Renegade Fantasy Hammer
This is an attempt to play a Warhammer Fantasy universe battle with the Renegade Scout ruleset using 15mm miniatures.
I’ll be going for a classic Elves vs Goblins skirmish battle, since these were part of the original WHFB4ed boxed set, and I want to pay tribute to it.
It’s quite easy to translate the WHFB statistics into RS statistics, so I’ll start with these.
Mo | MeS | ShS | Po | De | WP | Ob | AtD | LeS | In | CUF | Wyrd |
---|---|---|---|---|---|---|---|---|---|---|---|
M | WS | BS | S | T | W | I | A | Ld | I+4 | Ld | I+3+1 per Magic User Level |
In RS there is ample freedom in organizing Squads, So I’ll field the following troops, using WHFB points costs.
Orc Arrer Boyz – 4 (4 Bows)
Orc Boyz – 6 (2 Javelins, 3 Shields)
Orc Boss (Light Armor)
Goblins – 7 (5 Shields)
Goblins – 3 (3 Short Bows)
Goblin Boss (Light Armor, 2 Weapons)
Goblin Shaman
Orc Big’Uns – 10 (10 Light Armor, 3 Shields, 2 2-H weapons, 3 2-Weapons)
Base Cost: 155 1/2
Equipment: 43
Heroes: 65 1/2
Total: 264
Elf Archers – 6 (3 Light Armor, 3 Javelins, 6 Long Bows)
Elf Warriors – 13 (5 2-H Weapons, 5 Shields, 5 Light Armor)
2 Elf Mages
Elf Champion (Light Armor, Shield)
Base Cost: 176
Equipment: 46
Heroes: 83
Total: 364
Since the two forces have 100 points difference, I’ll be giving the Goblin force an Ogre and a Gigantic Spider, and this should bring the difference down by 90, to 10 points.
Elwidris heard the horn sound the alarm. She questioned often the elders when they placed him in charge of this outpost, next to a remote farm of men and the remains of an old barracks building.
In the distance, where the dark woods had consumed the ruins of an ancient temple, her keen elvish vision saw movement.
She wasted no time and called Ladrione’s Stars, her elite warriors, to fight by her side. Celodhil, the sorcerer, joined her flank, while Elegor, another master of the magic arts, took the hill, along with the archers. The brave Turgali, warriors armed with bastard swords moved towards the farm, to cover the eastern part of the battlefield.
Snaga was still dizzy from last night’s party. The shaman’s brew had hit him in the head. Lurtzog brewed a potent shroom ale. He still can’t believe he agreed to join force with Muzga’s orcs, and his friend, Radbug the ogre. With them orcs and goblins it was always a fight of superiority. Prove who’s the boss.
He side glanced at the goblin shaman. Some spell must have been at work. But now he was already in the field marching his goblins towards the stinky elf lands, and he couldn’t back down, or he’d be the laughing stock of every goblin in the cave. Lurtzog even brought his pet spider, Boldush, with him, a beast that had the strength of ten orcs, or two trolls. He never was good in math, but better than Muzga.
Turn 1
Priority
The elves have priority

Movement
The two forces march against each other, closing in. The archers heading for high ground, while the melee combatants trying to stay in cover.
Turn 2
Priority
The elves have priority

Movement
They close in further.
Fire Combat


Turn 3
Priority
The elves have priority

Movement
The forces are about to engage in melee combat.
Fire Combat
The elf archers shoot again at the ogre, one arrow lodges itself in the ogre’s chest, and it cries in pain.
The orc arrer boyz now aim at the elf archers, but only one arrow finds it’s target, barely scratching an elf.
The goblin archers shoot at Elwidris’ group but they all miss with their short ranged bows.
Wyrd
Lurtzog curses and spits trying hard to cast the spell to help Snaga’s mob, but fails.
Turn 4
Priority
The elves have priority

Movement
The ogre and the orc mob led by Muzga are near the foot of the hill, while the orc big ‘uns and the Turgali clash in melee.
Fire Combat
The elf archers shoot again at the ogre, 2 arrows finding their target, but the ogre removes and breaks them in half like toothpicks. The orc arrer boyz shoot from the hill, and two arrows kill one elf archer, reducing their number to 5.
The goblin shoot at the armored elf warriors, but both arrows that reach them, are stopped by the strong elvish wooden shields.
Close Combat
As the Big’uns fight the Turgali, there’s no clear victor or loser. One brave elf and one big orc perish in the fierce fight.

