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  • giorgis 8:31 am on December 7, 2019 Permalink | Reply
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    The siege of Ostenhofen pt3 

    A Savage Worlds Warhammer Fantasy Battles mashup.

    Brief Summary: In the previous part, the Ostenhofeners managed to repel the orc assault on the inner city walls. The supplies are dwindling, with only one week of supplies at full rations, it’s a matter of time before things get even worse for the defenders.

    Right now I realize that I could have been using additionaly, my Background Surprise Events Oracle, but I totally forgot about it. On the other hand, it’s best to playtest one system at a time, so, little harm done.

    Also, I realized that it would really spice things up if I used the animosity rules for when the orcs don’t move at all in the battlefield. I missed it at the two rolls in the beginning, but if it happens again, I will roll on the animosity table. Orcs don’t like to sit around doing nothing.
    So if I roll for the orcs to attack a hex that is already conquered, then I will roll directly on the animosity table. On a roll of 1, the orcs fight among themselves. A battle will erupt with 500 orc points on each side for 1d3+3 turns. On a roll of 2-5, the orcs squabble and bicker among themselves, losing the round. On a roll of 6 they wanna show they’re the best, and perform an attack to the adjacent highest numbered hex. This is aligned with the Warhammer Fantasy Battles orc animosity rules.

    Another thing that I realized I was missing, was some sort of clock to give the defender a chance to win this out. I doubt the Empire would leave the orcs alone for so long. So, from now on, I will be asking the oracle if there is a relief army coming to save Ostenhofen. On a typical oracle question, the answer will be interpreted as follows.
    6: Yes, and, they’ve just arrived at full strength. The battle ensues.
    5: Yes, the next week, they will be at Ostenhofen
    4: Yes, but it will take them around 2 weeks
    3: No, but, word has reached the ears of the Emperor. Next oracle question will be likely.
    2: No, there are no troops available to commit to Ostenhofen.
    1: No, and the orc patrols have slaughtered anyone nearing Ostenhofen. Noone at the capital knows about the attack.


    Q: Is there a relief army coming to save Ostenhofen?
    A: False Presupposition. A relief army was coming to Ostenhofen, but the Orcs ambushed them on the way. A battle ensued.
    Q: Did the Empire win the battle?
    A: False Presupposition. Noone won the battle. The casualties were heavy on either side, and a terrible storm erupted, turning the battlefield to a moat. Both sides withdrew, having lost (1d3+3)X500 = 2000 points worth of their armies.

    Remaining Empire Points: 2381
    Remaining Relief Empire Points: 3000
    Remaining Orc Points: 8986 – 2000 = 6986

    Q: Will the Prince issue rationing? (Likely)
    A: Yes
    Q: Will the troops be given ration advantage over the population?
    A: No
    Q: Ration Half, Third or Quarter?
    A: Half. There will be now two weeks worth of rations, with a morale penalty of -1.
    Q: Are the party’s deeds known to the prince? (Likely)
    A: Yes
    Q: Does the prince have a mission for the party?
    A: No, and, he doesn’t believe outsiders should have such a say in things.
    Intervention!: 3: Entity negative. Who: (1. Prince 2-5. Party in alphabetical order 6. Orc General): 6! The Orc General.
    Something bad has happened to the orc general.
    Q: Was he challenged by another contender?
    A: False presupposition. There are no contenders. The orcs are united for good under one banner.
    Q: Was he wounded in the battle against the relief army?
    A: No, and he’s at perfect health.
    Q: Did he lose a valued lieutenant?
    A: No, and they’re all expendable
    A lot of No’s and False presuppositions. I’ll go to a portent instead.
    The third attempt gave this: Starrier Hearsay.
    The Orc General has a Doom told to him by his shaman. Thy body shall break after thy spirit is crushed. He is truly worried an imperial mage will turn him to dust.
    I know this goes against my Solo Metagaming rules, but since I added the Orc General in my list of NPCs for the intervention, I have no choice but to go with it.

    Battlefield Roll: 3,3=6->11: Defensive perimeter with wooden stakes.
    Event Doubles: 2,6=8-> Fire! The supplies are in danger.

    Unaware of the Imperial relief that was locked in battle with a third of the orcish force, Rudiger watches from the tall defensive towers, as the orcs set up defenses on the outskirts of Ostenhofen, near the pass to the city.
    “Why are they not attacking? why do they rearrange their battle front?” Evie asks Rudiger.

    Rudiger: Knowledge-Battle (d4-2): 4: Success!

    “Sometimes they squabble among themselves, but this seems too specific to be a random plan by an orc boss. I believe they expect an attack from the outside. Maybe we’ll have help soon.” Rudiger deciphers the orcish strategy.
    “If that’s the case, then we must warn Prince Ingmar. I don’t care if he wants to listen to us or not. A coordinated attack from Ostenhofen and from outside could easily route the orc troops. We must tell him!” Evie says with vigor.

