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The_Dark_Raven
27-02-2012, 07:46
I've recently been delving into the Ork hordes and brought some new models to attach to some old and beaten boyz.

What I thought would be fun for my gaming group would be to run an Ork challenge, making them select some point restriction units and fight waves of Orks that vary in difficulty and are a little random.

Before I got stuck into the details (I have a basic plan and rules) I wondered if they had existing rules or if anyone knew of something similar?

In fact, simply just lending an opinion or comment to help me would be awesome as well.

WAAARGH!

Herman the Heathen
27-02-2012, 15:18
Ages ago (pre 3rd edition) there was a battle report in White Dwarf that had rules for just what you describe.

It was a battle between the Orks and Praetorian Guard, inspiration came from the movie "Zulu".

As a bit of history trivia, this was the first time when orks had their WS4/BS2, before they had 3/3. They wanted to make the orks a bit more "wild" (which is saying something!)
And it was then said that it was a contributing factor to make all orks WS4/BS2 when 3rd ed came out.

Don't know where to find the rules now though, lost most of my WDs moving.

The_Dark_Raven
27-02-2012, 21:16
Interesting, I generally keep my old WD's safe somewhere where I can reach them if need be but I don't think I go back to 3rd edition. I believe my first WD might have been around the transition from 3rd/4th, after awhile I actually sparingly purchased them and now I only buy them if I foresee myself needing some reading while on the train or similar.

I did find an old 3rd edition rule called 'The Green Tide' which was for an Ork Apoc formation, 1 Warboss leading 100 Boyz. I could incorperate something like that, rolling a D10 to see the amount of Boyz that goes into a unit, or something similar.

MajorWesJanson
27-02-2012, 22:59
Or make a chart and roll d3 times on the following chart for a new wave each turn
Roll 2D6:
2: d6 Deff Coptas with Rokkets
3: 10 Lootas
4: 10 Orks plus a Nob with Klaw in a Trukk with Red Paint but no other upgrades(roll another d6, even they have shootas, odd they have sluggas and choppas)
5: 20 Orks plus a Nob with Klaw (roll another d6, even they have shootas, odd they have sluggas and choppas)
6: 10 Gretchin and Minder
7: 10 Orks plus a Nob with Klaw (roll another d6, even they have shootas, odd they have sluggas and choppas)
8: 5 Stormboyz plus Nob with Klaw
9: 20 Orks plus a Nob with Klaw (roll another d6, even they have shootas, odd they have sluggas and choppas)
10: 10 Nobz with 8 Big Choppas and 2 Klaws
11: d3 Killa Kans
12: Deff Dred with 3 DCCW and a big shoota

If you don't have the models to make part of a wave, than just ignore that result.

Chem-Dog
28-02-2012, 03:09
These are my suggestions based on the vague recollection of the Rourkes drift thing.
It's worth pointing out that the thing was done late 2nd Ed and had all kinds on non-standard tweaks to it.
Values stated are ones that I personally think make sense given the vast differences between the two systems and should be taken as a suggestion.

First set up the hold-out point, this'll be the small (ish) area in the centre of the table that the defenders are in, the base.
Ideally it'll need to be at least 12" square, if not bigger. But there should be a minimum of 24 inches between any table edge and any boundary of the base. If possible there should be a couple of outer areas you can retreat from.

You don't need any other terrain other than the bits you're using for the base. The Orks will be rampaging over open ground to get at their enemies.


The base
A wall should be erected around the boundary of the base. What you actually use is irrelevant but it represents a big deal in this setting, if those Greenskins get into the base, there's no way you will be able to hold them off.

The defences.
The barricades/wall that mark the boundary should be considered difficult and dangerous terrain, what's more no Ork is considered to have Frag Grenades.
The defenders can claim a 3+ cover save against any shooting that passes over the barricade/walls.

The gate.
At some point in the defensive wall (ideally somewhere in the middle of the wall) there should be a Gate, this is a vital defence point, if the Orks overrun it there will be no way of stopping them from getting into the base.
The gate is the defenders' only safe way in and out of the base (should they feel like coming out for some bizarre reason). One unwounded model may open or close the gate if they start their turn on the gate, the model may do nothing else in a turn it opens/closes the gate.
When closed it counts as the wall but when open it's clear ground and doesn't confer a cover save.
Orks cannot cross a wall if it's being defended.

