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Background Sending messages in Catalucia is difficult for the Ferach. Their messengers are always getting ambushed by the Dark Elves’ guerrillas, so the Ferach have set up staging posts along their lines of communications from forts or defensible buildings. These posts could be buildings that were pressed into service or purpose-built buildings like the Block House. An Albion Exploring Officer, Haines Pong (also known as oh oh seven), working behind the Ferach lines has found out that a new staging post is being built. If destroyed it could effect the Ferach communications for months to come. So with his Dark Elven allies they set out to destroy the Block House before it is completed. Will Haines destroy the Block House or will he make a big pong out of this adventure? Setup The table is set up as per the map with two light woods in the North East and North West corners of the table and a number of piles of rock over the table which can be used as cover. The Block House, with a barricade surrounding it, is placed on the south side of the table. For the Block House use a single story building about 12-16cm square which could be easily constructed out of card. The Ferach Howitzer is placed outside the Block House and four Voltiguers are placed anywhere in the Block House compound on guard duty. The rest of the Elves are at rest in the Block House and the Guerrillas are placed in the woods. Scenario Special Rules You will need a copy of the following 3rd edition Flintloque books; War in Catalucia and Grapeshotte. The scenario takes place at night with a full moon so use the Low Light Skirmish rules for night fighting from Grapeshotte, p.21. The woods, rocks and the barricade are classed as light cover and the Block House is classed as heavy cover except a figure firing through the open doorway which is classed as in light cover. The barricade is a linear obstacle and moving inside the Block House is classed as moving in Bogging terrain. Up to three figures can fire out of each side of the Block House through the windows except from the front of the building where two figures can fire through the windows and two through the open doorway (the door is still to be made). The Elves in the Block House at the start of the scenario are at rest, but it takes either gun fire or one of the Elves on Guard duty who have spotted one of the Guerrillas to raise the alarm before they can perform any actions in the following turn. The Elves can try to spot the Guerrillas at night but cannot engage them until they have been spotted. To spot a Guerrilla, each Elf can choose a Guerrilla figure and than throw a D10, then modify the result by -1 for each 15cm of distance after the first 30cm distance and if the final result is 6+ than the Guerrilla figure and all figures within 15cm of the Guerrilla have been spotted. If a Guerrilla fires or comes within 15cm of an Elf than the Guerrilla will be spotted, but if the Howitzer fires a Carcass shelle and lights up the whole battlefield than all Guerrillas will be spotted. Victory Conditions Victory for both sides is the capturing, or retaining of, the Block House and its’ compound. Ferach Forces The section consists of ten Voltiguers and two Gunners. The two gunners’ operates a 2 Inch Howitzer (from Grapeshotte, page 30) and Shelles, Caseshotte and Carcass are available to fire. The Howitzer starts the game loaded with a Carcass shelle.
1. Captain Le Hunter (Section Leader) / Experienced / Light Improve Discipline (1) / Steadfast Elf Musket / Sword
2. Sergeant Vilnai (Section Second)/ Experienced / Light Tap Loading / Large Fellow Elf Musket / Sword
3. Private Pile / Average / Light Graceful Step / Cruel Pointed Ears Elf Musket
4. Private Toriant / Average / Light First Strike Ferach / Fool Temper Elf Musket
5. Private Camp / Average / Light Steady Elf Hand Elf Musket
6. Private Vadgras / Raw / Light None Elf Musket
7. Private Lelac / Raw / Light Knuckles Elf Musket
8. Private Le Paul / Raw / Light Prevent Injury Elf Musket
9. Private Le Hail / Raw / Light None Elf Musket
10. Private Vaughn / Raw / Light None Elf Musket
11. Gunner Penu / Average / Gunner None Elf Pistol / Club
12. Gunner Le Stig / Raw / Gunner None Artillery Ram
Guerilla Forces The Guerrillas section consists of one Orc exploring officer and fifteen Dark Elves. The Guerrilla player(s) can split the section into two sections of eight.
1. Exploring Officer, Haines Pong (Section Leader) / Veteran / Light / Elite Serpentine / Dodge / Massive Jamminess Bakur Rifle / Sword
2. Le Spike (Section Second) / Experience / Guerrilla Rapier Fast / Arthletic Standard Pistol / Sword
3. El Philopi / Experience / Guerrilla Disdain / Nerves of Steel Standard Pistol / Sword
4. Petpar / Average / Guerrilla Quick Reflexes Standard Rifle / Standard Pistol
5. Ratto / Average / Guerrilla Brawler Standard Blunderbuss
6. El Smello / Average / Guerrilla Wing Feet Dark Elf Musketoon
7. Firepart / Average / Guerrilla None Standard Musket
8. El Gorgio / Average / Guerrilla None Halberd
9. Jannic / Average / Guerrilla None Sword
10. Marrilla / Average / Guerrilla None Standard Musket / Sword
11. Vetgrade / Average / Guerrilla Large Fellow Spear
12. Donotelli / Raw / Guerrilla None Standard Blunderbuss
13. Marie / Raw / Guerrilla Inspire Standard Musket
14. Geogeo / Raw / Guerrilla Catatonic Faith Standard Carbine
15. Botio / Raw / Guerrilla None Standard Musket
16. Haldiardo / Raw / Guerrilla Sauce Standard Carbine
Alternative Scenario Option You could alter the scenario by replacing some of the Guerrillas with the equivalent point’s value of Orc Rifles and you could replace “Hanes Pong” with “Lieutenant Shark” of the 105th Rifles. Webmaster's Notes An Orcs in the Webbe Original! "The Block House" was first published on the 12th December 2010 as part of OITW's 2010 Countdown to Christmas Advent Calendar. |