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 glutenous 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. Nighttime 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 who hid from the elements in the roadside blockhouse, that 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 Rifles, snapped his fingers twice. Ten shadows slowly raised from the cold wet ground like shades of the dead and slowly and stealthily crept towards the blockhouse.
The basis of this three part mini campaign is a simple road against 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 safety. 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 4thBrigade, 2nd Division. Of late, two companies of the 60th and one of the lO5th Rifles 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...
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. 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
You are Lieutenant Dumont Galeschin of the 3e Legion de Reserve and command a Regular section of eight line infantry. You are experienced, as is your corporal. Three of the fusiliers are average and four are raw. Roll for magical attributes as normal.
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 wooden crates stored nearby in the courtyard, under tarpaulins.
The Orcs
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 Rifles. You have been on a standing patrol overwatching the road for the past four weeks. Earlier today you observed two damaged Elven waggons being dragged into the outpost. Your brief from Major Wogan is to attack targets of opportunity. This looks like such an opportunity...
Your force consists of ten Orcs, one of whom is an Experienced Sergeant, two Experienced Rifle-orcs, four Average and three Raw. You are Experienced. Roll for magical attributes as normal.
To supplement your fire power, two of your Orcs are carrying improvised explosives (leather bags of black powder and fuses), whilst another carries a satchel charge. All of your Orcs are armed with Bakur Rifles and carry knives.
The improvised weapons are classed as small improvised weapons on the firing table (if you "miss" use the grenade deviation rules in Orcs 3. They must also have been lit. Unless the Orc has a 'light fire' spell, it will take two turns to light the fuse. The fire will burn for two turns before detonating. Anyone caught within 10cm of the detonating explosive device will be counted as having hit by an Attack Factor of 10 (unmodified). 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 10cmn of an exploding crate suffer from a hit with an Attack Factor of 15 (splat!). If the character is shielded (say behind a wall), then the Attack Factor is modified to 5 (unmodified).
The sight of a lit explosive device within the courtyard, even being carried prior to throwing, will cause a morale test to be taken as if charged by cavalry (Elves only).
As this is a night action, it can be difficult to simulate this on a tabletop, unless you are playing it in a darkened room, which can be fun until you realise you can't see the dice. So, certain other options must be considered.
First off, restrict vision of all characters on the table to 10cm. This can be difficult as the temptation to respond to the other players moves before your miniatures could actually 'see' them, is almost overwhelming.
To rectify this, you could resort to using pre-programmed moves for the defenders with a heavy leavening of the 'fumble factor' for the attackers.
With this the sentries will continue to patrol their assigned areas and not move unless the attackers forces move within their 10cm visibility zone.
Add to this the following fumbles and the problems of night attacks, if not solved, are at least eased. Every turn prior to contact, the attacking player throws a D10 and consults the following table:
1 to 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!
Once the guard is alerted it will take two turns for them to get to their fighting positions. All visibility zones are then extended to 20cm, unless in a illuminated area (eg. the courtyard).
So there it is, the first part of the 60th's latest mission. As they're out there harrying the 'crappies' for a while, more skirmishes are a certainty. Join us next issue for part two of the 60th's exploits when a Ferach signal station will receive their (or at least the survivors of this attacks) attention.
Next Issue: Normal Service will be Resumed as Soon as Possible.

Webmaster's Note:
Originally published in Orcs in the Hills, Issue 5. To my knowledge this excellent campaign was not carried over into the bi-monthly Orcs in the Hills magazine.
If you're looking for the Flintloque Reloaded version including troop breakdowns, points costs and set objectives then click here. |