Mars Miniatures

Mars Miniatures
Showing posts with label Orcs. Show all posts
Showing posts with label Orcs. Show all posts

Saturday, August 8, 2015

Steve Jackson's Ogre Vs Oldhammer Part 1 - Enemy At The Gates

And now for something completely different!  This is an Oldhammer battle report that is inspired by Steve Jackson's Ogre boardgame.  For those who dont know Ogre, its about a giant cybernetic tank (the Ogre) that is trying to destroy an enemy HQ defended by a horde of infantry, tanks, missile tanks, artillery, and hovercraft.  I played the heck out of the mini pocket game when I was a kid.  The basic game was pretty much just a single scenario that my pals and I played over and over again.  Everyone had their own strategy and theory of how best to play as or against the Ogre and many a lunch break was occupied with heated discussion over tactics.  Playing as the Ogre tank, felt like the 4th of July, in that you had all these weapons and you got to decide which one to light and fire off next.  As the defenders, you had all these cannon fodder units, and if you actually damaged the Ogre you had to decide whether you targeted its weapons (to lessen the deathtoll to your troops) or its treads (and slow the Ogre down so it didnt get in firing range of your HQ).

In tribute to this great little game, I present this battle report inspired by Ogre. Obviously, no... there is no giant tank in Moria.  But what will represent the Ogre?  An Ogre?  A Dragon?  Balrog? Something else?

Can you guess what it will be?  I will try to drop a hint or two below.  Place your bets here folks...

Onwards to the fluff...

Murkillor the Wraith marches at the HEAD of his Undead army.

The cavern grounds tremble at their approach.

The Orcs show up, they are LOOKING for a good rumble.

The Drow also show up.  Their commanders are cold blooded killers.  Lord Commander Alric is a deadly swordsman with an enchanted cursed blade.   Lady Alyza is a vampiric magic-user that has great BEAUTY.  Initially, they were keen to kill everyone, Dwarf, Undead, or Orc, but they are still waiting for the opportune moment to do so.

Murkillor and his commanders approach the bridge and suddenly stop in their tracks.  They look around confused.
The Wraith looks upset, his commanders avoid looking him IN THE EYE...  Sockets that is.
There is an invisible forcefield that prevents them from getting to the bridge.  They hear the Dwarves cheering from the other side.

In fact, some brave (foolhardy!) Dwarves run across the bridge right to the edge of the force shield and taunt the Undead.

Cheery Dwarf:  (blows raspsberries)  You cannot passsss!
Stilts:  Thats some good "Ent"-tertainment!   (Crowd Boos!)

Some Dwarves get carried away and show their backsides, but a volley of arrows from the Dark Elves drives them away.


Murkillor:  (gives the silly Dwarves an evil EYE)  Drow open fire at your convenience.
Cheery:  Hey Sleepy! Wake up and run for your narcoleptic life!

The evil commanders gather for a little conference.

Murkillor:  Well, I guess you Orcs and Drow have to go ahead without us.
Lord Commander Alric:  There wont be enough of us to take that fortress.
Gragg:  We Orcs are not afraid!  We will go, even if the Elves will not!
Murkillor:  Lady Alyza, perhaps your Dragons can fly over and knock out their Rune Totem?
Lady Alyza:  Ive only got 6, and 2 of them have no wings.  SEE, that one is a basilisk, and the other one there is a hydra. 
Murkillor:  Well, how about...

Murkillor: ... I bribe you with a pet Blink Dog!  (summons the creature)

Lady Alyza:  (pets the Elven Blink Dog)  I shall call you Muffins!  Fine, Wraith! But I still wont risk my Dragons in a suicide mission...  instead, I have just the thing to solve this problem for us... (summons a creature)

Lady Alyza:   Behold!  erm... a Beholder.
Murkillor:  That... is... wonderful!  Wherever did you get him?
Lady Alyza: Found him left for dead in a ravine.  Seems he got in a tussle with those very same Dwarves across the bridge. (points to the Dwarves)
Beholder:  (growls)
Lady Alyza:  Apparently, all this poor Beholder wanted was some beer to quench his firey thirst after being a participant in the famous Middle Earth eating contest "Radagast's Rhosgobel Annual Hellpepper Showdown".  Instead of helping out, the Dwarves chose to stab him with spears and throw him over a cliff.  Rude... if you ask me...

(From the post "Tale of the Evil Eye"  here:  http://mars-miniatures.blogspot.com/2015/05/heartbreaker-dwarves-tale-of-evil-eye.html)

Murkillor:  Lady Alyza, you have done your part, now I will do mine!  (begins to chant and cast a spell)

Ash nazg durbatulûk, ash nazg gimbatul, ash nazg thrakatulûk agh burzum-ishi krimpatul!

