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Captain Leery peered through the drizzle at the smashed mess of stone and earth. The Orc siege artillery had at last blasted a breach in the curtain wall of the Elf fortress of Badajobz, apparently sufficient for the Orc infantry to storm. Leery was not so convinced. "Still looks like a sod to me Sharke", the Orc Captain stated to his companion, as he tossed his cigar butt over his shoulder. "No doubt sir" the Ryfle Lieutenant replied, folding away Leery's spy glass through which he had been studying the breach "Still it won't stop old Snouty sending us into the bleedin' meat grinder to get this bloody siege over with". The fighting in any breach is violent, bloody and very often fatal. The breach at Badajobz is going to be no different... The attack seemed initially to go quite well for the Hope, until the Elves detonated a hidden mine underneath them, killing their commander and a score of his troops. Leaderless and stunned by the mine, the survivors of the Hope start to edge backwards towards the main army. The whole assault is on the brink of failure - it is time for Sharke... Map & Setup 
The Orc forces begin anywhere within the first 3cm of rubble to the south of the breach. The Elven player can setup anywhere to the north of the walls or on the walls themselves. The Orcs must setup first as they were dazed after the mine exploded giving the Elves time to get into position. Scenario Objectives Here are the objectives for each force in the Scenario: Sharke and his Orcs You are Lieutenant Sharke of the 105th Orc Ryfles, currently attached to the 67th Orc Line. Your orders are to escort troops up to the breach in the curtain wall so they can launch their attack through it once the Forlorn Hope has taken it. At first, everything was going fine, until a hidden Elf mine tore the guts out of the Hope. The whole attack now seems doomed to failure unless you act quickly. You and your men must gather up the survivors of the Hope and take the breach before the Elves realise that they have not finished the attack before it has started. Time is of the essence and you will only have one chance. Also as a bastard Half-Orc with Elven mother, you are a hero of the Orc army having captured an Elven Eagle at the Battle of Tel'n'Vera. Unfortunately, those quill pushers in Londinium refused to acknowledge your gazette to Captain granted to you by the Iron Duke and you remain Lieutenant. Success in the breach at Badajobz however, will guarantee your promotion - failure is not an option... Callious' Elves You are Major Lathron Callious of the 4eme Colonial Garde part of the garrison at the Dark Elf Fortress of Badajobz. Low on provisions and ammunition you almost welcomed the Orc attack on the breach they smashed in the curtain wall yesterday. Overnight your troops laid a mine to surprise the enemy and hopefully stop their attack dead. This it appears to have done; though, at what cost you must ask? A weakened section of the fortifications also come down following the explosion of the mine taking most of your makeshift defence platoon with it. With only five infantrymen and one cannon under your command, you can only hope that the Orcs are in no fit state to storm the breach - otherwise Badajobz is lost. Game Length This game scenario ends automatically upon the completion of either sides objectives. Victory Conditions The Elf player wins if they manage to rout/kill at least 75% of the Orc forces. The Orc's win if they can destroy/disable the cannon and by getting at least 50% of their forces of the northern table edge. Scenario Forces The Orcs Full rules for Lieutenant Sharke, Sergeant Harpy, Ryfleorc Hagsmun, Ryfleorc Arris and Ryfleorc Purrkinz Full can be found in the Alternative Armies supplement “JOV#09 - Sharke's Ryfles” which can be found in the files section of Alternative Armies Notables Yahoo group. Note that Private Tunge is not at the breach of Badajobz, Sharke does however, have the following two Ryfleorcs: Ryfleorc Muir [Elite Raw Orc] 28 Points Bakur Ryfle, Bayonet (+1) One of two recent additions to the section, Muir tries to impress all and sundry (especially the Dark Elf prostitutes) with his heroic posturing. However although he claims to know almost everything (though "nowt a lot" worth knowing according the Hagsmun). Ryfleorc Dorness [Elite Raw Orc] 28 Points Bakur Ryfle, Bayonet (+1) Magical Ability (1) A quiet individual, rarely heard, Dorness just wants an easy life and to fade into the background - just leave all that heroic stuff to Sharke and Harpy. Sergeant Mazniak [Veteran Orc] 36 Points Orc Bessie, Sword (+2) A Veteran regular from the 67th Foot Light Company, Mazniak carries just a Line Sergeant's Halberd. A veteran of many a desperate action, Mazniak will do his duty, but feels that leading Forlorn Hopes should be the task of younger Orcs... Corporal Fugazi [Average Orc] 27 Points Orc Bessie, Bayonet (+1) Magical Ability (1) An Average regular of the 29th Foot