Chris and I had long planned to do some more 10mm LOTR themed games using the excellent 'Fantastic Battles' rules. With me having painted some Riders of Rohan and Chris having painted both Orcs and Men of Gondor (all the excellent Copplestone Castings) it was only right that we planned some games around these forces. So the two scenarios of 'Chasing Hobbits' idea was born from the two of us exchanging several emails discussing ideas and this is what we came up with...
Two 500 point games of Fantastic Battles.
Hunt the Hobbits: very loosely based on and inspired by the chapter 'The Riders of Rohan' from the Two Towers, using the forces we have ready.
Merry and Pippin have managed to slip away from the orcs that were taking them to Isengard. The orcs, led by Ugluk are now trying to recapture them when the Riders of Rohan led by Eomer arrive.
Terrain: along one short side of the table is Fangorn Forest, the rest of the table can be fairly open, perhaps the odd small wood or hill etc...
Each player will place 3 tokens on the table, outside the deployment zones and at least 3BW apart. Then dice for table edge/deployment zone.
Objectives: Find the hobbits and defeat the enemy.
The hobbits are currently trying to hide from everyone. Each token could be Merry and Pippin. Whenever any base or character comes into contact with a token, throw a d6, on a score of 6 you have found and captured the hobbits. If the hobbits have not been found from the first 5 tokens then they are automatically found and captured on the 6th token.
Once found and captured, the hobbits will still try and escape. For each turn that you are in control of Merry and Pippin throw a d6, on a 1 the hobbits break loose and flee 1xd3 BW towards Fangorn Forest, but must try their best to try and keep at least 1BW away from all other figures when moving. Obviously, the forces of Rohan or the Orcs may chase the fleeing Hobbits and try to recapture them by moving into contact with them. However, if the hobbits manage to get into contact with the edge of the forest then they will escape off board. (What happens to them next could be another game).
Frodo and Sam are desperately trying to pass un-noticed through the ruins of Osgiliath as the forces of Gondor clash with a host of invading Orcs.
Terrain: The river Anduin runs along one short edge of the table with the ruins of Osgiliath set on the eastern side. A few other pieces of scatter terrain can be placed around.
Objectives: each force must try to defeat the other and gain a bonus objective if they find/capture Frodo and Sam.
Frodo and Sam are moving around trying to get safely to Mordor, they may shift between areas of difficult terrain. Roll to determine if they are in an area (6 on a d6) when it is entered by troops, but no area is ever considered ‘cleared’. Once unoccupied Frodo and Sam may appear there in future turns. There is no ‘auto find’ in the last area searched, which does mean that it’s possible they may never be found (in which case they got through to Mordor).
If captured Frodo and Sam may also be 'stolen' by the opposition by defeating any unit/character currently in possession of them.
In both games the usual 'ending the game' p25, conditions apply.
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