Banner

User Details



People Viewing Site

We have 5 guests online
Behind Enemy Lines - Reloaded Print E-mail
Written by Marc Bacon   
Thursday, 01 November 2007 00:00
Froderorcson watched the last sentry throw his burning cheroot into the ditch that lined the road from Santa Domingo con Anchovia through the mountains to Tel'n'Vera. The Ferach were stationed here amongst the barren peaks and winding valley's that formed much of the natural boundary between Southern Catalucia and the Regency of Al-Garvey.

Winter had come to swell the rivers and turn the roads into quagmires that sank supply wagons up to their axles in glutinous mud and dragged horses down with exhaustion after only a few leagues. Rain appeared everyday to keep what was sodden wet and turn momentary misery into enduring despair. Night time brought the cold that set roads into new rutted patterns and freeze the puddles solid. Tonight though, it brought something else to desperately bored elves that hid from the elements in the roadside blockhouse, which had once been a simple inn.

The Elf sentry trudged around the corner of the darkened building, huddling inside his waterlogged greatcoat. "Sweat" Villiam Froderorcson, Captain of the 60th Loyal Eastern Orc Colonial Ryfles, snapped his fingers twice. Ten shadows slowly rose from the cold wet ground like shades of the dead and slowly and stealthily crept towards the blockhouse.

The setting for this scenario is a simple road near Ferach lines in Southern Catalucia. During the rapid Elven advance, supply trains often became separated from the units they were meant to service. Because of the risk of nocturnal attack by the ever present Dark Elf Guerrillos, small bastions were improvised along the main supply routes to provide security for resting supply trains. These combined with regular cavalry patrols have allowed the trains to run reasonably safely. Then again, everything's relative isn't it?

The Elves are occupying the area to the south of the Ballesteros River. This gives them access to the main Santa Domingo Tel'n'Vera road, which they are using as their main supply route. In this area, there is a single division, in winter quarters stretched along the road.

Opposing them to the north is the Wheeling-Turn's 4th Brigade, 2nd Division. Of late, two companies of the 60th and one of the 105th Ryfles have been attached to the Brigade, with orders to cross the lines, harass and generally annoy the enemy. Standing Rifle patrols are currently operating along the enemy main supply route and attacking targets of opportunity - such as isolated enemy outposts, like the one Froderorcson's Orcs are advancing on...

Map and Setup

Flintloque - Behind Enemy Lines Map

 

The blockhouse is an old inn with a courtyard on a small hillock beside the frozen mud road that runs east-west to its south. The courtyard has six foot high walls that have been loopholed for defence (use the Solid Cover rules as per the Flintloque Reloaded rulebook). The building itself is a wattle/daub, brick structure with shuttered windows, being two storeys high. Entrance to the courtyard is by a gateway through the inn. The inn itself occupies the highest ground for fifty yards all around.

The surrounding terrain is rugged and heavily bouldered, otherwise it is open. The ground to the south is dominated by the road, itself a ditch lined, rutted, frozen cart track. Beyond the road, the terrain is similar to the north.

The Elves setup anywhere within the walled compound or up to 2 cm from the exterior wall. The Elven player also places the four ammunition crates within the compound as well. Lieutenant Galeschin starts inside the building in the complex.

The Orcs have been watching the Elven position for most of the day so the Orc player can place his troops up to 20cm in from the bottom, left or right table edge on the above map.

Scenario Objectives

Here are the objectives for each force in the Scenario:

The Ferach Elves

Within the confines of the outpost are stored the contents of two ammunition wagons which broke their axles on the road earlier in the day. The cargo comprised twenty thousand carbine cartridges for a nearby dragoon regiment wintering at Val'n'Ciar, five leagues to the east. The ammunition has been removed from the wagons and the four wooden crates stored nearby in the courtyard, under tarpaulins. Lieutenant Galeschin and his fusiliers must ensure this ammunition is not damaged or stolen by any enemy forces in the area.

The Orcs of Albion

You are Captain Villiam Froderorcson (affectionately know as "Sweaty Villy" by your lads). You are in charge of a section of the 60th Loyal Eastern Orc Colony Ryfles. You have been on a standing patrol watching over the road for the past four weeks. Earlier today you observed two damaged Elven wagons being dragged into the outpost. Your brief from Major Wogan is to attack targets of opportunity. This looks like such an opportunity...

Game Length

This game scenario lasts 10 Turns or ends automatically upon the completion of the objective of either force in the game.

Victory Conditions

To win the Elves must ensure three of the ammunition crates are not destroyed. The Orcs win by destroying three of the four ammunition crates.

