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Starting an Orcs & Goblins Army (6th ed.)

The Trap

by Avian

Overview: In this scenario one army has laid a trap for the raiding forces of an enemy army. The defenders are greatly outnumbered and little help can be expected from other raiding forces nearby.

Armies: Both armies are chosen using the Warhammer Army lists to an agreed points value. Before deployment the defender splits his force into two halves, each containing at least a third of the total points value of the army. Each force must contain at least one character whenever possible.

The defender then flips a coin to see which of his two forces he'll be using for the battle. The rest of the army is not initially deployed though Scouts, Fast cavalry and units of Flyers from the other half may arrive later. If this leaves the player with a force containing no characters he will have no General.

Battlefield: Set up the terrain in an agreed manner. There should be a clear area at least 6" wide along both of the long table edges.

DEPLOYMENT

  1. Both players roll a die, the player who scores highest may decide which side of the table to deploy on.
  2. The attacker makes a sketch of the battlefield and draws in where he wishes to position his units. Units may be placed at least 30" away from the defender's table edge. Scouting units may be held back and deployed later.
  3. The defender then deploys the half of his army that he has available, up to 6" in from his table edge. All units must be deployed facing the same short table edge. Scouting units may be held back and deployed later.
  4. The attacker then deploys his army as accurately as possible according to his sketch.
  5. The defender then places his available Scouts. These may be placed up to 12" from his table edge and do not have to be placed in cover.
  6. Finally the attacker deploys his Scouting units following the normal rules for Scouts.

Who goes first? The attacker goes first.

Length of game: The game lasts for six turns.

Special rules: At the start of each of his turns the defender may roll for each of his units of Scouts, Fast cavalry or units of Flyers (not single flying creatures) that have not already been deployed to see whether they have heard the call for reinforcements. Roll a die for each unit. If the roll was lower than the current turn number the unit shows up. The unit may arrive from the long table edge in the defender's deployment zone or either of the short table edges and counts as returning after having pursued an enemy unit off the table.

Victory conditions: Calculate Victory points for destroyed attacking units and attacking units reduced to below half strength. If the result is more than the starting points value of the defending units initially deployed on the table, the defenders win, even if they were wiped out. If it is less than half the points value of the defenders, then the attackers win. Any other result is a draw.

 

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