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  • giorgis 12:57 am on December 1, 2019 Permalink | Reply
    Tags: HFGE, , ,   

    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.

  • giorgis 3:44 pm on November 24, 2019 Permalink | Reply
    Tags: HFGE, ,   

    The siege of Ostenhofen pt1 

    A Savage Worlds Warhammer Fantasy Battles mashup.

    In this game, I want to try my To the Battlements! hex flower game engine as a roleplaying and wargaming aid.

    We continue back from where we left our group from Night of the blood. Bianka, Evie, Gustav and Rudiger have been arrested by the roadwardens (8 of them) and are being escorted to Ostenhofen, to be interrogated regarding what happened at the Hooded Man.

    Brew! Brew! Stir the pot!

    Here I go with another custom homebrew, I will be doing something quite radical for my end. I will be using the Warhammer Fantasy Battle 4ed rules to run this game, mixed with Savage Worlds for the roleplaying aspect.
    I will re-design my characters to savage worlds and use the following live conversion of WHFB to SW whenever I need to scale in or out.

    WS Fighting
    BS Shooting
    S Strength
    T Vigor
    1 d4-2
    2 d4
    3 d6
    4 d8
    5 d10
    6 d12
    6+ d12+

    I will be using a homebrew Wild Card rule from SW. Wild Card characters get to roll a Wild Die in WHFB with every roll and can choose to use the best result.
    Double 1s are critical failure though, and something bad happens.

    I decide that the Orcs will have 10000 warhammer points, while the Empire a mere 3000.
    I roll that the supplies of the defenders will last them 3d6 weeks: 6. That’s tough.

    The forested countryside slowly gives in to small farms and barn houses. In the distance, the tall walls of Ostenhofen are visible.

    Q: Is the party tied up?
    A: No
    Q: Do they have their weapons? (Unlikely)
    A: Yes

    Despite the road warden’s initial suspicions, Evie has managed to convince them that they had nothing to do with the massacre and that since the roads are dangerous, they should get to keep their sidearms just in case they are attacked.
    The road wardens finally gave in to her threats of notifying her father and the prince if they wouldn’t do as she said. Nevertheless they would take them to Ostenhofen for a proper debrief.
    A short while later they are in the inquisitor’s office. That’s when they hear the distant sound of horns blowing. The party exchanges looks with the warden and the inquisitor, in an effort to find out if they heard correctly. Then they hear it again, and again. The horns were blown three times. It’s an assault! The temple bells start ringing in the city. Slowly they head outside.

    Q: Is it the orcs?
    A: Yes

    People are running in all directions. “It’s the orcs! The orcs are coming!!!” The crier is shouting at the square, ringing his bell. “Man the battlements. Bring your families inside!”.
    The inquisitor turns to Evie. “Right now we need every man -or woman- capable of yielding a sword.” He looks at the wardens. “You are free to go. We will speak again after the greenskins are defeated.”

    Battlefield roll: 2,2=4 -> 4, Plains.
    Event triggered: 3,6=9 -> 6, Deserters. I roll, 60 Halberdiers will flee.
    Bianka: Notice (d8): 6: Success.

    As the town crier keeps warning people, Bianka notices a large group of able bodied men making their way silently out of the square, towards the gates, that are flooding with people coming inside.
    “Rudiger, you were a soldier, correct?”
    Rudiger grunts and nods, Bianka continues. “What are the odds these men are soldiers leaving their posts?”.
    Evie catches wind of their conversation. “These men need to do their duty, like the rest of us!” She steps next the the crier, and yells.

    Evie: Persuasion (d10+4): 8: Success with a Raise. Uncooperative -> Friendly. 45 out of 60 men will stay and fight.

    “You there. You have families. What do you think will happen to them when the Orcs reach us? You think you can outrun their Wolf riders? Our and your only chance is if we stand and fight them together! But maybe I am wrong and you don’t care about the others, maybe you are just afraid! Do you care to challenge that a woman wears the pants better than you do?!”
    The crowd around the group of deserters has dispersed and people are staring, mumbling “cowards”. Humiliated, most of the deserters, bow their heads and head back towards the barracks. A few, unmotivated, blend in the crowd and flee.