Scenario Forces

Lieutenant Dumont Galeschin, 3e Legion de Reserve

Lieutenant Dumont Galeschin [Experienced Elf]
31 Points
High Elf Musket, Sword (+2)

Corporal Phillipe Adal [Experienced Elf]
25 Points
High Elf Musket

Private Berte [Average Elf]
21 Points
High Elf Musket

Private Dag [Average Elf]
21 Points
High Elf Musket

Private Hlode [Average Elf]
21 Points
High Elf Musket

Private Mer [Raw Elf]
17 Points
High Elf Musket

Private Ric [Raw Elf]
17 Points
High Elf Musket

Private Helme [Raw Elf]
17 Points
High Elf Musket

Private Ger [Raw Elf]
17 Points
High Elf Musket

Total Force: 9 Elves and 229 Points.


Captain Villiam Froderorcson, 60th Loyal Eastern Orc Colony Ryfles

Captain Villiam Froderorcson [Experienced Orc]
31 Points
Bakur Rifle, Knife

Sergeant Bort Rugdish [Experienced Orc]
31 Points
Bakur Rifle, Knife

Private Pulg [Experienced Orc]
31 Points
Bakur Rifle, Knife

Private Burag [Experienced Orc]
31 Points
Bakur Rifle, Knife

Private Kror [Average Orc]
22 Points
Bakur Rifle, Knife

Private Eragdish [Average Orc]
22 Points
Bakur Rifle, Knife

Private Erart [Average Orc]
22 Points
Bakur Rifle, Knife

Private Hushnaak [Average Orc]
22 Points
Bakur Rifle, Knife

Private Krolo [Raw Orc]
17 Points
Bakur Rifle, Knife

Private Garaag [Raw Orc]
17 Points
Bakur Rifle, Knife

Private Eruug [Raw Orc]
17 Points
Bakur Rifle, Knife

Total Force: 10 Orcs and 246 Points.


Scenario Special Rules

Adding more variety to a standard battle this scenario uses the follow quirky and unique special rules.

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 here in the files section of Alternative Armies Notables Yahoo group.

Trust me, I’ve got an idea: At the start of the game the Orc player has three satchels containing improvised explosive charges that Froderorcson has cobbled together out of the units supplies. Give three of your miniatures a token to represent the charges. Any miniature carrying a charge may move at normal speed but may not fire. The charge counts as a large improvised weapon in melee combat. Due to the unpredictable nature of the explosives, each turn roll 2d10 for each charge, if a double is rolled the charge goes off, see ‘BOOM!’ below.

BOOM!: The improvised explosives take a while for the fuse to be lit. Unless an Orc in range has the ‘Create Fire’ Magicke Talent, it takes two turns to light the fuse. The fuse will burn for two further turns before detonating. Anyone caught within 10cm of the detonating explosive device will be counted as having been hit by an Attack Factor of 10. If any of the stacked ammunition crates are caught within 5cm of the explosion, those crates have a base 75% chance of exploding. This will cause a possible chain reaction for other crates within 10cm of the exploding crates, with a 75% chance on subsequent turns. Any Orcs or Elves within 10cm of an exploding crate suffer from a hit with an Attack Factor of 15. If the character is shielded (say behind a wall), then the Attack Factor is modified by -5.

MERDE!: The first time an Elf sees a lit explosive charge within the courtyard, even being carried by an Orc, will cause them to take a morale test as if charged by cavalry.

It’s Bloody Dark ‘Ere Boss: To represent a night time action all miniatures on the table have their vision restricted to 10cm. Before the game starts the Elf player should write down pre-programmed orders for each of their miniatures. These should be simple night time patrol orders i.e. walk around compound 5cm from exterior wall or stand still. The sentries will continue to patrol their assigned areas and not move unless the attackers’ forces move within their 10cm visibility zone. Lieutenant Galeschin remains in the building until the action starts.

Every turn prior to contact, the attacking player throws a D10 and consults the following table to see if his troops make a mistake in the dark:

Die Roll Result

1-4 Nothing happens.

5 An Orc trips over a rock and curses. Every sentry becomes alert and extends their visibility zone to 15cm.

6 One of the Raw Orcs gets lost and wanders off in a random direction (roll a D12 and use the clock method).

7 The closest sentry to the attacking party gets nervous and moves D6 toward the party.

8 The Elf commander starts his rounds, he moves clockwise around the outpost. Each sentry, eager to appear alert extends his visibility zone by 5cm.

9 One of the attacking party develops a sudden allergy to his uniform and sneezes uncontrollably. All sentries become alerted and extend their visibility zone to 20cm.

10 One of the attacking party suffers a negligent discharge, turn out the guard!

Scenario Notes

This scenario was originally published in Orcs in the Hills, Issue 5. It was originally intended to be a three part campaign but sadly it was not continued when Orcs in the Hills became bi-monthly with issue 6.

I have added to the original text and also have made slight changes to the scenario, both to match Alternative Armies new scenario format and make the scenario more accessible to players of Flintloque Reloaded.