    Bianka: Notice (d6): 8: Success with a Raise!

    “This will have to wait. The warehouse is on fire. Look!” Bianka interrupts them, and shows to them the starting flames and black smoke rising from the inner city. “Ring the bells! We’re on fire” She shouts to the soldiers, who start sounding three rings, then one, to the distinct fire warning.

    Since Bianka had a success with a raise, I decide that she noticed the fire just as it started, giving the firefighting a bonus to put it out.

    I will be using the Quick Encounters rules.
    First Scene:
    The whole party: Agility to get there in time.
    Bianka: Agility (d8): 7: Success.
    Evie: Agility (d6): 9: Success with a raise.
    Rudiger: Agility (d6): 4: Success.
    Gustav: Agility (d4): 7: Success.
    Second Scene (the entire party has arrived, Evie gets a +1 bonus):
    Evie: Persuasion (d10): To persuade bystanders to help: 9+5=14: Success with two raises!
    Bystanders reaction table: 9 Neutral -> Helpful.
    Bianka: Run back and forth with water buckets: Agility (d8): 4: Success.
    Gustav assist Rudiger in firefighting: Vigor (d6): 4: Success.
    Rudiger: Firefighting the flames: Vigor (d8+1): 8: Success with raise.

    Number of Successes for Second Scene: 6

    Without wasting a moment, the four companions rush to the fire. The people around the fire are startled. Was it the orcs? was it the forge? how did it start? how to stop it.
    The flames start licking the warehouse. The precious food supplies that the defenders of Ostenhofen gave their lives to save are now in peril.
    Bianka runs back and forth with water buckets throwing them to the point of the fire, while Rudiger has got a shovel and throws dirt on top of the flames, while Gustav helps him as much as he can.
    “Ostenhofeners! these are our food supplies. Stop wasting any time, and create a human chain to the water well. Bring buckets of water fast so that we can stop it!” The civilians quickly understand the danger, and form a line to the well. Water buckets come back and forth so fast, that the fire is quickly put out.

    Evie: Investigation (d6): Critical Failure: Benny: 11: Success with a raise.
    Q: Was there an accidental reason for the fire?
    A: Yes, and the blacksmith’s shop is right next to the warehouse.

    After the firefight, Evie, with dark smudges from the smoke all over her face, talks a bit with the people. It’s not long before she finds out what happened. Some sparks from the blacksmith’s furnace flew away to couple of hay stacks outside the warehouse, and the fire erupted quickly. There was no ill intent involved.

    Q: Does the Prince arrive to investigate the scene?
    A: No


    The party goes to the keep to notify the prince of the orc movements observed.

    Q: Is everything as expected?
    A: No
    TWENE: 10: Wild Negative
    The party is met with hostile relations from the officers.

    Gustav stands in front of a weary halberdier guarding the entrance to the keep. “I would like to announce lady Evie Vogel. She has some important information for Prince Ingmar regarding the orcs strategy.”
    A man laughs a few steps behind. “The orcs have no strategy! They just rush burn and kill. This is a time of war, not a time for machinations.” Says the man who laughed out loudly.
    A gray haired bearded man wearing imperial army colors. The feathered hat indicates a rank. Probably captain, Evie thinks.
    “Then why would they set up fortifications in the northern approach, facing outside? Mr…?” Evie says quickly.
    “Helmar Kneson. Bailiff.” He replies. “It’s you isn’t it! Who were involved in that unholy scene? The wardens told me everything. Quite convenient how you appear here as the orc assault rages. You want us to divide our focus and slaughter us like the men in the Hooded Man?” He makes a move forward and the halberdiers lower their weapons, pointing at the party.
    Evie is taken aback by the surprise. “Never! We’re all loyal to the emperor. We have fought alongside the guard from the start! You can ask anyone who will attest to this!” Evie answers almost yelling.

    Evie Persuasion (d10+4) vs (d8): 6 vs 7: Fail

    “I won’t risk it! Arrest them!” Helmar orders the guard.
    Rudiger draws his blade, without waiting for Evie. A dark cloud over his gaze.
    “Touch us and you die.” He growls.

    Rudiger’s impatient corruption characteristic triggers.
    Rudiger: Intimidation (d6): 5 vs 2: Success.