Wyrd
Lurtzog tries to cast a spell to assist Snaga’s goblins, but drops his runes.
Morale
All forces stand their ground.
Turn 5
Priority
The elves have priority
Movement

Fire Combat
The archers shoot another volley at Radbug, with two arrows hitting their target, and one wounding the big guy. He screams in pain, and roars at the puny elves.
The orcs shoot at the tower, but their arrows hit the battlements. The goblins shoot at the Turgali, but once more, their small weapons prove to be no match.
Close Combat



Morale
The goblins scared of Celodhil break and flee towards the ruins, even Snaga’s curses can’t keep them in line.
The brave Turgali don’t live up to their name and bravely run away from the big’uns as well.
Only Ladrione’s Stars hold their ground against the eight legged beast.
Turn 6
Priority
The elves have priority

Movement
Celodhil pursues the goblins in the ruins, and the big’uns reach the fleeing elves. Meanwhile the ogre is a breath away from the elf archers at the tower.
Fire Combat

The orc arrer boyz try to take revenge, but once more the fortifications save the elves.
The goblins shoot at the elvs fighting the spider, but the nimble elves duck just in time to avoid the hail of arrows.
Close Combat

A handful of elves are in close combat with the spider, and dodge it’s blows, while one, manages to get a thrust in her soft underside, wounding her once more.
Morale
The Turgali recover and stop fleeing.
Turn 7
Priority
The elves have priority.


Movement
The goblins keep fleeing, while Muzga’s orcs close in on the tower. The other fronts remain locked in combat more or less.
Fire Combat

Again, the orcs shoot at the tower, but their arrows hit the battlements. The goblins shoot at the Turgali, but yet again, their small weapons prove to be no match.
Close Combat
Seriously outnumbered, another Turgali falls against the big’uns.
Meanwhile, Celodhil duels with Lurtzog, and kills the goblin shaman, decapitating him.
Nearby Elwidris falls under the spider. Eager to make a quick meal, the beast receives another wound, from an elf warrior, aiming to seek revenge for their fallen champion.
Morale
Snaga bashes a couple of goblin heads, and they rally, turning back to face their enemy.
At the other side of the battlefield, the one remaining Turgali runs for his life.
Turn 8
Priority
The elves have priority

Movement
Celodhil charges at the goblin archers, but he’s flanked by the now rallied goblins of Snaga, and is in a tough fight.
The last Turgali flees, but is caught by the big’uns who run faster. Meanwhile, Muzga’s orcs reach the elf archers on the tower.
Fire Combat
The elf archers shoot at the charging orcs, their arrows finding their targets, but the tough orcs are not hampered at all.
The orc arrer boyz provide cover, shooting at the elfs, this time their arrows hit one, sending him to his death from the towertop to the ground.
The goblins shoot at the Turgali, but yet again, their small weapons prove to be no match.
Close Combat
The elf archer tries to fend off the orc, he hits but can’t wound the thick skinned orc. The orcs outnumber him and finish him off. Further, the last Turgali, flanked, is killed by the orc gang.
Celodhil kills the goblin archer he fights with, but nearby, another elf warrior perishes under the wounded spider’s legs, who still stands against the group of elves.
Morale
All troops hold their ground.
Turn 9
Priority
The elves have priority

Movement
Celodhil switches direction to face the goblins coming up from behind.
In the meantime, more and more orcs surround the tower.
Fire Combat
The few elf archers shoot at the orcs, but their arrows are too weak to cause any damage. They are shot at by the orc arrer boyz, and another elf falls down.
Meanwhile the two remaining goblin archers shoot at the elf warriors against the spider, but they both miss.
Close Combat
At the woods, the gigantic spider tramples another one of the elves, and Celodhil falls to a curved goblin blade. The elves try to finish off the wounded spider, but she pushes off their weapons and parries with all her legs.
At the tower, the elf archer at the base, fights with his back to the wall, and soon falls to the mob.
Morale
Ladrione’s Stars have had enough. Seeing the battle lost they flee away from the spider.
The elf archers have nowhere to go, and they grit their teeth and keep fighthing.
Turn 10
Priority
The elves have priority

Movement
An orc climbs to the top of the tower to face the last elf defender, while the fleeing elf warriors are caught up by the pursuing spider.
Fire Combat
The two remaining goblin archers shoot at the elf warriors against the spider, only one hits, but doesn’t manage to wound.
The orc archers are out of range of any visible targets.
Close Combat
The orc clashes with the elf archer at the top of the tower but it’s a standoff.
The spider doesn’t get any other elf under her web.
Morale
Ladrione’s Stars rally, and get back in the fight.
Turn 11
Priority
The orcs have priority.

