(Just a preface, none of these pictures are my own)
The
Orcs of Gundabad are, like all orcs a
numerous and well equipped, but brittle force. They do not suffer from the lack
of arms and armor that their cousins in the Misty Mountains and elsewhere do,
and are able to provide all necessary equipment needed to combat their enemies.
Sworn enemies of the Dwarves of Erebor, the men of Dale, and the Elves of the
Woodland Realm, they are one of the primary dangers facing the good people of
the Northern Dorwinion.
The
Gundabad player takes the role of an
Orc Captain, commanding a band of raiders, in service to the armies of Sauron.
He seeks to slaughter the good people of the Northern Dorwinion wherever he
finds them, and in doing so, advance his position using both loot and the favor
he gains through success. Sauron is a harsh master, but he rewards those who
please him, and you aim to do so.
There
are several troop types unique to the Orcs
of Gundabad, as follows:
SNAGA
Snaga are the smallest and weakest of the
orcs serving the Dark Lord and as such, are used as slaves by those higher in
the orcish pecking order. Unskilled and under-equipped, they are mere fodder in
the armies of Gundabad. Their only hope for victory is to massively overwhelm
their enemies with their numbers. To reflect this, a Group of Snaga will be
twelve (12) figures, fighting in three (3) ranks of four (4) with only the
first two (2) ranks fighting and will fight as one level below Levy in combat in regards to troop
quality, but die on a 4, 5, or 6 and Shock on a 1, 2, or 3. They may not form
shieldwall or Spear Hedge without
being in formation with Uruks. When
shot at by Missiles or attacked by Skirmishers they are treated as Levy as well as for Morale Changes.
SOLDIER ORCS
Soldier Orcs form the vast majority of the
armies of Sauron. Small and stooped in stature, they are no match for the
average human warrior in a one on one fight, but what they lack in skill, they
make up in numbers. To reflect this, a Group
of Soldier Orcs will be nine (9)
figures fighting in three (3) ranks of three (3) with only the first two (2)
ranks fighting and will fight as Levy in
combat, but die on a 5 or 6 and Shock on a 2, 3, or 4. They may not form
shieldwall or Spear Hedge without
being in formation with Uruks. When
shot at by Missiles or attacked by Skirmishers they are treated as Levy as well as for Morale Changes.
Oathmark Goblins |
URUKS
Uruks are the vilest and most fierce of
orcs, fighting with ferocity and skills that nearly match their average human
foes and well equipped by the forges of Gundabad. However, they are still orcs
and are prone to flight like the rest of their brethren. To reflect this, a Group of Uruks will be six (6) figures and will fight as Warriors in combat, but die on a 6 and Shock on a 3, 4, or 5. They may not form
shieldwall, but may form a Spear Hedge
defensive formation along with any other Uruks
and Soldier Orcs in Formation with them. When shot at by Missiles or attacked by Skirmishers they are treated as Warriors as well as for Morale Changes.
BERSERKERS
Berserkers are the fiercest of orc warriors
that fight for Gundabad. Lightly armored, but armed with cruel weapons, greater
size, and no fear, they are a serious threat to even the best warriors. To
reflect this, a Group of Berserkers will be six (6) figures and
will fight as Warriors in combat, but
die on a 5 or 6 and do not Shock.
Unless commanded by a noble attached to the Berserkers,
the Berserkers will always move
directly towards the nearest enemy Group and
attack as soon as possible. They may not form shieldwall or Spear Hedge. When shot at by Missiles or attacked by Skirmishers they are treated as Levy. They are treated as Warriors for Morale Changes.
Games Workshop |
WARG RIDERS
Warg Riders function the same as Raider Cavalry in The Raiders supplement, but will double any shock inflicted when
they are the attacker.
TROLLS
Trolls are the strongest and most powerful
infantry available to the armies of Mordor. Great, hulking beasts from the
deepest caves and equipped by the forges of the Barad Dur, trolls are a
terrifying presence on the battlefield and instill doubt in even the greatest
of men. To reflect this, a Troll is
one (1) figure and will fight as Elites in
combat, but are wounded on a 6 and Shock on a 5. They may not form shieldwall
or Spear Hedge. When shot at by Missiles or attacked by Skirmishers they are treated as Elites. They fight with six (6) dice in
combat and have six (6) wounds, but for every wound they reduce their attack
dice by one. Unless commanded by a noble attached to the Troll, the Troll will
always move directly towards the nearest enemy Group and attack as soon as possible. They are treated as Elites for Morale Changes.
Games Workshop |
Force Rules
Out of Command: Orcs that are not in command range
of a Noble’s Command Radius are
considered Out of Command. Any orc Group or Formation that are Out of
Command will not advance and will accrue one point of Shock per Group every
turn that they are Out of Command.
