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Attack of the orcs part 1

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Attack of the orcs part 1

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The final units in the core selection are two units of Thunderers. The veteran is armed with pistols to allow them to pretty much always stand and shoot, something I feel is needed for them.

Thunderers of Clan Silvertop Special. They have pretty much the same stat line as the above Longbeards but have improved saves.

My one concern is that the unit size is a bit small. If we are judging units purely on fluff, these guys are hands down my favourite unit but they are also pretty effective too as I found out when I used them in the club tournament.

So what do they bring to the table? They are both immune to psychology and unbreakable, so basically never have to take a leadership test and will never run away.

This is huge. When a model dies in combat, it gets to make a final attack back. This rule helps to overcome the glaring lack of armour. So this unit pretty damn good, so why is it not seen more?

Well firstly, it is highly susceptible to missile fire. It also has the same limited movement as all dwarf units so it is hard to get favourable matchups.

The final reason is down to choices. They come out of the same section as cannons, Gyrocoptors, hammerers, ironbreakers etc. That is a lot of quality competition vying for slots and is probably the main reason for their exclusion.

Yes they are that good. And on top of that each wound caused is actually D3 wounds so it is excellent vs Ogres or other multiwound models.

It is for this reason that the Flame Cannon has been given a Ro Forging to reroll misfires or distances if required.

If it moved over an enemy unit it can drop a bomb. Anything under the template takes a Str 3 hit with a model under the centre hole taking a Str 6 hit with D3 wounds.

Against low toughness horde armies looking at you Goblins , this could be devastating if you are lucky with rolls. The main issues as I see them are threefold.

Other armies suffer from this all the time but as dwarves you are used to better. This is offset a bit by the large template. Like Like.

Comments from veterans many years after the event suggest the British killed many of these wounded men in the battle's aftermath, raising the total number of Zulu deaths to over At roughly a.

No attack materialised, as the Zulus had been on the move for six days prior to the battle. In their ranks were hundreds of wounded, and moreover they were several days' march from any supplies.

Around am, another force appeared, the defenders abandoned their breakfast and manned their positions again. The approaching troops were the vanguard of Lord Chelmsford's relief column.

The Zulus did not sing a song saluting fellow warriors, and departed at the approach of the British relief column. On its initial release in , it was one of the biggest box-office hits of all time in the British market.

For the next 12 years it remained in constant cinema circulation before making its first appearance on television. It then went on to become a television perennial, and remains beloved by the British public.

Zulu received highly positive reviews from critics. Bosley Crowther of The New York Times wrote that "if you're not too squeamish at the sight of slaughter and blood and can keep your mind fixed on the notion that there was something heroic and strong about British colonial expansion in the 19th century, you may find a great deal of excitement in this robustly Kiplingesque film.

For certainly the fellows who made it, Cy Endfield and Stanley Baker, have done about as nifty a job of realizing on the formula as one could do.

It has already been pointed out that 'Zulu' is in poor taste. But so are such invaluable relics as G. Henty and Rider Haggard and Kipling. And the battle, which occupies the whole second half of the film, is unquestionably thrilling But whenever there is a pause in the action the script plunges relentlessly into bathos, with feuding officers, comic other ranks, and all the other trappings of British War Film Mark I, which one had hoped were safely obsolete.

Although actual participants of the battle are named characters in the film, they bear little resemblance to historical accuracy.

The most controversial portrayal is the one of Private Hook who is depicted as a thief and malingerer the real Hook was a model soldier and teetotaller.

His elderly daughters were so disgusted with the Zulu character, they walked out of the London premiere in The fictional depiction has led to an ongoing campaign to have the historical reputation restored to the real Private Hook.

When released in Apartheid South Africa in the film was banned for black audiences as the government feared that its scenes of blacks killing whites might incite them to violence , apart from a few special screenings for its Zulu extras in Durban and some smaller Kwazulu towns.

By critics were divided over whether the movie should be seen as deeply anti-imperialist or as racist. Zulu was filmed in Technirama and intended for presentation in Super Technirama 70, as shown on the prints.

In the UK however, the only 70mm screening was a press show prior to release. While the vast majority of cinemas would have played the film in 35mm anyway, the Plaza's West End screenings were of the 35mm anamorphic version as well rather than, as might have been expected, a 70mm print.

By the number of British films available to a cinema like the Plaza could be limited and Zulu gave them several weeks of British quota qualification if played in 35mm.

In other countries the public did get to see the film in 70mm. An official DVD release with a mono soundtrack as the original stereo tracks were not available was later issued by StudioCanal through Metro-Goldwyn-Mayer.

