Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Battle Report Orcs vs. Barbarians

#1
Just for kicks I dug up an old play test report I did a while back. It shows how larger scale encounters work out under Bladestorm rules. 


Mind you, back then I still used MS-Word based files. The cards are now based on PDF files and look a lot better and the questions raised during the play test have long been resolved Big Grin


=== Original Thread from 2014 ===

Finally! After three months of painting, preparing and pondering, I am proud to announce battle readiness for a first encounter between two well known fantasy groups that will fight each other to the teeth, when they so much as guess the other's presence. It's Orcs vs. Barbarians and the fight is ON!


But before we start, I will take a minute to outline some basic thoughts involved in the setup. 

Q: How do we know it's balanced?
A: We don't. Even though each combatant is created with Total Point Cost (TPC) in mind, this skirmish will help determine if the TPC-allocation allows for a balanced game in the first place.

Q: Are any preset characters used?
A: Yes, the sea troll from the introduction scenario and his brother make an appearance. They were recreated with TPC rules and just so happen to be illegal in their own right (466 of 400 allowed points). All other combatants were created with the help of a calculator that basically uses a number of drop down menus which are backed up by the tables from the rules book. Characters from scenarios and sourcebook are not used as they don't offer TPC values and thus cannot serve as a reference. 

Q: Will there be magic?
A: There is one powerful creature on the table that does have magic abilities, but our heroes will have to outlive all their adversaries in order to make the acquaintance. 

Q: How are characters distinguished from each other?
A: Each combatant has a number and a color. Yellow for barbarians, green for orcs and white for other table inhabitants. There is a small character sheet for each combatant that includes all stats.

Q: What does the battle roster look like?
A: As follows
Barbarians 1 through 22: 1 boss, 4 sword fighters, 9 archers, 8 axemen (3.895 TPC)
Orcs 1 through 13: 1 boss, 3 elite warriors, 3 polearms, 3 archers, 3 with various melee weapons (2.390 TPC)
Other 1 through 5: 2 sea trolls, 2 rock worms, 1 monster rock worm (1.577 TPC)

Heroes 3.895 vs. Monsters 3.967

           


In order to test a couple of situations that will be a pickle for line of sight and to help set up the encounter in stages, I opted for a classic: the barbarians enter from one side of the table and have to reach their goal on the far side. 


Grand goal: The barbarians quest for the "Well of Living Water", a fabled source of water that is supposed to have healing powers. They were sent out to procure a vial and bring it back to their eldest who has fallen ill from an unknown affliction. 

Encounter setup:

- The well itself is protected by a couple of foul worms who have taken refuge in the hollowed rock it springs from. The well is located inside a medium forest. 
- A company of orcs, who have yet to find a way to climb up to the castle mountain (I'll have to create stairs and a bridge) have settled into the ruins of the old lower castle tower. They are weary of anything that may come from the woods and on the wind rides the stench of troll and the promise of well fed humans. 
- Two trolls have sought out some isolated spots around the medium forest that stands between the castle mountain and the lands out west. One lives in a cavern and the other takes shelter in the remains of an old guard tower. 
- The barbarians just came to this stretch of land from their holding out west and enter on the far left side of the table.

                   

ROUND 1:

Barbarians move and split up. They see a temple ruin in front of them and a small tower to the south. 2/3 move towards the tower while 1/3 move to investigate the other side of the temple. A forest line is further to the east. Their chief leads the way towards the tower while his personal guard (3x archers with composite bows) hurry to keep up. They see no enemies. 

No battle occurs.

Orcs take strategic positions inside the old castle tower. They are low on food and a group is sent for the forest to bring in some game. Three archers closely watch the forest line while the boss keeps his most trusted warriors around. They see no enemies.

No battle occurs.

Trolls and other critters keep to themselves:

No battle occurs.



Open questions:
- The sea troll inside the guard tower cannot see the barbarians approaching, but can he hear them?
- The troll in front of the cave is in the middle of the forest. How far can one look into the forest (light/medium/heavy)?

               

ROUND 2:

The larger barbarian horde moves towards the small tower. Their leader is positioning himself to the side of the tower while melee warriors rush forward. The other third is circling the old temple. From their angle, they DO NOT see the troll standing in front of his cave in the forest.

No battle occurs.

Orcs finish taking positions around the old guard tower. The hunting party proceeds to the forest line. They see no enemies.

No battle occurs.

Trolls and other critters keep to themselves

No battle occurs.


Open questions:
- Orc archers and on Troll can make use of partial cover, however there are no rules for it. 

Solved questions: 
- The troll inside the small tower hears the approaching horde and will step to the entry.
- Line of Sight Medium Woods: O-9.5 Blocked, for they have more than 2 inches of medium woods between them and the troll.

               

ROUND 3:

The smaller barbarian group splits up. Archers remain in the back near the temple ruins and sword fighters break off into the direction of the forest. Careful not to get in the way. The other 2/3 arrive at the small tower and barbarian Nr. 1 steps right into the arms of the Troll inhabitant. He frantically attacks but misses.

The orcs reach the forest line. They see no enemies.

No battle occurs.

The troll in the small tower stays put and puts some nice scars (7 hit points) in the barbarian in front of him with his claws. The other troll becomes aware of the barbarians in the distance and relocates into partial cover near the forest line. Both sides weigh the distance carefully.


Open questions:
- Range modification is defined inadequately in the rules. A -2 modifier is added with each range increment, however the source is not explicitly named. Reference needs to be made to the weapons chart (!) and range modifications due to distance (-2, -4, ...) need not be confused with range modifications due to race or stat changes (-2", +4", etc.). 

