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Hunting Orcs

Elrond and six Rivendell knights ride out to confront Yazneg and his pack of twelve orc hunters and their warg mounts near Rivendell. The orcs have lost the trail of Thorin's company and find themselves trapped by the elves. The scenario takes place on a rugged hillside, with the elves entering as reinforcements from the north. The orcs must escape off the north edge to score points, while the elves aim to kill them for points. Reinforcements may join the elves as the battle continues.

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Harold Eden
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0% found this document useful (0 votes)
221 views1 page

Hunting Orcs

Elrond and six Rivendell knights ride out to confront Yazneg and his pack of twelve orc hunters and their warg mounts near Rivendell. The orcs have lost the trail of Thorin's company and find themselves trapped by the elves. The scenario takes place on a rugged hillside, with the elves entering as reinforcements from the north. The orcs must escape off the north edge to score points, while the elves aim to kill them for points. Reinforcements may join the elves as the battle continues.

Uploaded by

Harold Eden
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Hunting Orcs

Although unaware of the presence of a wizard (who is never dressed for dinner), thirteen
unkempt Dwarves, and a hobbit; scouts have returned to Rivendell with news of an Orc
hunting pack near the entrance to the hidden valley. Before they can stray too close,
Elrond rides out with a band of knights to confront the Orcs.

Yazneg and his hunters having lost the trail of Thorins company find themselves
trapped and must escape. Although perhaps being captured by Elves would be a better
fate, than returning unsuccessfully to his master, Azog.

The Armies
Good Models

Elrond with heavy armour and horse; 6 Rivendell


Knights

Evil Models

Yazneg with Fell Warg and lance; Fimbul with


Fell Warg; 12 Hunter Orcs with Fell Wargs; 6 Fell
Wargs

Layout

This scenario takes place on a board 48" by 48"


with rugged hillside dominated by rocky
outcrops and small hills. There should also be
small patches of difficult ground and bushes.

Starting Positions

The Good models move on as reinforcements


from the North board edge in the first Move
phase.
The Evil models begin within 6" of the South
board edge.

and its mount. So killing a Hunter Orc with Fell


Warg is worth a total of 2 victory points, similarly
a Hunter Orc with Fell Warg which escapes is
worth a total of 2 victory points. Victory points
are awarded to the Good side if a mount fails a
Courage test for losing its rider.
Whichever side has the most victory points
when there are no Evil models left on the board
wins.

Special Rules

The Hidden Valley. More Rivendell Knights may


join the hunt as the game continues. Whenever
a good Warrior (but not a Hero) is removed as a
casualty, keep it to one side they may return
as more Knights arrive. At the end of each Good
Movement phase, roll a D6 for each model put
aside in this way, on a roll of 5+, they enter play
as reinforcements from the North table edge.
Slink Away. The Hunter Orcs are trying to
escape and so are never considered broken.
Good Board Edge

Initial Priority

Both players roll a D6. The player with the


highest result has Priority in the first turn.

Objectives

The Hunter Orcs must escape. They get 1


victory point for each Warrior that escapes from
the North edge and 3 victory points for each
Hero that escapes from the North edge.
The Elves are trying to kill the Hunter Orcs.
They get 1 victory point for each Warrior they
kill and 3 victory points for each Hero they kill.
Victory points are awarded for both a model

Evil Deployment Zone

6"

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