Sunday, June 22, 2014

The Great Escape or To Kill a Foreman

Within this illuminated post you will find a Warhammer Fantasy Battles 3rd Edition Scenario.  It has been tested a few times with an equal win/loss ratio for each side (though the Goblins are one up at present).  I'd love to hear from anyone who has played the scenario and would appreciate any constructive criticism.

The battlefield.


The Great Escape

Foreman the Snotling urged his brave and expendable brothers to greater efforts.  The bosses were on their way back to camp to prevent them from escaping.  Foreman dreamed of the wind in his ... well not hair obviously ... perhaps his teeth, with the occasional insect as a light snack.  Now if only he had time, but it was not to be.  On the horizon he could see the advance party of Goblin Wolfriders making their way ahead to scout the scene.  

“To arms bruvvas, the rest of yu’z back to finishing da wagon!”

The Snotling army consists of 10 bases of Snotlings.  For those who want to know points they are 25 points each with an additional 5 points for Spore Weapons.  So a 300 point “army”.

The Snotling can only be deployed in the camp area, as defined by the terrain piece.

The camp and deployment area for the Snotlings.
The Pump Wagon Rules
To build the Pump Wagon the Snotling player must build the wagon by allocating build points towards its construction.  Once 15 or more build points have been achieved the wagon is ready to go and run for “safety”.  Place the Pump Wagon at the entrance of the camp and then drive it off through the goblin deployment zone.

The Snotling bases allocated to building do not have to be moved; just place a marker next to them to reflect they are busy building.

Each Snotling base that builds rolls D6-4.  The number is the build points generated, either a 1 or 2, otherwise any other result (a negative) means the Snotlings are wasting time hunting for grubs or watching butterflies!

The Pump Wagon is being secretly built in one of three tents.  At the beginning of the game the Snotling player notes down on a piece of paper and keeps it hidden until it is needed to be revealed.  An envelope can be used, or a chit marker, anything that can be used to ascertain the truthful hiding place of the wagon.

The Orc and Goblin camp is an extreme fire hazard, the oils and other materials used in making the tents are combustible.  Each tent has 6 structure points.  Once all 6 structure points have been burnt then the tent collapses into a fiery inferno.  Any model/base within 2” of a burning tent take a toughness test (S4), if failed they have caught fire and die writhing in agony, any other result leaves them unharmed for that turn.

Any number of Snotling bases not in hand-to-hand can be allocated to fight fires.  Remember this is done before determining how many can be used to build the wagon.  Each Snotling base allocated to fighting the fire rolls a D6 and consults the results below:
1-2 The fire burns more fiercely causing and additional D3 damage points.
3-4 The fire is put out completely.
5-6 The Snotling player may chose either to fan the flames or extinguish the fire.

If the tent which is burnt down contains the PumpWagon then the game is over for the Snotlings and they surrender, most likely to the cooking pot for their insurrection.

Snotling Allocation
Each turn the Snotling player has the following steps to observe:
Step 1: How many Snotling bases are there left?
Step 2: How many Snotling bases are in hand-to-hand combat?
Step 3: Are there any fires?  How many bases of Snotlings will be allocated to fight fires?
Step 4: Determine how many Snotling bases can be allocated to build the wagon.
Step 4.1:  The Snotling player may allocate up to half the number of available bases towards building the wagon.  Eligible bases are those not engaged in hand-to-hand combat or fighting fires.  E.g. there are 8 bases of Snotlings left, 2 of these are in hand-to-hand combat, and 1 is fighting fires.  This leaves 5, half of this (rounded down) is 2.  So 2 bases may build the wagon.

Special Rule
Snotlings are unbreakable in this scenario and do not need to test for any morale triggers.  There are so many of them in the camp running about and carrying on that any loss of morale would not even be noted!


To Kill a King Foreman

Wizza Knowot could not believe his pointy ears.  Leetle Jeem his Snotling lackey had just informed him that Foreman of the Snotlings intended to make a dash for freedom riding one of the new fangled Pump Wagons.  
While the unruliness of Snotlings was to be expected, this insurrection and potential theft of war material was just not on.  He was torn between needing to keep an eye on Grog Tooftayka and his latest quest or come back and find a ruined camp, bereft of military potential.  He choose the lesser of two evils, at least Grog could fight his way out of trouble, where the Snotlings could do more malicious trouble than a dozen Grogs put together!

“Right you lot, about face, wez got ta head back and bash sum skulls.”

The Goblin Relief Force is made up of the following:

Wizza Knowot, Lv 15 Wizard. (Hand Weapon) Spells: Assault of Stone (E1.1), Summon Familiar (D1.3), Cause Animosity (B1.2), Enthuse (B1.5), Flight (B1.7), Hammerhand (B1.8), Lightning Bolt (B2.5), Mystic Mist (B2.7), Vortex of Chaos (B2.14)
20 Stickas (Short Bow & Hand Weapon)
20 Gobbos (Hand Weapon, Javelin, Spears, Shield)
5 Gobbo Wulfboyz (Short Bow & Hand Weapon, Light Armour)

Thanks to the intelligence (or snitching) of Leetle Jeem, Wizza knows that he doesn’t have a lot of time to stop the Snotlings from escaping.  He knows that one of the three tents in the camp contains the Pump Wagon under construction.  He has issued fire arrows to his Stikkas with the hope that he can burn the machine before it is able to escape.

In this scenario the Gobbo player can break his Stickas and Gobbos into 5 “man” units.  Normal rules apply for morale AND animosity is still to be rolled for, so be careful!  Wizza is the army general in this case.

The goblins deploy opposite the Snotling camp.  However not all the Gobbos have arrived in the same area?

Roll a D6:
1    Anywhere along the left flank.
2-5 Anywhere along the goblin table edge
6    Anywhere along the right flank.

Fire Arrows
A unit preparing to shoot fire arrows must spend the entire turn stationary.  Range is reduced by half.  Short Bows have a range of 16”, so 8” is now the range if fire arrows are used.  Remember ranges over 4” suffer a -1 to hit.

Setting Tents on Fire
To start a tent burning, consult the number of flame arrows that hit the tent during the Shooting phase.  This is the target number that you must roll under to start a fire on 2D6.  If 8 fire arrows hit a tent then a roll of 8 or less indicates a fire has started.  The tent has now suffered 1 structural point of damage, suffering 6 points destroys the tent.  Each tent has 6 structure points.  Once all 6 structure points have been burnt then the tent collapses into a fiery inferno.  Any model/base within 2” of a burning tent take a toughness test (S4), if failed they have caught fire and die writhing in agony, any other result leaves them unharmed for that turn.

Once a tent is burning it will remain so for the rest of the game, regardless of how many turns are played.

1. Allocate Snotlings
1.1 Fight Fires
1. 2. Movement
2. Shooting
2.1 Determine Fires Starting
3. Combat
4. Reserves
5. Magic
6. Rallying
6.1 Determine conditions for Pump Wagon completion.  If completed, place at entrance of camp.

No comments:

Post a Comment