Solved questions:
- Partial cover will not be part in this scenario.

                   

ROUND 4:

1/3 of Barbarians move melee combatants into the forest. The archers at the temple ruin (21 and 14) take aim and shoot. Nr. 14 hits with a lucky "1" for 2 points of damage. 
Barbarian 1 wishes to leave the troll and must pass a successful "Disengage" maneuver (Optional Rules). He fails and Troll Nr.2 gets a free attack. However, the attack misses (13 is not enough for a 13 target). The barbarians want to lure the Troll out of his hiding, so two more barbarian warriors (9 and 7) move in front of him. Meanwhile the archers prepare two packs of three. 
In the Melee Phase, Barbarian 9 deals 12 points of damage to the Troll with his battle axe. His buddy misses. 

Orcs move further into the forest and start to look for game. They see no enemies.

No battle occurs.

Troll 1 by the cave launches a stone at the Barbarian archer who shot him and hits him back with 5 points of damage. Troll 2 swings his claws at Nr. 7 but misses.

           

ROUND 5:

1/3 of Barbarians has the melee group advance through the forest. They are slowed down to 75% of their usual speed and will need another round to reach Troll 1. The archers by the temple fire again and deal another 2 points of damage to the Troll. This is exchange is costly and definitely not in their favor because the forest modifier makes hitting the Troll very hard and when they get a lucky shot, it usually results in meager two points of damage ("lucky" low x2 +2 against an armor value of -2).
Barbarians 7 and 9 wish to repeat their buddy's trick and make a "Disengage" maneuver to leave Troll 2. They are not as lucky. Nr. 9 fails the maneuver and eats 5 points of damage while Nr. 7 gets mangled for 11 points. Looks like the Troll kept part of him right there. Nr. 7 falls way below 50% and has to make an immediate "Morale Roll" which he passes. No other barbarians move. 
The two packs of archers are now free to attack the troll and launch their arrows. This is a good example of how partial cover can be applied in such a situation. Nrs. 13,15 and 16 have clear line of sight while 18, 19 and 20 shoot against partial cover (see pics). They roll bad and only a lucky shot lands another 2 points of damage against the Troll. 

Orcs move about the forest. They see no enemies. 

No battle occurs.

Troll 2 is finally so mad that he launches after Barbarian 9. Being somewhat faster than him, he manages to catch up with him and pull 5 points worth of meat from him. This is getting ugly. Nr. 9 drops below 50% and fails the Morale Roll. 
Troll 1 is getting a blast out of his throwing match and launches another stone. Almost a hitter.

           

ROUND 6:

1/3 of Barbarians has the melee group surround Troll 1. He turns away from the archers to face them. Archers move towards the hill between them and the forest. 
The other barbarian melee group joins Nr. 9's battle by surrounding Troll 2. Barbarian Nr. 9 starts his round disrupted and rules dictate him to leave melee combat with Troll 2. He tries a disengage maneuver which dismally fails thus giving Troll 2 another chance to claw at him. Troll 2 owns him!
A group of three more archers moves towards the rocky hill between them and the forest. 
Barbarian combatants engage Troll 2: Nr. 7 misses, Nr. 1 hits from the flank for 11 points of damage, dropping Troll 2 below 50%. He succeeds at his morale roll. Nr. 5 misses, Nr. 6 hits for 5 points of damage, Nr. 3 hits for 4 points of damage, Nr. 8 hits for 5. 
Barbarian combatants engage Troll 1: Nr. 11 scores a lucky hit for 6 points of damage, Nr. 10 misses, Nr. 12 flanks and misses, Nr. 4 scores 13 points of damage with his two handed sword. 

Orcs move about the forest, reaching the far forest line. Two of them see Barbarians in the distance. (They most likely shout an alarm of some sort). They do not see the Barbarian archers on the other side of the rocky hill.

No battle occurs.

Troll 2 attacks Barbarian Nr. 7 and kills him.
Troll 1 attacks Barbarian Nr. 11 and wipes 9 points of health from him. Nr. 11 succeeds at his morale challange. 

Open Questions:
- When a discrupted combatant is forced to move away from an enemy, does this force him to make a potentially fatal disengage maneuver? In other words: Can combatants be forced into making maneuvers?
- If a combatant is killed during his failed disengage maneuver, is he still allowed his attack during the regular melee phase? 
- Rules call for a morale roll once the last point of health before "M" is checked off. Is this the only time a combatant has to make a morale roll or does it repeat for every hit taken below the 50% margin?
- Is a disengage maneuver also required if moving away from the rear of an enemy combatant? 


Solved Questions:
- Range increment modifiers and their definitions must be explained in more detail.

                       

ROUND 7:

Barbarian Archers move onto the hill and into partial cover (not applicable in this scenario). Three archers from the main group enter the broken tower. 
Barbarian melee combatants attack Troll 2: Nr. 1 attacks first in order to force the Troll to change his facing and then lands a lucky strike for 3 points. Nr. 8 flanks for a little more and Barbarian 3 finally rolls a double and successfully flanks for 11 points of damage, thus killing the Troll!
The other barbarian melee group attacks Troll 1: Nr. 11 misses, 10 lands a lucky strike for 6 points of damage. It's time for the Troll's morale check and he passes without a problem. The other Barbarians 12 and 4 miss.

Elite Orc 12 leaves the forest and moves towards the rocky hill. He is too fast for his small-foot-followers. They gather at the forest line to storm out next round. They do see the Barbarians on top of the hill. 

No battle occurs.

Troll 1 attacks Barbarian 11 in front of him and claws 5 points of health from him.
Troll 2 has his last attack on Barbarian 1 and inflicts 7 points of damage. Ouch! That hurt! Nr. 1 fails his morale roll and is disrupted!

