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Saturday, June 11, 2016

Scenario and Forces: Save the Hobbits!

The Three Hunters cutting their way through the bad boys in black!

"Save the Hobbits (without the use of eagles, mind you)!" is a variation of Scenario B: The Sacred Mole of Ukkert from the Dragon Rampant Fantasy Wargaming Rules.  Instead of a sacred chest, the enemy has captured two hobbits who they suspect have the One Ring.  One of the beauties of Dragon Rampant is the ability to replicate any fantasy genre your heart desires.  I used the same special rules as outlined in the book allowing the hobbits to be rescued if the unit "escorting" the hobbits are forced to retreat as a result of an Attack.  Both the Attackers and Defenders will have 24 points to build their forces.

The hobbits Frodo and Sam . . . since they are the only hobbits I have they get to be captured.

The forces of the White Hand of Saruman will be the Attackers:

Saruman the White: Elite Foot, Spellcaster, Leader, Reduced Model Unit 
Special Rules: Ranger. This unit uses its normal Attack/Defense/Armor profile when fighting in rough terrain.  
Random Leadership Trait: Goader (Oh great moan the Forces of Good).  Each turn one unit within 12 inches of Saruman automatically passes a Move without rolling dice.
Points: 10



Uruk-Hai: Elite Foot
Special Rules: Ranger. This unit uses its normal Attack/Defense/Armor profile when fighting in rough terrain.
Points: 6 



Slog's Sluggers: Heavy Foot
Special Rules: Wall of Spears. On a Move order move into base to base contact in open terrain.  Increases armor by 1 point against Attacks.
Points: 4

Oggugat's Awesome Orcs: Heavy Foot
Special Rules: Wall of Spears. On a Move order move into base to base contact in open terrain.  Increases armor by 1 point against Attacks.
Points: 4

Slog's Sluggers on the left and Oggugat's Awesome Orcs on the right.

The Forces of the West will be the Defenders and will seek to rescue the hobbits:
Eomer's Troop: Heavy Riders, Leader
Special Rules: Counter-charge.
Options: Mounted missiles
Random Leadership Trait: Strong.  During Attacks the Leader's unit (whether attacking or defending) may reroll one failed hit die.  Cool.
Points: 5


Siward's Troop: Heavy Riders
Special Rules: Counter-charge.
Options: Mounted missiles
Points: 5



The Three Hunters: Elite Foot, Reduced Model Unit
Special Rules: Ranger (Of course!  Was there any doubt?)
Options: Missiles (How 'bout that elf?)
Points: 8


Archers of Gondor: Light Missiles
Options: Sharpshooter.  Shoot Value becomes +4. 
Points: 6


Now that the forces are ready here is the set-up:  Saruman needs to successfully get the hobbits from the northeast corner to the southwest corner and off the board.  Eomer and friends need to rescue the hobbits and get them safely off the northeast corner.  


All of Saruman's forces are in the northeast corner while the forces of Rohan are in the southeast and the Archers of Gondor with the Three Hunters are in the northwest.  Get ready to rumble.

 The hobbits are being held by the fierce Uruk-hai.

Next:

We find out why cavalry should not do frontal attacks against a Wall of Spears, that the Three Hunters go through Orcs like a hot knife through butter and will the Archers of Gondor every move?

Precious!

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