    With Rudiger towering menacingly,
    the blade straight out, fury in his eyes, no one moves.
    “Let’s go.” Evie tells her companions calmly, and they withdraw.
    They are in a safe distance in an alley before the pause.
    “We must leave the city! We cannot stay here any longer! I won’t put my life in line for those unappreciative pigs!” Bianka says.
    “As much as it pains me, I must agree with Bianka.” Gustav says.
    Evie nods. “How do you propose we do it?”
    “The walls and the gates are going to be watched, by both sides.” Rudiger points out.
    “The sewers.” Bianka pitches in. “I used them to escape from the granary. I don’t know if they meet up with the inner city, but it doesn’t hurt to try. If we’re lucky they will connect out and all that prevents us from the outside will be a few bars.”
    “And if we’re not?” Evie asks.
    “Then they will be walled in. In that case we can hide it out until the next orc assault. Then we can try to escape during the fray of the battle.” Bianka replies.
    “Sounds like a plan!” Evie says, and the party moves as one to the next sewer grate.

    Q: Is there a sewer entrance nearby?
    A: Yes
    Rudiger: Strength (d8): 5: Success

    The company goes down in the sewers, out of sight. They light up a torch and start moving in one direction.


    I will be using a simple deck of cards to run the sewer crawling.
    Hearts is a fork in the path.
    Clubs is an obstacle that needs to be overcome to proceed.
    Spades is a dead end.
    Diamonds is a regular path.
    Faces are encounters.
    Aces are the exits to the outer city.
    Jokers are treasure.
    Aces and dead ends in the first 4 cards are disregarded and drawn again.

    The party has torches of a d8 resource die. Each card drawn requires use of a torch.

    J♠️ , redraw.
    K♣️. Encounter, obstacle.
    From my custom encounters table I resolve that it is giant spiders. According to the bestiary there are 1d6+2: 5 giant spiders!
    This makes also an excellent obstacle, I don’t even need to ask the Oracle. Spider webbing blocks the way out.

    I decide that the order of the party formation is as follows. Bianka as a rat catcher in front, followed by Evie, Rudiger and Gustav who is the weakest in combat, in the rear.

    Bianka: Notice (d8): 4: Success

    The stench of the inner city sewers is overwhelming, covering their senses. Evie has already regretted her choice to follow Bianka down this hole, but now she can’t turn back.
    Bianka is leading the way, her experience of hunting rats down imperial city sewage lines, allowing her to navigate with a moderate amount of sense.
    Rudiger’s heavy footprints echo through the long winding tunnels. Suddenly, Bianka comes to a stop. She notices a set of interweaving glimmering lines in front of her and to the floor.
    Before Evie has a chance to ask what is going on, Biank illuminates in front, with her torch. The passageway in front of them opens up to a large room. A sickening amount of spider web covers the walls, and the floor. But then, they notice that the floor is made entirely of spider webs. Maybe the true depth of the floor is hidden by the webbing, but they can’t tell for sure unless they find a way to destroy it.
    Then they hear it. A barely discernible clicking sound. And five sets of dozens of eyes shine out in the darkness. Huge spider beasts, similar to the ones that the goblins rode in the battle they fought, have sensed the slight tingling of their webs, and are moving towards their prey – the party.

    Round 1:
    B: 10♦️, E: K♦️, G: A♣️, R: J♦️
    Spiders: 5♣️
    Bianka attacks S1 with her hatchet: Fighting (d8): 8/6: Hit: 7/5: Shaken.
    Evie attacks S1 with her sword: Fighting (d8): 11/6: Hit with Raise: 19/5: Killed.
    Rudiger Sweep attack against S2,S3: Fighting (d12): 2: Benny: 4: Benny: 0: Benny: 8/6: Hit: 11/5: Wounded, 16/5: Dead.
    Gustav attacks S4: Fighting (d6): 4: Benny: 5: Benny: 4: Benny: 3: Miss
    S4 attacks Gustav: Fighting (d8): 7/5: Hit: 4/5: No damage
    S5 spits webbing on Rudiger, Gustav and Evie: Shooting (d10): 4: Hit.

    Not wasting any time, Bianka rushes forward, and slashes with her hatchet at the feet of one of the spiders, who is taken aback from her attack. Evie gathers her strength and finishes of the creature with a nice assist, thrusting at its exposed belly with her sharp short sword.
    Rudiger charges and with a mighty slash with his longsword he cleaves two of the arthropods in half, sending goo flying everywhere.
    Gustav grits his teeth. He knows that he can’t be accused of cowardice and joins in the fight, but doesn’t manage to hit the spider, whose long legs don’t allow him to gain an opening.
    The spider strikes back at him, without success.
    The other spider lets off a swooshing sound and it spits out thick webs from its thorax, covering Gustav, Evie and Rudiger in the strong sticky substance.

