After the particularly bitter winter that began the Imperial year 2512, a massive horde of Orcs and Goblins descended from the World’s Edge Mountains and ravaged the eastern provinces of the Empire. The Orc Warlord that led them was Azhag the Slaughterer, and under his command were tribes of Orcs and Goblins from the highlands around Red Eye Mountain.
On Day One, as the massive Orc Waaagh approaches the town of Ristedt, Empire troops oversee the evacuation of civilians across the river Eiskalt and into the city of Wolfenburg. A desperate rear-guard action is fought to delay the Orcs for as long as possible.
- The Defenders of Ristedt deploy first and may deploy anywhere within 20cm of the town. All infantry and war machines count as being in defended positions
- The Orc Army deploys second, and may deploy anywhere within 90cm of Ristedt
- The Orcs take the first turn of the game.
- Every turn from Turn 7, the Orcs roll 1D6 and on a 1-2 the game ends, otherwise another turn is played (turn 9 is the final turn of the game if it doesn't end sooner).
- If the Empire are able to keep the Orcs from entering Ristedt (or break their army) they win Day One and any of their character and surviving units are replenished and added to their army on Day Two.
- If an Orc unit enters Ristedt, the Orcs win and overrun the town before they can withdraw.
ARMIES
Empire: Defenders of Ristedt
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2 Halberdiers
1 Handgunners
2 Crossbowmen
3 Flagellants
4 Knights
2 Helblaster
1 Steam Tank
1 Hero: Hans Leitdorf (Griffon)
1 Wizard: Albrecht Helsher
High Elf: Defenders of Ristedt
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4 Spearmen
3 Archers
2 Reavers
2 Elven Bolt Thrower
1 Hero: Aislinn
1 Wizard: Kalhordis Whitemane
Azhag's Horde
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8 Orc Warriors
4 Black Orcs
8 Goblins
2 Trolls
2 Ogres
8 Boar Riders
6 Wolf Riders
4 Wolf Chariots
2 Giant
1 Orc General: Azhag the Slaughterer (Wyvern)
6 Orc Hero (1 Wyvern, 2 Chariots)
2 Orc Shaman
4 Goblin Shaman
SCENARIO [DAY TWO]
On Day Two Azhag lays siege to Wolfenburg. After desperate pleas to the High Elves, the defenders can only hold on and hope that help will arrive before it’s too late.
- The Garrison of Wolfenburg may deploy anywhere within 20cm of the city walls. All infantry and war machines deployed outside the walls count as being in defended positions
- The Orc Army deploys second, and may deploy anywhere within 90cm of Wolfenburg.
- The Orcs take the first turn of the game.
- Every turn from Defender turn 4 a High Elf relief force may arrive on the far table edge (roll of 5-6 on turn four; on turn five it automatically arrives).
- Every turn from Turn 7, the Orcs roll 1D6 and on a 1-2 the game ends, otherwise another turn is played (turn 9 is the final turn of the game if it doesn't end sooner).
- If the Empire are able to keep the Orcs from entering Wolfenburg they win Day Two, otherwise the Orcs win.
Empire: Garrison of Wolfenburg
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3 Halberdiers
2 Handgunners
3 Crossbowmen
4 Pistoliers
3 Cannon
1 General: Marshall Otto Blucher
1 Hero: Theodore Bruckner
1 Wizard: Frederick von Tarnus
High Elf: Relief Force
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3 Silver Helms
2 Reavers
3 Chariots
2 Giant Eagles
1 General: Caledrian
1 Hero: Thyrinor (Giant Eagle)
1 Wizard: Korhil
Azhag's Horde
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8 Orc Warriors
4 Black Orcs
8 Goblins
2 Trolls
2 Ogres
8 Boar Riders
6 Wolf Riders
4 Wolf Chariots
2 Giant
4 Rock Lobber
1 Orc General: Azhag the Slaughterer (Wyvern)
6 Orc Hero (1 Wyvern, 2 Chariots)
2 Orc Shaman
4 Goblin Shaman
4 Siege Towers
2 Battering Rams
1 Mangonel