|
"The rapid changes wrought to Albion by the gifts of knowledge bestowed on Art- Tan by Sentinel had many unexpected consequences. The transformation of tribal barbarian hordes into (semi-) disciplined, uniformed fighting units was the most visible change, however the rendering asunder of the fabric of arc society fundamentally altered the social hierarchy. The firearm acted as a great social leveller, with the potential for power no longer resting with him with the biggest axe. The creation of new social organisations to press for better pay and working conditions followed the realisation of this new Status Q..RQ... These Onions (from the orc Oni. meaning one, and ons, meaning together) caused much civil disturbance during the period of the Mordredian Wars"
extract from: "The Naked Orc - Orc Society from the Cesspit to the Slum"
"Sod the big buggers, We've got guns!"
Rallying cry of the Trade Onions Congress The National Onion of Miners:
Trades Onion Miner in traditional outfit. Led by the indomitable Arc-Ur Czarkill , the NOM (pronounced "gnome") have successfully onionised great swaths of Albion 's miners. However some Orcs, and particularly Bog-orcs brought over from Guinelia as onion breakers, have resisted calls to join up. Known as Blacklegs (on account of the poor sanitary conditions' in the mines) , these workers continue to strike break and, in facing constant threats of violence, they are escorted daily from their compound to the mine.
Having received a supply of firearms from "a well-wisher" in Northern Catalucia, Arc-Ur is determined to finish off the strike breakers through terror, by massacring one group on the it's way to work.
The mine is owned by a Joccian rat called McGrogger, each day he (foolishly) leads his Bog-orc strike breakers to work. He is accompanied by two ogre body-guards and a detachment of the local constabulary (more commonly known as Flayers, after their founder "Mad Bod" Flay). The Flayers are a separate unit from the miners.
Map and Setup
As per the map below, the areas off the road are all covered in mining waste, and count as scrub.

The blacklegs and escorts appear on the road at the north of the table, and move along it to the mine gates. They must continue to do so until attacked, or until a firearm is visible to them. The Orcs can be distributed anywhere outside the mine gates.
Scenario Objectives
Here are the objectives for each force in the Scenario:
McGrogger and The Blacklegs
Bloody Onionists ! How dare they strike. Well, they'll not get the best of you, oh no. Bob McGrogger is smarter than that, you know a few palms you can grease, a few favours you can call. You'll bring in some of those poorer boys from across the water, they'll do your mining for you. Loose a days work indeed, bloody Onionists.
The Miners
That damned McGrogger, the conditions in his mine are bloody awful. Well' you'll show 'im. Thanks to Czarkill your an Onionist now ! You'll stand outside that mine and not work, McGrogger can bloody well see his money dripping away each day. And if those rumours are true about getting some of those thick buggers from Guinelia in to do the digging are true, well, you'll show them. Oh yes.
The Flayers
Well, well, well. What do we 'ave 'ere then. It seems that there is a bit of a scuffle brewing between McGrogger and Czargill's onionists. We can't be 'aving that now, can we. Oh no...
Game Length
This game scenario ends automatically upon the completion of either sides objectives.
Victory Conditions
McGrogger wins if he can get 6 or more of his Blacklegs into the mine. The miners win if they can make 5 or more of the Blacklegs 'unfit for duty' (either by being killed or routed). The Flayers are there to keep the peace, a sure fire way to prove this is by arrests. The Flayers win by capturing 5 persons engaged in unlawful activities.
Scenario Forces
McGrogger and The Blacklegs
McGrogger [Raw Highland Rat Militia] 18 Points Sword (+2)
Erik [Average Ogre Militia] 28 Points Huge Spiked Club (+3) Erik is one of McGrogger's personal bodyguards.
Tarrick [Average Ogre Militia] 28 Points Huge Spiked Club (+3) Tarrick is one of McGrogger's personal bodyguards.
Abbán [Average Bog Orc Militia] 22 Points Pick-Axe (+1)
Brocc [Average Bog Orc Militia] 22 Points Pick-Axe (+1)
Cassán [Raw Bog Orc Militia] 18 Points Pick-Axe (+1)
Daigh [Raw Bog Orc Militia] 18 Points Pick-Axe (+1)
Eirnín [Raw Bog Orc Militia] 18 Points Pick-Axe (+1)
Fachtna [Raw Bog Orc Militia] 18 Points Pick-Axe (+1)
Flann [Raw Bog Orc Militia] 18 Points Pick-Axe (+1)
Gormán [Raw Bog Orc Militia] 18 Points Pick-Axe (+1)
Harlugh [Raw Bog Orc Militia] 18 Points Pick-Axe (+1)
Íonait [Raw Bog Orc Militia] 18 Points Pick-Axe (+1)
Total force: 1 Highland Rat, 2 Ogres, 10 Orcs and 262 Points
The Flayers
Corporal Addenorf [Experienced Orc] 29 Points Flayer (+1)
Bobjecle [Average Orc] 25 Points Flayer (+1)
Coffer [Average Orc] 25 Points Flayer (+1)
Didagso [Raw Orc] 21 Points Flayer (+1)
Eibiit [Raw Orc] 21 Points Flayer (+1)
Feetgaff [Raw Orc] 21 Points Flayer (+1)
Total force: 6 Orcs and 142 Points
The Miners
Arc-Ur [Experienced Orc Militia] 25 Points Standard Pistol Leader of the newly formed NOM (pronounced "gnome").
