Orcs of the Red Eye (302 pts)...
Warchief Budlak Q 3+ C 4 Leader Tough (100 pts)
5 x Orc warriors Q 4+ C 3 (115 pts)
3 x Orc archers Q4+ C 3 Shooter - Medium (87 pts)
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Orcs of the Red Eye |
Since the previous game, Budlak managed to recruit two more archers to refill his ranks (basically I kept the same force composition for this game too).
Defenders of the Realm - a mixed Human and Elf warband (295 pts)...
1 x Elf warrior Q 2+ C 3 (38 pts)
1 x Elf archer Q 2+ C 3 Shooter - Long (55 pts)
5 x Human Heavy Infantry Q 4+ C 4 Short Move (130 pts)
1 x Human Light Infantry Q 3+ C 2 Shooter - Medium (28 pts)
1 x Human Archer Q 3+ C 2 Shooter - Medium (44 pts)
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Defenders of the Realm |
To keep things "realistic" the remaining human and elf forces combined and added five extra human troops to swell their numbers.
Again, this was just a straight fight to the bitter end - the winner finally keeps hold of the village. The orcs seemed to have the upper hand in both of the previous battles (apart from the devastation caused by the final gruesome kill in the second scenario), but would this time prove any different? The orcs gained the initiative so went first...
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Starting positions |
Turn 1
The orc warriors advanced rapidly towards the village, scenting a swift victory over the man flesh who they so easily defeated previously - the orc archers seemed to be a bit more cautious. The humans and elves (Defenders) advanced more slowly to meet the threat
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Turn 1 |
Turn 2
When the elf warrior from their previous encounter came into view, the orc bluster ran out (rolled the dreaded double-one on my second activation) as Budlak caught sight of the elf that had caused his warband to flee. The human/elf archers let fly their arrows but all missed. The allies continued their cautious advance
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Turn 2 |
Turn 3
Most of the orcs failed to advance (failed almost every activation roll) and the Defenders closed into combat. More archery failed to find its mark on the orc ranks
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Turn 3 |
Turn 4
The sight of the heroic elf must have really affected Budlak as his forces again failed to advance into combat (double-one again, this time on the first activation!). The Defenders advanced further but all the combat ended without casualties. Again, the human and elf archers missed their targets
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Turn 4 |
Turn 5
This is where the game began to warm up considerably (but typically I forgot to take photos at the end of each turn due to the excitement).
Budlak finally came out of his stupor and dispatched the troublesome elf. The melee around the farmhouse saw the humans retaliate for the loss of the elf by killing an orc warrior, but emboldened by his previous success against the elf warrior, Budlak killed again; this time a human warrior (O 8, HE 7)
Turn 6
Due to the pressure of numbers brought to bear, the orcs were forced to retreat from the combat, losing another of their warriors (O 7, HE 7)
Turn 7
The orcs finally brought their archers to bear from the other side of the building (it took a long time to get them there due to so many activation failures), causing the humans to huddle up closer after another of their number was felled by archery, but the defenders' bows kept the orcs at a safe enough distance for now.
Finally, the Defenders got a break through. Budlak found himself isolated and was cut down where he stood. This caused a few of the orcs to flee (Morale check on loss of leader), and then, seeing their comrades flee, most of the rest of the warband also broke away (Morale check for the warband dropping below half numbers), leaving just two solitary orcs on the battlefield. Seeing their fellow raiders killed or running away, and being only a tiny distance away from the board edges themselves (due to them also fleeing but not quite far enough to leave the battlefield), they decided that they would flee too (O 0, HE 6)
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Turn 7 |
Well, that was a tidy bashing the orcs got there - again their poor Quality showed - Morale checks have been the bane of the orcs this campaign. This time the fighting was quite a way from the board edges but the orcs failed on multiple counts so all except two left the board - another massive collapse like last time.
The two double-ones during the game also did not help the orc cause, and neither did the fact that we got the movement allowances for the human heavy infantry wrong (they were moved a lot faster than they should have done). The orcs had pretty awful dice-rolls throughout the entire game; almost always when an outcome relied upon at least half-decent rolls - so many 1s flew from my dice hand during this game - at one point there were 6 failed activations in one turn! That said, the orcs lost and the human/elf alliance won not only the scenario, but also the campaign.
So, overall, the human/elf alliance was victorious over the orcs of the Red Eye. I really enjoyed the min-campaign, as did my son. He prefers this game now to Middle Earth Strategy Battle Game. I spent a lot of the time whilst playing what my son's options were at each juncture. Next game, I will let him fly solo, as he seems to have mastered the intricacies of the rules now.
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