THE ORGOTH DUNGEON

After doing some re-reading of past No Quarter magazines, I decided that I’d like to create an Orgoth dungeon using my Dwarven Forge stuff.

INTO THE DARKNESS...

Depending on what sets you have in your collection, setting up Dwarven Forge for use in a game of WARMACHINE can be as simple as trying to create wide rooms and double sized hallways. There will be narrow sections where only small based models will be able to enter, but that’s okay. Just discuss it ahead of time with whomever you’re playing with and make sure you’re both on the same page as to entryways and which size model can fit where in the game.

                          

Besides, if a Warcaster was going to be going down, down into Goblin Town would he or she really want to take Heavy ‘jacks? Not unless you’re a Rhulic Warcaster.

Driller #2 - Ready for Action
Driller #2 – Ready for Action

Personally, I have the following sets: Cavern Set, Cavern Passage Set, Two Fantasy Room sets, a Narrow Passage Set, an Advanced Builder set, the Wicked Additions #1 and #2 sets, a Room and Passage set, two Ogre Den’s, a Sci-Fi Alpha Expansion set, and 12 of the 6″ x 6″ Square Floor sections. So I have a lot of different options for setting up and arranging the sets in such a way to create a good WARMACHINE environment. Oh, and by the way … I bought most of these sets through either Art’s Game Store or Noble Knight Games. I picked them up when they were on a 50% off clearance.

warjack

Megan and I cleared a spot and put together a layout on a 24″ by 24″ section of Battle Board. We agreed that the Pool would be considered Deep Water. The Pillars would block LOS. The Crypts were considered Impassable. And the Cracked Tile sections would be Rough Terrain. The sections of DF walls are considered to be ARM 18 with 1 Damage Capacity per inch. Walls that block Warjack entry may be destroyed to create Breaches. All normal tile and stone sections of flooring are considered Open Terrain.

Since the Orgoth are known for using vicious traps, we included those too. Pit falls, acid, Hellfire, and falling boulders. We each got three trap tokens that we could use at any time to trigger a trap. When the trap is triggered, the Dwarven Forge piece is replaced by the trap piece, and then the opposing player rolls a Trap Check. On a roll of 1-3 the trap works. On a roll of 4-6 it does not. This part was pretty fun, and added a bit of fun to the game.

Break out of the normal, and try something different today.

Click Here.

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