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The Albion Orcs - The Noble leaders of the Grand Alliance Print E-mail
Written by Alternative Armies   
Wednesday, 18 March 2009 00:00

Welcome to the Composite Insert for the Albion Orcs in the 4th Age. This insert covers all of the current Orc soldiers and their units, weapons, mounts and so on for the Flintloque and Slaughterloo game systems from Alternative Armies. The layout of this insert is simple. It begins with a short background to the soldiers in the insert, this is followed with a series of tables and information for their use in Flintloque the Skirmish and then statistics along with uniform guides for their use in Slaughterloo.

Please direct any questions and or all requests for further information to This e-mail address is being protected from spambots. You need JavaScript enabled to view it and we will be happy to assist you.

Great Britorcn - The United Kingdom

The island nations of Great Britorcn were not always the friendly neighbours of the Untied Kingdom, it took a lot of pressure and many small border wars to unite the tribes of Briticca under the infamous black, red and gold flag of Great Britorcn, or ‘Olde Jack’ as the flag is affectionately called. When on campaign it is common for regiments to be named by their country of birth, the Orcs of Albion and the Rats of Joccia and so on, but in all cases these forces are united in one army controlled from the Orseguards in Londinium capital of Albion and the Untied Kingdom.

There are inserts devoted to all the peoples of Great Britorcn beginning here with the most important group the Orcs of Albion. Inserts also cover the Ratmen of Joccia, the Bog Orcs of Guinalea and finally the Hob Goblins of Taffsea. After the countries of the Island Nation come the forces from the rest of Valon that are directly controlled by Great Britorcn, these are the Krautian Giant Legion (K.G.L) the fearsome Ogres exiled from Hünvaria and the Halflings of the Naal that are hired from the Honourable East Valonian Company (H.E.V.C).

The Orcs of Albion

As the world of Valon underwent its radical transformation after the annulment of Wylde Magicke, new Gods arose, and one of these was Sentinel. Choosing the Orc hero Art-Tan as his warlord, Sentinel granted the Orcs the secrets of Black Powder weaponry. Art-Tan realised that to defeat their enemies and to make effective use of these weapons of war, new tactics and strategies would have to be created, and with this, a new Army under a strong leader. After considerable efforts, Art-Tan achieved this almost miraculous transformation. Instead of the old system of war-bands traditionally adopted by the Orcs, Art-Tan created an Army with a structure, in which soldiers fought as disciplined Units and not as individuals. The devastating power of this Army was first demonstrated at the Battle of Dresda, where Art-Tan and his Orcish host destroyed the humans, vanquishing them from known Valon, perhaps into extinction, and then inhabiting their cities.

This new territory Art-Tan dubbed Albion, and he himself was granted the name “The Duke of Wheeling-Turn” in recognition of the tactics he had employed when crushing the humans. The Orcs adopted the dress styles of the humans they had conquered, and even their society began to absorb aspects of the culture they had vanquished in battle. They came very close to becoming what some would call civilised: capable of negotiation, diplomacy, creativity, and above all, crushing their enemies with sophisticated methods of waging war.

As their new nation flourished, the Orcs began to seek out allies to secure their place in the world, and soon discovered that Valon was not a safe place for lonely and young countries. During the Ferach Revolution the troubles in Guinalea over the imposed Turnip Tax and the horror of the Joccian 45 Rebellion and the incursions of the Boyos from Taffsea meant that Albion could do little more than send token forces to influence events in Armorica. Indeed the Orcs forged a mighty empire in Injia and colonies in Eastern Valon, those colonies they lost in another rebellion, with gains in Afri. Many years of bitter battle with the Joccian and Bog Orc rebels eventually reached a compromise, some say due to a desire for peace, but those in the know are sure it was so that they could beat other nations to a pulp for profit.