Open Questions:
- Disengaging from the rear of an opponent needs clarification

               

ROUND 8:


Barbarian archers remain on top of the far hill and face the forest line. They face dismal modifiers when firing into the melee situation with Troll 1 (because rear attack modifiers do not apply in ranged combat) and choose to observe instead. Three barbarians in the broken tower move up the ladders. First one advances straight to the top after a successful climbing maneuver and is followed by his buddy who makes it to the first floor. 
The Barbarian leader and his melee combatants regroup following the battle with Troll 2 and move towards the new attackers from the forest. 
Archer Nr. 21 has a picture book situation in which he has a fringe view on Orc 1 leaving the forest. His arrow goes nowhere, though.
Three Barbarians behind cover on the rocky hill have Elite Orc 12 presented on a dish. Nr. 18 misses. Nr. 19 scores a lucky hit with his composite bow. However the arrow gets lost somewhere in Nr. 12's chain armor (-4). Nr. 20 doesn't see the point and misses as well. 
Time for rallying! Barbarian Nr. 1 tries to roll a successful 15 to avoid further panic and ... fails, thus leaving the scene with his last two hit points.
Melee combat occurs now with Troll 1 who is going under by the swords of the Barbarian horde surrounding him. Nr. 11 scores 12 points of damage, 10 hits for 6 and Nr. 4 with one heroic strike of his two handed sword, beheads the Troll.

Elite Orc 12 wants to lurch over the rocky top of the hill and makes a climbing maneuver. His maneuver roll fails and he falls (1 inch = 1D6). No drama with the armor he is wearing. It's just getting him happier by the minute. Screaming for his underlings to attack, they finally launch from the forest line and start to surround the rocky hill.

With his dying breath, Troll 1 stabs one last time at Barbarian 11 and kills him instantly. 

Open questions:
- Disengaging from the rear of an opponent needs clarification
- Rules state that there are no Defense modifiers for missile attacks from the rear. This seems rather unrealistic, because such attacks can easily develop over the course of a battle. What could have been the reason to explicitly deny such bonuses in the Rulesbook?


Observation:
Long Bows and Composite Bows are expensive weapons but have little to no chance to inflict damage on an enemy combatant. D6+D10-4 has a maximum of 12. Hitting 11 or 12 are required to deal damage to a target with defense 10 which is naturally achieved by large creatures and easily done by carrying a shield. Up until now the only successful missile attacks were those achieved through "Lucky Shots". Adding another D6 to the attack rolls of these weapons might make them a worthwhile choice for a battle group. Alas, we'll see how it develops.

Update: I just had the worst experience with my archers. NONE of them hit anything and they will get in deep trouble with the advancing orcs. What did I miss? I have compared my archers to those given in the sourcebook and saw that the ones listed there have much better attack values (D6+D10+4!!). It seems that boosting the fixed attack bonus is mandatory to get a decent combatant. My mistake: I just handed out the weapons and tried to keep the TPC down. I ended up with more idiots who can do less.

Need to remember: Increasing the Fixed Attack Bonus is similar to advancing the skill level with a certain weapon. Noobs have little to no chance to hit something and inflict damage. Hand the same weapon to a pro and watch him get serious.

Underlying Mechanic: The number subtracted from the attack-dice mandates the skill level required to wield the weapon (this isn't written anywhere). The weapon table is apparently created with this in mind and forces points to be spent on weapon proficiency. Regular combatants should produce at least an even Fixed Attack Bonus to make effective use of their weapon (such as D6+D10 for a Long Bow). 

Maybe a design guide would be in place that helps avoid such pitfalls.

               

ROUND 9:


Two barbarian archers man the tower. One stays behind for backup. The smaller melee group advances through the forest towards the orcish tantrum. Archers fire their bows. Nr. 13 lands a lucky shot but deals no damage. Nr. 18 fires at Elite Orc 12 and misses. So does Nr. 19, 20, 14 and 21. Nr. 22 fumbles (maybe a fumble table would be fun). No melee fighting this turn.

Orcs on the move! Elite Orc 12 goes around the top of the hill and engages barbarian archer 19. Orc 1 engages barbarian 2. The rest of the Orc group also moves to engage the barbarians. Orcs 3, 10 and 11 move towards the second group of archers.
Orc 1 attacks barbarian 2 and deals 13 points of damage! The poor sod fails his morale check and is disrupted. Elite Orc 12 is not so elite, attacks the archer nr. 12 and misses.

Monsters keep to themselves.

Open questions:
- Disengaging from the rear of an opponent needs clarification
- No missile attack bonus when attacking from behind needs evaluation

Idea: 
- Design guide for combatant creation

Maybe a fumble table for automatic misses (several 1s) would be a fun addition to the optional rules.

       

ROUND 10:


Barbarian archers fire at the orcs. Nr. 16 lands a lucky shot against Orc 9 but his 3 hits vanish in the -4 armor protection. Nr. 13 misses, as does 18, 20, 21 and 22. Nr. 14 and 15 both land lucky shots to no effect.
The barbarian melee group and their boss flank the advancing orcs. The melee group in the forest reaches the open and also moves to intercept the advancing orcs behind the hill. 
Before melee combat commences, barbarian 2 has to try and overcome his disruption. He fails and tries to flee, thus being forced into a "Disengage" maneuver. Which he fails. Orc Nr.1 sees his chance and cuts him down where he stands.
In melee combat, Barbarian 8 attacks Orc 1 and misses. Nr. 3 attacks Orc Nr. 9 and misses. Nr. 12 attacks Orc Nr. 3 and score 10 points of damage. Orc 3 succeeds his morale check to no avail. Barbarian Nr. 10 flanks and kills the Orc.