The film was released on Blu-ray in the UK in ; this version is region-free. On 22 January , Twilight Time issued a limited-edition Blu-ray of Zulu in the US [ citation needed ] with John Barry's score as an isolated track; [40] the release date being the 50th anniversary of the film and the th anniversary of the actual battle.

From Wikipedia, the free encyclopedia. UK cinema release poster. Release date. Running time. United Kingdom [1]. Michael Caine recalls auditioning for Zulu.

This section possibly contains original research. Please improve it by verifying the claims made and adding inline citations. Statements consisting only of original research should be removed.

March Learn how and when to remove this template message. British Film Institute. Archived from the original on 12 July Retrieved 28 July The Observer.

London, UK. Turner Classic Movies. Time Out. Front Row. BBC Radio 4. Retrieved 18 January Sheffield, England: Tomahawk. The New York Times.

New York City. The Independent. Retrieved 10 June The Daily Telegraph. Retrieved 29 April Bookmarks Publications Ltd. B3: The 24th Regiment and its local links".

Museums of the Royal Regiment of Wales. But hunger gets the better of them both as their limited discipline soon results in them wanting to devour the two hapless hobbits.

Jed Brophy, who acted as Snaga, went on to portray Nori in all three of the Hobbit films. Morannon Orcs are the largest type of Orc, mostly bred on the plains of the Morannon, the heart of Mordor.

Gurtiz has a striking appearance with a scar down the middle of his face that split his nose completely in half.

He also wears a helmet with a skull impaled upon its spike and wields a two-handled scythe. Not surprisingly he is swiftly cut down by Aragorn as he backs away in horror.

Ugluk takes command of the Uruk-Hai scouts following the death of their original leader Lurtz. He is a trusted lieutenant of Saruman and is determined to get Merry and Pippin to Isengard unharmed.

He is even kind enough to give Merry orc drought when he appears to be succumbing to his wounds and exhaustion! In the night attack he actually manages to dismount Eomer and nearly kills him in single combat, but Eomer eventually overcomes Ugluk and kills him.

This must have been a near fatal encounter with a warg given that metal bands are stapled to his head presumably as a permanent repair.

He engages in a brief struggle with Aragorn atop his own Warg, so Sharku gallops towards the edge of the cliff in an attempt to throw Aragorn off.

But the Dunedain manages to plunge his elven dagger in the warg-riders chest before he is sent hurtling off the cliff to his apparent death.

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He is even kind enough to give Merry orc drought when he appears to be succumbing to his wounds and exhaustion!

In the night attack he actually manages to dismount Eomer and nearly kills him in single combat, but Eomer eventually overcomes Ugluk and kills him.

This must have been a near fatal encounter with a warg given that metal bands are stapled to his head presumably as a permanent repair.

He engages in a brief struggle with Aragorn atop his own Warg, so Sharku gallops towards the edge of the cliff in an attempt to throw Aragorn off.

But the Dunedain manages to plunge his elven dagger in the warg-riders chest before he is sent hurtling off the cliff to his apparent death.

Sharku soon succumbs to his mortal wound though. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account.

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Email required Address never made public. Name required. The destruction of our cities and towns, down to the last stone. Weta Workshop Much like the Plague , an Invasion has several stages.

About to Happen 2. In Progress 3. Just Past 1. About to Happen The PCs get 1d6 days of warning, wherever they are, whatever they are doing.

On a 1, the Invasion arrives at nightfall the same day. See the "Heralded by One thing precedes the invasion.

It is unnatural, unseasonable, and worrying. The PCs won't know what is happening, but they will know something is happening.

In Progress The Invasion arrives. Exactly how it arrives will depends on the nature of the Invaders. They might use scouts.

They might open with a bombardment, a carpet of cavalry, a spell, a mass raising of the dead, a furious charge, or an endless column of foot troops.

Their way of making war is the rock to your scissors. They outnumber you. If the PCs are in a city, the city is besieged.

If the PCs are in a village, the village is burned. If the PCs are in the wilderness, outrider groups, scouts, or roving bands of soldiers search for wealth and resistance.

The PCs have never seen anything like the Invaders. They have no frame of reference. They do not share a language, a religion, or a worldview.

If the Invaders have magic, it is not like the local magic. If they have beasts, they are not like the local beasts. Ideally, they aren't even creatures the players know, to reinforce the unknown and inexplicable nature of the enemy.

Side Note: A slow marching pace is 3 miles per hour. On level ground, on a clear day, the horizon is about 3 miles away.

Isn't that convenient? Of course, most armies move considerably quicker, but an entire block of troops could be invisible one hour and on top of you the next.

Chances are good the PCs won't have sufficient resources to fight the Invasion directly. When armies start tearing the setting apart, the PCs have a very limited number of options if they want to survive and many options if they want to die.