    Q: Did her speech make her stand out to the command? (Likely)
    A: Yes

    A weary man wearing a breastplate, with a sword and a pistol around his belt shows up. He wears a cape with the colors of Ostenhofen.
    “Excellent speech out there. May I ask your name?” He asks her.
    Gustav intervenes. “She is lady Evie Vogel. We have an invitation by Prince Ingmar.”
    Evie smiles. “And who you may be?” She asks.
    “I am Captain Volkmar Goldfarb. The prince is otherwise disposed, but I can see that you are in dire need of some lodgings and clean water. You will need it, we’re going to be in here for some time.” The captain says, and orders his ensign to get the party taken care of.

    Evie is with Captain Volkmar at the battlements. In the far distance they can barely see the orc camp. They have advanced and taken hold of a large position in front of the city.
    “The scouts have given us an estimation of their numbers. Their force is more than three times ours, but we have heavy walls. The orcs are impatient. If the siege holds out for long, they will disperse. We must do our best to hold the line. Unfortunately, Ostenhofen is a large city, and I can’t see how our supplies will last without rationing.” The captain confesses his troubles to Evie.

    Battlefield roll: 10 -> 1, Camp. 5 Weeks of supplies.
    Battlefield roll: 10 -> 1, Camp. 4 Weeks of supplies.

    A couple weeks pass with the orcs in place. Are they scouting? Are they gathering more forces for the attack? The Ostenhofeners can do nothing but wait, while their stocks are dwindling.

    Battlefield roll: 8 -> 16, Granary.

    Evie wakes up to the sound of orcs yelling Waaaagh! As the bells sound the alarm. She finds Captain Volkmar sending men to the north part of the city.
    “They found a side entrance to the outer city and entered by stealth! Our granary stores are there! We must defend it!”

    50 orcs in 5 ranks of 10 are trying to win ground in the Main Street in front of the granary. They are wearing chain armor and are armed with curved swords and shields.
    Holding them off are 24 halberdiers in 3 ranks of 8.
    The rear street is threatened by 70 goblins with spear and shield, held off by 24 crossbowmen. The crossbowmen have taken a strategic point of stairs so that more than one rank can shoot at the goblins.
    Civilians are carrying the supplies from the granary back to the inner wall.
    The granary needs 6 turns to empty if both entrances are secured. If one steet is lost, then the entrance must be blocked to ensure the intruders don’t kill the civilians who carry the supplies. If one entrance is lost, double the remaining time.

    Captain Volkmar is commanding the halberdiers. Besides him is his standard bearer, bearing the flag with the Red Wolf.
    Evie and her entourage are inside the granary, to protect the civilians from any orc strugglers who break off combat to wreak havoc inside.

    Empire point count:
    Captain Volkmar (Champion, Pistol, Heavy Armor): 35
    24 Halberdiers (Halberd, Light Armor): 9 X 24 = 216
    Unit Standard: 10 points
    24 Crossbowmen: 10 X 24 = 240 points
    Total: 501 points

    Orcs Point Count:
    They will start with more than 500 points and more will join on two waves in reserve up to 1500 total.
    70 Goblin Spearmen: 3,5 X 70 = 245
    50 Orc Warriors: 8,5 X 50 = 425
    Total: 670

    Turn 1:
    Initiative: Empire A♥️, Orcs A♣️.

    Empire turn:
    Crossbowmen: 10 Hits: 8 Wounded: No save. 62 Goblins remain.
    Halberdiers: 4 Hits: 1 Wounded: No save.
    Captain Volkmar: 1 Hit, 1 Pistol Hit: Wounded, Wounded: 2 Saves.
    Orcs: 5 Hits: 1 Wounded: 1 Save.
    Orcs have lost the combat by 1. Roll break test: 9: Fail. The orcs are broken!
    They flee: 2d6″: 4″
    The halberdiers pursuit: 2d6″: 5″
    They slaughter the Orcs.

    Q: Do any Orcs or Goblins out of formation manage to enter the granary? (Unlikely)
    A: False Presupposition
    There are no orcs or goblins out of formation except the broken troops.

    The crossbowmen release a volley of bolts towards the small greenskins that approach their higher ground. Some little goblin shields are shattered, others are pierced through, and in the end 8 of the greenskins lie dead, trampled under their brethren feet who push forward despite the losses.
    On the other side of the granary, Captain Volkmar and his halberdiers despite being severely outnumbered, hold fast against the orcs. The two sides are locked in combat, exchanging blows. The city street doesn’t help for much maneuver.
    Only one orc falls under the halberdiers, but the greenskins falter under their enemies resolve. Feeling there is no chance to break through the ranks, they turn and flee.
    They don’t make it far. Squished in the narrows of the city, the halberdiers reach them and finish them off one by one. Their cries echo in the alleys.

