The Armies: Ratmen
|More Splintered Light Rats.|
The Armies: Orcs
|BloodDawn Orc as an Ogre and Black Raven Foundry Orc|
|Black Raven Foundry|
|Black Raven Foundry|
The rats are circled around the stone temple with the archers as scouts on either side. The wizard can power up the summoning circle, one point with each successful action. By the book, it's 9 actions to summon a demon but I upped it to 12 since I play on a bigger table. The summoning can be interrupted by models entering the circle or knocking over the stones.
|I recently made a really large two level, modular hill. The base is about 2'x3' and flat on top so I can put other features on it, like this stonehenge model.|
The rats win in initiative, alerted to the orcs loud advance. Then send forth the scouts into a defensive position.
The main body forms up to accept orders from their leader.
|Using the red d10 to keep track of the summoning points.|
On the orc turn they get off to a slow start, moving out cautiously. Not sure what the rats are up to but they need to be driven out of Orky lands.
The assembled rats use group orders to quickly advance in an attempt to lay an ambush for the orcs on the north flank.
The orcs quickly lose their turn with poor dice, rolling snake-eyes on their first activation.
The orcs ineptitude, turning over initiative early several times, allows the rats to quickly power up the summoning circle. Next turn they will be ready to summon a nefarious demon to do their bidding.
|Keeping the leader nearby really saved the rats turning three failures into two successes.|
|-2 modifier for range cause this to only be a drop instead of a kill.|
|Enough for a gruesome kill since the orc is already down!|
When the orcs turn rolls around, they are a little more successful on the north flank. The ogre and an orc team up on a single rat in the rough ground.
|Even with the horrible roll, the ogre still kills the down rat. +2 for down, +1 high ground, +1 Ogre is Huge, +1 Double Team and -1 to the rat for a 2 action mighty blow from the Ogre.|
The other orcs on the north side are able to push back the defending rats.
|High Ground and mighty blow only get this orc a tie.|
But attempting to follow up, the ogre is not as vulnerable as he appears and drops the Imp.
Meanwhile on the south flank, the orcs have recovered and the Champion and Thunder Rat get into it.
|The Thunder Rat continues his domination.|
On the hill, the White Rat Wizard has a clear connection to the underworld and summons something much bigger this time.
|Both demons are old Games Workshop Nightmare figures.|
The bigger demon charges forth, causing Terror in the overwhelmed Ogre. The Ogre heads back the way he came as fast as he can.
|I've had enough!|
The rats watch as the orcs head for the hills and safer, less demon-infested ground.
Morale checks seem pretty devastating. You have to roll all three dice versus your quality. You're only completely broken if you roll three failures. But it's very easy to break up an attack with a single morale check as it's almost impossible to stand your ground.
If I were to try this scenario again, I'd add a orc leader to the mix for free. The rats have an advantage both as the defenders and the ability to summon demons.
SoBH might not be the most detailed of minis games, but it's not trying to be. Great fun for a quick game you want to grab and play once in a while.