The Scenario itself, map at the end:
Objective Orcs and Allies
Tto steal the 2 wagons loaded with
gold outside temple at night and leave by the East side - they have 12 turns to
do so once dawn breaks.
Objective Elves and Allies
The Elves already have the gold
and plan to leave by West side at dawn, but most are sleeping in the temple
only 2 on sentry duty - picked randomly (if with Allies they also get 2 on
Sentry duty from their unit).
decide on length before dawn that could catch the orcs out in the open
secretly set a random number of turns as 2+1D4. Since at night the
maximum visible range is 25cm with no illumination, but if character
tries to see in the dark
beyond this a Raw trooper gets 10%, Average 15%, Experienced 25%,
and take there overall visual arc from the front of the base with one
width either side straight in front. Or they can try to hear an
enemy up to 50cm at a standard 40%.
The Elves Sentries could use torches or fire to increase the
illumination they can see out to 40cm - but the fire would need to be behind
them and this would make them clearer targets!
The Orcs can use buildings and light woods to block field of view of
sentries and can move deliberately slowly for which standard walk move is halved (
but nullifies Elves HEARING ZONE ), and if within 25cm use standard musket
percentage for range up to 25cm taking into account modifiers terrain, cover ,
and whether character prone / crawling etc.
To make it harder for the Elf sentries Orcs do not place figures until
they want to or they are seen. This can
be done by Orc player recording roughly where the character is with ref to
buildings/road junctions which could be marked A,B,C etc. If done this way and
they can creep up to within 10cm of rear of sentry then they can melee (sentry
gets -4 for surprise attack on his usual mods ) ; if Orc result higher
then Elf then Elf has been knocked out for 1D6 turns, if Elf result higher then
the Elf hears the approach calls his troopers to arms and can attack the Orc as
normal depending on his declaration action.
Recommend when alarm raised all
hidden figures then placed on table - take it dawn breaks.
The Elf player will also place the Oxen (which cannot be killed
move 12cm/turn at the first turn but can then move at 20cm/turn since)
in the temple, market, or in one of the 4 buildings nearest the
market allocate number and roll 1D6 to decide. It takes 2 turns to hitch Oxen to wagons. The Temple has one door in front and one in
the rear - it has no windows.
Typically double time it takes to do anything in the pitch
dark, ie loading in daylight takes 1 turn would take 2 turns in the pitch dark,
climbing over a low wall will take 1 turn in the dark, climbing through a
window / breaking down a standard door will take 2 turns and so on. It is not possible to RUN in the dark -
anyone mad enough to try gets a 50% chance of 1 wound and 80% of being heard.
Everyone in melee in the pitch dark suffers a -3 modifier.
Undead arrive 1D3 turns after Orcs, and at 1D6
positions ( #1-6 ) they can act in the same way as Orcs provided infantry, but
can use Cavalry with intention of spoiling Orcs approach. They are looking to kill any enemy Unit down
to less than 50% and try to take gold off place they arrived.