    Orc turn:
    Animosity: 5, No effect
    The Goblin’s move 8″ closer, to 17″.

    Q: Do the orcs receive reinforcements? (Likely)
    A: Yes
    Q: Has the halberdiers defensive position been compromised by their pursuit?
    A: No, and they are in a better position now. The civilians can transfer the grain in more safety.
    Q: How many points Orcs will join?
    A: 200-600: 300 points
    Q: What distance?
    A: 3d6: 11″
    9 Orc War Boar Riders join the fray. They wear light armor and carry spears and shields.
    Orc Boar Rider: 27 X 10 = 243 points.
    It’s led by a Black Orc Boss.
    Black Orc Boss: 54 Points
    Total Points: 297

    Turn 2:
    Initiative: Empire J♥️, Orcs: 7♦️.

    Empire Turn:
    Crossbowmen: 10 Hits: 7 Wounded. No save. 55 Goblins remain.
    The Halberdiers hold position.
    Bianka climbs to the top of the granary to get a shot at the goblins.

    Orc Turn:
    Animosity: Goblins: 4, No animosity, The Orcs are led by a Black Orc and don’t suffer from animosity.
    The Goblins move another 8″ to a distance of 9″ from the crossbowmen.
    The Orcs charge at the halberdiers.
    Distance: 11″, Charge max at 14″, they make contact.
    Orcs: 6 Hits: 3 Wounded. No Save.
    War Boars: 8 Hits: 6 Wounded. 1 Save.
    The Black Orc Boss attacks Captain Volkmar: 2 Hits: 1 Wound. No save.
    The entire front rank of the Halberdiers is decimated. They can’t fight back. The Red Wolf standard is captured by the Orcs.
    17 Halberdiers remain.
    7 Halberdiers fallen, and Captain Volkmar. Break Test: Automatic Fail. The flee 2d6″: 9″. The Orcs pursuit at 3d6: 6″! They fail to catch up.

    With another volley of fire, the Goblin ranks are further reduced, but they move on still certain they can win the fight.
    On the Main Street, Captain Volkmar and his men are enjoying their victory, as 20 sets of eyes glitter in the dark ahead. They hear a loud growl and they feel the ground tremble underneath. “Waaaagh!” The orcish warcry resounds.
    Orcs, riding war boats charge at them. Leading their line is a tougher, larger orc, with skin black as the night.
    The halberdiers look at each other. “Hold the line!” Captain Volkmar yells as the riders lower their spears aiming for them. “Brace for Impact!” Comes the Captain’s second order.
    Within seconds everything turns into a bloodbath. The Black Orc has sent his spear through the skull of the captain. Next to him the halberdiers are crushed under the charge. Several are sent into the air by the war boars. A few others are skewered by the tips of the orcish spears.
    Through the charge, an orc rider manages to get hold of the Red Wolf banner and carries it, taunting the troops.
    The halberdiers falter. They turn their backs and run back, the Orcs pursuing them fast. The bodies of the fallen provide an obstacle to the boar riders who fail to reach the broken unit.

    Turn 3:
    Initiative: Empire 9♥️, Orcs K♠️

    Orc Turn:
    Animosity: Goblins: 3: No animosity.
    Goblins move a further 8″ towards the crossbowmen to a distance of 1″.
    Orcs charge at the halberdiers. Halberdiers: Flee: 2d6″: 6″+3″ from previous round: 9″ distance. The charge is 14″. They are caught and slaughtered.

    Empire turn:
    Crossbowmen: 15 Hits: 11 Wounded. No saves. 44 goblins remain.
    Evie, Gustav and Rudiger try to bar the main gate from the inside.
    Group roll to lift the heavy wooden beam to bar the gate, with Rudiger as lead.
    Evie: Strength (d4): 2: Fail
    Gustav: Strength (d6): 3: Fail
    Rudiger: Strength (d8): 6: Success
    They manage to bar the gate.
    Bianka shoots at the Orcs with her sling.
    Shoots twice: 2 Hits: No wounded.
    So we had 2/6 Turns of full grain transfer and it will need 8-1: 7 more turns now to complete, at Turn #10.