Chaos, confusion. Warriors in the streets, cutting down civilians indiscriminately. The gates are breached. The siege collapses. Screaming and flames.

Run standard combat encounters with groups of two or three enemies, or run a decision tree like Deep Carbon Observatory's. The PCs should find transportation and escape or find a place to hide until the chaos subsides and the killings end.

Swimming across a river, grabbing fast horses, dubious teleport scrolls will get them away from the initial invasion, but they are not out of danger.

Hiding might work, depending on what the Invaders are after, but running gives you more options. Evade Capture Even if the Invaders are after something else, they will seek to contain and control the local population.

An ordered, numbered, contained, and disarmed population is a pacified population. Rebels will be executed in public as a warning to others.

This is a slow, cautious phase for the PCs. Resource management becomes important. Did the PCs grab any supplies when they escaped?

Starvation and disease are allies of the Invaders. The landscape changes. Safe roads become deathtraps. Inns and strongholds become barracks.

Landmarks to gallows. Roving patrols, wandering idle soldiers, bizzare construction projects, fields of labourers, caravans of loot moving back to some unknowable destination.

Evaluate the Invaders The Invaders gradually move being an incomprehensible force to a comprehensible force to an accepted part of life.

The PCs can study them, learn their goals, learn their culture. Who holds power, and how is it exercised? What do the want, in detail?

They aren't Lovecraftian monsters or truly unknowable forces. Knowing what they want and sympathizing with it are two very different things.

You might understand why the Invaders want skulls - the cultural goals, the biological needs, the complex alliances - but this may not make you any more likely to give up your skull.

Meet the new boss, not so different from the old boss. Local interpreters, guides, and hunters will always be valuable to the Invaders.

The bleakest option are hunting down people who escaped the initial massacre, assisting in the next invasion, or directly enforcing the new rules.

Depending on what the Invaders want, the PCs could also mine, trade, scout, hunt monsters, offer advice, and meddle with the usual PC nonsense. In a heroic game, fighting the Invaders directly is viable, but again, this isn't that sort of game.

You need a very good, very complex plan. It's been used for thousands of years. If you want to control a group of people and make them serve your interests rather than their own: 1.

Disrupt the existing order, usually by killing a lot of people. Insert yourself into existing structure and impose new structures.

This applies to both social and economic structures. The Mongols ride into your lands and burn your cities.

They send your best artisans, artists, musicians, and poets back to their capital and mix them in with captives from other nations. Captives are kept busy.

New social groups and microcultures form, but in a Mongol-dominated environment. If you want to counter them, you have to pull their networks apart, find the weaknesses among their alliances, subvert and divert.

Before the Invaders, you had a method for punishing criminals. Now you have one - and it could be the same - but it needs to go through an Invader.

You had a system for determining the ownership of land. Now you have a new one, in the language of the Invader. You traded in one kind of coin.

Now, you trade in their coin, buy from their merchants, sell to their soldiers. They will do their best to suppress any local structures that they cannot infiltrate and control.

Religion is often the first to go. Break down cultural and familial ties. Take children from their homes and raise them in new areas.

If a culture or group has something that makes them distinct - dietary laws, costumes, languages - ban or restrict it. These things aren't necessarily evil or good.

The Invaders might have a nuanced view of their own actions, or they might be ruthlessly pragmatic, or they might consider their actions justified by religion, civilization, or economics.

But the Invaders will always try to benefit. They are not changing the world for you. In the next post, I'll cover reasons for invasion, possible encounters, and the Orcs of my setting.

Labels: OSR , worldbuilding. Newer Post Older Post Home. Subscribe to: Post Comments Atom. Stanton Feng. Justin Sweet. Above all other tools, they prize Trained war-beasts.

Siege engines. They wear Next to nothing. Dyed cloth. Stinking furs and rotting leather. Strange cloth, woven by an unknown art.

Plates of bone or chitin. Thick padded cloth, sewn into patterns. Wooden armour, as strong as steel. Bands of leather and iron.

Metal armour, thick and crude. Metal armour, lighter and stronger than ours. Rumours say they are The harbingers of the apocalypse.

Numbered beyond counting. Summoned from the earth, not born. Creatures without fear, hunger, or mercy.

A nation briefly mentioned in our holy texts. The invited guests of our ancient enemies. A scourge sent by heaven to punish us.

Seeking vengence for an ancient wrong. Messengers from a new god.

Attack Of The Orcs Part 1 Video

The Lord of the Rings (2003) - Battle for Minas Tirith Beggins - Part 1 [4K]

1 Comments

  1. Voodoomuro Samushura

    Ich bin endlich, ich tue Abbitte, aber es kommt mir ganz nicht heran. Kann, es gibt noch die Varianten?

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