    Round 2:
    B: 7♦️, E: 9♥️, G: Q♣️, R: 8♠️
    Spiders: Q♥️

    S4 attacks Gustav: Fighting (d8): 6/5: Hit: 7/5: Shaken
    S5 attacks Evie: Fighting (d8): 3/6: Miss

    Gustav spends a Benny to soak and attempts to break free: 7/7: Success
    Evie attempts to break free: 8/7: Success
    Rudiger attempts to break free: 9/7: Success
    Bianka attacks S5: Fighting (d8): 18: Hit with Raise: 16/5: Dead

    The spider bites again Gustav with its mandibles, pinning him down at the webbing, while the other creature misses at its lash at Evie.
    Gustav, Evie and Rudiger break off the thick webbing and Bianka hacks at the spider from the flank, right on its exposed belly, splitting it open, and tumbling the beast on its side, legs towards the sky.

    Round 3:
    B: 8♣️, E: 3♠️, G: 5♥️, R: Q♠️
    Spider: 2♦️

    Rudiger attacks S4: Fighting (d12): 10/6: Hit with Raise: 15/5: Dead

    Rudiger, now free from the web, takes a calculated thrust to the spider, piercing its head through and through, killing it instantly.

    The parry now turns its attention to the webbing covering the room. It looks to be a dead end, but maybe the passage is hidden under the strings.
    “We should cut through!” Rudiger proposes!
    “Why not burn it?” Gustav counters.
    “I don’t know if there’s a gap under us. If we burn it we might fall. These sewers run long and deep.” Bianka counters. “Plus we risk of burning ourselves. I say we cut through, even if it takes a tad bit longer.”
    “Evie? What do you want us to do?” Rudiger asks.


    Session Background: A completely rpg session, there was no wargaming involved. It made no sense for the defenders to try to fight to keep the outer palisades from orc hands, so there was no battle.
    A major twist in the plot. I expected that the party would have to flee Ostenhofen by some means, but not because they would be hunted down by their own! I really liked this part, and it fits so much better than being given a mission to deliver a message or to scout the orc camp, which were the initial thoughts I had in the back of my mind. Sometimes the Oracle gives results that really make the story fit in better.
    There was dungeon crawling involved, and for the spider combat,
    for the first time in a while I didn’t use theater of the mind, but a battle grid and miniatures. I won’t be posting any pictures of those soon, since they ain’t pretty and I mainly used them for spatial mapping reasons. Maybe in the future.
    There’s going to be more dungeon crawling, and if the party manages to escape from the sewers then, the adventure will stop. Nevertheless in that case I will still make a final Hexflower gaming engine roll, and if a battle between the empire and the orcs occur, then I’m going to run it, because I really enjoyed that part!
    But who knows? Maybe the party won’t manage to escape from the sewers!
    I really enjoyed Savage worlds in this play. It’s fast and easy to run. My only gripe is that the native system without any setting rules, doesn’t give that dark gritty feel I expect from warhammer fantasy.
    Overall I find the adventures of this party enjoyable. I’m starting to get attached to them even though I managed to roleplaying them only superficially so far. Running a party has its drawbacks against running a single character.

     
  • giorgis 12:57 am on December 1, 2019 Permalink | Reply
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    The siege of Ostenhofen pt2 

    A Savage Worlds Warhammer Fantasy Battles mashup.

    Brief Summary: In the previous part, our party of adventurers had just arrived at Ostenhofen, as the orcs began their assault. Even though, Evie, used her skills in public speaking to dissuade some deserters from abandoning the fight, the orcs bid their time, and struck when Ostenhofen least expected, managing to get a hold of the city granary.
    After losing the battle, with half their remaining supplies gone, and the captain of the guard among the fallen, things are dire for the defenders. Our party managed to evade the pursuit and is just outside of the inner city walls.

    I want to keep the roleplaying aspect at an adequate level, so I will ask a few questions to the Oracle before proceeding to the next roll of the siege engine.
    Q: Are the inner city gates still open?
    A: Yes
    Q: Are there people still entering the gates? (Likely)
    A: Yes
    Q: Do the orcs attempt to attack the gates?
    A: No
    Q: Does the party manage to enter the gates in time?
    A: False presupposition. Time is not of an issue, the orcs don’t attack at all the inner city walls soon.

    Evie, followed by Rudiger and Gustav reach the tall inner city walls. Handgunners and Crossbowmen man the battlements, peeking over the crowd entering the gates in panic.
    Down below, the gates are flooding with people from the outer city trying to get inside before the greenskins catch up to them. A detachment of halberdiers is nervously guarding the gate, while a guard has a hatchet at the ready to bring the portcullis down, at the sight of the first orc, irrespective of how many will die in the process.
    “Fear will get even the best of us.” Evie points out. “Rudiger, can you make way so that we can enter safely?” She asks.
    Rudiger nods and starts pushing people around.