    With a second charge, the orc boar riders sweep through the remaining halberdiers, trampling, hacking and crushing them.
    On the other side of the street, the goblins advance dangerously close to the crossbowmen, under a continuous volley of fire.
    In the granary, Rudiger, assisted by Evie and Gustav, bar the heavy granary gates. Rudiger feels as if he carried the entire beam by himself. Bianka hits twice at an orc boar rider with her sling, but the bullet doesn’t manage to hurt the tough greenskin.

    Turn 4:
    Initiative: Empire 9♣️, Orcs 9♦️

    Orc Turn:
    Animosity: Goblins: 1: Animosity: 6! “We’ll Show ’em”. They charge at the Crossbowmen.
    Goblins: 6 Hits: 3 Wounded: No Saves.
    Crossbowmen: 3 Hits: 2 Wounded: No Saves.
    Goblins battle score: 3+3 = 6.
    Crossbowmen battle score: 2+2 = 4.
    Crossbowmen break test: 9 + (6 – 4) = 11 > 7. The Crossbowmen are broken and flee!
    Crossbowmen glee: 2d6″: 4″.
    Goblins pursuit: 2d6″: 8″. The crossbowmen are destroyed.
    The Orc riders try to destroy the barred gate.
    It will have 5 damage points and a Toughness of 6.
    Orcs: 2 Damage. Black Orc: 1 Damage. Boars: 3 Damage. The door is destroyed.

    Empire Turn:
    The party, realizing all is lost, tries to make a run for it and leaves through the side street of the building, while Bianka will try to hide from the rooftops.

    The goblins start to squabble, when suddenly they realize that the best way to prove who is the best, is by crushing their enemy. They charge so quickly that the crossbowmen have no chance to react with another volley. The men draw their swords and close combat ensues. The goblins fight fiercely though, and even though a couple of them fall under the sword, they cause more casualties, and supported by the sheer wave of numbers, they push through. The crossbowmen break, and try to run, but the sneaky creatures catch up to them and pierce and thrust with their spears, until noone is left alive.
    On the other side of the granary, the orcs bash and hack at the barred gate with all their might. It tries to hold, but the sheer weight of the war boars is enough to break the wooden beams, and the orcs rush inside.
    Rudiger grabs Evie and Gustav and they retreat quickly from the other entrance, while Bianka shifts in the shadows, trying to find an opening from the rooftop.

    Battle resolution:
    Remaining Empire Points: 3000 – 501 = 2499
    Remaining Orc Points: 10000 – 523 = 9477
    Only half of the granary stores were saved. 1 week of supplies lost, for 2 remaining weeks.

    Since there are no units left anymore, I’m switching to SW rules now to run a chase. I will be using SWEX rules for the chase as it accommodates theater of the mind better, and my space is limited at the time.
    A 5-turn chase makes sense, since the orcs are willing to hunt the team, but not go to deep into enemy lines.

    Turn 1:
    Evie: Agility (d6): 3: No card
    Gustav: Agility (d4): 5: 8♠️ Long range, no attack
    Rudiger: Agility (d8): 5: 5♣️: Complication Major Obstacle: Agility (d8-2): 7: Success. Long range, no attack
    Orcs: Riding (d6+2): 7: 7♠️. Long range, no attack
    Goblins: Agility (d6): 1: No card

    Turn 2:
    Evie: Agility (d6): 5: K♦️ Melee range
    Gustav: Agility (d4): 5: 10♣️: Complication Major Obstacle: Agility (d4-2): 3: Fail, Benny: 1: Fail, Benny: 1: Fail. He gains on fatigue level. Long range, no attack
    Rudiger: Agility (d8): 3: No card
    Orcs: Riding (d6+2): 6: Q♠️, Medium range, no attack
    Goblins: Agility (d6): 2: No card
    Evie attacks an orc: Fighting (d8): 4: Miss

    Turn 3:
    Evie: Agility (d6): 5: Joker, Melee range
    Gustav: Agility (d4-1): 2: No action
    Rudiger: Agility (d8): 5: J♦️, Medium range, no attack
    Orcs: Riding (d6+2): 10: 6♦️ Long range, no attack
    Goblins: Agility (d6): 3: No card
    Evie attacks an orc: Fighting (d8+2): 11: Hit with Raise. Damage: 11: Shaken

    Turn 4:
    Evie: Agility (d6): 9: Joker, Melee range
    Gustav: Agility (d4-1): 2: No action
    Rudiger: Agility (d8): 6: J♠️, Medium range, no attack
    Orcs: Riding (d6+2): 7: 5♠️ Long range, no attack
    Goblins: Agility (d6): 11: 10♦️Long range, no attack
    Evie attacks an orc: Fighting (d8+2): 7: Hit. Damage: 9: Shaken again, Wounded.