Beholder:  (magical flash) Wa-pa-pa-pa-pa-pa-pow!  Joff-tchoff-tchoffo-tchoffo-tchoff!
Murkillor:  Nearly finished....

Murkillor:  And.... done!
Alyza:  YOU.... turned him into a Frost Beholder.  Brilliant!
Beholder:  Mrrmm?
Alyza:  (holds up a mirror)  You look good, Beholdy!
Beholder: Grrr.....  (Anxious to show those no good Dwarves what it can do)

So there you have it, dear readers!  Our "Ogre" for the game.  And the HQ is the Dwarven Rune Totem.  How many of you guessed it was a Beholder?  The clues were the words in all caps.  Beauty is in the eye of the...
Class? Anyone? Anyone? Anyone seen this before? The Laffer Curve. Anyone know what this says? 
Its Ferris Bueller, c'mon... its funny.  No?
Well, anyway, pat yourselves on the back and buy yourselves a pint of Bugmans Brew, if you did guess it...

Here's the reward for all those who guessed correctly.  Cash in your prize by high fiving the Displacer Cat's paw on the image below...



So what does the Beholder do in game terms?
Well, its a flying creature, is lawful evil, has darkvision 360 degrees so it may target enemies with eye powers even in total darkness.

Frost Beholder Move 6, WS 7, BS 4, S 5, T E, W see below, I 5, Attacks 3

Beholder has 12 hitpoints on its carapace. For every 2 full wounds taken there, it loses 1" of movement.  Each eye has 1 hitpoint, except its main eye which has 3 points.  So it has a total of 24 hitpoints.  An attacker may choose which area to hit.  To kill it, it must lose all 12 hitpoints on its carapace, and all hitpoints on its eyes. 

Beholder Powers, these powers may be used during the magic phase, and may target models in base to base contact with beholder.  Each eye has a points cost to power it, and the Beholder may use as many eyes as it has points to use.  But each eye can only be used once per turn.  Beholder has a starting power points stat of 6, use a d6
end of every turn to regains d3 points.  It may never have more than 6 power points at any time.

Main eye:
Freeze ray, this costs 3 points, it uses flamer template that can shoot out to a distance of 12".  Everyone under the template is frozen. Armor can help you from freezing, all affected models may make an armor save to avoid being frozen to death, if model has no armor save, they get a 6+.

Minor eyes: each power can only be used once per turn and costs 1 point each.

1) Fear, a single model must take a morale check with a -2 modifier, if it fails it is routed (or retreats for 2 turns, as per the chart). 18" range

2) Charm Person, a single model must take a morale check, if it fails it may make an immediate move in any direction Beholder decides, it may even charge and make an attack against its own friendly units.  It is free of charm at the end of beholders turn. 12" range

3) Telekinetic Blast,  use small round template with a range of 12".  All units under template are moved directly away 2d6 inches.  If they come into contact with terrain, every model takes a single Str3 hit.  If they contact other models, all models involved take a single Str 3 hit.

4) Death Ray, use flame template with short end touching Beholder and facing any direction.  Any figure under it must save vs death or suffer instant death.  To save vs Death, make a d6 roll under or equal to figure's Strength.

5) Disintegrate, 24" range.  A single model must save vs Disintegrate or suffer instant death.  To save vs Disintegrate, make a d6 roll under or equal to figure's Strength.

6) Slow, 12" range.  A single target unit or character loses half its movement next turn and may not charge. It may still move during reserve movement, but at half speed. If used on a unit, it affects d6+2 figures.

7) Sleep, 12" range.  A single unit or character must save vs Sleep or lose its next turn.  To save vs Sleep, make a d6 roll under or equal to the figure's Initiative.

8) Paralyze, 6" range. A single model is paralyzed and may not move for rest of game, unless a heal spell is cast on it.

9) Turn To Stone, 6" range.  A single model is turned to stone and is considered dead.  To save vs Turn to Stone, make a d6 roll under or equal to the figure's Strength.

---
I have no idea how under or over powered this monstrosity is.  Lets just throw it into combat!

Next post:  Steve Jackson's Ogre Vs Oldhammer Part 2 - Prepare For Ground Assault!



Friday, July 31, 2015

Ziggurat Of Doom Redux, Part 3 - Doom And Glory

Here concludes the last part of the "Ziggurat of Doom" battle report.

Poopytail loses his last wound and falls to the ground whimpering, as cruel goblins stab him over and over again.  How much sorrow can we witness in one battle report?

Then finally at last, some good news!  With a flash, the Bullywug King diverts some power to summon a Cockatrice... The fabled Chicken of Doom.  This temple is named for him... Chicken-Itza!  This should help buy time for the defenders.  We still need that darned  Ace of Hearts to pop up and summon the Slann and stop the Orc reinforcements.  The Cockatrice flys up high... where will it swoop to?  Lots of targets to choose from...