    Rudiger: Intimidation (d6): 4: Success.

    As Rudiger pushes makes his way for Evie and Gustav to follow, a few Ostenhofeners turn to protest, but seeing the towering veteran warrior, clad in chainmail, stop short of opening their mouths.

    Q: Does Bianka arrive?
    A: False presupposition. Bianka reaches a different gate.
    Q: Are the other gates open?
    A: No, and the guards are very suspicious.

    Halt! Who goes there? A guard shouts from atop the gate tower as he sees Bianka approach the shut gate.
    “I’m a survivor from the granary battle. Let me in! The orcs shouldn’t be far behind.” Bianka shouts, looking behind her shoulder at the same time.
    “How do I know it wasn’t you who let the orcs in, in the first place? Pretty convenient how you showed up, escaped from the orcs!” The guard replies, and doesn’t make a move to open the gates.
    “I had to dive into shit to escape the damn creatures. I had to crawl in the sewers. I believe I reek so much you can smell me up there. I wouldn’t have to do it the orcs weren’t chasing me.” Bianka counters.

    Bianka: Persuasion (d4-2): 1: Fail. Spend Benny: 3, Fail. Another Benny: 2: Fail.

    “If you come any closer, I’ll put a crossbow bolt in your foot, you orcish swineherder.” The guard responds, and Bianka puts some distance between them, and tries to find the main gate.

    Q: Does Bianka reach the main gate in time?
    A: No, and, the other gate is closed as well.
    Q: Do the other guards let her in?
    A: No, but they just won’t open the gate, they won’t pose any resistance if she tries to come inside by other means.

    She leaves and goes along the walls until she reaches the next gate. Closed as well. ‘Just my luck’ she mutters.
    “Hey! You up there? Could you open up? I don’t want to be skewered by the orcs!” She shouts at the guards.
    The guards look down at her. “The gate is barred from the inside and the portcullis has been lowered. We’re not to open to anyone. We won’t stop you from coming in though.” They laugh.

    Bianka: Notice (d8): 8: Success with a Raise!
    Q: Does Bianka notice any ledges or holds on the wall to make a climb?
    A: Yes
    Bianka: Climbing (d4): 5: Success

    She scoffs at the guards, and looks carefully at the worn wall. Quickly she notices a couple of recessions where she can put her feet in, and a few extrusions that she can grab hold on to with her hands. Slowly, to make sure she makes no mistake, she starts climbing the steep wall. The guards who laughed out, slowly fall silent, as, she reaches the top of the battlements.
    “I did as you asked. Now, where did the refugees from the outer city go to?”


    Q: Does Bianka meet up with Evie and the rest?
    A: Yes
    Q: Does Prince Ingmar meet the party?
    A: No
    Intervention: Regress Plot. With the fall of Captain Volkmar, noone takes Evie and her entourage under consideration. She has not been heard of in the inner city, and the Prince doesn’t care about a lady, when his city is about to fall prey. Whatever the group does will be of their own volition.

    Bianka finds Evie talking to a guard.
    “Listen to me you mongrel. I was with Captain Volkmar when he fell. You better tell Prince Ingmar that Evie Vogel is here to see him.” She has started yelling, but the guard is unmoved.
    “I don’t care. The Prince doesn’t know and doesn’t care about you. You better get moving.”


    Battlefield Roll: 3,5=8 -> 13: Walls.

    Not a day has passed, when the bells ring again. Soldiers are running in all directions, heading for the walls.
    “Should we join them?” Rudiger asks Evie.
    “What choice do we have? Evie asks.
    “If things go south, we could always try the sewers…” Bianka says and lets her phrase trail off.
    “I don’t care if the Prince will have us or not! We will do our part in the defense of Ostenhofen. Rudiger let’s go assist to the walls.” Evie replies, and the party heads off to the battle.

    In this battle, the orcs will have triple the number of points that the empire has, but the empire has fortifications.
    It’s going to be 500 points for the empire and 1500 points for the orcs.

    I need to ask a few questions before setting up the battlefield.
    Q: Is there a significant distance between the walls and the outer city houses?
    A: No
    So, the houses are close to the walls, providing cover to the attackers. It’s going to be within a bow’s short range (12″). I’m going to roll 2d6: 6″ range. That’s the visibility range for the orcs.
    Q: Is there a defense small tower in the section of the wall under attack?
    A: No, but, the walls are deep enough for two lines of soldiers to defend.
    With this information at hand, I realize that the defenders will best use handgunners, crossbowmen and halberdiers, against foot orcs and goblins that will raise ladders for assault. But also, there’s a chance…
    Q: Do the orcs have goblin spider riders with them?
    A: Yes! Oh no, that’s a serious danger for the Ostenhofeners.
    Q: How wide is the battlefront?
    A: 1d3+1 typical unit widths (10″): 20″. So the battle is focused on only a small area. Why is that? Maybe it’s the only part which is covered by housing so close to the walls, so they decided to strike there.