    Turn 5:
    Evie: Agility (d6): 5: K♣️, Melee range. Complication: Distraction: Can’t attack.
    Gustav: Agility (d4-1): 1: No action
    Rudiger: Agility (d8): 7: 4♥️ Long range, no attack
    Orcs: Riding (d6+2): 6: 8♥️ Long range, no attack
    Goblins: Agility (d6): 2: No action
    The chase ends.

    As the party flees in the city, the black orc boss points his spear towards them and three boar rides charge after them. A handful of the goblins break off their slaughter of the broken unit and join in the pursuit.
    The team has a distinct advantage, having covered some distance already, and the rear alley streets don’t help the pursuers. Gustav, being the less fit of the three, sprains his foot a bit, and he makes double the effort to catch up. Seeing as an orc boar rider has come close to him, Evie, lies in wait behind a corner and lunges at him with her short sword, performing a couple slashes that are enough to leave him down, blood dripping.
    Seeing that they can’t cover the distance in time, and they have already lost sight of their main group, the orcs and goblins take pause. The inner city walls are visible already and they don’t want to become target practice. They break off and return to their army.
    Evie, Rudiger and Gustav all breathe a sigh of relief.

    Back to Bianka now. Since out of combat the rules state that she moves 5 times the normal distance, again I will require 5 total successful rolls. The first one will be to escape the granary, and the 4 last ones will be to reach safe distance.
    Bianka: Stealth (d6+2): 7: Success, she flees in the darkness and avoids the goblins.
    Bianka: Stealth (d6+2): 11: Success with raise, she finds an opening in the gutter and flees from the undercity.
    Bianka: Stealth (d6+4): 9: Success with raise, she finds an opening far away from the battle, and gets back on the street.
    Bianka: Stealth (d6+4): 8: Success with raise, she moves completely unnoticed.
    Bianka: Stealth (d6+4): 9: Success with raise, she moves completely unnoticed.

    Bianka makes no sound as the goblins enter the granary. A few are holding torches, ready to burn the place down, but a big bad black orc doesn’t let them and kicks the tiny greenskins away. He seems to want to keep the supplies for the orc troops.
    Taking advantage of the fuss, and of the pursuit of her teammates, Bianka slips away in the back alley behind the granary. Quickly she finds the entrance to the sewers. A big city like Ostenhofen has a huge network running underneath. She knows that the inner city shouldn’t connect there directly, since that would be a defense flaw. The stench doesn’t bother her, and she enters the sewers, taking care to close the grate behind her. Like an experienced rat catcher, she finds her way, and makes it back to the surface a couple of blocks away from the inner city walls. The battle is away from her, and she makes her way to the gate.

    Session Background: I know that this wasn’t pure Solo Roleplaying, since it had serious aspects of Solo Wargaming, but I think it fits the bill.
    It took me a while to make this work, and this is the final working result. At first I was trying to create a homebrew WHFB rpg system and convert my characters to that. It didn’t work. In the end I decided to go ahead with the SW/WHFB Focus In/Focus Out aspect, and I think it worked out pretty well.
    Another mistake I did was trying to scale up the combat to more realistic numbers, like 500 Orcs instead of 50, in a single unit. Warhammer isn’t meant to run this type of battle and it quickly got out of hand, so I rerun the initial turns of combat into a less abstract and more tactical battle.
    Also initially I used a body count to compare the armies, but switching to Warhammer unit points was the right thing to do, as this gives me a direct idea of the unit strength.
    Overall I loved how the game runs so far, and it was really nice to dust off my old Warhammer books.

  • giorgis 12:33 am on November 20, 2019 Permalink | Reply
    Tags: HFGE   

    To the battlements! 

    Inspired by Goblin’s Henchman Hex Flower Game Engines, I’ve decided to design one of my own, to run a siege. I will run it as a framework alongside my next solo adventure, where the defender is the lord of a keep, about to be overwhelmed by the enemy, and each turn, they will have to face off the odds one way or another. So, this means I have not playtested it yet, and there’s a chance there’s going to be a version 2. if this one isn’t to my liking.

    To the battlements!

    To the battlements!


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