Balin and Fangs continue slaying Orcs, but can you see more Orcs coming behind them from the West?

With the Dwarves on the steps, Minnie and some Orcs go to work on the last Crystal.

The Chicken of Doom swoops down on Minnie Castavet, of course! Its up to this chickenwing to save the day.  Her familiar rat and snotling companion look around with worried eyes...

And Minnie is torn to shreds, along with a couple of Orcs.  The rest run away screaming.  If they survive, they will tell their runtling children of the horror of Chicken-Itza.

And finally, a flash of light from above, and a low rumbling shakes the earth, as Slann warriors rise from the spawning pool.  Legendary warriors from ages past arise!

The Orcs on the steps look to their right and do a double take as enemies appear out of nowhere!

The Slann attack, blowing ancient warhorns not heard in centuries.  Kremlo the Slann leads the attack and Orc bodies hit the floor!

The Cockatrice flies up and chases down the Orcs who were trying to flank Balin.  The Bullywug King, free from casting the summoning spell, heads down to lend a hand in the battle below.

Balin and Fangs are cutting through Orcs like a woodcutter among saplings.  Glorious slaughter ensues.

You want to play games?
Okay, I play with you.
You wanna play rough?
Say hello to my little friend!
There! You like that?
You think you can take me?
You need a army, you gonna take me!  

The Orcs in the center break and are pursued!

One last heartbreak.  Just as the Orcs are routed in the East, Balin looks over to see that Fangs McGillycutty the Raptor had died as well. You will be remembered smart girl!

The alliance.  Balin and the Bullywug.  All hail!

What a battle, on a knife edge, it was.

The Bullywug King uses his magic to heal up the fallen Dwarves.

He also summons a Giant Winged Bear as a first payment to Balin.  Balin immediately bonds with his new pet.

Balin:  I shall call you Mr Maloonigans!

Suddenly a fizzling sound is heard from the Last Crystal...

The last remaining Crystal drains of power.  The Bullywug King can do no more magic summoning. In order to summon more creatures and more Slann, he requires energon crystals that might be found in the Carrion Caves.  He cannot send his Slann to do this, since someone has to guard the Temple.  Balin agrees to find these Crystals.

But before that, the Bullywug King asks that Balin learn how to expel the chaos forces that bind him and his companions.  Balin explains he has no time, because he has heard of more chaos dwarves nearby that need his help. Which is where he was heading to, before getting teleported here.  After finding his friends, he will set out on the quest for more Crystals.  The Bullywug King warns him of the dangers of Chaos and how it will eventually corrupt him.  Balin promises he wont turn to the darkside and that upon his return, he will cleanse himself and his dwarves of the taint of chaos.

Bullywug King: (sighs) Told you, I did. Reckless is he. Now matters are worse.
A disembodied Jedi voice: That dwarf is our last hope.
Bullywug King: There is another
A disembodied Jedi voice: Ah yes, another Skywalker...
Bullywug King: Skywalker?  No, another dwarf who can bring stability to Moria.  He comes from a distant Western land with 7 Kingdoms ruled by an Iron Throne.
A disembodied Jedi voice: This doesnt sound canonical at all!
Bullywug King: (sighs) I dont have time to explain it, please read this blog from the beginning and get caught up, ghostly Sir Alec Guinness...
A disembodied Jedi voice: A Jedi always pays his debts!

----

And there it is.  Probably my favorite battle so far in this project.  Like a good boxing or mma match, there were plenty of back and forth moments.  Those Orcs kept getting really high die rolls for reinforcements.

I am really getting used to the rules and the implications.  Routed units pretty much stay routed in 1st edition.  And retreating units, usually end up routing.  1st edition isnt pretty, but again, it gets the job done.  For me, the story's the thing, and what a story that was.  I really enjoy not worrying about points.  I love building scenarios, almost like historical wargaming, but using my imagination instead.  Although I will admit, I have and will use historical set piece battles as inspiration.  I like the fact that 1st edition has so few special rules to keep in the back of your mind.  Its got alot of modifiers, but what game doesnt.  I prefer the modifiers on a summary sheet, rather than a bunch of special rules for each figure or unit.  I must remember that providing choices in the scenario is what makes for good gaming.  Choices and consequences.  No matter what rules you use, those two things must bear out in the scenario, otherwise you are just throwing dice.  Ok, enough with the ruminating...

Hold on, I wonder if Age of Sigmar, might work for me as well though.  I feel dirty for thinking it, since I want to think of myself as a proper old-school grognard.  But, its got round bases!  It doesnt seem to be a point tournament game.  It seems really streamlined.  Im not interested in the models or fluff, just the rules.

Meh, go home, self, you are high on die rolls...  ;p

Cheers,
Mar

Next post:  Winter is coming... to Moria?!