'Sarge' [Experienced Orc Militia] 25 Points Standard Pistol An ex-army Sergeant sent home after the battle of Tel'n'Vera.
Gragnak [Average Orc Militia] 23 Points Standard Musket Claiming to be an ex-rifle honourably discharged, he still wears the uniform. However, Gragnak is actually a deserter who fled back to Albion after being posted to the Witchlands.
Athromurth [Average Orc Militia] 26 Points Standard Musket, Pick-Axe (+2)
Badur [Average Orc Militia] 26 Points Standard Musket, Pick-Axe (+2)
Caduk [Average Orc Militia] 26 Points Standard Musket, Pick-Axe (+2)
D'gguk [Average Orc Militia] 26 Points Standard Musket, Pick-Axe (+2)
Eaidung [Average Orc Militia] 26 Points Standard Musket, Pick-Axe (+2)
Fomung [Average Orc Militia] 25 Points Standard Pistol, Pick-Axe (+2)
Godang [Average Orc Militia] 25 Points Standard Pistol, Pick-Axe (+2)
Haggung [Average Orc Militia] 25 Points Standard Pistol, Pick-Axe (+2)
Iphacius [Raw Orc Militia] 21 Points Standard Pistol, Pick-Axe (+2)
Jogruk [Raw Orc Militia] 21 Points Standard Pistol, Pick-Axe (+2)
Krogok [Raw Orc Militia] 21 Points Standard Pistol, Pick-Axe (+2)
Lumarth [Raw Orc Militia] 17 Points Pick-Axe (+2)
Moggok [Raw Orc Militia] 17 Points Pick-Axe (+2)
Nagarat [Raw Orc Militia] 17 Points Pick-Axe (+2)
Orugak [Raw Orc Militia] 17 Points Pick-Axe (+2)
Pomor [Raw Orc Militia] 17 Points Pick-Axe (+2)
Quogg [Raw Orc Militia] 17 Points Pick-Axe (+2)
Rok [Raw Orc Militia] 17 Points Pick-Axe (+2)
Strugak [Raw Orc Militia] 17 Points Pick-Axe (+2)
Traggong [Raw Orc Militia] 17 Points Pick-Axe (+2)
Uguth [Raw Orc Militia] 17 Points Pick-Axe (+2)
Vogok [Raw Orc Militia] 17 Points Pick-Axe (+2)
Wrung [Raw Orc Militia] 17 Points Pick-Axe (+2)
Xantog [Raw Orc Militia] 17 Points Pick-Axe (+2)
Total force: 27 Orcs and 562 Points
Local Constabulary Flayer armed with traditional spiked club and a whip. Scenario Special Rules
Adding more variety to a standard battle this scenario uses the follow quirky and unique special rules.
The Flayer: The flayer is a traditional weapon. Formed from a stick of wood, with a large spike on one end, and a long whip string on the other. This weapons is at + 1 in hand-to-hand combat, and attacks like a throwing knife in ranged combat. It costs 6 points for a flayer. The rules for Throwing Knives are in Alternative Armies supplement “Distractions & Asides 2. Thrown Rocks & Knives” which can be found in the files section of Alternative Armies Notables Yahoo group. In Londinium the Constabulary are similarly attired as the flayers but carry naval issue Cat'o'Nine Tails and have earned themselves the nickname Peelers from their usage.
Prisoners - Capturing: To try and capture someone a character must engage them in hand to hand combat and declare before rolling the die that they are attempting to take them prisoner rather than kill them. If at least one wound would be scored they are considered captured, the miniature is then controlled by the capturing player but must stay in base to base contact with the capturing miniature.
Prisoners - Escaping: If a character holding a prisoner is pushed back, knocked out of action or killed then control of the prisoner passes to the original player. During the movement phase a character can let a prisoner go as a free action, if this happenes control passes back to the other player immediately.
Prisoners - Movement: Whilst escorting captured prisoners a character must use the walk rate for the prisoners race.
Throwing Rocks: Any of the characters may throw rocks as per Alternative Armies supplement “Distractions & Asides 2. Thrown Rocks & Knives” which can be found in the files section of Alternative Armies Notables Yahoo group. For this scenario no roll is required to find rocks to throw as there is an abundance of loose rock from the mine in the area.
Wylde Magicke: Both players should roll for magical abilities for each of their soldiers as per Alternative Armies supplement “Optional Rules for Magicke in Flintloque” which can be found in the files section of Alternative Armies Notables Yahoo group.
Webmaster's Notes
This was originally published in on Mike Baumann's excellent Filbanto Stew website and was also printed in Orcs in the Hills, Issue 5.
I have added to the original text and also have made changes to the scenario in order to match Alternative Armies new scenario format and make the scenario more accessible to players of Flintloque Reloaded.
The unmodified version of this scenario can be found here.
|