Any Group or Formation that is Out of
Command and has a number of Shock
equal to or greater than the number of miniatures in the unit, the will be
treated as Misplacing their Amphora.
They can no longer be rallied and will leave the field of battle as quickly as
possible. Each time the turn ends they will move 3D6 inches towards their
friendly table edge.
Follow Up: All Orcs of Gundabad Groups
and Formations must follow up after
winning a combat unless the Noble makes his follow up test.
Weak Willed: Any orc Group or Formation that
is passed through by withdrawing units will suffer the full effects of their
routing allies. Any friendly Groups
withdrawn through will suffer one point of Shock
for each point of Shock on the
retiring Group. If there is a
difference in troop quality, they will add or subtract Shock depending on their level.
For
example: A group of six Snaga have
eight points of Shock and are obliged
to withdraw eight inches (4 inches for each excess point of Shock). They must withdraw through a Group of Uruks to do so. The Snaga
have eight points of Shock, so the Uruks should suffer eight points of Shock when interpenetrated. However,
this number is reduced by two as the Uruks
are two levels of quality greater than the Snaga,
leaving the Uruks to take six Shock. Had the roles been reversed, the Snaga would have taken eight points of Shock, plus another two points as the Uruks are two quality levels higher, for
a total of ten points.
Missiles: All orc Groups, except Berserkers, carry bows and may elect to function as
Missile Troops during the turn. If
they choose to do so, they’re unit size does not change, but they will function
as a Group of four (4) Missiles until their next activation. If
they are attacked, they may attempt to Evade
like Missile Troops, but may only
evade 2D6 inches. If they are contacted, they will receive double Shock for the first two (2) rounds of
combat, and will fight as one (1) level lower in troop quality. For example: If
a Group of Uruks is contacted while acting as Missiles they will fight as Levy
and receive double Shock and if a Group of Soldier Orcs is contacted while acting as Missiles they will fight as one level below Levy in regards to troop quality and receive double Shock. Any Group of Snaga that is
unable to evade will be dispersed, like standard Missiles. As long as all Groups
in a Formation are within two inches
on each other, they remain in Formation.
However, if any Group is further than
this distance, they are no longer in the Formation
and must be reattached.The Evade may
be stopped if the attacker uses a Carpe
Diem card, the same as in the standard rules. If acting as Missile Troops during the turn, the
Fleet of Foot card may be used on the Group.
(Author’s Note: The reason that the
penalties are so great for being unable to evade are to both reflect the poor
quality and morale of orcs as well as to prevent this ability to be used for
too many shenanigans. This has the effect of allowing all orcs to use bows, which
Tolkien described nearly all of them carrying, as well as being relatively
accurate to what would actually occur if orcs were forced to drop their bows
and fight unprepared.)
Starting Forces
The
starting forces for the Orcs of Gundabad
are as follows: One Captain (Status III Lord), two Lieutenants (One Status II
Noble and One Status I Noble), and a Champion.
Led
by these Nobles, you will have four Groups
of Snaga, four Groups of Soldier Orcs,
and three Groups of Uruks.
Reinforcements for the Orcs of Gundabad are gained the same way as the Saxons in the main game.
Reinforcements which arrive using the reinforcements table will
be as below.
Reinforcements arrive in the order shown, from 1 to 5. The first
time a force receives
reinforcements it will gain the Group indicated in row 1, the second time the Group
shown in row 2, and so on up to row 5 after which no further
reinforcements are
available. However, at any time a player may choose to take the Group from the row
numbered higher, but this will mean that will never receive the Group he passes over.
Order
|
Orcs of Gundabad
|
1
|
Nine
Soldier Orcs
|
2
|
Six
Berserkers
|
3
|
Nine
Soldier Orcs and Twelve Snaga
|
4
|
Four
Warg Riders
|
5
|
One
Troll and a Status I Noble
|
Orcs of Gundabad Cards
The
Orcs of Gundabad begin the game with
one Hated Foes card and one Rage
card. The balance of their hands are dealt at random from the Fate Deck. The
remainder of their cards added to the Fate Deck are as follows:
Carpe
Diem x 3
Spear
Hedge x 1
Goad
x 1
Aggressive
Charge x 1
Hated Foes x 1 (Use the Bibamus Card)
The Eye is Watching x 2
Hated Foes: This card functions the same as the Bibamus card, but the effects will apply
to both forces in the game if the Orc player is playing against the Dwarves of
Erebor, the men of Dale, or the Elves of the Woodland Realm. If they are
playing against any other force, the card only affects the Orcs of Gundabad player.
The Eye is Watching: This card must be used on a Group or Formation within the command radius of the Orc Lord. When played,
the Lord uses the threat of Sauron’s displeasure to rally his troops. For the
first two rounds of combat for these units this turn, they will receive no Shock. This is a Pursuit Card in Post-Game Phase. (Use unused Saxon or Raider cards to
Represent this card, or make your own!)
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