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Everything was silent. Only the sound of their shoes in the snow came to their ears. Lieutenant Gamelman wished that he and his Chasseurs hadn't been volunteered for this secret mission. They'd been ordered to march to a small farm, just west of the ruined city of Bortsch and rescue Captain de Patern, an Elf spy, who'd been gathering intelligence on the preparations for Alexander's counter offensive. Unfortunately nobody had told the Chasseurs that the farm lay in a deep forest. From the twenty-five Elf section he had four days ago, only fifteen were left. Despite having been ambushed by Zombiski Cossacks whilst emerging from the woods, Gamelan was determined to complete his mission. Looking back at his Elves, he knew that it wouldn't be easy. From one moment to another their blood froze when the howling of a lone wolf reminding them that they were not alone in this barren waste. The Action at Lenski Farm The scenario comes along with an interesting situation far away from the regular battlefield action. I recommend that this scenario should be played by two players. The Elves You are Lieutenant Gamelman (use plumed Chasseur from 51006) and command a section of fifteen Elven Chasseurs of the Young Garde (use 51518). The unit is elite and your mission is to find Captain de Patem and guide him off the table via the western edge. Your section comprises as follows: Lieutenant Gamelan: experienced, armed with a sword and two pistols. Sergeants Villneve and Sadova: one experienced, one average, both are armed with the new Hotkiss rifle. Corporals Moustache, Saint-Jaque, Marmelade and Renault: one experienced, two average and one raw, all armed with Hotkiss rifles. Privates Picard, Paris and Marboul: all experienced with the Hotkiss rifle. Privates Van Borme, Dreyfus and Camembert: all average and armed with the Hotkiss rifle. Privates Pilau and Boulevard: both raw with the Hotkiss. Captain de Patern: elite, experienced and armed with a sword and pistol (use the figure in greatcoat and spectacles from 51006). Deploy the Elves four turns walking distance from Lenski farm while Patern is set up in the farmhouse. He may not move until the werewolves come within 30cm or the Elves reach him. After this he can move as normal. The Undead You are Captain Maseltov, commander of the 666th Garouski Jagers, a regular unit. You command a section of twenty-four werewolves (use 55505-U). Your mission is to find the enemy spy and bring him back dead or alive (or even Undead). In addition High Command would be very pleased if you could also bring back one of the new Elven rifles. Your section comprises as follows: Captain Maseltov: elite, experienced Vampyre, armed with sword and pistol. Four Werewolf Sergeants: two experienced, one average and one raw. Eight Werewolf Corporals: three experienced, three average and two raw. Twelve Werewolf Privates: two experienced, five average and five raw. They are armed with a mix of ten Dwarf Rifles and fourteen Dwarf Muskets MkII (you can guess what the Werewolves used to be...). The Werewolves enter in turn one. For the Umpires Eyes Only The playing balance in the game swings very fast. You should try to keep the game well balanced. Some ideas might be to let a section of the Zombiski Cossacks emerge from the woods or tell the Elven player that they have rescued a disguised KGB Liche, who is now trying to kill the Elves. If the situation gets too desperate' for the Elves, simply let a section of Imperial cavalry appear to aid them. To win the scenario shouldn't be easy for either side. Gamelman's historic failure caused the inevitable retreat of the Elven army, so here is your chance to change history... Special Rules The Elves have the option to hide in the forests and play hide and seek with the Undead. If they decide to do so the Undead have the option to spot the Elves. To spot, they must announce it in the aiming phase. They must remain stationary and roll a D100 in the following turn. There is a base 50% chance of spotting a hidden figure. A roll of 100 is always a failure and a roll of 01 is always a success regardless of any modifications. The D100 roll is modified by the following factors:
Elite +10% Militia -10% Experienced +10% Raw -10% Undead (exc Vampyres & Werewolves) -10% Night, Fog, Rain etc -10% Spotting for Elite -10% Spotting for Militia +10% Spotting for Guerrillas -25% Spotting Calm +10% Spotting Disturbed -10% Spotting for Moving +10% Spotting for Standing +10% If the Elves are trying to sneak up on an Undead, simply use the sneaking tables from the previous issues of Ores, but deduct 10% if the figure is spotting. The Hotkiss Rifle After the disasterous fatalities during the Catalucian War caused by Orc and Goblin rifle fire, Ferach gunsmiths developed their own rifle, despite the Emperor's reservations. The Rifle is at this time, undergoing trials with certain units of the Imperial Army. Range (cm)
| 0 to 5
| 5+ to 10
| 10+ to 20
| 20+ to 30
| 30+ to 40
| 40+ to 50
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| 75/7 (4)
| 70/6 (4)
| 60/5 (3)
| 50/4 (3)
| 40/3 (2)
| 25/2 (1) |
The rifle takes two turns to reload. If tap loaded it takes one turn, but the statistics of a carbine should replace these above. Webmaster's Note This scenario was originally published in Orcs in the Webbe magazine. With the help of Gavin Symes I have amended the figure codes to match the correct figures currently on offer fromAlternative Armies. |