Orcs are on the move again. Nr. 2 flanks Barbarian 3. Orc 11 engages Elite Barbarian 4 and 10 moves into melee with barbarian archer 21.
Melee phase commences: Orc Nr. 12 attacks Barbarian Nr. 13 and misses (effectively resigning his "Elite" title). Nr. 1 attacks Barbarian Nr. 8 and misses. Nr. 9 scores 7 points of damage against Barbarian Nr. 3. Orc Nr. 2 flanks and scores another 5 points with his spear against Barbarian 3. Time for him to make a morale check and with some luck, he passes! Orc Nr. 11 attacks Elite Barbarian 4. "Almost" is still a miss. Orc Nr. 10 took his vitamins this morning and scores a whopping 13 points of damage against the barbarian archer Nr. 21. That was too much: the archer fails his morale roll and is disrupted.

The monsters keep to themselves. 

Open questions:
- Disengaging from the rear of an opponent needs clarification
- No missile attack bonus when attacking from behind needs evaluation

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

       

ROUND 11:


Barbarians 5 and 6 surround Orc 2 and flank him / fall into his back. Archers cannot fire because there is no free target. The barbarian boss makes matters his own and moves into the rear of "Elite" Orc 12. Time for rallying! Barbarian 21 fails his morale roll and tries to flee. He fails his "Disengage" maneuver and Orc 10 kills Nr. 21 with one final blow. 

Melee phase starts with the combatants at the rocky hill. Barbarian boss cuts into "Elite" Orc 12's back. 10 hitpoints spill to the ground. The orc is staggered but succeeds his morale check. Barbarian 8 attacks Orc 1 and misses. Nr. 3 attacks Orc Nr. 9 for 3 points of damage. Barbarian 6 flanks and lands a lucky hit with 9 points of damage! This is too much! Orc 2 fails his morale check. The last barbarian lands another 3 points of damage in his back. That hurt!
At the upper hill, Elite Barbarian 4 attacks Orc 11 and deals 11 points of damage! Ouch!! Barbarian 12 sees his chance and kills the Orc with another 8 points of damage. 

The orcs need to regroup a bit. Nr. 10 moves behind Barbarian 10. "Elite" Orc 12 turns around and looks down upon the barbarian boss in fury. Orc Nr.2 fails his morale check (rolling a 15 is very unlikely) and feels compelled to flee. He too tries a "Disengage" maneuver (with a -3 mod for being disrupted) and fails again, thus handing it to Barbarian Nr. 6 to cut him down. End of story. 

In melee we have Orc Nr. 11 trying to land one more blow to Elite Barbarian 4 before leaving the stage. A miss is still a miss. Nr. 10 attacks Barbarian 10 and deals 5 points of damage. Orc 1 attacks Nr. 8 and hits "almost" (12/12). Orc Nr. 9 attacks Barbarian Nr. 3 and misses. "Elite" Orc 12 FUMBLES (1/1/1)!!

Open Questions
- Disengaging from the rear of an opponent needs clarification
- No missile attack bonus when attacking from behind needs evaluation

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

       

ROUND 12:


It looks like the Barbarians can once again turn the tide to their advantage. So, in order to at least "look" dangerous, archers 14, 18, 20 and 22 move towards the forest to regroup. Nr. 19 stands now in the back of Elite Orc 12 (remember to give ranged fighters at least a dagger!). 

This situation got me thinking again about my question regarding leaving from the rear. I lean towards letting the dice decide. 

The Barbarian has to pass a successful "Disengage" maneuver. Which he doesn't. Barbarian Nr. 19 steps on the cinematical twig on the ground and alerts the Orc which turns around and deals his FIRST! damage in this battle. Nr. 19 learns the lesson for 9 points of lecture. The barbarian succeeds his morale roll and follows his buddies towards the forest. 

The melee phase commences and starts with the Barbarian Boss attacking Elite Orc 12. He misses. Nr. 8 attacks Orc 1 and misses. Barbarian 3 lands a lucky attack against Orc 9  for 2 points of damage. Nr. 5 flanks and deals 3 points. The Orc succeeds his morale check.

Up at the hill, Barbarian 10 lands a lucky hit against Orc 10 for 2 points of damage. Barbarian 12 feels inspired and lands a lucky hit himself ... dealing 1 point of damage. Elite Barbarian 4 shows them how it's done and flanks Orc Nr. 10 for 9 points of damage. The unlucky Orc is lucky for once and succeeds his morale check. 

It is the Orc's time to make something happen. Elite Orc 12 attacks the Barbarian Boss and misses. Not that that was a surprise. Orc Nr. 1 lands a lucky hit against Barbarian 8 and scores 4 points of damage. Orc Nr. 9 attacks Barbarian 3 and kills him with a tragic blow. Orc Nr. 10 - unbelievably sturdy - attacks Barbarian 10 and hits him for 7 points of damage. The barbarian succeeds his morale check. 

The monsters keep to themselves. 

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

   

ROUND 13:


Barbarian archers don't have a free target and cannot shoot. The other archers are moving through the forest to the other side. Barbarian 6 flanks Elite Orc 12. 
Melee occurs between Barbarian Boss and Elite Orc 12. The Barbarian leader shows Nr. 12 how it's done and slashes him almost in half with 17! points of damage. Barbarian 6 has nothing more to do. Barbarian 8 misses Orc 1 and Barbarian 5 misses Orc 9. Barbarian 10 misses Orc 10. Finally, Barbarian 12 attacks Orc 10 from his flank and kills him. 

