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Gareth
War Boss
Posts: 617
(8/31/06 1:30 pm)
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And so it Ends (Very long)
The Final Battle
Overview
The Orcs have finally made it to the city of Altdorf, but at
great cost. A valiant and defiant defence by the Imperial forces
have taken a heavy toll on the Orc numbers and the Waaagh is all
but spent. Grotti Snotgrub the Fantastic has gambled all on one
last big push towards the Empires capital city and centre of
government. To successfully sack the city of Altdorf would
ensure his place in the history of both men and Orcs, to fail
would most likely end in his death!
The threat to the empire is great, but the noble sacrifice of
Ludo Minge, supreme patriarch of the colleges of magic has
bought the Empire time enough to prepare the defences and meet
the Orc tide head on outside the walls of the city rather than
suffer the hardship of a siege.
Matters have been further complicated by the arrival of Countess
Dieter and her army of undead re-newing her bid for the Imperial
crown which Emperor Vandervalk denied her but 2 years
previously.
The Armies for the main battle
The final battle is to be a massive 3 way clash between the
armies of the Empire, the Orcs and the Undead.
The Empire has 3000 points but due to most of the strength of
the colleges of magic being sent to delay the Orc advance can
only field Light Wizards (all other colleges being represented
in the "battle of the Reikwald Forrest"). They must be commanded
by Emperor Vandervalk I
The Orcs have a single 7000 point army that will have to be
divided as best they can over this game and 3 other satellite
games. The main force must be commanded by Grotti Snotgrub the
Fantastic.
The Undead have 3000 points but like the Orcs they will be
fighting on more than 1 front and so will have to organise their
forces wisely. They must be commanded by the Countess Dieter.
The list should use the Lahmian appendix list.
Victory
This and all the other games will last 8 turns. Victory points
will be worked out as normal between the Orcs and the Empire on
the main table only. The Undead forces are worth no Victory
points to either Orcs or Empire and neither do they gain victory
points from them, they have a different victory condition.
If the Empire defeats the Orcs and Vandervalk survives the
battle the Empire wins.
If the Orcs defeat the Empire the Orcs win unless it is only by
a minor victory and Vandervalk dies.
In order for the Undead to win the Empire must defeat the Orcs,
but by no more than a minor victory and Vandervalk must die or
the Orcs must win by no more than a minor victory and Vandervalk
dies, or it is a draw and Vandervalk dies. Either way Vandervalk
must die in order for Dieter to stake her claim on the throne.
Of course it goes without saying if Dieter should die the Undead
lose no matter what the result.
( this means it is in the Undeads interest to keep the battle
between the Orcs and Empire as close as possible and somehow
contrive to see Vandervalk killed)
THE OTHER GAMES!
Holy Sigmar, He Survived!!
On her advance toward Altdorf, Dieter met and defeated the
Sigmarite army of Kasmir XII, recruiting Kasmir as a swain in
the process. However despite the best efforts of her
necromancers they were unable to kill a warrior priest named
Solar Illuminati. He has become an inspiration to the defeated
and scattered remnants of Kasmir's army and they willingly
answer his rallying call convinced he is blessed of Sigmar!
The Army of Illumination!
The Empire has a 1500 point army which deploys behind the
Countesses army as shown on the map. The army must be led by
Solar Illuminati and can include no wizards. It also must
include at least 1 unit of knights of the Virtuous Lance.
The Army of Nuln
In order to speed the Orc Advance to Altdorf, Grotti Snotgrub
the Fantastic decided to split his army into two. One half was
to press towards the capital, the other went off to tackle The
Empires second city, Nuln. Needless to say the incompetent black
org general commanding the assault on the city resulted in
nearly the entire attacking force being wiped out. This has
given the Empire a chance to mobilise a second army and attack
the Orcs from the rear. Grotti will need to Deploy a Rearguard
to hold off the advancing army of Nuln whilst he assaults
Altdorf.
The Army of Nuln
The Empire has a 1500 point army which will be an Attacker in a
two battlefields scenario as described on page 122 of the
Generals compendium. The Orcs will allocate some of their forces
to be defenders. The Nuln army may choose to take maxamillian
Machino if they wish.
Those Sneaky Orcses!
The tactical genius of Grotti Snotgrub knows no bounds. He has
cunningly sent a small flanking force of Orcs to bypass Altdorf,
swing round and attack the defenders from the rear. However the
skilled scouts of the Empires staunch allies the Dwarfs have
seen this cunning move and have moved to intercept the flankers.
The Staunch Dwarfen Allies
The Dwarfs have 1500 points to spend on an army which will be
the defender in a two battlefields scenario as described on page
122 of the Generals compendium. The Orcs will need to allocate a
portion of their 7000 point army to be the attackers.
The Return of the Colleges of Magic
The surviving members of the colleges of magic are still in the
Reikwald forest when Grotti launches his assault and must head
as fast as possible to aid the beleaguered Empire forces lest
they be overwhelmed by a magical assault.
The Colleges of Magic
The army consists of the surviving characters from the Seven
knights scenario the previous round. In addition 1 of the
surviving level 2 mages may be upgraded to a level 3 wizard lord
and act as temporary Supreme Patriarch until such a time as a
new one can be properly selected. They may also have the Staff
of Volans.
MULTI TABLE RULES
For this very ambitious final battle game all tables should be
considered as separate battles this means
Units on one table may not charge units on another table even if
they are in charge range and LoS. They must move onto the new
table before charging units on it.
This also means Terror and Generals Leadership range cannot
extend between tables. Panic for units destroyed or broken in
combat will not apply between tables but units that flee onto an
adjacent table and cause panic by fleeing through friends will
cause panic.