    Some further homebrew rules and clarification.
    The battlements will allow half the battle front to make melee contact. Which means 5 per side. The goblin spider riders are an exception to this rule as they can climb any obstacle, and use the entire battlefront. They still have to abide by the hit only on 6 rule for attacking defenders in buildings.
    Troops that can’t climb will have to use ladders to attack. This will take one round to set up before they can climb up and attack. As per the rules for fighting in buildings they will gain no battle ranks bonus. In addition they will lose the charge attack order bonus.
    As per Warhammer LOS rules, only the front row of archers can shoot unless they stand on inclines hill.
    Defenders are behind heavy cover.


    Empire point count:
    Captain (Champion, Pistol, Heavy Armor): 35 points
    19 Halberdiers (Halberd, Light Armor): 9 X 19 = 171 points
    Unit Standard: 10 points
    10 Crossbowmen (Light Armour, Crossbow): 10 X 10 = 100 points
    20 Handgunners (Light Armour, Handgun): 10 X 20 = 200 points
    Total: 506 points


    Orcs Point Count:
    Goblin Spider Rider (Spear, Shield, Giant Spider): 11 X 20 = 220 points
    Goblin Spider Rider Boss: 21 points
    Unit Standard: 10 points

    50 Orc Warriors: (Light Armour, Shield) 8,5 X 50 = 425 points
    Orc Boss (Light Armour, Shield): 36 points

    20 Black Orc Warriors (Light Armour, 2-H Weapon): 11 X 20 = 200 points
    Black Orc Big Boss (Light Armour, 2-H Weapon): 95 points

    50 Orc Archers (Light Armour, Bow): 9,5 X 50 = 475 ponts

    Total: 1482 points


    Whoever wins initiative, places units last, so they get to choose.

    Turn 1:
    Initiative: Empire A♥️, Orcs Q♣️.
    The goblin spider riders and the black orcs are on the left flank, while the orcs are on the right flank.
    The Halberdiers are right behind the crossbowmen. on the left flank, and the handgunners are on the right flank.
    The party is with the handgunners.

    Empire Turn:
    Since the empire won initiative they get a chance to shoot.
    Crossbowmen (vs Goblins): 4 hits: 4 Wounded, No save.
    Handgunners (vs Orcs): 3 hits: 2 Wounded, No save.
    Bianka (vs Orcs): 2 hits: 2 Wounded, 1 Saved.

    Orc Turn:
    Animosity: 5,2,5: No units suffer.
    Orc Archers (vs Handgunners): 2 Hits: 1 Wounded: No save.

    16 Spider Riders and their Boss Charge. Only 10 are able to attack at any time.
    Goblins (vs Crossbowmen): 2 hits: 2 wounded: No save.
    Goblin Boss: 0 hits
    Spiders (vs Crossbowmen): 1 hits: 1 wounded: No save.
    7 Crossbowmen fight back: 5 hits: 2 wounded: No save.
    Battle results: Goblins (+3 kills, +1 standard), Crossbowmen (+2kills, +1 high ground): The goblins win the fight.
    Crossbowmen: Ld: 4 vs 6: Success. They stand and fight!
    So it’s 7 remaining crossbowmen vs the remaining 14 goblin spider riders and their boss.

    The walls overhang a densely populated part of Ostenhofen. Through the streets and alleys, the greenskins converge and launch their assault.
    “To arms! Man the battlements!” The captain shouts as goblins riding giant spiders appear on the left flank. “Draw. Aim. Fire!” He orders and the crossbowmen release their bolts, striking down 4 goblins. The strength of the bolt is such that it pierced through the flimsy goblin shields without trouble.
    The volley isn’t enough to stop the charge of the gigantic beasts, who climb the walls as if they were flat ground, and attack the crossbowmen. The fighting is fierce and 2 Crossbowmen fall under the spears of the goblins while a third is cut in half by the mandibles of a giant spider.
    They don’t go without a fight, as they kill two of the greenskins that crash down on the ground below, much to the indifference of the black orcs who wait for the goblins to finish their assault so they can follow up with ladders. The goblins though have managed to push their way up on the battlements, and the crossbowmen lose the advantage of their defenses.
    On the other flank, the handgunners let off a thunderous roar from their arquebuses, killing two Orcs that are setting up their ladders. Another one is killed by Bianka’s careful aim.
    Orcs archers shoot at the battlements blindly, killing one of the handgunners.

