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Empire Civil War - Final Battle

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Gareth
War Boss
Posts: 617
(8/31/06 1:30 pm)

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 

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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