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Prisoner Snatch - Reloaded |
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Written by Steve Blease
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Wednesday, 12 December 2007 00:00 |
Having the time for a game is often a headache for even the most dedicated Flintloque gamer, and a consideration I often find has prime importance these days. Whilst I like to sit and plan out most scenarios I run, throwing in red herrings and lots of devious problems, on occasion I don't have the time. This scenario occurred out of having two gamers (Simon and James) just deciding that they fancied a game one evening and giving me only the time that it took to walk up the stairs to the game room to think up a plot...
Intelligence is the Key
Intelligence gathering is an important aspect of any war, and surely no less so than in the Catalucian War. Exploring Officers and Intelligence Agents on both sides desperately try to seek out any advantage they can by analysing the enemy's dispositions, plans and supply routes.
However, whilst elite units such as the 105th Ryfles go on dangerous missions behind enemy lines, and brave Exploring Officers ride deep into hostile territory, one of the easiest ways to gather basic tactical level intelligence (and sometimes if you are lucky strategic information), is to send a raiding party across no man's land, knock an enemy soldier over the head and take him back for interrogation behind the safety of your own front line. So that's what we did...
The scenario is very simple, takes minimal time to set up and can be fought out by a variety of races. Given its nature I would suggest the exclusion of cavalry and elite units, this is the sort of operation ideally undertaken by regular line infantry units.
The specific scenario used below scenario works well with a gamesmaster and the Elf objective hidden from the Orc player.
Map and Setup
There is no map provided for this scenario and the table can bet set up anyway you choose (ideally with each player taking turns to place scenery). For the example below just place a river across the table with woods to one side and a few gentle hills to the south of the table.
Scenario Objectives
Here are the objectives for each force in the Scenario:
Smokey's Orcs
Having suffered quite a few casualties in a recent battle with the Elves Lieutenant Smokey and his somewhat reduced section of Orcs have been assigned piquet duty patrolling a stretch of fordable river that forms the boundary between Elf and Orc lines.
Tanier's Elves
The Elves enter from the south table edge, and are cautious and have their bayonets fixed already. They are here to capture one of the enemy soldiers to bring him in for interrogation about troops movements in the area.
Game Length
This game scenario ends automatically upon the completion of the objective of either force in the game.
Victory Conditions
The Orcs win once all of Tanier's section are killed or have deserted. The Elves win by capturing any one of the Orcs and escaping off any table edge.
Scenario Forces
Smokey's Boys
Lieutenant Smokey [Experienced Orc] 32 Points Orc Bessie, Sword (+2)
Sergeant Hearn [Average Orc] 24 Points Orc Bessie
Private Charg [Average Orc] 27 Points Orc Bessie, Bayonet (+1)
Private Cannor [Average Orc]27 Points Orc Bessie, Bayonet (+1)
Private Brand [Raw Orc] 23 Points Orc Bessie, Bayonet (+1)
Private Welley [Raw Orc] 23 Points Orc Bessie, Bayonet (+1)
Total Force: 6 Orc and 156 Points.
Tanier's Elves
Corporal Tanier [Experienced Elf] 25 Points High Elf Musket
Blais [Average Elf] 21 Points High Elf Musket
D'Auost [Average Elf] 21 Points High Elf Musket
Frey [Average Elf] 21 Points High Elf Musket
Halonde [Raw Elf] 17 Points High Elf Musket
Guillory [Raw Elf] 17 Points High Elf Musket
Eniaelle [Raw Elf] 17 Points High Elf Musket
Couture [Raw Elf] 17 Points High Elf Musket
Aimee [Raw Elf] 17 Points High Elf Musket
Total Force: 9 Elves and 171 Points.
Scenario Special Rules
Adding more variety to a standard battle this scenario uses the follow quirky and unique special rules.
Prisoner - Capturing: To try and 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. At any point a character can let a prisoner go, if this happenes control passes back to the other player immediately.
Prisoner - Movement: Whilst escorting captured prisoners a character must use the walk rate for the prisoners race.
Wylde Magicke: The Elven player 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.
Author's Notes
In our game we had a reduced section of six Orcs on piquet duty patrolling a stretch of fordable river that formed the boundary between Elf and Orc lines. The player spread out his figures as per his mission (piquet duty...), keeping his section leader somewhat deeper and away from danger.
Ten Elves embarked on the mission and swiftly targeted an individual Orc who could only receive minimal support from his colleagues. Half of the Elves spread out in a half moon formation to form a screen for the remaining Elves who rushed the unfortunate Orc, whose only shot missed terribly. To take the Orc prisoner, the Elven player had to engage him in hand to hand combat and declare before rolling his die that he was attempting to take the Orc rather than kill him.
Four of the Elves grabbed the Orc at once and the outcome was not really in doubt (though one got a nasty black eye when pushed back) and two carried their prize back to their lines whilst the remaining Elves formed a screen to protect them.
The Orc player was totally confused by the whole game and did not inflict one casualty on the Elves, who did their job perfectly. Overall the game lasted about thirty minutes.
Thinking about variations, this would make a good game against a defender controlled by the GM, or with the attackers stumbling upon the preparations for a major enemy attack. Whatever, this simple scenario can provide the gamers with a quick fun diversion when time is at a premium.
Webmaster's Notes
This scenario was first published in Orcs in the Hills, Issue 3.
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.
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