    Turn 2:
    Initiative: Empire 3♠️, Orcs 10♥️

    Orc Turn:
    Animosity: 2,4,5: No units suffer.
    Orc Archers (vs Handgunners): 2 Hits: 0 Wounded.

    Orcs climb the ladders and attack the handgunners.
    The Handgunners second row shoot at the chargers.
    Handgunners ranged (vs Orcs): 7 Hits: 2 Wounded: No save.
    Handgunners melee (vs Orcs): 3 Hits: 0 Wounded.
    Orcs (vs Handgunners): 2 Hits: 1 Wounded: No save.
    Battle results: Orcs (+1 Kills), Handgunners (+1 High Ground). It’s a draw.

    7 Crossbowmen fight back: 5 hits: 2 wounded: No save.
    Goblins (vs Crossbowmen): 2 hits: 1 wounded: No save.
    Goblin Boss: 2 hits: 2 wounded: No save.
    Spiders (vs Crossbowmen): 2 hits: 1 Wounded: No save.
    Battle results: Goblins (+4 kills, +1 standard), Crossbowmen (+2 kills, +1 high ground): The goblins win the fight.
    Crossbowmen: Ld: 7 vs 5: Failure. They break and flee! 2d6″: 11″.
    So it’s 3 remaining crossbowmen. The 12 goblin spider riders and their boss pursuit. 3d6″: 5″.
    The Black Orcs set up ladders.

    Empire Turn:
    Halberdiers Panic Test: 7 vs 7: Success!
    The halberdiers charge at the goblin spider riders.
    Halberdiers (vs Goblins): 7 Hits: 4 Wounded: No save.
    Captain (vs Boss): 1 Hit: 1 Wound: No save.
    Goblins (vs Halberdiers): 2 Hits: 0 Wounded.
    Battle results: Halberdiers (+5 Kills, +1 High ground), Goblins 0. The goblins are automatically broken.
    Flee: 3d6″: 11″. The halberdiers don’t pursuit.

    Handgunners (vs Orcs): 7 Hits: 1 Wounded: No save.
    Orcs (vs Handgunners): 0 hits.
    Bianka (vs Orcs): 1 hit: 0 wounded.
    Rudiger (vs Orc Boss): 1 Hit: 1 Wound: No save.
    Battle results: Handgunners (+2
    Kills, +1 High ground), Orcs 0: Orcs lose the fight.
    Orcs: Ld: 8 vs 4: Fail. The orcs are broken. Orcs Flee 2d6″: 6″. Handgunners do not pursuit.
    Orc Archers: Panic Test: 6 vs 7: They hold.

    The spider riders make short work of the crossbowmen who falter and run for their lives across the battlements as fast as they can. Not expecting such an outcome, the goblins are slow on their pursuit and fail to catch up. Much to their demise, as the halberdiers take the opportunity to charge their flanks. The halberdiers captain meets up with the goblin boss on the battlefield. With a quick slash of his sword, the goblin’s black guts cover the spider mount. The halberdiers prove true their fame as defenders of the realm and manage to kill 4 more of the greenskin riders. The goblin resolve is known to be frail, and they turn and run as fast as they can, descending the walls, past the black orcs who are untouched by the goblin panic, and continue setting up ladders to climb the walls.
    On the other flank, the first of the orcs manage to climb the ladders, only to be greeted by a barrage of fire, sending two of their kind to their death. The fight on the battlements openings is fierce, and one handgunner is killed. The defenders push back, and with renewed strength they kill more of the orcs. Alongside them is Rudiger, fully clad in his chain hauberk, wielding his sword with skill. He notices an orc that must be the unit leader and shouts out to him. The orc accepts the challenge and attacks. But Rudiger has faced the greenskins before and knows what to expect. He easily deflects the blow with his shield and follows up with a strike that decapitates his foe.
    Seeing the battle against them, and their leader gone, the Orcs go down their ladders and turn to flee.
    A cheer is heard from the handgunners.

    Turn 3:
    Initiative: Empire 8♠️, Orcs 5♠️

    Empire Turn:
    Halberdiers: Set up defensively on the walls.
    Crossbowmen: Rally: 5 vs 7: Success.
    Handgunners: Reload.
    Bianka (vs Orcs): 1 Hit: 0 Wounded.

    Orc Turn:
    Animosity: 1: The orc archers suffer from animosity: 5: Squabble and do nothing.
    Goblin Spider Riders: Rally: 7 vs 5: Fail. 3d6″: 11″: Off map.
    Orcs: Rally: 2 vs 7: Success.
    Black Orcs climb the ladders.
    Black Orc Big Boss (vs Halberdiers): 0 Hits.
    Halberdiers (vs Black Orcs): 7 Hits: 5 Wounded: No save. Reduced to 4 Wounded, due to battle front.
    Captain: Pistol (vs Black Orcs): 0 Hits.
    Battle Results: Halberdiers (+4 Kills, 1 High ground), Black Orcs. The Halberdiers win the battle.
    Black Orcs: Break Test: Ld 4 vs 4: They stand their ground.

