Back to the Idol of Gork conversion after another hiatus. In the original 5th Edition Campaign the third scenario is based around the idea that the Iron Claw Orcs are looking for allies amongst the Itchy Skab tribe and send a shaman to negotiate. The Empire send a force to attack the orc camp where the negotiations are to be held. Basically if the Empire destroy the orc huts then the negotiations fail and the Iron Claw Orcs have a smaller force available in the final battle – if the orcs defend their huts then the Iron Claws have a points advantage over the Empire in the finale.
I think this is the least focussed of the scenarios – there is something a bit unclear / clumsy about the link between the narrative (alliance formation) and the attack on the huts. The mechanics around burning the huts down are also a bit clunky – especially given the Empire options in terms of light cavalry are quite different post 5th Edition. In short, this will be the most challenging scenario to convert and there will be considerable changes!
Armies: The armies were originally 1000 pts each so we’ll double that to 2000 pts consistent with 9th Age Rules.
In the original scenario there is nothing really remarkable about the Itchy Skab force (Orc Boyz, Arrow Boyz, Big ‘Uns etc.) except for the option of trolls – there is certainly nothing to differentiate the Itchy Skabs from the Iron Claws either in this scenario or if the Orc player wins and gets to add extra points to his army for the final battle. To me this is a wasted opportunity for some colour!
What if, instead, the Itchy Skab tribe are differentiated by from the Iron Claws as more barbaric – they are made up of Savage Orcs and Forest Goblins! So the Orcs and Goblins are only allowed to choose Feral Orcs (boys, ‘eadbashers, boar riders, whatever) and Forest Goblins (infantry and spider riders) and of course the Arachnarock/Gargantula!
The Empire force is themed around a mobile raiding party – they are there to torch the village (and while it’s not clear in the original narrative that the Empire know about the planned alliance, let’s say that they do and they are out to disrupt negotiations). Back in 5th Edition the Empire had Kislevite light cavalry troops which we unfortunately don’t have access to. Pistoliers and Outriders (Reiters) are a perfect fit as light cavalry. Imperial Rangers and Imperial Militia (with ‘Irregulars’ upgrade) make sense too. Without the Kislevites it might be necessary to allow a unit of Knights to bulk out the cavalry / mobile contingent.
Deployment The original campaign has deployment as below:

I don’t really see any major reason to change this up at this stage. However it may be that the orc huts need to be deployed a bit further back to give the orcs a fair chance of defending them.
First Turn – This time the Empire have surprise – they go first!
Number of turns – 5 turns as per the original.
Victory or defeat
1.) As per the original the Empire gain a sudden death victory if they set all the huts ablaze – the Itchy Skabz doubt the Iron Claw’s capacity to deal with the humans and move on.
2.) Otherwise victory is awarded to whichever side wins the most victory points. A draw is still considered an Orc victory – if the Empire don’t win they won’t drive the Itchy Skab tribe off.
Victory Gains
If the Orcs win then the Itchy Skabz join the Iron Claw Orcs for the final battle. In the finale, the Orcs will have access to 1500 extra points of troops which MUST be spent on Feral Orcs and Forest Goblins (Itchy Skabz). This will mean the Orcs have a 500 pt advantage in the final battle.
If the Empire win the Itchy Skabz are driven off. The orcs will have a 500 pt disadvantage to the Empire in the final battle, and will NOT have access to any Feral Orcs, Forest Goblins or Spiders.
Special Rules
Lighting the huts. In the original game, only bowmen and crossbowmen could set the huts alight (assumed to have flaming arrows/bolts). They rolled to hit as per normal, and 10 hits set a hut on fire. This doesn’t quite work for me. First of all, the Empire now has very few troops with bows and while flaming arrows is a cool idea, flaming crossbow bolts seems a bit strange for some reason(?). Also, we miss out on the classic image of riders bearing torches, riding between the buildings and setting them alight! Clearly a modification is in order – but this will need to wait for another post :-).





