The other orcs feel exhilarated by Elite Orc 12's demise and get lucky! Nr. 9 scores a chance hit against Barbarian 5 and deals five points of damage. Orc 1 scores another lucky hit against Barbarian 8 for six points of damage. The barbarian fails his morale roll and is disrupted! Elite Orc 12 has his last appearance AND.....misses. At least his performance will be remembered as dependable. Orc 10 has his last attack and rams his spear through his opponents head. Barbarian 10 goes down with an incredible 25 points of damage (4+4+4x2 +2 vs armor -1) !!

The monsters keep to themselves

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

       

ROUND 14:


The barbarian archers reach the far forest line and detect the orcs at the tower. The Barbarian Boss is on a roll and engages Orc 1. barbarian 6 falls into his back. Barbarians 4 and 12 hear the shouts from the forest and follow their comrades. Barbarian 8 succumbs to his panic and flees the battle field. Orc 1 misses the chance to deal any damage to the fleeing barbarian. 
Melee occurs between the Barbarian Boss and Orc 1. Once again the mighty two handed sword slashes down and almost kills Orc 1 by taking 12! of his 13 points of health. Barbarian 6 deals the final blow to the panicking orc. In his seemingly endless forray Barbarian 5 misses Orc 9. 

Orcish archers attack their barbarian counterparts at the forest line and achieve... 0 (2+2-4!). Their target number of 15 is out of reach with these well hidden barbarians. The orc leaders step into the rear of the tower and shout at each other (battle plan). The remaining useless archer moves to the side of the tower where the barbarians were seen. 
In meelee, Orc 9 scores another lucky hit against Barbarian 5. Another 4 points of damage rattle the barbarian's resolve and he panics! Orc 1 misses his attack against the Barbarian Boss. 

The monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

           

ROUND 15:


The archers at the forest line attack their orc counterparts in the tower. The FIRST hit with a Long Bow is scored in this game (even with partial cover rules this would have been close call). Orc 6 is staggered by 8 points of pointy damage from the forest. However, he succeeds his boosted morale roll (thanks to the Orc Boss next room). The other barbarians move through the forest towards the tower. 
Barbarian 5 rolls far too low and cannot escape disruption. He flees the battle field before any more harm can befall him. 
In Melee the Barbarian Boss attack the remaining Orc 9 and hits for 7 points of damage (two handed swords ARE sweet), thus killing the orc.

The orc archers desperately fire at the forest line but they have no chance of hitting anything. Maybe throwing bows would make a difference. The orc bosses are not done yelling yet and stay on the other side of the broken wall. Orc 9 has his last appearance this game and scores a lucky 4 points of damage against the Barbarian Boss. Well done! 

Observation: There is no armor value between chain mail (-3) and plate mail (1/2 damage). However, many RPG characters as well as 
miniatures do not exclusively wear chain mail or plate mail but a mixture thereof. It is suggested that rules explicitly call for a combatant to carry full plate before receiving plate mail damage. All others, even while carrying parts of a plate mail armor, remain at -3. 

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

       

ROUND 16:


Barbarian archers move in front of the arc with the lone orc archer. Barbarians 14 and 22 fire at Orc 6 but without success. Barbarians 4 and 12 move towards the tree line. The Barbarian Boss and Nr. 6 approach the forest. No melee battle occurs.

Orcs fire their bows. Nr. 6 misses against Barbarian 14, Nr. 5 fumbles (if there was such a thing to do) and 7 misses Barbarian 20. No melee battle occurs. 

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

       

ROUND 17:


Barbarians gather at the forest line. Archer Nr. 22 fires at Orc 6 and hits for 6 points of damage, thus killing the orc. Barbarian Boss and Nr. 6 move through the forest (it's still faster).  Archers 18, 19 and 20 fire at Orc 7. Archer 18 misses, but Nr. 19 hits for 10 points of damage out of 12, thus sending the orc into a panic. Not for long through, because Archer 20 hits and kills the orc where he stands. No melee battle occurs.

The orcs take aim but none of them can hit a target. No melee battle occurs. 

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

   

ROUND 18:


Barbarian archers fire again at Orc 5 but miss. Barbarian boss and Nr. 6 run through the forest. No melee battle occurs.

Orc 5 shoots at Barbarian archer 14 and misses. No melee battle occurs. 

Monster keep to themselves

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

   

ROUND 19:


Barbarian archers shoot their bows at Orc 5. Still a miss. Barbarian Boss and Nr. 6 reach the forest line. The boss exits into the open, unseen by the orcish bosses in the tower ruin. No melee battle occurs.

Orc 5 fires at Barbarian 19, no hit. 

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

   
  Reply

#2
ROUND 20:


Barbarian archers shoot their bows at Orc 5 but the arrows don't find their target. The Barbarian Boss gives the signal to an all out attack! Barbarian archer 19 tries to climb on top of the tower balcony but fails his maneuver and falls back to the ground, suffering 4 points of falling damage. Archers 18 and 20 cover his vain attempt.  The melee warriors 4 and 12 launch from the forest line and run towards the stairs to the tower ruin. 

Orc 5 hears the noise in his back and runs over to the balcony. Orc bosses take battle positions. No melee combat occurs.

Monsters keep to themselves

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

   

ROUND 21:


The barbarian archers greet Orc 5 with a shower of arrows. Nr. 18 plants 10 points of damage (they do hurt when they hit)! Orc 5 fails his morale roll and panics! Archers 19 and 20 miss the howling orc. The Barbarian Boss and Nr.6 run across the open terrain towards the back of the tower. Barbarians 4 and 12 run up the stairs on the side of the building. No melee battle occurs.

