Solo Wargaming - Example Playthrough (Pic Heavy)
Modifications and Win Conditions
With the approximate approach of each group determined for the battle I decided to confirm win conditions. I would use the tried and true ‘tally of opposing forces killed’ as a starting point to determine win conditions. Points would be awarded for standards captured and commanders killed in accordance with the normal rules. No points would be awarded for table quarters captured – control of the pass was the primary objective and this would be determined by remaining forces at the pass entrance at the end of the game. However, wanting to introduce some character to the game and reinforce the narrative elements, I decided that the below additions would also be made to the standard points.
- If the human side could re-take the captured watchtower and light the signal fire atop to warn local villages and farms of the presence of the orc forces then they would be awarded an additional 500 victory points.
- For each unit moved off the board on the human player’s table edge via the mountain pass the orc player would gain additional victory points equal to double the value of that unit.
To make things slightly more balanced the human forces would also have a partly reconstructed trap network in front of the orc horde to slow them down. Trap counters were made by spraying some discount cheap poker chips in green primer and affixing stickers to the bottom of some to them. I repainted 30 counters in total, and half of these (15) had stickers affixed to one side, being three each of the 5 coloured stickers, each of which represented a different type of trap.
Of the 30 counters I would randomly select 18 for deployment. This would mean that there could be as few as three ‘active’ traps on the board, or as many as 15 of the 18 tokens could be traps, with the average chance being around a 50% chance of each token being active.
Trap token effects (and the in-game effect for anyone familiar with WHFB) were as follows:
Blank Token/ No Sticker = dud trap.
Gold Sticker = Shot Trap – A hidden charge of black powder is ignited launching a single metal projectile upwards from within the ground at a terrifying speed. (Unit suffers 1 strength 10 hit with no armour saves allowed).
Silver Sticker = Canister Trap – A tripwire ignites a black powder charge hidden within a concealed drum of canister shot. Shrapnel flies through the unit. (Unit suffers d6 Strength 4 hits with a -1 armour save applied).
Red Sticker = Fire Trap – An activated mechanism spews forth tar which suddenly erupts in flame. Witnessing the terrible demise of their comrades in such a manner may make troops hesitant to continue forward. (Unit takes d6 strength 3 flaming attacks. If a would is suffered the unit must pass a leadership test or have their movement value halved for the current movement phase).
Green Sticker = Snare Trap. Snare lines, coated in vicious barbs, are hidden throughout the undergrowth. If ensnared, troops will need to spend time cutting one another free. (Pass an initiative save or this unit will have it’s movement value halved for this turn and the unit’s next turn).
Blue Sticker = Pit Trap. The ground suddenly falls away revealing a deep shaft with narrow sides, sharpened spikes lining the bottom. (unit must pass an initiative check or suffer d3 str 3 hits and have it’s movement halved this turn).
I additionally determined that the orc scouts/archers (whom I had upgraded to be skirmishers) would not set off these traps as being better trained (?) they could easily move around any patch of ground that appeared suspicious.
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