    The goblin spider riders flee off to the distance, away from the battle, as the black orcs reach the wall defenders. In the fight that ensues, the huge black Orcs are fought off and 4 of them are killed by the valiant men.
    The orcs on the other side stand and regroup, while the archers start fighting among themselves as to how they should continue. The handgunners take this opportunity to reload.

    Turn 4:
    Initiative: Empire A♦️, Orcs 7♥️

    Empire Turn:
    Handgunners (vs Orcs): 7 Hits: 2 Wounded: No Saves.

    Captain (vs Black Orcs): 2 Hits: 0 Wounded.
    Halberdiers (vs Black Orcs): 4 Hits: 1 Wounded: No save.
    Black Orc Big Boss (vs Halberdiers): 1 Hits: 1 Wounded. No save.
    Black Orcs (vs Halberdiers): 0 hits.
    Battle Results: Halberdiers (+1 Kills, 1 High ground), Black Orcs (+1 Kills). The Halberdiers win the battle.
    Black Orcs: Break Test: Ld 9 vs 8: They are broken. Flee 2d6″: 10″. The halberdiers pursuit 2d6″: 5″, they don’t catch up.

    Orc Turn:
    Animosity: 6, 5: No Animosity.
    Orc archers (vs Handgunners): 1 Hit: 1 Wounded: No save.
    Orcs climb ladders.
    Handgunners shoot (vs Orcs): 4 Hits: 0 Wounded.
    Handgunners melee (vs Orcs): 4 Hits: 1 Wounded: No save.
    Orcs (vs Handgunners): 1 Hit: 0 Wounded.
    Battle Results: Handgunners (+1 Kills, +1 High ground), Orcs 0. The handgunners have won the battle.
    Orcs: Ld: 4 vs 5: Success. They stand their ground.

    The Black Orcs continue their fight, but the stern Halberdiers do not falter. They kill another Black Orc, which have had enough. Seeing how hard it is to storm the walls, they turn back and flee, running down the ladders. The halberdiers try to catch up, but they can’t close the gap.
    On the other side, the orcs are reduced in numbers by another volley. They climb back up, but fail to hold their position.

    Turn 5: (Last Turn)
    Initiative: Empire 5♣️, Orcs 10♣️

    Orc Turn:
    Animosity: 6, 5: No Animosity.
    Black Orcs: Rally: 4 vs 9: Success.
    Handgunners (vs Orcs): 4 Hits: 2 Wounded: 2 Saves.
    Orcs (vs Handgunners): 2 Hits: 1 Wounded: No save.
    Battle results: Handgunners (1 High ground), Orcs (+1 Kills): Draw

    Empire Turn:
    Halberdiers: Return to battlements.
    Handgunners (vs Orcs): 4 Hits: 3 Wounded: 1 Save.
    Orcs (vs Handgunners): 2 Hits: 1 Wounded: 1 Save.
    Battle results: Handgunners (+2 Kills, 1 High ground), Orcs 0: The handgunners win the battle.
    Orcs: Ld: 5 vs 4: Fail: They are broken. Flee 2d6″: 5″
    Handgunners: Pursuit 2d6″: 4″ They fail to reach them.
    Orc Archers: Panic Test: 5 vs 7: Success.

    The black orcs return to order, and the captain of the halberdiers, willing to live another day, orders the troop to return back to their formation on top of the battlements.
    On the far end, the handgunners exchange blows with the orcs, killing 2 of the greenskins, and losing one of their own. Once more, the orcs falter and run away. The handgunners wanting to taste the smell of victory rush after them, but they can’t reach them.

    With several dead and wounded, the orcs tactically withdraw. The walls held up another day. Until the next orc attack. Rudiger was renowned in the battle, and the party begins to make a name for themselves. Meanwhile, the supplies are dwindling down to 1 more weeks.

    Remaining Empire Points: 2499 – 118 = 2381
    Remaining Orc Points: 9477 – 491 = 8986

    Session Background: A heavy wargaming session, I think I captured the feeling of how hard it is to storm the walls. Truth be told, I was scared that any flank could fall at any time due to a missed morale roll, and then everything would be a lot different. But the defenders held.
    The SW roleplaying was limited to the first part of the session.
    With only one week of supplies left, what will happen next? Will rationing begin with risking of losing morale? Will the party try to flee the city somehow? Will there be an exodus in general to save themselves? I’m curious to find out.

     
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