Orc 5 fires his bow in desperation but misses (-5 for disruption). For a short moment he thinks about running off, but his "almost" successful morale roll (15!) keeps him in place. No melee battle occurs.

Monsters keep to themselves

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

           

ROUND 22: 


BOSSFIGHT 

Barbarian archers 18, 19 and 20 fire at Orc 5. Nothing hits except a lucky shot which does no damage. Elite Barbarian 4 and Nr. 12 engage the Orc Boss and his Lieutenant, Elite Orc 8. The Barbarian Boss and Nr. 6 move up the stairs toward that other ugly fellow.
Melee fighting opens in favor of the Barbarians as Nr. 4 hits the Orc Boss with his two handed sword for 14 points of damage. What an opening! Nr. 12 attacks Elite Orc 8 but misses. 

The orc's turn begins with Orc 5 failing his morale roll and fleeing the scene. The balcony is empty again. Elite Orc 4 engages Barbarian 12. 
Time for melee: The Orc Boss is too surprised to make a successful attack and his Lieutenant also fails to hit Barbarian 12. Elite Orc 4 attacks Barbarian 6, but misses. 

Monsters keep to themselves

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

           

ROUND 23:


Barbarian 18 tries again to climb the balcony and fails yet again. Luckily without taking any damage this time. 
Into melee! Elite Barbarian 4 hits the Orc Boss for 9 points of damage and carves his way through the brute with his two handed sword. Barbarian 12 attacks Orc 8 and hits him for 11 points of damage! Orc 8 delivers a very weak morale roll and is saved only by the presence of his Boss (+2 morale within 5")! Barbarian 6 deals 3 points of damage to the heavily armored Elite Orc 4. Unfortunately, his Boss cannot move to aid him, because the slope is too steep for a secure stand.

Orcs begin with Elite Orc 4 against Barbarian 6. It's a miss, but the Orcs have found their confidence again and fight back with a vengeance. Elite Orc 8 cuts Barbarian 12 almost in half with ugly 14 points of damage! The warrior loses his wits and panics. The Orc Boss hits his Elite opponent for 6 points of damage. 

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

   

ROUND 24:


Barbarian Archer 18 tries once more to reach for the balcony and this time: he succeeds! However, the scenery that opens up in front of him sends chills down his spine. Barbarian 12 is crippled (so to say) and stays disrupted. He manages an attack that has no way of succeeding against Elite Orc 8. Distracted from his fellow's fate, Elite Barbarian 4 fails in his attack. Last but not least Barbarian 6 misses Orc 4. The Barbarian Boss sees it all coming apart.

Orcs turn! Elite Orc 4 is unable to hit Barbarian 6 as well. However, Elite Orc finishes off the Barbarian in front of him with 12 cruel points of damage! The Orc Boss, looking at some pretty scars himself, takes revenge at Elite Barbarian 4 in front of him, sending him to his forefathers. 

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

       

ROUND 25:


Barbarian Archer 18, in a blaze of glory, takes aim and fires a single arrow at Elite Orc 8. He hits him with a maximum dice roll (16!) and delivers lethal 9 points of damage. The Elite Orc will not survive this wound! The barbarian Boss surrounds the wall and runs up the stairs. 
In melee, Barbarian 6 attacks Elite Orc 4 and misses.

Elite Orc 8, mortally wounded, launches at his enemy. His boss moves to the door and sees the barbarian archers hiding at the tree line. 
Melee occurs and has Elite Orc 4 score lucky 5 points of damage. With a dying blow, Elite Orc 8 sinks his battle axe into Barbarian 18. It even is a lucky attack and delivers 9 points of damage to the panicking barbarian who failed his morale roll.

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

           

Round 26:


Barbarians 22, 15, and 14 at the tree line fire at the Orc Boss and miss. The Barbarian Boss engages the Orc Boss! Shocked by the events, Barbarian 18 seeks a place to hide. Barbarian Archers 19 and 20 craft a plan:
They will split up! Nr. 20 will try to make a run for the healing well in the far forest and Nr. 19 will talk the other Barbarian Archers into keeping the Orc Boss busy. Archer 18 fails his morale roll, freaks out and flees from the battle. 
In melee, Barbarian 6 still hacks away at Elite Orc 4 and lands another lucky blow for 3 points of damage. The Barbarian Boss swings his two handed sword at the other boss and misses by 1! point! Oh noes, he needed that hit!

The Orcs are all busy and no movement occurs. In melee, Elite Orc 4 misses out on his revenge but the Orc Boss uses his battle hammer on the Barbarian Boss for 11 points of damage! The following morale roll succeeds.

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)

Open Questions:
- No missile attack bonus when attacking from behind needs evaluation
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

       

ROUND 27:


The barbarian archers curse their lack of skill. 22, 19, 15 and 14 don't hit the huge orc (firing into melee and into the back of a (large) opponent should at least neutralize each other). 
In melee, the Barbarian Boss swings his two handed sword again but to no avail! He knows this was his last chance!! Barbarian 6 still hacks away at Elite Orc 4 but misses.

The remaining two Orcs are engulfed in fighting and no movement occurs. Elite Orc 4 scores a lucky hit against Barbarian 6 and slices him for 6 points of damage. The barbarian is too focused on his enemy to fall into panic. The Orc Boss lifts his hammer and deals a crushing blow to the hapless barbarian leader in front of him. 11 points of damage wipe the Barbarian Boss from existence and into a realm far, far away. 

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)
- Rear attack bonus for missile attacks should be allowed. "Firing into melee" applies to attacks where both combatants friend and enemy are equally visible.

