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

Sunday, October 23, 2016

Orcs vs Humans vs Elves & Dwarves, Magic Treasure Hunt

Once again we journey to the Darkened Wood, where our ongoing campaign pits many factions against each other for control of this enchanted region.  All games are played with the Savage Worlds Showdown system, which has proven remarkably adaptable as a universal skirmish mechanic.

In our last game, the human rebels seeking to overthrow the likewise human king of the lands bordering the Darkened Wood ambushed the king's brother, the king's head tax collector, hoping to secure royal blood for a royal ransom.  The gambit failed when the tax collector fell victim to a stray shot (parallel to a modern African mercenary game also played with the Savage Worlds Showdown sytsem, likewise seeking to kidnap a VIP, I played on the same terrain) and the result was a bloody mess.  The leader of the tax collector's bodyguard, Captain Trent, barely escaped with his life.

Now, Captain Trent seeks to redeem himself.  The Darkened Wood seems to attract strange stones that fall from the sky, and a large one just did so, breaking into several pieces as it impacted.  The stones are useful to magicians, tend to glow green, cause hair loss and burns/lesions on the skin, and are highly prized.  The king directed Captain Trent to get as many of the meteor fragments as possible, with hopes of attracting a mage-for-hire to the king's retinue.

But Captain Trent faces opposition.  A group of Orcs, and an opposing coalition warband of Elves and Dwarves, also want the valuable stones.  Looks like we'll have a contest for the precious magic treasure!

Overhead view of the table.  Captain Trent and the humans at bottom left, Orcs at bottom right, and Elves/Dwarves at top right.

The Orc line, a few in the center protecting the shaman, Goblins at far end to serve as a meat shield from Human arrows.

Human forces under Captain Trent.  Archers, swordsmen, and warriors with spears.

The Elf/Dwarf coalition.  The Elven archers on the far end intend to go the hill in the background and command as much of the field as possible with their arrows.

First turn, Humans moving out toward the Goblin line.
The Elven archers move to the hilltop as planned.
The Orc horde pushes forward, as a lucky arrow wounds the Orc chieftain.
The Orc shaman moves to a hilltop for a vantage point from which to cast his dastardly magic.
The Orc shaman's spell is right on target, dropping a blast of energy on the advancing Elf/Dwarf unit and wounding or shaking all of its members, including the Dwarven mage and Elven chieftain.
Arrows rain down on the Orc shaman's group, but his bodyguard serves its purpose and soaks up the damage.
Mid-way through turn 2, view from behind the Human units, which are advancing on all sides.
Sustained arrow fire has depleted the Orc shaman's bodyguard; no one else to soak up the deadly Elven archers' volleys.

Turn 3 starts, and the Orc and Elven chieftains meet in the field in between their respective lines.  The Orc chieftain lays low his Elven counterpart.
Close-up of the Elven leader's fall.
View from the Human left flank.  The humans have yet to engage in any combat save a few arrows fired at the Goblin line.
The Dwarves advance toward the Orc chieftain, hoping to avenge the death of the Elven leader.

Turn 4:  The Orc shaman dishes out another magical blast that wrecks the Dwarven unit, with minis knocked over in the far right of this view.
The Orc and Dwarf mages exchange blasts at each other.  The Orc mage gets lucky and avoids getting blasted here.
A line of Human archers keep the Goblins at bay with a flurry of arrows, inflicting some casualties.
The Orc warriors advance across the field to confront the remaining Elven and Dwarven fighters.