With the uniting of the separate nations into one and the great King Gorge on the throne it became clear that the now Ferach Elves were bend on conquest. Albion had spent her vast resources on a smaller army than other powers but a huge navy. Small task forces landed in Nepolise and elsewhere and performed fairly well under novice Orc Generals, but they could not assemble a land army large enough to really smash a Ferach Armèe alone.

Over the next decade they fought on alone at times, then as leaders of the short lived alliance of the Unified Powers. They would need more allies to beat the Ferach.

The Grand Alliance, once formed, used Albion money and naval power along with the armies of foreign allies to counter the tyrannical ambition of Mordred Emperor of the Ferach Elves and their Empire.

The Army of Albion

Wheeling-Turn’s “thin red line” contains some of the deadliest troops on Valon. The Orcs of Albion have corps in both the Kartöffelberg and Catalucian theatres, with the bulk of their attention directed at Mordred’s forces in the Dark Elf homeland. After shaky beginning of the Grand Alliance era and the forced evacuation from Kooruna, the Orcs have made a significant comeback. They reorganised the forces of their allies the Goblins and marched into Catalucia to claim victories against Mordred’s Elven forces.

The Orcs are masters of the Line formation, and their Units are trained so well in this formation that they can actually keep pace with an Elven Line on the battlefield. Their mastery of this tactic gives them another significant advantage. Whereas the Ferach have a natural affinity for Black Powder weapons, the Orcish love of the Line has enabled them to perfect their volley firing to a fine art.

Flintloque the Skirmish

When playing a game of Flintloque the Skirmish as the Orcs of Albion you will need a copy of the Flintloque Rulebook in order to begin gaming.

To assist you in playing Flintloque the Skirmish this page of statistics and tables that apply to the Orcs. These tables give you the racial statistics and points costs for an Orc, their normal cavalry mounts, their normal weapons of war and the statistics for those weapons in the game.

Race
Crawl
Prone
Stagger
Falter
Walk
Run
 Defence Factor
Wounds Melee Modifier
Orc
2
4
8
12
16
24
 33+2


Racial Points Cost

Status
Points Cost
Raw
15
Average
19
Experienced
23
Veteran
27
Militia
+2
Guerilla
+2
Elite
+3

 

Type
Walk
Trot
Run
Charge

 Defence Factor
Wounds
Melee Modifier
Point Cost
Heavy Horse
12
24
36
48
51
+2
14
Light Horse
16
32
48
64
51
+0
15


Blackpowder Weapons Ranges and Points Cost

Weapon
0-5cm
>5-15cm
>15-30cm
>30-45cm
>45-60cm
>60-75cm
Race Cost
Non-Race Cost
Standard Musket
70/5
65/4
50/3
30/3
15/2
-
5
-
Orc 'Bessie'
70/7
65/5
40/4
20/3
10/3
-
5
10
Standard Carnine
60/4
55/3
30/3
25/3
10/2
-
3
-
Standard Pistol
60/4
55/3
20/2
*-
-
-
4
-
Orc Artillery Pistol
55/5
40/4
10/3
-
-
-
3
6
Standard Blunderbuss
80/7
70/5
60/4
45/3
30/3
15/2
7
-
Bakur Rifle
80/7
50/7
30/5
15/5
-
-
7
15
Orc Grenade
50/8
40/8
25/8
-
-
-
4
6
Standard Grenade
55/6
46/6
30/6
-
-
-
4
-


Slaughterloo

When playing games of Slaughterloo then use the statistics and guides provided here for your units. All Orcish units currently in Slaughterloo appear here.

Orc Line Infantry

Solid and reliable, Orc Line Infantry, the thin red line.

Status & Armament: Regular Infantry armed with Orc Bessies.

Uniform: The Infantry uniform consists of a brick red tunic, grey or white breeches, a black shako with a red and white plume, and black shoes. Facing colours (cuffs, collars, etc.) vary with each different Infantry regiment, and popular colours are yellow, green and blue. Equipment is black and equipment straps are white leather.