There should be a building designated as "The hospital". After each round is resolved roll a D6 for each casualty, on a 1 they are injured but may continue to fight at -1Bs and Ws, if either value is reduced to zero the model's a gonner.
on a 2-4 the Model is wounded but might live to fight again they enter the hospital and remain a casualty for the next round's casualty rollls. Finally, if you roll a 5-6, your guy's toast.

Models in the hospital (Anyone who rolled a 2-4 on the last injury roll) are in a bad shape but will defend themselves if necessary. Enemy models which move within 6" of the hospital can be shot by any and all models in the hospital with a -1 modifier to their Bs. If Orks get into the hospital....well, it wont be pretty.

Defenders
1000 points.
Obligatory 1 Hq + 1 troops.
Optional upto 3 Elite, FA and/or HS (combined, not 3 each) any number of additional Troops.

OR any groovy setup you can think of.

The Orks
An Ork Wave must take a Ld Test every turn as soon as it suffers 25% casualties (count each "wound" as a casualty) and the wave ends when either the Orks are all killed OR when they fail the Ld test at which point they scamper back to a safe distance.

Start with D6 Mobs of 5 Boyz.
Then before each subsequent wave roll a D6
On a roll of 1-3 add+1 to the number of Boyz in each mob.
On a roll of 4-5 add + 1 to the number of Mobs rolled.
On a 6 you can add a "specialist" to one Mob.
1: 1 extra normal Boy.
2: 2 extra normal Boyz.
3: Big Shoota.
4: Burna Boy
5: Rokkit Boy
6: Nob
All additions carry over to subsequent waves.

On every 5th Wave the Ork player has the option of bringing his Warboss onto the table. The Warboss is not recycled like the other Boyz are and any wounds inflicted on him in a turn carry over to his next appearance, so be careful with him.


Deployment.
The defenders are deployed entirely within the defences of the base. Any surface that can hold a model CAN hold a model (fantastic if you can use some flat topped buildings).

Roll a D6 for each mob, on a 4+ they are immediately deployed on one random table edge, otherwise they are held back as reserves using the normal rules (roll randomly for table edge). Once the Orks are all deployed or held in reserve the Defenders redeploy their troops and get the first turn (unless you want to add stealing the initiative).

Special Stuff
Ork's Ld is basic for the purposes of this game, so Mob size doesn't increase their Ld or make them Fearless Making the Nobs and Warboss quite handy). Conversely Consider all defenders to have the Stubborn Special Rule.

Squads may split their fire any way they like. The Defender's Squads may loose unit coherency during a wave as casualties pile up and the Orks assault the barricades, this is ignored (for the sake of sanity) but squads must be re-deployed in satisfactory coherence at the beginning of the next wave.
Only models who are close enough to a combat to actually get into combat are obliged to move, the rest are trying to hold their station (though they can obviously move in to support their squadmates).
Models who fall back from a combat will fall back to the nearest officer (you decide what the criteria are for that) and may always regroup.

Victory
The Orks have to wipe out the defenders. The Defenders' only chance of surviving the endless hordes of Orks is to slay their Warboss. If the Warboss dies, the Defender automatically wins.

IG special
All Sergeants can issue the FRFSRF order on their own squad, normal rules apply.


Erm...that's it, I think. As I said, more of a pile of ideas based on hazy recollection but it gives you a jumping off point.
GL :)

Fawful
28-02-2012, 18:26
You could also recycle the ork troops (and maybe fast attack or elites) indefinitely. The other player will eventually succumb to the huge amounts of orks. But, he or she could win the game by destroying a certain amount of points worth of orks or by surviving until a certain turn. This would be an easy scenario to play with minimal rules adjustments.

The_Dark_Raven
28-02-2012, 23:23
All of these suggestions have been greatly appreciated, especially the detailed listing of 2D6 results and scenario post.

The overall aim of this is to create a 'scoring' type of game type, where a record score is made and players try and defeat the existing record score.

The current record holder will be placed on the wall or something similar of our gaming group, taken down only when another person breaks the record.

Chem-Dog
29-02-2012, 00:33
All of these suggestions have been greatly appreciated, especially the detailed listing of 2D6 results and scenario post.

The overall aim of this is to create a 'scoring' type of game type, where a record score is made and players try and defeat the existing record score.

The current record holder will be placed on the wall or something similar of our gaming group, taken down only when another person breaks the record.


Well the easiest way to do it is have gradually increasing waves of difficulty (ie, more Orks) and then see who can hold out the longest.