Turn 5:  The Orcs and the remaining Elves and Dwarves collide in a vicious scrum in the middle of the battlefield.
The Orc shaman falls to an arrow fired by the Elven archer in the middle of the field in front of the hilltop where the Orc had been perched for the game up to this point.
As the Orc and Elf/Dwarf warbands clash in the background, the Humans are successfully carrying off the glowing green rocks without any opposition.  The screen of Human archers, front right in the picture, keeps both Goblins and Elves at bay.
Goblins have successfully retrieved a magic rock and are moving out of the woods with it as their Orc brethren clash in the background with the Elves and Dwarves.
The Goblins carrying the magic rock out manage to avenge the Orc shaman's death by cutting down the Elf that shot him down.  The bodies continue to pile up in the big clash in the background.
The Human archers even bested their Elven counterparts, who had rained death on the Orcs all game long!  By this point, the Humans had moved all but one of the meteor fragments to the board's edge.
The game's parting shot:  while the Humans were busy grabbing all of the magical rocks, the Elf/Dwarf coalition and the Orcs inflicted horrible casualties on each other.  The Orc chieftain barely escaped with his life.

This game proved a clear Human victory.  They ran off with four out of five magical rocks and suffered no casualties.  The Orcs grabbed one rock, the Elf/Dwarf coalition none, and both of those factions took heavy casualties.  Perhaps this windfall will allow the Human king to hire a mage and match the other factions in the campaign with some magic of his own.

Thursday, March 31, 2016

Elves & Dwarves vs. Orcs & Goblins, Battle for the EverFrost

For the first battle of the Campaign for the Darkened Wood, a series of battles played with the Savage Worlds Showdown rules, a force of Orcs and Goblins will face off with a coalition of Wood Elves and Dwarves that seek to prevent the Orc Shaman from harnessing the dark energies of a place rich in magical power.

Deep in the heart of the Darkened Wood, there lies a mystical place touched by unknown and mysterious magics.  This place, the EverFrost, features three pillars of blue, frozen stone that stays frigid in spite of its placement in a lush and green forest.  A force of Orcs and Goblins, led by Chieftain Urg and Shaman Grimnobb, ventured to the EverFrost on the eve of the Summer Solstice, when the contrast between the summer heat and the cold of the EverFrost pillars will heighten the power that Grimnobb can direct into a devious spell.  Sensing a disturbance in the magical realm based on Grimnobb's dark designs, Dwarf mage Forgoth Greybeard and warrior Erik the Berserker lead a Dwarf warband that unites with a similarly-motivated band of Wood Elves, led by Chieftain Eofar and Swordmaster Turwyn, hoping to keep dark magics out of this world.

The goal of each warband is to have their mage standing on the EverFrost on the last turn of the game.  Now, on to the tale of the tape:

The Elf-Dwarf coalition.  Elves on the left, led by Chieftain Eofar and Swordmaster Turwyn.  Dwarves on the right, led by mage Forgoth Greybeard and warrior Erik the Berserker.
Orc and Goblin warband.  Chieftain Urg (still a work in progress paint job) and Shaman Grimnobb in the center.
Positions of the warbands at the game's outset.
Turn 1:
Orc and Goblin forces drew, on average, higher initiative and raced for the EverFrost pillars and into nearby woods to provide cover from notoriously accurate Elven arrows.

The fear of arrow fire was not irrational; Elven archers advanced and fired a long-range volley at the Goblins on the Green Horde left, connecting with one arrow.  The Goblins spent a benny to soak this damage and keep the unit moving at the same pace.  Another volley, this one aimed at Orcs, sent two arrows bouncing off of Orc shields.
Position of the forces at the end of Turn 1.  The two minis out in front of the Elven line are their Chieftain and Swordmaster.
Turn 2:
The Green Horde largely led the way with initiative again.  The Dwarven Mage fired a bolt of magic that hit an Orc but failed to wound.

The Orc shaman and his retinue moved forward to mount the rocks at the edge of the EverFrost, and the archer accompanying the mage fired an arrow at an opposite Dwarf that fell harmlessly to the earth.

The Elves and Dwarves continued to advance toward the EverFrost, with a number of arrows fired and failing to connect.  The Elven Chieftain and Swordmaster were able to mount the rocks around the EverFrost.
View from the Elven left flank as their Chieftain and Swordmaster mount the rocks around the EverFrost.
Turn 3:
In the Green Horde initiative draws, two Jokers came up.  On the resulting roll for associated random events, the Orc player designated a unit of Elven archers to suffer a -2 on all rolls this round.  This would prove fortuitous.