Regiment, he's fought his way up to Corporal through a series of hard fought battles, notably Death Knoll where he almost copped it. This is his chance to make Sergeant. Private Gitaka [Raw Orc] 23 Points Orc Bessie, Bayonet (+1) A Raw regular of the 67th Foot Light Company armed with a Bessie and bayonet. Private Ibbutsun [Raw Orc] 23 Points Orc Bessie, Bayonet (+1) Magical Ability (1) A Raw regular of the 67th Foot Light Company armed with a Bessie and baynet. Ensign Dimbellz [Raw Orc] 19 Points Sword (+2) Merit: Belief in Survival Only two weeks in the army and here's the chance of glory - the Forlorn Hope! (Wonder why they call it that?). Dimbellz is an Orc officer with stars in his eyes. He is armed with just his sword. For morale purposes treat as Veteran, (he is so stupid that he doesn't really appreciate that the Elves might actually kill him!). Corporal Stroggz [Average Orc] 27 Points Orc Bessie, Bayonet (+1) An Average Orc regular from the 62nd Foot and is armed with a Bessie. Stroggz volunteered for the Hope in an effort to get away from his immediate superior Sergeant Graznak, a lazy good for nuthin' know it all who leads from the rear. Success means his sergeant's stripes and his own section. Failure? Well getting killed means that he won't have to put up with Graznak no more. Private Partz [Raw Orc] 20 Points Orc Bessie Merit: As Motivated as One Can Possibly Be Merit: Belief in Immortailty Following a miraculous escape when some Elves left him for dead during a failed attack on the Duke of Wheeling-Turn's Headquarters, Partz believes he is immortal and cannot be killed by the Elves (he is of course totally wrong!). A Raw regular from the 52nd (Orcksfudshire) Regiment he is armed with a Bessie. Private Morriz [Raw Bog-Orc] 26 Points Ogre Big Bessie A Raw regular Bog-Orc of the 27th (Illskinning) Foot he is armed with an Ogre Bessie, Morriz volunteered for the Hope rather than face the possibility of garrison duty in Joccia. Total Force: 1 Half Orc, 2 Bog Orcs, 12 Orcs and 440 Points High Elf Player Major Callious [Experienced Ferach Elf] 31 Points Elf (Ferach) Pistol, Exquisite Sword (+4) Sergeant Montage [Average Ferach Elf] 24 Points Elf (Ferach) Musket, Bayonet (+1) Magical Ability (1) Corporal Detente [Average Ferach Elf] 27 Points Standard Blunderbuss, Sword (+2) Fusilier Andred [Average Ferach Elf] 29 Points Elf (Ferach) Musket, 2 Standard Grenades Fusilier Leoesirious [Raw Ferach Elf] 20 Points Elf (Ferach) Musket, Bayonet (+1) Fusilier Vadalon [Raw Ferach Elf] 20 Points Elf (Ferach) Musket, Bayonet (+1) Magical Ability (1) Sergeant Elianoe [Experienced Ferach Elf] 24 Points Sword (+2) An Experienced Artillerier and commander of an a-pounder cannon of his beloved Emperor's Artillerie de Garde. You have unlimited supplies of Caseshotte ammunition. Cannonier Xeniav [Average Ferach Elf] 21 Points Knife (0), Rammer (+1) Cannonier Thalieon [Average Ferach Elf] 20 Points Standard Pistol Cannonier Elronaris [Average Ferach Elf] 21 Points Standard Pistol, Knife (0) Magical Ability (1) Cannonier Aelondille [Raw Ferach Elf] 16 Points Standard Pistol Cannonier Betramhir [Raw Ferach Elf] 13 Points Knife (0) Total Force: 12 Ferach Elves and 266 Points Scenario Special Rules Adding more variety to a standard battle this scenario uses the follow quirky special rules. The Breach: Movement in the breach is restricted to the characters crawl rate. Burning Bright: Whilst the scenario is set at night, visibility within 30cm of the breach is unrestricted due to the number of fires burning and outside this range only reduced by 1 negative column shift. Salvage: There are 2D10 abandoned loaded black powder weapons placed randonly in and around the breach from the victims of the mine blast. Characters can of course pick these up to replace or augment their own weapons, however when first fired they must roll a D100. On a base 50% chance (+10% Raw, -10% Experienced/Veteran) the weapon is jammed or broken in some way and the player must make an automatic misfire roll. There are also be a profusion of items that make good improvised weapons around the breach, especially on the Elven side of the wall, a character can arm themselves with a large improvised weapon by spending half a turn searching for one. Merit: As Motivated as One Can Possibly Be: A character is as unshakeable as a bloody big rock. They get a +4 modifier on any morale check. Merit: Belief of Immortality: Characters with this merit believe they are immortal. Every wound they receive results in a +1 Morale modifier not a negative one, as this proves he cannot be killed (until of course it does). Skill: Crack Shot: Any character with the 'Crack Shot' skill receives a one column shift left when firing as if they have aimed every time they fire. Scenario Notes This scenario was first published in the original Flintloque Supplement Grapeshotte. 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. If you're looking for the original unaltered Flintloque version then click here. |