Open Questions:
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

   

ROUND 28:


Barbarian Archers distract the Orc Boss by firing at him. They all miss but they get his attention: he'll make them pay! Barbarian archer 20 runs into the open.
In melee, Barbarian 6 fails yet again to score a hit against Elite Orc 4.

The Orc Boss runs towards the forest.
In melee, Elite Orc 4 fails yet again to score a hit against Barbarian 6 (gee, that is repetitive)

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)
- Rear attack bonus for missile attacks should be allowed. "Firing into melee" applies to attacks where both combatants friend and enemy are equally visible.

Open Questions:
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

   

ROUND 29: 


The Barbarian Archers 22, 19, 15 and 14 do their routine and fail. Barbarian 20 runs across the wide open undisturbed. 
In melee, Barbarian 6 is getting tired and misses yet again.

The Orc Boss finally reaches the tiny humans who try to poke him, rendering their weapons useless (never again without at least a dagger!). Elite Orc 4 sees his chance in the tired Barbarian and deals a killing strike with his pole arm for 15 points of damage. The Orc Boss hammers at the first Barbarian in sight and deals 4 points of damage to Archer 22.

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)
- Rear attack bonus for missile attacks should be allowed. "Firing into melee" applies to attacks where both combatants friend and enemy are equally visible.

Open Questions:
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

   

ROUND 30:


"Retreat!!" The Barbarian archers try to break away from the huge Orc and run back into the forest, each one taking a different route. Nrs. 19 and 15 do so unhindered. Nr. 22 fails in his disengage maneuver and receives 6 more points of damage. The veteran manages to stay in control despite the pain. Nr. 14 also fails the maneuver and falls into panic after getting hammered for 5 points of damage. Nr. 20 takes all his strength and tries to make a "Sprint" maneuver. Even though he is sufficiently light armored, his feet stumble and he only covers 3/4 of his possible range. 

As he pulls his weapon from the dead barbarian, Elite Orc 4 sees another victim running into view in front of him. "Ha, mine!" he thinks as he falls behind the running Barbarian. The Orc Boss waltzes through the forest and is on Barbarian 22's heels. He reaches him just in time for the melee phase when his hammer kills the fleeing Barbarian with a final blow. 

Monsters keep to themselves.

Solved Questions:
- Disengaging from the rear of an opponent does not require a "Disengage" Maneuver because combatants do not face each other (Clearly state this!)
- Rear attack bonus for missile attacks should be allowed. "Firing into melee" applies to attacks where both combatants friend and enemy are equally visible.

Open Questions:
- Introduce half plate as being part of armor level -3. 

Ideas:
- Design guide for combatant creation
- Fumble table for automatic misses

           

ROUND 31:


Barbarians flee back to the broken Guard Tower. Nr. 20 tries another sprint, but fails again. Barbarian 14 fails his Morale Roll and runs off. 

The Orc Boss hunts after the archers while Elite Orc 4 follows Barbarian 20.

I will recollect the notes at the end of the battle.

       

ROUND 32:


Barbarians continue to flee from the forest in the direction of the broken Guard Tower. Nr. 20 succeeds at a "Run" maneuver and immediately reaches the forest line. 

Orcs follow suit. 

       

ROUND 33:


The barbarians on top of the tower see the Orc Boss but they lack a clear line of sight and cannot shoot. The remaining archers launch from the forest into the open. Barbarian 20 runs into the far forest. 

Orcs continue their pursuit.

The stone worms at the well become aware of something entering "their" forest and move toward the source of the noise

   

ROUND 34:


Barbarians 13 and 16 open fire on the Orc Boss. Nr. 13 lands a lucky shot, but fails to do any damage. Nr. 16 misses. The fleeing barbarians continue to move towards the tower. Barbarian 20 moves further into the dark forest.

It's happening. The Orc Boss closes in with Barbarian 15. Elite Orc 4 finally arrives at the forest line.
Into melee: After all that time without squashing something with his hammer, the Orc Boss rejoices while landing a "lucky" hit on Barbarian 15, taking 5 points of his record.

The stone worms move through the forest and spot Barbarian 20.

       

ROUND 35:


Again, the Barbarians archers cannot fire without risking their buddy! Barbarian 19 continues to circle the tower. The exhausted Nr. 15 fails in his "Disengage" Maneuver and is immediately punished with 6 more points of damage. That finally breaks his will and the Barbarian is disrupted while moving away from the Orc. In the far forest, Barbarian 20 makes a hard right turn when he sees the giant worm approaching.

The Orc Boss easily reaches Barbarian 15. Meanwhile, Elite Orc 4 follows the tracks of broken underbrush left behind by Barbarian 20. 
With one swing of his hammer, the Orc Boss brings an end to the panicking Barbarian. 

The worms continue to follow the barbarian's trail.

   

ROUND 36: 


The tower guards do their routine and fail while Barbarian 19 can see the tower entrance around the corner. Barbarian 20 runs through the jungle in an attempt to outrun the worms on his heels. 

The Orc Boss puts an end to Nr. 19s vain dreams of freedom and forces him into melee battle. Meanwhile in the forest, Elite Orc 4 meets somebody completely new. 
Melee ensues: Orc Boss uses his battle hammer on Barbarian 19 and flattens 5 points of health. 

The worms split up to engage the orc and follow the barbarian through the forest. 
Melee combat occurs between Worm 3 and Elite Orc 4, but the worm misses (because the forest makes it harder to hit).

   
  Reply

#3
ROUND 37:


Barbarian 19 succeeds at his "Disengage" maneuver and reaches the bottom of the ladders in the old Guard Tower. Barbarian 20 runs alongside the treeline as fast as he can. 