The Elven Chieftain, the best archer on the field, moved to a position of advantage on the EverFrost rocks and fired an arrow into the Orc shaman, causing two wounds to the mage.  He would recover one of them with a benny-driven Soak roll.  This critical shot threatened the Orcs' chances for victory - with no mage standing on the EverFrost rocks at games' end, they would lose those victory points.

Both sides continued to move toward each other.  The Orc chieftain moved to a place of partial cover between EverFrost pillars, and the temporarily hindered Elven archer unit took some shots at him.  The -2 modifier meant the difference between him hits and misses.
The -2 modifier applied this turn to this Elven archer unit saved the Orc chieftain from being wounded.
The Goblins on the Green Horde left moved all the way around a patch of woods to try to envelope the Elf/Dwarf right flank.

The Orc Shaman moved forward and cast a Blast spell with great success in spite of his lingering wound.  He inflicted one wound on the Elven chieftain, and two on the Swordmaster.  They both spent bennies to Soak wounds.
Blast marker of the Orc shaman's spell completely covered the Elven chieftain and swordmaster.
Turn 4:
Positions at the start of Turn 4.  Flanking Goblins on either side of the Dwarf/Elf line, seeking to find a maneuver advantage.
The Orc left charged into combat with the Dwarven hero Erik the Berserker and two of his brethren.
The Orc and Dwarf lines meet alongside the EverFrost.
The three Orcs managed to roll three 1s for their attacks.  An Orc charge against the lead Elven archer similarly failed.
The Orcs come up snake eyes.  And another 1.
On top of the Everfrost, an Orc spearman charged forward and stabbed Eofar, the Elven chieftain, inflicting two wounds, with one being soaked.  Eofar's counter-thrust missed the mark.

Turwyn, the Elven swordmaster, leapt forward and scored the first kill of the game.  Bringing his greatsword crashing down on an Orc, he killed the beast instantly, and its lifeless body fell from rocks around the EverFrost.
Turwyn, Elven Swordmaster, vanquishes an Orc that falls dead to the earth next to the EverFrost.
The Goblins' run around the patch woods on the Elf/Dwarf right brought them almost within striking distance of the Dwarven rear, but the Dwarven unit, led by Greybeard the mage, responded with a magic missile.
The closest any Goblin came to a successful flanking maneuver.
One of the Goblins fell to the earth dead, a smoking crater in its chest.
The lead flanking Goblin falls dead, breaking the unit's momentum.
Back on the Elven left, a flurry of arrows brought down one and shook another of the Goblins seeking to charge out of the woods and into the Elven flank.
Accurate Elven arrows repulse a parallel flanking attack on the other side of the field.
Turn 5:

The battle swung toward the Elves and Dwarves.  All Orc and Goblin units that took casualties failed their Spirit checks (morale rolls) and started their flight from the field.  The Orc and Goblin right flank, including their shaman, began to flee.  The two Orcs engaged in combat with the Elven chieftain and swordmaster fell to sword blows as they tried to flee, and Elven arrows rained down on the Orc shaman as he fled, inflicting more wounds on him.
The Orc Shaman flees the field as his retinue broke, only to receive harrying arrow fire as he tries to leave the battle.
Combat on the Elven/Dwarven right proved rather inconclusive, and we decided to call the game at that point.  The Orc shaman was going to either flee the field or be shot down in a hail of Elven arrows in the next turn, either outcome fatal to the Orcs' hopes for victory.
The Orc line breaks and flees the field.
Post-battle impressions:
1.  The Savage Worlds Showdown system works well.  I thought that the bennies (re-roll tokens) would be a nuisance, but the concept has grown on me.  I can see how strategic use of them can really influence the course of a game.
2.  Some models need to have stats adjusted.  The Orcs had a d6 fighting skill, which made hits on some models all but impossible.  Some or all need to be shifted to a d8 fighting skill.
3.  The game was fun, and, with a few more under our belt the system should play pretty quickly.