The One Ring
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War of the Trade Routes
http://test.one-ring.co.uk/viewtopic.php?f=2&t=31228
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Author:  Spike117 [ Fri Jul 03, 2015 6:09 am ]
Post subject:  War of the Trade Routes

Hey guys, a few days ago 4 friends came over for a large SBG game. I got some pictures (not the best quality by any stretch) and a backstory for the scenario. It wasn't the most balanced game ever or anything, but everyone had fun which was most important! Also, some of the more advanced rules were not used, and some house rules were. We learned a lot about the actual war-gaming aspect and have a lot to work on in terms of army building, terrain, rules, and camera-work for next event. Anyhow, hope you enjoy :D

BACKSTORY:
In Rohirrim lands lies an old abandoned Gondorian fort from the glory days of old. This happens to be located a trade juncture between Dwarf and Gondorian trade routes heading into Rohan; in exchange for minerals and ores from the Dwarves and Gondorians, Rohan sends important foods and textiles.

However, Saruman finds out about these routes and arranges a raiding party to take over the juncture point; first, they stop and offer the spoils of the routes to some Moria Orcs, who could use the supplies for their kingdom. Durburz himself sends them to collect food and metals along with the Uruk-Hai. Soon, they encounter an Orc colony lead by a few Black Guards who have unsuccessfully tried overrunning them. The three parties head towards the juncture with speed.

Both Gondorian and Dwarf scouts catch wind of this impeding assault and quickly agree to band together to fight off the attackers. From a few local villages, they recruit some militia lead by a few Royal Guards sent to maintain the outskirts fighting ability. The allied party arrives at the old fort just as the foul creatures begin to swarm the area.


SCENARIO DESCRIPTION:
The main objective was to wipe the entire enemy army and hold the center fort. Evil's dead forces could redeploy through a semi-complex but intuitive respawn system, with respawn points being back at their base and a certain amount of respawns taken from a "Life Bank". I won't go into more detail. Also, no warbands!

FORCES:
Evil: Mauhur leading 12 Scouts upgraded to Marauders; 12 Moria Orcs; 12 Mordor Orcs and 4 Black Guards
Good: Damrod leading 12 WoMT and 3 Vets of Osgiliath, 12 Grimhammers and 4 Iron Guards, 4 Rohan Royal Guards and 12 Warriors of Rohan

BATTLE REPORT:

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The board is all set and ready to go! Gondor takes a rear position with archers poised for action, Rohan deploys along the rocks, and the Dwarves form a column. Evil splits its forces between the two large hills overlooking the ruins.

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Evil begins to move its forces downhill, a killteam of Orcs taking cover behind a stone, as Rohan and Gondor advance into the ruins.

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The first death is a lowly Goblin archer, nailed in the forehead by an Osgiliath archer; his double returns at the Evil deployment zone.

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In the following turn, a brave Rohirrim meets his fate. The last thing going through his mind was the crusty shaft of a Uruk arrow.

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An intense melee begins on top of the old Gondorian fortress. The two archers, vying for a vantage point, draw their shortswords and fell a reckless Orc who tried to intercept.

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Soon, more militia join the fray and drive the Evil coalition back.


Meanwhile, in the Dwarven theatre of war, nothing happened other then a few failed shooting phases that the Dwarven archers and axe-throwers launched against the killteam behind that rock.

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Frustrated, the Dwarven column goes from moving 2 and 1/2 inches to their full 5 and what ensues is deadly hand-to-hand combat.

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Besides uneventful swordplay on the battlement, no combat has happened; but the Evil horde stampedes towards the Rohan-Gondor line and draws short. The young men, though panic fills their mind, plant their feet in defense of their realm.

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The swirl of melee continues with no casualties as reinforcements loop around.

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Damrod and his bowmen take careful shots at the rabid Orc archers, and it becomes evident the makeshift composites of the Orcs can't match Gondorian archery.

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Finally the pushing and shoving in the Dwarf theatre results in the death of a Goblin warrior, marking the first Dwarf kill.

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A Royal Guard lays fatally wounded by an Orc spear in the background as his comrades stem an Isengard assault.

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A few Dwarven casualties occur, but mostly it is the Evil forces taking the beating as their position is overrun.

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Gondorian spear support and Rohirrim soldiery repulse the enemy; this is just another example of the age old alliance!

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4 warriors, along with 2 spears in support, simultaneously bash a Goblin whose D6 means nothing against the fight value of 6 men.

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After nearly 4 hours of fighting, Dwarf troops advance towards Mauhur's own guard and a throwing axe finds its way lodged in the first Goblin unlucky enough to stand between Durin's descendants and the Isengard captain.

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Knowing defeat when it smashes them in the face, the Evil alliance draws back over the hills as Good forces garrison the Old Fortress, leaving a rearguard of Rohan archers and Dwarves should more flexible and mobile reinforcements be needed in case of a second attack.

About the Odd Ending
One of Evil's more experienced members passed out leaving his partner, new to the hobby, to face three of us. He tried his best and we all had fun, but the tactical advantage became obvious. We tried something special where Mauhur calls a "Tactical Retreat" and withdraws his troops and rebuilds a better formation. To represent this, the Good Forces got to move forward and take defensive positions. However it was so late and everybody was sleepy and after two turns we decided to put an end to the slaughter.

Author:  Constantine [ Sun Aug 02, 2015 2:56 pm ]
Post subject:  Re: War of the Trade Routes

An enjoyable read! I particularly liked the backstory, and how it explained why so many armies fought at the battle. I also found that the terrain placement, i.e. how the hills were, essentially abutting the ruins, make the battle more thrilling.

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