With an ugly chuckle, the Orc Boss enters the broken former refuge of the Troll. Almost the same in stench and size, he feels already at home. With only three more strides he reaches the Barbarian, who desperately tries to get a foot on the ladder. The barbarian archers on top of the tower stare in horror as the Orc Boss starts to play with his new toy. 
Over at the forest, Elite Orc 4 feels strangely reminded of a previous encounter when his attack misses the worm. 

Worm 4 tries to keep up with the fleeing Barbarian, but he gets away a little further with each round. The Worm Boss is the first creature to employ magic abilities and casts a "Panic" spell at Elite Orc 4. 
The spell succeeds (resistance roll (3D6 -5) was lower than the Orc's resistance value), thus forcing the Orc to make a Morale Roll. He succeeds because that would have been too easy. 
In melee combat Worm 3 misses Elite Orc 4.

Observation:
It is interesting to see that the usual game mechanic of "exceeding" a target number with a dice roll is reversed for resistance rolls (RR). Some users might find this confusing. Wonder if the RR mechanic can be applied the other way around to exceed the RR stat for success. 

   

ROUND 38


Barbarian 20 needs to shake the worm and attempts a "Run" maneuver. He is successful and escapes Worm 4, running up to the rock that holds the precious water. 
The Orc Boss lays siege on the Barbarians in the tower. Sooner or later he will get to them. Elite Orc 4 attacks the worm in front of him but his attack misses. 
Worm 4 has lost the trail of the fleeing barbarian and turns right toward the next target: a big juicy Orc which is already in a fight with his kin. The Worm Boss casts again a "Panic" spell on Elite Orc 4. The spell succeeds, but the Orc succeeds at his morale roll. Worm 3 bites him, but the attack makes no damage. 

   

ROUND 39


Barbarian 20 reaches the healing well uses this round to fill his flask with water. 
Elite Orc 4 attacks Worm 3 and misses again. 
Meanwhile, the Worm Boss casts yet another "Panic" spell on the Orc. The spell succeeds and this time the Elite Orc's luck has worn out. His morale roll fails and leaves him disrupted while Worm 4 closes the trap and moves into his back.
In melee phase, Worm 3 misses again, but Worm 4 lands a perfect lucky strike: "1", 6, 6 and rips 10 points of Orc from the frame. 

ROUND 40:


Barbarian 20 attempts another "Run" maneuver. It fails and leaves him staggering away from the well back into the forest. 
The panicked Elite Orc realizes that he is trapped on all sides from terrain and enemies. There is no escape! He puts everything into a last desperate attack and quite sure...  it misses!
Worm 3 attacks and this time he hits the Orc, chewing away his last 3 Elite hitpoints.

   

ROUND 41:


The barbarian can hardly believe his luck and puts in another successful "Run" maneuver which lets him leave the forsaken forest and it's worms. His mission is clear, double back across the planes and deliver the precious healing water to his tribe. 

Back in the forest, the worms feed on their prey. 


END OF THE SCENARIO

   

It is done! The first scenario has completed and the Barbarians have succeeded at their mission goal: Reach the healing water, fill a flask and bring it to safety. 


MISSION ACCOMPLISHED

However, during the mission they suffered almost a complete loss of their forces. The two remaining archers on top of the broken guard tower are either going to die of hunger or kill the Orc Boss with a row of lucky shots. Whatever the outcome there, this mission has cost them dearly.

The numbers:

Surviving barbarians:
Nr. 20 = 175 TPC
Nr. 16 = 170 TPC
Nr. 13 = 170 TPC

Total: 515 points remaining

Surviving orcs:
Orc Boss = 390 TPC

Total: 390 points remaining

Surviving Monsters
Nr. 3 = 160 TPC
Nr. 4 = 160 TPC
Worm Boss = 325 TPC

Total: 645 points remaining

Heroes WIN with 515 points remaining
Monsters LOSE with 1035 points remaining (this would look different if the worms team up with the orcs)


POSSIBLE GAME IMPROVEMENTS AND FIXES:

1. New Standard Rule: Partial cover inside and outside of buildings against ranged attacks
2. Clarify: Range modifier needs not be confused with range increment 
3. Clarify: Combatants can be forced into making maneuvers, e.g. "Disengage" when they are disrupted
4. Clarify: Dying during a failed "Disengage" maneuver forfeits the attack in the melee phase unless a successful morale roll is made. 
5. Clarify: A morale roll is made only once after checking off the last point before "m". It is not repeated for every hit thereafter.
6. Clarify: Moving away from the rear of an enemy does not require a "Disengage" maneuver
7. Rule Change: Allow ranged attacks to benefit from a rear attack bonus on an enemy combatant.
8. Rule Change: Firing into melee applies to attacks where combatants are engaged into melee and equally visible (flank).
9. New Appendix Chapter: Design Guide which explains the mechanics behind an increased fixed attack modifier
10. New Optional Rule: Fumble table(s) for automatic misses (melee, ranged, spell)
11. Clarify: Armor value of -3 includes combatants wearing "half plate".
12. Clarify: 1/2 plate armor cannot be further increased (spells, race modifiers, ...)
13. Combatant Generation: Greatly increase maximum TPC values for combatant sizes during combatant creation process

14. Validate: Resistance rolls need to roll below their target number. 
15. Validate: Introduction of a Defense Value ceiling based on the armor worn (thanks darbymcd)
  Reply



Forum Jump:


Users browsing this thread:
1 Guest(s)

User Panel

Welcome guest, not a member yet?

Why not sign up today and start posting on out community forums.


  Register

Navigation


Latest Topics

Forum software by © MyBB Theme © iAndrew 2016