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Blood of My Enemies Print E-mail
Written by Mac Coxhead & Steve Blease   
Thursday, 24 January 2008 00:00
As the summer gradually starts to turn to autumn, von Viebriek and her men reach the small human village of Deurkinfelk. Most of its men have been drafted into the army of Otto III and the village is, to all intents and purposes, defenceless. The frightened villagers tell the Doomgarde that Orc raiders were spotted only yesterday, just ten leagues north of the settlement, and beseech the humans to protect them from the Un-men.

Not really looking for a fight with her command severely depleted at the moment, von Viebrick is unwilling to sacrifice her men to protect a group of pox ridden peasants. However, the villagers offer all their savings to the mercenary captain for her protection, which would nicely supplement the "headgeld" of 50 Groats per Un-man head paid by the Middlelands Princes. She decides to fight. Using information provided by the villagers, the Doomgarde decide to make a pre-emptive strike on the Orc raiders, hoping to reduce their numbers enough to even up the odds if the village is finally attacked.



The Doomgarde

You approach the Orc encampment from the south. Malik Widukind has scouted ahead and reported that the Orcs are settled in a large cave, just through the woods. At present the majority of them are waiting to eat some luckless animal now roasting over a fire, but there are two Orc sentries on guard. The Doomgarde may wish to sneak up on the sentries before attacking the Orcs around the fire. On any turn they are within a single move of their intended target, and have enough movement distance remaining to close to contact they may roll on the table below, with a base 50% chance of successfully moving up behind an Orc (into base to base contact) from cover, modified as follows:

Experienced +20%
Average +10%
Raw 0%
Moved less than 8cm 0%
Moved 8 to 16cm -10%
Moved 16cm plus -20%

Should the stalking roll be successful, you should immediately resolve a Hand-to-Hand combat, treating the Orc as being Attacked in the Rear and giving the Doomgarde trooper an extra +4 modifier as well.

Obviously (as in all scenarios), the object is to kill as many Orcs as possible, whilst keeping your casualties to a minimum.

The Orcs

Tragmitz and Fugazi have reported back that there is a small hu-man village just to the south of your camp and that there are no hu-man soldiers there, only females and brats. The village should represent easy pickings before you return to Dresda and rejoin the clan. Madkow caught a young griffin whilst out hunting, and now it makes good eating whilst you ph your attack on the village the next morning. You have already posted two sentries to ensure that you are not attacked by bandits or monsters, and you are not really expecting any trouble.

These are the chances your Orc sentries have to spot any approaching Doomgarde and alert their comrades.

Stationary Standing Doomgarde 25%
Doomgarde in Wood -25%
Crawling/Prone Doomgarde 10%
Doomgarde in Scrub/Light Cover -10%
Walking Doomgarde 50%
Running Doomgarde 75%

Once a Doomgarde has reached a position where he is eligible to roll on a successful sneak attack (see The Doomgarde) the target may no long roll on this table, but his comrades may roll during the turn of the attack to see if they notice the struggle.

Rewards

As this scenario directly ties in with the next (the defence of the village), treat them as one scenario when planning Rewards and Treasure (i.e. this action does not require the troops to be paid after it). However, the Doomgarde player should be awarded 50G per dead Orc, and the Orc player should be awarded the re-sale cost of any equipment he can pillage from dead Doomgarde (should he subsequently wish to sell it).

Webmasters Notes


The above scenario was first printed in the original Dresda rulebook in 1996 and is included here with the kind permission of the authors.

I have converted this classic scenario for use with Frontear, click here to see it.