3rd Foot Regiment - The Boffs

One of the first raised regiments of the Orcs when they destroyed the Humans at the battle of Dresda.

Status & Armament: Regular Infantry armed with Orc Bessies.

Uniform: The Infantry uniform consists of a brick red tunic, grey breeches, a
black shako and black shoes. Facing colours (cuffs, collars, etc.) are uniquely
fawn coloured. Equipment is black and equipment straps are white leather.

Orc Militia

At the lower end of Orcish power are the Orc Militia, troops drafted in to fight when no-one else can be spared. Militia Units are typically privately raised by wealthy Orcs who want to command soldiers.

Status & Armament: Militia Infantry armed with Orc Bessies.

Uniform: The Militia uniform consists of a red tunic, white breeches, a black tricorne and black shoes. Cuffs, collars, shoulder straps and Turnbacks and plumes vary with the Commander’s personal choice, and every colour under the sun except purple is allowed. Piping is white, equipment is black and equipment straps are white.

Orc Guards

The Orc Guard Infantry are a terrifying opponent for any Elf to face. Few troops are considered to be comparable with the Ferach 1er Velitè Grenadier de la Garde Mordred, but the Orc Guards deserve a reputation as being at least equal to the threat that Mordred’s finest pose.

Status & Armament: Regular Infantry and are armed with Orc Bessies.

Uniform: The Guards’ uniform consists of a red tunic, grey or white breeches, a black shako with a red and white plume, and black shoes. Facing colours (cuffs, collars, etc.) are blue. Equipment is black and equipment straps are white leather. In all, it is virtually identical to the Line Infantry uniform, except that the Light uniform has decorative epaulettes, which are white and red.

Orc Light Infantry

The Orc Light Infantry gained renown when they helped resist the Ferach columns during the Orc retreat to and subsequent evacuation from Kooruna.

Status & Armament: Light Infantry and are armed with Orc Bessies.

Uniform: The Light Infantry uniform consists of a red tunic, grey or white breeches, a black shako with a green plume, and black shoes. Facing colours (cuffs, collars, etc.) vary with each different Infantry Unit, and popular colours are yellow, green and blue. Equipment is black and equipment straps are white leather. In all, it is virtually identical to the Line Infantry uniform, except that the Light uniform has decorative epaulettes, which are white and red.

Albion 105th Foot - The Rifles

There are no light troops who blend training and equipment into a deadlier combination than Albion’s green-jacketed Rifle Orcs. These Light Infantry are in a class of their own, and cause chaos and confusion among their enemies on the field of battle. Shifting these characters out of strongly defended positions is nigh on impossible, and few would dare to go against them in rough terrain.

Status & Armament: Light Infantry armed with Orc Bakur Rifles.

Uniform: The Rifle uniform consists of a dark green tunic, dark green breeches, a black shako with a green plume, and black shoes. Cuffs, collars, shoulder straps and Turnbacks are black, piped in white. Equipment and equipment straps are black leather.

Orc Marines

The soldiers of the seas, these troops are detached for land duty from the mighty warships of the Royul Navye with typically a Seventy Four Gun Ship carrying some 800 Marines in their huge holds.

Status & Armament: Irregular Infantry armed with Orc Sea Bessies.

Uniform: The Infantry uniform consists of a red tunic, grey breeches, a round black felt hat, and black shoes. Facing colours (cuffs, collars, etc.) vary with each ship, and popular colours are yellow, white and blue. Equipment is black and equipment straps are white leather.

Orc Heavy Dragoons

Some of Albion’s most powerful Cavalry are the Heavy Dragoons. Big Orcs mounted on big horses, they destroy all before them, hacking their enemies to tiny pieces with their heavy swords.

Status: The Orc Heavy Dragoons are classed as Heavy Cavalry.

The Heavy Dragoons’ uniform consists of a red tunic, grey or blue
breeches, a black bicorn with a red and white plume, and black shoes. Facing colours (cuffs, collars, etc.) are blue. Equipment is black and equipment straps are
white leather.

