Skip to toolbar
The Empire Responds to the invasion of the Uruk Hai

The Empire Responds to the invasion of the Uruk Hai

Supported by (Turn Off)

Battle report! 8000 points per side. 15x6 foot table. Assault the baggage train.

Tutoring 5
Skill 5
Idea 5
No Comments

Entering the barrow downs,

Forward scout parties had discovered evidence of massed goblinoids on the main path. Estimated numbers in excess of 1000.

Engineering guild representative decided to seek alternate path through the barrow downs. Advance scouting parties sent out to navigate the possible paths and their threat levels. Many parties did not come back, of those that did reports were made of large heavily armoured Orcs in massed ranks advancing over the slopes. One long disused path through the old river valley was estimated to have the least concentration of these foul creatures. But the guild must advance NOW as the enemy scouting forces had clashed with our own and surely had reported back. Who knows how many would concentrate their numbers, descending on these valleys in the days ahead. The guild scouts had not completed their work but time was against the marching column and a decision had to be made.

Once the column had reached the head of the old river valley it was seen what had been missed from the initial assessments, in the base of the valley the river had dried up into a stinking marshy swamp, the bridge was still in place however. But the orcs had started to crest the neighbouring hills, the guild must dash to the opposite ravine and reach open country at the foot of the dwarf holds.

Let’s hope they could do so before reinforcements arrived.

Objective for the orcs, capture supply wagons and gun limbers.

Objective for the empire, deny the enemy supply wagons or get them off the board at the north end of the road for victory.

As a pre game setup we randomly drew out some magic items from the 4th edition magic set, this magic set was the best magic system GW ever produced (in Jason’s opinion) and works brilliantly in other editions too. It was used to draw for the wizards spells also. Two commanders per side, donned their hats of office and decided on their colleges of magic. Each side had a level 4 magic user and a level 2.

Neither side knew what the other had until the game revealed it to them during play. Using the old power card system created a great sense of a game in a game with some proper moments of tension waiting for reveals, with some should I do this now or not moments thrown in.

Magical highlights included:

-double bluffs on power card betting to destroy enemy spells,

-whole units being rendered immobile through ice storms.

-a throughly luckless boyar suspended in mid air for 3 turns!! He watched his unit of winged hussars run around like headless chickens and get cut down before he was released to run about narrowly avoiding massed goblin artillery which missed him!

  • the giant Cromwell steam tank being raised in the air and held there by the very same spell!

The empire deployment was pre determined, the orcs could pick and choose where to send their troops in the respective deployment zones. Tactics would shift radically dependant on orc commanders choices.

Other pre game moves was secret recorded deployment of scouts, where were they!?!? Oh bloody hell they were hidden on the rocks at the end of the paths!!

And outriders got some free manoeuvres after deployment to put pressure on straight away. The warg outriders lept towards the mid column, forcing a response immediately in turn one. The engineer guild outriders sped forward in the hope to bloody the nose of the orcs and stem the tide long enough for the head of the column to get off the bridge and make a proper show of itself.

The wargs did their job perfectly, the empire minced towards the enemy and missed every shot for two turns in their wild eyed panic at finding they are utterly useless in real battle and should have stayed at home for their sakes and, more importantly, for the sales of their comrades morale. It was pathetic watching them fail in such a mediocre fashion. They later died out of hand.

But not worry! The orcs had decided they hated themselves, a round of terrible animosity rolls (cheers Luke!) had the effect of showing us one unit of Uruk hai really disliked the pikes in front of them. They killed the whole regiment to an orc. ?

Lee the giant bravely died on a steam tank and m, in his death throes, fell on it to damage its hull quite disastrously.

The head of the column had largely collapsed by Turn 4 but no wagons had been captured. Plenty had been blown up by misfire rolls or by enemy artillery. The only chance for the orcs to gain victory was to capture one of the central war wagons. Enter the valiant Hussite hero, known here as Stalwart Stan. Who throughly saved the day in being the most impossible but to crack against a horde of black orcs. Completely improbable defence was made.

In other news a load of spiders had found the empire surprise of a howitzer hidden in a  supply wagon.

The rear of the empire column had finally started to catch up when 2 things happened, the night goblin reinforcements arrived. Took a look. Half ran away. ??‍♂️

But not enough to force the empire to turn and face them. BUT! As the empire came about, the Stargate activated and some strange looking fellows arrived with magic staffs and blasted molten fire upon everyone in sight!

Finally, alas the elven host sent to scout out this unusual orc activity by their high elven master, stumbled across the beleaguered empire column too late to aid any victory.

The result was an inconclusive engagement, neither side gained victory, neither side lost everything. The first big engagement of the wizards war has concluded. The dwarfs are unsure of business with the empire can be as reliable as it once was.

The orcs had proven their capabilities in war, now the continued advance into the counts border territories can begin. Three ares are now under threat from orcish invasion,

-the Norscan sea ports at the river mouth, so relied upon for its fishing in feeding the populace of the north western plains.

  • the dwarf mines of mount Zee-Da-Guld, responsible for the stable imperial mint. Losing this would force the count to dangerously destabilise his currency and many peasants could starve in the resulting inflation. Not to mention the loss in trade from the very miffed dwarfs who expect their mine protected by the counts forces!
  • The sacred Temple of Amon Hen is at risk of falling to enemy hands. Such a wealth of ancient artifacts and power would surely be a boon to any necromancer wishing to rob the graves of millennia in the temple crypts. Rumours of armies buried alive long ago exist around that holy places history.

Jason opinion,-The scenario turned out very well, it had a few options of tactics for both sides and would allow us to re play it and get a very different game each time. I would try to link up the empire forces next time, and use the wagons as defensive points to rally around. Weaken the orc forces then attempt a break out manoeuvre later in the game to dash a supply wagon or two to the finish line. I found the game thoroughly enjoyable and flowed really well, it was great to meet chaps who like to game narratively and it made it a winning experience of a tabletop battle spectacle for me. I look forward to the next engagement in our tale! The roll out mats from Lidl recommended by Dr Spork are a winner! There is only 5 in this game, 6×15 foot. a 6th exists which would give us a 6×18 foot table but we would need more players for that!?

Sorry I ate allll the Frazzles chaps. They were lovely though!

Leave a Reply

Supported by (Turn Off)