It has been a little while since I’ve worked on the Idol of Gork 9th Age conversion, but now that reality is no longer getting in the way I am excited to get back into it!
Scenario 2 in the old 5th Edition campaign pack involves an Orc ambush of an Empire marching column. Count Rutger has sent riders back to the Empire in requesting reinforcements and in particular some heavy artillery from Nuln and magical support from the Imperial College in Altdorf. The latter is particularly important because Rutger needs the enchantments on the Orc Idols dealt with so that they can be torn down and the hold of the Orc gods on the land broken. These reinforcements are marching along the road towards Rutgerberg when they are ambushed by a force of Orc raiders, and the Empire’s capacity to see off the attack will determine whether or not the reinforcements reach Rutgerberg and are available for the final battle.
Armies: The armies were originally 1500 pts, so they will be doubled to 3000 pts to fit 9th Age rules.
In the original 5th Edition campaign the Greenskins are allowed to field ANY NUMBER of goblin wolf rider or wolf chariot units and orc boar boy and boar chariot units. This perfectly fits the theme of a mobile raiding force which has been striking fast and then retreating! The greenskins will also be allowed any number of regular orc infantry and archer units and any number of common goblin units – all of these are lightly armoured and suggest mobility. I have decided to disallow the single Black Orc unit allowed in the original campaign – they are too heavily armoured to fit. However ‘big uns’ may fit the bill and the Greenskins are allowed a single unit of these! These are the only troops available to the Greenskins.
The Empire should be themed around the idea of ‘special’ reinforcements, artillery and magical support as per the campaign story. The 5th Edition Empire army didn’t have warrior priests available but Sigmarite support seems likely too – after all, who else better to call on to deal with blasphemous orc idols! So, it makes sense that the Empire would be able to call on an Imperial Steamtank and the Hellblaster Volley gun + 2 other artillery pieces (special delivery from Nuln), the Luninark of Hysh / Celestial Hurricanum under the careful gaze of a powerful Wizard (Lord?) (as requested from the Imperial College), and a warrior priest leading a mob of crazed flagellants (zealots flocking to some messianic goal of obliterating the orc idols and founding a Sigmarite paradise in this new land). Pistoliers and outriders form the escort. Possibly also an ‘exotic’ order of Knights (the White Wolves?). So the Empire get a lot of toys to play with but risk losing them, and the Orcs advantage will be in positioning / situational.
Deployment: The original campaign has deployment as below:

The Empire player deploys their entire army first, along the road as outlined in the map above, all marching in the direction of the arrow. All warmachines are being pulled (either by horses or by units of infantry). Once the entire Empire force has been deployed the Greenskin army is deployed.
First turn: The Greenskins have the element of surprise – they go first!
Number of turns: The initial scenario lists 4 turns, but once again I think an element of randomness / race against time is fun. Let’s imagine that Rutger has sent out a force to meet and escort the reinforcements and the Orcs and Goblins will have to break off the attack when this arrives. So, rolling a d6 after turn 4 the relief force arrives on 5+, after turn 5 it arrives on 3+ and it arrives regardless after turn 6.
Victory Conditions:
1.) As per the original campaign the Orcs and Goblins win a sudden death victory by killing or disabling (e.g. fleeing) the Wizard Lord and the Warmachines.
2.) Otherwise victory is determined by the number of victory points at the end of the battle. However, in the event of a draw in terms of victory points the Empire are deemed victors, as in this instance they will still likely be able to make it to reinforce Rutgerberg.
Victory Gains: If the Orcs and Goblins win the battle then the Empire’s artillery and magical reinforcements are destroyed. The Empire will not have access to the Steamtank, Hellblaster, Rocket, or Luminark / Celestial Hurricanum in the final battle. In the original version they also lose access to the Wizard Lord (either killed… or at least returned to Altdorf to repair his priceless Luminark!) and I am thinking of keeping this option too, particularly if the Orcs and Goblins risk losing their wizard lord in the first game.
Furthermore, several of the reinforcing units are not readily available for reinforcement this far from the Empire and will not be available in the final battle if they finish the game with the whole unit destroyed (and/or fleeing?). These units/characters include: the Flagellants, the Warrior Priest, and the exotic order of knights (likely White Wolves – perhaps Demi-Gryphs?).
Special Rules:
1.) Ambushed on the march!: In order to reflect the chaos of the rapid orc and goblin attack I really like the idea of some sort of impediment to the Imperial response (though this was not included in the original rules). I am still working on this, but what I am thinking is that every Imperial unit and character needs to make a discipline test in order to respond effectively to the ambush (redeploy in battle formation, ready equipment, etc). I am still playing around with this but think a version of “Stupid” would work – must pass a discipline test or count as shaken and must move d6 inches directly forward ALONG THE ROAD (in other words, the unit carries on marching rather than deploying for battle). This test only needs to be taken ONCE for each unit + character (thereafter they have taken battle formation). Pistoliers and Outriders will ignore this rule as scouting units used to rapid response.
2. ) Unlimbering the artillery: All artillery (including the Steam Tank) begin the game pulled by horses or infantry units. It takes the Empires whole first turn to unlimber the artillery and ready them to fire – therefore they remain inactive their first full turn (and even then only ONCE they have passed their discipline check as in Ambushed on the march above).
Well there it is. As with the first scenario, nothing finalised and lots still to think about but the general elements are there. I think I will complete writing out my thoughts on the remaining two scenarios and then go back and tweak and tighten them all together to ensure continuity.