Orc Life Guards

These are the elite of Albion’s Cavalry arm, and are the most powerful mounted force at the Alliance’s fingertips.

Status: The Orc Life Guards are classed as Heavy Cavalry.

Uniform: The Life Guards’ uniform consists of a red tunic, blue breeches, a black and brass/gold helmet with a red and white plume, black shoes. Facing’s (cuffs, collars, etc.) blue. Equipment, black, equipment straps are white leather.

Orc Hussars

The Hussars are excellent Light Cavalry, as well suited to reconnaissance roles as to the task of crushing the fleeing enemy.

Status: The Orc Hussars are classed as Light Cavalry.

Uniform: The Hussars’ uniform consists of a blue tunic, grey, red or blue breeches, a black busby with a red cloth flap, and black shoes or boots. They wear a fur-trimmed pelisse, which is also blue. Facings (cuffs, collars, etc.) vary popular colours are yellow and red. Equipment is black, equipment straps white.

Orc Foot Artillery

The core of Albion’s Artillery is the Foot Artillery. As well as the Light, Medium and Heavy guns, the Foot Artillery also uses Howitzers.

Status: The Orc Foot Artillery is classed as Artillery.

Uniform: The Foot Artillery uniform consists of a blue tunic, grey breeches, a black shako with a red and white plume, and black shoes or boots. Facing colours (cuffs, collars, etc.) are red. Equipment is black and equipment straps are white leather.

Royal Albion Horse Artillery

The fastest Artillery on the face of Valon, the Royal Albion Horse Artillery are a superb force, and won acclaim fighting alongside the Light Infantry on the retreat to Kooruna. Highly manoeuvrable, they fired lethal salvos of shotte into the Ferach time and time again before escaping unharmed.

Status: The Royal Albion Horse Artillery is classed as Artillery.

Uniform: The Royal Albion Horse Artillery uniform consists of a blue tunic, grey breeches, a black and gold helmet with a red and white plume, and black shoes or boots. Facing colours (cuffs, collars, etc.) are red. Equipment is black and equipment straps are white leather.

The Kings Own Rockette Batteries (KORB)

On the battlefields of Valon there are many strange sights for the eye to behold, some are awesome in their destructive power, and others are renowned for their technical brilliance and a few strike terror into the very core of the onlooker.

From the dark crammed warehouses of the Arsenelle in Londinium has come an invention that has managed to combine these three qualities, though in proportions that some consider favour the enemy as much as the brave Orcs of Albion. These marvels are collectively known as Rockette Artillerie and are the latest fashion in Wheeling-Turn’s Army. Sir Markus Conclave, financier of the KORB, with his great bush like moustache and monocle leads from the front and makes liberal use both of his sword and his unique flameproof hide coat, in equal measure. In fact, Conclave and his Troops are forced to march far to the rear of the Army, without horses (for the obvious reason) because every other soldier treats the ‘Rockette Men’ as one would treat a plague sufferer offering you his handkerchief…with understanding and a good deal of distance…

Please see the Slaughterloo Rule Book for Rockets for the use of this Unit.

Status: The KORB is classed as Rocket Artillery.

Uniform: The Foot Artillery uniform consists of a blue tunic, white breeches, a black shako with a red plume, and black shoes or boots. Facing colours (cuffs, collars, etc.) are red with gold. Equipment is black and equipment straps are brown leather.

Orc Camp Followers

Facing hardships almost equal to those suffered by the soldiers they follow, camp followers live a difficult and rugged life. Travelling behind the Army in the huge baggage trains needed to supply troops on the march, they, like their loved ones, have made the Army their home. Reporters such as Michael B’Orc of the Illustrated Londinium Tymes shelter in their ranks, looking for a scoop about the war effort or keeping an eye on the social actions of prominent military figures.

