Sunday, November 21, 2021

Town Defense of East Bight - Scenario Summary and Unit Stats

 I hope to play a solo game tomorrow for the scenario - Town Defense of East Bight.

Here is the scenario summary and the hero/villain stats.

And Im hoping to have a written draft of my retro Oldhammer inspired rules before the year's end. I was thinking of calling it:

1) Dwarven Beer, Goblin Pretzels ( Beer & Pretzels, of course)

Or

2) Hammer of Thee Old Gods  (Thee, as written in Billy Childish punk cult fashion)

And yes it will be free. Though a kickstarter printed hardcopy with commissioned old school artwork would be just loveliness. The bullet points of these rules are basically what has been played here on this blog in the last few years.

Namely:

- A wargame skirmish retro rules set that fills that spot between rpg and miniatures wargame.

- A streamlined lite rules set that requires no charts or cards and features an IGoYouGo turn sequence.

- A dozen minis or so per side and a 22' x 30" table size.

- Games should last an hour or two at most.

- Miniatures agnostic, but 80s old lead (Ral Partha, Grenadier, Heritage) should be applauded!

- As 1st edition Warhammer is dedicated to Donald Featherstone, these rules are dedicated to the 1st edition Warhammer white box which embraced the bullet points of these rules. As Featherstone once said, and I will probably butcher it, but something along the lines of - rules should not be pseudo-science but a pastime. In that spirit these rules are forged - in the fires of it! That british sense of humour, that was forgotten by the modern corporate GW. And when exactly did that sell out take place - Im tempted to say 4th edition was the decline and fall (though I might even say 3rd was the beginning of the bloat much like AD&D was to OD&D) And the point would be to make scenarios that take the spirit of old modules and movies for a simple and fun game... at least in my humble opinion. Your miles may vary (and that's ok too!)



TOWN DEFENSE OF EAST BIGHT


Scenario Summary
The town of East Bight is populated by Hobbits. The brave PCs have taken on this quest to save them from the invading Chaos forces who have come to sacrifice the Hobbits to their dark gods. The Hobbits will supply a small militia force and have prepared traps to help the town defense. Not only is Goldberry Nimrodel a quest giver NPC, she is an active participant and will lend her considerable powers to help in the battle! The fountain has been filled with all the beer in town. Defend the Beer!

Pre-Game Setup
A Fountain is placed by the defender 6" from their short edge in the center. Place a Town Gate ruin 12" from enemy edge in center. Players alternate placing 2 ruins each but only the defender can place ruins with a 2nd level. Climbing to a 2nd level requires a model's full move if adjacent to terrain piece. As long as a Defender model is on the Town Gate a Hobbit catapult will fire once each turn.

Hobbit Hotpot: To-Hit 4+, Rend, Damage 1, Splash will also hit other models in 3" of target  

The defenders may place 3 Trap Tokens anywhere on the board to represent trapped areas. Any enemy that approaches within 6" of it must test LD to spot any traps. A failed test means the target springs a trap! Trap:1 damage, To-Save as normal. Once 3 traps are sprung (3 LD tests are taken) the Trap Token is removed from the board. Friendly models do not have to test for traps.

Starting Deployment
The town is defended by the 8 PCs and 4 Hobbit militia.
Defenders can deploy anywhere.

The Forces of Chaos are comprised of 9 Daemonettes, 6 Blightkings, and 1 Tzaangor Shaman and are deployed touching the opposite board edge.

Reinforcements
There are no reinforcements.

Victory Conditions
The town fountain is filled with beer and serves as a refreshing rally point. The side that holds the Beer Fountain Objective at the end of 8 turns wins the game. To capture an Objective Point you must have more models closer to the objective than the enemy.

