halberdier unit. Then my Cold One Knights had to charge the orcs to drive them back, which helped the Empire army.

But i don't think the orcs caused enough mayhem. In future i'd put the bridge closer to the Orcs. It was roughly 40cm away from the table edge
« Last Edit: July 17, 2012, 07:09:03 AM by calmacil »

Offline jchaos79

  • Veteran member
  • *
  • Posts: 2526
    • Loc: Vigo, Galicia, Spain
    • Fortunes of war
Re: the Orc Problem
« Reply #6 on: July 17, 2012, 12:53:13 PM »
:) "duck hunting" it was a direct translation from a spanish expresion, sorry for that, I thought it was used in english too.

I mean that one side beats the other side, as easy as hunting ducks with a shotgun ;D

Offline Edmund2011

  • Full Member
  • *
  • Posts: 299
    • Loc: Madrid, Spain
Re: the Orc Problem
« Reply #7 on: July 17, 2012, 10:05:12 PM »
Great table and battle!! Is very nice to see so big armies on the battlefield. Great painting job and colours too.

But... 22 units completely lost in the three first turns? and only four for the opponent?   :o

how it can be? It should imply a LOT of combats, and you need to move first those armies in contact (at least one turn must be spent moving)

And 22 units being attacked and destroyed, should generate a high amount of attacks (at least 66 aprox.) of these units defending themselves (Empire and Brets), so 4 units lost is quite stunning!

Maybe I'm missing something of the scenario details?? :)
 

Offline calmacil

  • Moderator
  • Full Member
  • *
  • Posts: 366
    • Loc: Nottingham, UK
Re: the Orc Problem
« Reply #8 on: July 18, 2012, 12:16:14 AM »
And 22 units being attacked and destroyed, should generate a high amount of attacks (at least 66 aprox.) of these units defending themselves (Empire and Brets), so 4 units lost is quite stunning!
Yeah not quite sure how it happened, i've never had a game of warmaster that was so one sided.

Each army lost the same, both 11 units. Also take into account that quite a lot of our units had lost 1 or 2 stands, but not the 3rd stand to destroy the unit. I guess that could be the reason, we were lucky with movement as well...... and when chaos gets in to close combat....  ;D ...well let's just say those 3 units of chaos knights butchered all in their path  ;)

Offline Edmund2011

  • Full Member
  • *
  • Posts: 299
    • Loc: Madrid, Spain
Re: the Orc Problem
« Reply #9 on: July 19, 2012, 05:48:02 PM »
Ok!

Good ratio anyway.. :)

Offline Stuart Bleything

  • Full Member
  • *
  • Posts: 276
Re: the Orc Problem
« Reply #10 on: February 03, 2014, 10:41:59 AM »
Hi really cool report and terrain .
how many points per side did you use ?.

Stuart

Offline Aquahog

  • Full Member
  • *
  • Posts: 396
Re: the Orc Problem
« Reply #11 on: February 03, 2014, 03:34:02 PM »
Great terrain, armies and scenario concept!

I believe a turkey shoot or like shooting fish in a barrel would both be matching idioms jchaos. :)

Offline Stormwind

  • Veteran member
  • *
  • Posts: 2546
  • Ben Sibbald | Cookham Dean, Berkshire, UK
    • Maidenhead and District Gamers
Re: the Orc Problem
« Reply #12 on: February 03, 2014, 03:47:59 PM »
Wonderful battle report! I always love seeing that scenery appear!
My Local Gaming Club >> http://madgamers.co.uk/

My Personal & Modelling Blog >>http://theancienttrack.blogspot.co.uk/

Offline calmacil

  • Moderator
  • Full Member
  • *
  • Posts: 366
    • Loc: Nottingham, UK
Re: the Orc Problem
« Reply #13 on: February 08, 2014, 07:52:29 AM »
Hi really cool report and terrain .
how many points per side did you use ?.

Stuart
Thanks. I think it was 2,500 points per player (5k per side)

I'm selling most of my terrain to someone at work (they have a wargaming club at work) including those big mountains........ and also i might put my empire army on ebay. I don't play warmaster enough to justify keeping armies
« Last Edit: February 10, 2014, 04:28:47 PM by calmacil »