Special Unit Slaughterloo Rules: In battle the Camp Followers are moved as per any other Unit (note that all miniatures in this Unit must be in base to base contact at all times), it has special properties that are applied when within 45cm of any friendly Units in play. Note that the Camp Followers must attempt to stay within 20cm of a friendly Unit each Turn. If any friendly Unit is within 45cm then the following must be applied. The friendly Units upon finding itself failing a Form Test to become Disorganised must roll 1D6 and upon a 6 they may ignore the result and remain in Good Order. Note that this roll applies only to reduction from Good Order to Disorganised not to Retreating or Routing status. There is no limit to the number of friendly Units this can assist within 45cm per Turn. This reflects the knowledge that the soldiers family is in the Camp Followers as they follow the battle looking for spoils.

Status: The Orc Camp Followers are classed as a Special Unit.

Uniform: Military clothing is of that regiments usual colour. All other clothing is civilian, and can be any colour of your choosing.

Slaughterloo Statistics Tables for Orc Officers

Regiment (Code)
Troop Type
Unit Size
C
L
CBF
FM
MM
DF
M
PC
Orc Line (54503-U), 62nd Foot (54000 & 54007), 45th Foot (54014 & 54025)  Regular Infantry (R4)
 8-2020
15
5
4
3
3
3
10
15
3rd Foot - 'The Boffs'
Regular Infantry (R4)
8-20
20
15
5
4
3
3
3
10
15
6nd Foot Fusiliers (54000 & 54010) Regular Infantry (R4)
8-20
20
15
5
4
3
3
3
10
15
The Fencibles (54514-U)
Militia Infantry (R2)
8-24
15
10
5
1
-1
-
3
7
10
Orc Grenadiers (54509-U)
Regular Infantry (R5)
8-20
20
15
5
5
3
4
3
11
19
 Orc Guards (54510-U)Regular Infantry (R6) 8-2020
15
5
6
4
4
3
12
23
62nd Light Company (54000 & 54008), Orc Light Infantry (54512-U) Light Infantry (R5)
6-12
20
20
5
4
4
2
3
10
16
The 105th Rifles (5104, 54001, 54009, 54027, 54024)
Light Infantry (R7)
6-12
20
20
5
5
5
2
3
12
21
Orc Hussars (54505-U)
Light Cavalry (R4)
4-10
40
30
20
4
-
5
3
10
35

Orc Heavy Dragoons (54505U & 54013)

Heavy Cavalry (R5)
4-10
30/20
20/20
15/5
4
-/2
6/3
4
10
40
Orc Life Guards (54513-U), 1st Life Guards (54012, 54002)
Heavy Cavalry (R6)
4-10
30
20
15
5
-
8
4
12
50
Orc Yeomanry Cavalry
Light Cavalry (R3)
4-10
25
15
10
1
-
2
3
8
25
Orc Foot Artillery (54508)
Foot Artillery (R3)
2-6
20/5
20/5
-
4
4
1
3
10
16
1st Royal Foot Artillery (5100)
Horse Artillery (R5)
2-6
30/5
20/5
-
5
4
1
3
11
18
King's Own Rockette Batteries (54516-U &54516-C)Rocket Artillery (R2)
2-6
No movement once set up is complete.
4
4
1
3
10
18
Orc Camp Followers (54502)
Camp Followers (R1)1 Set
15
15-
3
-
1
3
9
45
Royal Marines (54515-U) Irregular Infantry (R4)
8-20
20
10
5
3
2
5
3
11
18
Orc Shyppe Crew (TRA001 & TRA002)
Irregular Infantry (R4)
8-28
1510
5
2
-
2
3
9
13
Orc Naval Artillery - 'The Long Nine' (TRA003)
Foot Artillery (R4) 2-6
15/515/5
-
4
4
2
3
10
15


Webmaster's Note

The above was originally posted on Alternative Armies' Notables Yahoo group in March 2007 and is reproduced here with permission. The original PDF will available for download here later this week.