Music to be Played
Widek - Auror Borealis
Russian Folk & Slavic Music - Fantasy & World Music by the Liechters
Crowbar - Time Heals Nothing


~~~


HERO STATS

Zoltar the Enchanter: Move 4 Health 3 Save 5+ Leadership 3+
- Melee: To-Hit 4+, Attacks 1, Damage 1
- Vorpal Rabbit, Spell: To-Cast 5+, Target in 18" in LOS suffers d3 wounds. If a 6 was rolled, than target suffers 6 wounds!
- Fireball, Spell: To-Cast 4+, Target in 24" in LOS suffers 1 wound from a Fire Attack.

Xanthia: Move 4 Health 2 Save 6+ Leadership 4+
- Melee: To-Hit 4+, Attacks 1, Damage 1
- Bad Luck, Spell: To-Cast 5+, Remains in play for one target at a time. Target in 24" must reroll any one successful die roll per turn that Xanthia chooses.
- Ice Blast, Spell: To-Cast 4+, Target in LOS in 18" must test LD or lose 1 wound and be frozen on next turn (no move or action)

Sir Solaire: Move 4 Health 5 Save 4+ Leadership 3+
- Melee: To-Hit 3+, Attacks 3, Rend, Damage 1
- Praise the Sun, Ability: Once per game, Solaire can ignite his sword for 1 turn. All his attacks are Fire Attacks that cause 2 Damage.

Rattlebones: Move 4 Health 4 Save 4+ Leadership 4+
- Melee: To-Hit 3+, Attacks 2, Rend, Damage 2

Bortai: Move 4 Health 2 Save 6+ Leadership 4+
- Range, 18": To-Hit 4+, Attacks 2, Damage 1
- Melee: To-Hit 4+, Attacks 1, Damage 1
- Scout: Before Game starts, Bortai can move 8"

Kano: Move 4 Health 4 Save 5+ Leadership 4+
- Melee: To-Hit 4+, Attacks 3, Damage 1

Stroika: Move 4 Health 3 Save 4+ Leadership 3+
- Melee: To-Hit 3+, Attacks 4, Damage 1
- Infiltrate: Stroika can deploy anywhere on board, but at least 12" from an enemy.

Alpha: Move 4 Health 4 Save 4+ Leadership 3+
- Range, 12": To-Hit 3+, Attacks 1, Rend, Damage 1, Move or Fire
- Melee: To-Hit 3+, Attacks 3, Damage 1
- Disintegrate Bolt: Once per game, Alpha may use this ammo on a range attack which causes an extra +2 Damage.
- Grappling Hook: Once per game, Alpha may use this to increase Move to 8" even up vertically to a higher floor.

Hobbit Militia: Move 4 Health 1 Save 6+ Leadership 5+
- Range, 12": To-Hit 5+, Attacks 1, Damage 1
- Melee: To-Hit 5+, Attacks 1, Damage 1

Goldberry Nimrodel: Move 8" Health 6 Save 5+ Leadership 3+
- Melee, River's Hooves: To-Hit 4+, Attacks 2, Damage 1
- Strengthen Resolve, Ability: All friendly units in 12" of Nimrodel may reroll a failed LD test using Goldberry's LD.
- Otherworldly Radiance, Ability: Goldberry causes Fear
- Kindle Hearts, Spell: To-Cast 5+, Heal up to 3 Wounds on target unit.
- Banish, Spell: To-Cast 3+, one enemy unit must move its Move Stat directly away from Goldberry.

VILLAIN STATS

Blightking: Move 4"  Health 4 Save 4+ Leadership 3+
- Melee: To-Hit 3+, Attacks 3, Damage 1
- Cloud of Flies, Ability: Any model in contact with Blightking suffers a -1 To-Hit in combat or when testing LD.

Daemonette: Move 6" Health 1 Save 5+ Leadership 3+
- Melee: To-Hit 4+, Attacks 2, Rend, Damage 1

Tzaangor Shaman: Move 6" Health 6 Save 5+ Leadership 3+
- Melee: To-Hit 4+, Attacks 2, Damage 1
- Glean Magic, Spell: To-Cast 4+, An enemy wizard in LOS in 18", Shaman may now use any one spell target has in future turns.
- Boon of Tzeentch, Spell: To-Cast 4+, Remains in play and cast on self, all friendly models in 6" of Shaman may reroll failed range or melee attacks.
- Flickering Fire, Spell: To-Cast 4+, Target in LOS in 24" suffers 1 wound from a fire attack.


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