Professional Documents
Culture Documents
http://www.sfsfw.org/a/21/enemy.php
Issue: 21
System: Flintloque
Publisher: Alternative Armies
Sharke's Enemy
by Steve Blease
A wounded Elf cried and crawled towards the wall. The dead were thick at the crossroads
where they had taken a single volley of musket fire at a range so close that hardly a
weapon could miss. The Voltigeurs were going back towards the village, leaderless and
frightened, and Sharke was standing close to their fallen Major. The Elf's horse was running
free in the valley.
Sharke walked back. He could see that the retreating Voltigeurs were now far away,
unformed and no threat. He looked towards the temple and saw the huge figure of his Bog
Orc Sergeant. "A good fight eh, Harpy?"
Harpy laughed, swinging his massive seven barrel gun over his shoulder. "Oi soir. That'd it
be."
The Bog Orc tensed and looked beyond Sharke. "Bugger me soir! Bloody Elf Cavalry!"
Sharke turned quickly, his rifle in his hands. There approaching the crossroads, the sun
reflecting off their golden breastplates came a section of Elven Cuirassiers, swords raised...
(Apologies to Bernard Cornwell)
Introduction
Flintloque is a new set of black powder fantasy skirmish rules from Alternative Armies.
This scenario is one set in the world of Valon and utilises the figures that come with the
rules and others from the new Flintloque range. It is loosely based upon the scenario in
Sharpe's Enemy by Bernard Cornwell, an excellent novel that you should read even if you
have no interest in the Napoleonic period.
Lieutenant Sharke and his elite Orc Rifle section had been on a mission to track down
deserters when things went disastrously wrong. With a section of regular Redcoats from the
62nd South Mordor Foot, Sharke had stumbled upon an Elf plan to outflank the Orc armies
by traversing a northerly route through a mountain pass called La Entrada de Diabolo near
the village of Orcados.
Sharke's force had just reached a ruined temple at the pass when the Elven advanced force
of Voltigeurs - light infantry, turned up.
Orc Force:
The Orcs comprise of one section of six Orc Rifles (as detailed in the scenarios
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Elf Force:
The Elves have a Voltigeur platoon at their disposal, almost at full strength under the
command of Major Ducoos. One section comprises of eighteen troopers, six Experienced,
seven Average and five Raw. The second fifteen troopers, four Experienced, five Average
and six Raw. Any magical abilities should be ascertained using the magic rules. The Platoon
HQ unit is at full strength and the Major is mounted.
The Voltigeur unit is Regular and all troops carry muskets, except Major Ducoos who carries
a sword and pistol.
The Elves enter the table on the road leading to the pass.
Orc Reinforcements:
The Orcs have an basic twenty percent chance of receiving reinforcements from the local
Dark Elf guerrilla commander. The Orc player must dice for them each turn, deducting a
cumulative 10% from each turns dice roll.
The reinforcements enter from the Orc players table edge and comprise of a section of Dark
Elf Guerrillas, twelve troops, six carrying muskets, three spears and three pistols and
swords. Four are Experienced, six Average and two Raw. Roll for any magical talent.
Elven Reinforcements:
The Elves will receive further troops in the form of a section of Elven Cuirassiers after four
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Objectives:
The Orcs must hold off the Elves for twelve moves and prevent them capturing the La
Entrada de Diabolo. After twelve moves the Orc army will arrive having marched to the
guns.
The Elves must do the opposite and take the pass, clearing the table of any Orcs. Heavy
casualties are acceptable in achieving this aim, though the troops on the ground may
disagree.
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