Movement
Another orc climbs up the tower, while below, the big’uns march towards the last remaining elf warriors, who join once more combat against the arthropod. Snaga’s goblins have closed the distance and charge the elves.
Fire Combat
The goblins shoot into the melee, one of Snaga’s goblins is hit as well as an elf, but only the elf warrior receives a deadly wound.
The orc archers shoot at the elf warriors in the woods, but, the thick foliage prevents them from doing any damage.
Close Combat
One against two, the last elf archer falls to the orcs. The tower belongs to them now.
The fighting in the woods comes to a standoff, as no side is winning, nor elves nor goblins.
Morale
Ladrione’s Stars, still hold their ground.

As the troll horn wicked sound is heard over the battlefield, Snaga smiles. He knows they have won. The elves retreat tactically, and he calls off his goblins. No need to lose any more of his troops to the elves. The battle is won and he’ll need them in case Muzga has second thoughts about their alliance, especially now that Lurtzog is dead. He looks at the wounded spider pet feasting on the corpses of elves and wonders if he’ll be able to keep it under control without the shaman.
The last remaining elves hold their shields up and retreat, their face to the goblins. They lost many of their own today. They need to survive and report to their elders. From small skirmishes like this, greenskin hordes gather. They failed to stop them today, they must stop them tomorrow.
Session Summary
I was about to count the points cost remaining per side to declare the victor, but the orc victory is so obvious that there’s no point to do it.
Back in the day I could field tons of orcs and goblins as their points cost was too low in comparison to other armies. It is very much possible that the points balance is off, and that’s the reason for the absolute victory today, without ruling out the effect of tactics and dice rolls.
Due to the small table (60cm) and 15mm scale I decided to go with an inch to cm ratio, which made everything sooo slow, and that’s why I had to increase the duration of the battle. Next time I’m going to use a faster movement scaling.
I also discovered the big difference between Rank and File and Skirmish. In rank and file you can move your units without much trouble as they move in unison. Here, moving one figure at a time, there were times were I had funnels and blocking of figures, which was quite fun and realistic. Frustrating but enjoyable.
Now to the ruleset. First of all I’d like to state that this is an experiment. Renegade Scout as is, isn’t meant for fantasy or historical war gaming, it is meant for sci fi and I can see that it could also deliver modern themes.
Since it’s the first time I used (and modified) the ruleset, there is a high probability that I may have missed or misused a rule, so take these with a grain of salt.
The main combat resolution mechanic works fine and fast. In close combat I was missing a comparison of melee values between attacker and defender, but that’s only a minor point.
The activation mechanic works well in most of the cases, even when solo. It was a tad bit difficult to follow up in close combat phase where the activation isn’t unit based as in the rest of the phases, but figure based. I think that even in social gaming, some sort of token for figure activations is necessary. But even so, it was a bit chaotic as you might switch focus on the battlefield from one side to the other between activations, as each player prioritises on where they feel they need to put their resources most. Nevertheless I managed to solo with around 50-60 figures in total without any tokens, which is quite a feat for the system, taking under consideration that it’s the first time I played with this ruleset, and not as is.
Some rules are not relevant to the theme, like sheltering (never had to use it) and I could also feel the need to use some WHFB4e modifiers which felt missing, like casualties in morale tests.
On the same regard, the Wyrd rules as-is have a quite different effect as a Magic system. I’ve had better results using my mages as heroes than as mages, but I have to note that the powers rolled weren’t of much use (Celodhil could teleport a unit in a random direction).
Overall it was a fun experiment. I could compare against KPS but it wouldn’t be fair, as the latter is poised towards medieval combat. I enjoyed the narrative and I am eager to run more skirmish battles using either KPS or a Renegade Scout WHFB4e hybrid. It wouldn’t be too hard to fit the pieces of the puzzle in such a way that it works.
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