Armies on different tables generate their own dice (the main
table will use the 3 player magic system)
Wizards may not cast from one table to another nor may they
dispel spells cast on a different table.
Any other situations that arise we can decide at the time how
best to resolve them.
Turns will need to be synchronised . So when you have finished
your turn please wait for the other tables to catch up. The 8
turns will need to be played over 2 weeks. A map and possibly
pictures of where units finished will need to be recorded as
will the state of each unit.
This will require a certain degree of commitment from each of
the players involved so if you cannot commit to two weeks please
do not agree to take part.
I think this will be a great game to finish the campaign and to
start 7th Edition Warhammer. It's just a shame the new O+G book
will not be out in time.
If you are a little confused all will become a lot clearer once
you see the deployment map. |
Gareth
War Boss
Posts: 618
(8/31/06 1:34 pm)
Reply | Edit | Del
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The Special Characters.
THE SPECIAL CHARACTERS
Emperor Vandervalk the First. M4 WS5 BS5 S4 T4 W3 I5 A3 Ld9
Full Plate Armour and Shield
THE SILVER SEAL: The Silver Seal wards away harmful blows, and
even countermands magic spells cast against the Emperor. The
Warrior Mage Fredrik von Tarnus made the artefact for Magnus the
Pious, after the Great War against Chaos.
Gives a 4+ Ward Save and Magic Resistance (3) to the Emperor and
his mount. In addition, enemies suffer a -1 penalty on their
rolls to hit the Emperor and his mount, with both close combat
and shooting attacks.
GHAL MARAZ: The Hammer of Sigmar grants its wielder +2 Attacks.
Any hits wound automatically and no Armour saves are allowed.
Each unsaved wound become D3 wounds.
BODYGUARD: When Vandervalk joins his unit of Greatsword
bodyguard they become immune to Psycology
TOTAL 350
Solar Illuminati, Blessed of Sigmar. M4 WS4 BS3 S4 T4 W2 I4 A2
Ld9
Heavy armour.
THE CLOAK OF ILLUMINATI: Worn by Solar during his miraculous
survival against the powers of Countess Dieter and her followers
it provides divine protection against the evils of Necromancy.
Gives a 5+ ward save. A Model wearing the cloak and his mount
are totally immune to Necromantic and Death Magic, even if cast
with irresistible force. Note this does not dispel the spell and
other models in the same unit will be affected normaly.
FEARLESS: Solar is immune to psychology.
BLESSED OF SIGMAR: Solar generates 2 dispel dice, may use 2
prayers per turn at a power-level of d6. Rolls of a 6 count as
being cast with irresistible force.
TOTAL 190
Maximilian Machino, Grand master of the Imperial school of
Engineering
M4 WS3 BS5 S3 T3 W3 I5 A1 Ld9
Armour save; None
Weapons, Hochland Long Rifle, Brace of Repeater Pistols
(multiple shots x 6)
Master of Ballistics, Extra crewman,
MASTER OF ENGINEERING, all the war machine under the care of Max
are always in prime condition and perfect working order and
their crews are the most experienced the Empire can offer. As
such all war machines in the army (including steam tanks) add +1
to the results on the misfire table.
MASTER SHOT Maximilian is so skilled with the use of his
customised Hochland long rifle he has the killing blow ability
with shots from this weapon.
TOTAL 180 (may ride a warhorse for +10 Points)
Countess Dieter
Lahmian Vampire Countess
Blood Line Power: Beguile
Magic Items: (un)holy relic 4+ ward save
Special Rules: Elector Countess, Magic Novice
Elector Countess.
Until she has been removed as a casualty, or her army suffers
defeat in a campaign game the Countess Dieter carries a
runefang. If her army is defeated, or she is removed as a
casualty, the Empire recover the runefang.
Magic Novice.
Countess Dieter has only begun to master her magical powers, she
is a level 1 mage, and knows the spell Innvocation of Nehek
TOTAL 300
SWAIN KASMIR XII
M4 WS5 BS3 S4 T4 W3 I5 A3 Ld9
Heavy Armour
Mace of Helstrum.
Kasmir no longer has the blessing of Sigmar and does not
generate any dispel dice. Neither does he have righteous fury
.He does have the prayers of Undeath which he can cast 2 of each
turn at power level 4+
Hammer of Death: Any unit he has joined may re-roll failed to
hit rolls for that combat round
Armour of wrongness: 5+ ward save
Restoring hand. Counts as 4+ invocation but can only be used on
character models or on a unit that has lost its champion to
restor it.
Death Breath. Use the flame template. Each model covered takes a
strength 3 hit with no armour save allowed.
He only counts as a Hero!
TOTAL 190
Traitor Wizard lord of Death
(Forgot name, Pete can remind me)
Level 3 Wizard lord may chose his spells from Death + 1
Necromantic to represent his early studies into the forbidden
art!
Cant remember his magic items either, (Pete can supply these)
TOTAL 175 + Magic items
THE ORCS!!!
Each Orc player will need to bring their general as used in the
opening game of the campaign (to decide who was to be Warboss)
However after the loss of his spider in the previous game Grotti
has found himself a bigger and better one and my ride this for
the same cost as his regular one.
M7 WS3 BS3 S4 T5 W3 I5 A3 Ld8
Poison attacks
4+ scaly skin
Shoot webs. At the start of each combat the spider can shoot a
web. Roll to hit using BS as normal. If it hit's the target
counts as if it was in base contact with night goblin netters.
The knights of the virtuous lance.
Impetuous: Must pass a leadership at the start of their turn or
charge the nearest enemy. If no enemy within charge range they
must move as fast as possible towards the nearest.
Zealous: Always count as outnumbering |
Page updated: 05 Sept 2006 |
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