Bonus feature: Soundtrack To This Post!
Music I listened to while playing the game...
https://www.youtube.com/playlist?list=PLUipMnVM0esiDbkC8yNUL3cukRHV4xdRg
Hawkwind - Warrior On The Edge Of Time
King Crimson - In The Court Of The Crimson King
Rainbow (w Dio) - On Stage Live
Yes - Tales From The Topographic Oceans





Ziggurat Of Doom Redux, Part 2 - Apocalypto

The game started and looked like it would be a cakewalk for the Dwarves.  But now Im starting to get a little anxious.  Afterall, a Dwarven loss here would be disastrous for this blog's fluff.  Balin is supposed to be a badass!  Also, I was hoping the Slann would play a major part in the storylines ahead.  If the Bullywug King is slain before summoning, what to do?  I already committed him to being the "last of his kind."   Annihilation or glory, its all in the hands of the Dice Gods... let the dice fall where they may!  I keep forgetting, that the unofficial slogan of the Moria Reclamation Project is "a tale of probable doom and definite woe..." or something like that.

The 4 Orcs from the South make their way to one Crystal, while the 3 archers make for the other.  The Orcs now control both Crystals, which means d6+2 Orc reinforcements per turn!  The Dwarves are sure to be swamped in a tsunami of greenskins!

Guthnog Bristlenose loses more Orcs and is now under half strength and fails their morale check.  Mad Furrikson reforms his unit and faces South, leaving Poopytail to chase down the running Orcs.

But now there is a hard decision to make.  4 Orcs are at the Crystal, and 8 goblins are in the South.  Fighting one of those units will leave them exposed to flanking.  If they hold their ground, the Orcs will have both Crystals for the reinforcement bonus.  What to do?  They decide to hold.

4 Orcs appear in the East, just in time to see a running Orc rout off the board.  Balin eyes the 4 newcomers who are immediately intimidated.  They decide to wait for backup before approaching further.

Stansfield the Goblin:  10-40, requesting back up units. Bring me everyone.
Underling: What do you mean everyone?
Stansfield the Goblin:  EVERYONEeeeeee....!

While the Dwarves hold their ground, Minnie Castavet casts a lightning bolt that fries poor Jezreel Ironhand.

Blix:  Higher higher, burning fire, making music like a choir. 

At last, Poopytail has driven off Guthnog, and now charges the Darkhold Goblins!

Which leaves Mad Furrikson free to charge the 4 Orcs at the Crystal.  Minnie Castavet seems a bit nervous now.

Backup has arrived in the East!  6 more Orcs charge in, bringing in a total of 10 greenskins in that area.  Confident about their numbers they begin to climb the ziggurat steps.  Balin and Baldrik are ready for them.

But now a hole has opened up, right in the center!  3 Orc archers climb the central steps and begin loosing arrows at the Bullywug.  None of the arrows hit, fortunately.

Then disaster strikes!  Minnie Castavet uses her Thunderhand spell to triple her attacks at Strength 6.  Even against Toughness E she only needs to roll 3's or more.  And she rolls a 4,4,5!  The Crystal comes crashing down and de-powers with a fizzle. Now the Bullywug King may only draw a card on a roll of 4+ every turn!  OH no!  Real danger...

Another 6 Orcs appear in the West.  They have a yummy choice of targets!  Someone is getting hacked in the back... Poopytail who is down to one wound, or the Dwarves.  Impending woe, I hear you calling!

And that wretched Minnie Castavet is going to Thunderhand the last Crystal!  If she does that, the Slann/Dwarf alliance is doomed!  Doomed I tell ya!

Balin leaves Baldrik to hold the 10 Orcs in the East.  He gets shot by a lucky arrow, and now he is mad!  Fangs the Raptor comes down and prepares to help out.

Another Dwarf bites the dust!  Its Spikes Harveywotan.  Mad Furrikson urges his remaining comrades to pursue the Orcs in front of them, and hopefully get ahold of that pesky Minnie Castavet before she shatters that last Crystal.  They in turn are pursued by more Orcs.

Balin and the Raptor kill 2 archers and watch the 3rd run for the hills.

Baldrik has his hands full against a horde of Orcs.  He smashes them over and over with his mace.  Thump... thump, thump... smacking brain pans all day long.  How long can he keep it up though?

Mad Furrikson: We got you now, witch!
But Minnie runs off again, just out of reach.  With a faster movement, she will always be out of their reach!

And now another 5 Orcs arrive in the south, the Dwarves will be surrounded for sure, no matter who they attack!

Baldrik falls!  Balin and Fangs the Raptor snarl and leap to avenge him.

Mad Furrikson has the great idea of moving up the steps of the ziggurat to avoid getting surrounded. This is getting intense.

This is where we hold them.
This is where we fight!
And this is where THEY DIE! 

Next post: Doom And Glory