In my last post I talked about doing a spot of solo gaming in the Age of Shadow setting (which you can catch up on HERE), and in this one I’ll be showing what enemies I’ll be facing off against, and how I’m setting things up for this first mission (just in case you’d like to try something similar yourself).
So, for this mission I’ll be using a 3x3 ft. gaming mat (as that’s all the space I have), and I’ve split it into 4 quarters.
6” from one corner will be the players deployment area, and the corner diagonally opposite will be that of the enemy.
Between the two there should be a river (or a ridge line, or similar) – with three points where it can be easily crossed. It should also block line of sight across 50% of the table.
There should also be a piece of area terrain (or something substantial) in the middle of each table quarter – and a numbered objective marker should be placed in the middle of the three that are the farthest away from the heroes deployment area.
And that’s pretty much it as far as the table set up goes – though you can of course add a few bits of scatter terrain here and there if you have some (especially if you are playing on a larger area).
* * *
Anyway, for enemy units/models – those will be split into three groups – these being the Starting Host, Reinforcements, and the Enemy Captain.
STARTING HOST
Using the OPR army builder for Age of Fantasy Skirmish, create an enemy (starting) host of around 100 points that only contains basic foot troops (i.e. no models with Tough 3, ranged attacks, or any major special rules or abilities). For example, for my own game based in the ‘Age of Shadow’ setting I have included the following (as these fit the look of some of the models I own, and I’ve included the OnePageRules names in parenthesis):
1. One beastling chieftain (Ndoli Elite) – 20pts
2. Two beastling warriors (Saurian Guardian) – 15pts each
3. Two units of lesser beastlings (Waheni hunters) – 25pts each
Total = 100pts
All five of these units are placed in the enemy deployment area, and a d6 is rolled for each. On the roll of a one, two, or a three, that particular unit will start the game heading for that particular objective marker (as they are also searching for survivors of the lost patrol too). On the roll of a four or more, they are simply heading for the centre of the table (note that placing a die next to each unit with the relevant number pointing up helps to remind you where they are currently heading).
REINFORCEMENTS
You will also need a few special enemy models – as these will likely appear as reinforcements during the game itself. These should include a couple of large, aggressive animals (wolves for example), something that can fly or tunnel (so that it can be given the ‘ambush’ ability if it doesn’t already have it), and an enemy model (or unit) with a ranged attack. These should total around 100 pts as well, and NOT have the Tough 3 rule (as we are saving the latter for the captain). For my game I’ve gone with the following:
1. One lesser vampire messenger (Hapari Harpy) 15pts
2. 1d3 hunting hounds (Sambari Hound) 15pts each
3. One unit of beastling scouts (Waheni Raiders) 45pts
Total = 75 to 105 pts (depending on the d3 roll when they are deployed)
ENEMY CAPTAIN
For the leader of this group you’ll actually need to select/create three different hero types that DO have the Tough 3 rule. And, the reason for having three is to add an element of surprise to the scenario… as only one of these will actually be used – but we’ll not know which one until the latter half of the game.
As an example, here’s what I’ll be using for my ‘captains’ based on models that I have available (note that each one SHOULD have the Tough 3 special rule and cost 50 pts or thereabouts):
1. Malakor the beastling sorcerer (Waheni Hunt Master with Caster 2 upgrade) 60pts
2. Vondez the fellgrim brute (Kemba Brute) 50pts
3. Delravan the vampire spy (Vulturedactyl) 45pts
I’ve also created a bit of lore for each of these for my own game (feel free to skip this part):
Malakor the Foul is a black-hearted sorcerer that appears more human than most of his kind. It is he that is the true leader of the incursion force that currently plagues the area – though he is happy to let Vondez think otherwise… at least for now. What his purpose is, is known only to him and his cruel masters.
Vondez the Pale is a savage creature that revels in conflict and bloodshed. What he lacks in cunning he more than makes up for in brute strength – and although he has but recently risen to power within the ranks of his clan, he considers himself the mightiest warrior this side of the mountains.
Delravan the Wicked is an ancient beast and the chief messenger/spy of the enemy in this region. She tolerates the rule of Malakor (seeing as how he appears to be favoured by those more powerful than she) and despises Vondez (seeing him as the fool that he is).
* * *
OK then, the last thing that’s required is a deck of playing cards – and from these I’m going to sort out all of the cards from one suit, and separate the face cards (jack, queen and king) from the numbered cards (as each one of the face cards is assigned to a different captain model).
Both of these will be shuffled… and the numbered deck will be cut in half.
One random face card is then shuffled into one half of the deck, and then the other half (that doesn’t contain the face card) is placed on top. This ensures that the ‘mystery’ face card will be pulled in the latter half of the game (as one card is drawn at the start of each round – so until we draw the face card, we’ll not know what captain we’ll be facing).
Now I’ll go into the rules in a bit more detail with my next post (as I’m trying to keep these posts to manageable bite sized chunks) – but I think I’ve covered everything you’ll need except dice. At the very minimum you’ll need a bunch of matching dice of two different colours (one set for the good guys as a whole, and one for the bad as a whole) – though if you have a different colour for each unit type, then that will make things a lot more interesting ;)








































