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Miniatures Adventure => Fantasy Adventures => Topic started by: m4jumbo on 11 May 2010, 02:47:08 AM
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A report from our latest Mordheim game in our ongoing campaign. This was a multi player scenario with 4 warbands taking part, Skaven, Middenheimers, Norse and Orks. The scenario was the Gunpowder Caravan, based off of the Gunpowder Plot scenario. Found Here. (http://tabletopgeeks.com/wp-content/downloads/scenarios/GunPowderPlotScenario.pdf) The Norse were selected randomly to be the warband charged with escorting the gunpowder caravan to the city. This turned out to be not such a good thing for the Norse.
Rumors have quietly been spreading throughout the Madd Hatter Tavern about the local Witch Hunters who have recently raided a Skaven camp.
Reports from local spies have determined that a large supply of newly created black powder was taken. The Witch Hunters plan to use this to destroy the Sisters Bastion.
Check your contacts to locate this valuable prize.
"The Gunpowder Caravan Incident" as reported by Middenheim warband Captain Bjorn Wolfson of the Brotherhood of the White Wolf.
We caught wind of a plot to destroy the Sisters Bastion in Mordheim, so we thought we could make some gold by passing along this info to them. Turns out they offered us more gold to hire on to stop the plot from coming about. We heard there was a wagonload of kegs full of stolen skaven black powder coming in through the north gate that were key to the plan to destroy the bastion, so we set out to intercept them.
We heard after the fact that the Norse, a group of Maruaders called the Lame Ducks, were hired by a band of Witch Hunters to escort the kegs safely into the city. Typical Witch Hunters, never do anything risky themselves when they can hire someone else to do it.
Also a warband of Orks and a warband of Skaven fund out about the caravan and decided to show up too. The Orks seemed just to be looking for a good scrap, and the Skaven wanted their powder kegs back.
The road leading towards the north gate, all quiet for now.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05943.jpg)
The Lame Ducks deploy and move out carrying the dangerous cargo.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05944.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05945.jpg)
Perhaps the Marauder driving the mule cart might want to rethink his choice of drover's whip. I think this is where the expression "mush" was first coined.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05946.jpg)
The Middenheimers advance through and around the wheat fields.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05947.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05948.jpg)
The Orks deploy blocking off the road leading to the north gate. One of the squiqs bounds straight down the road towards the Lame Ducks and into their oncoming arrows.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05949.jpg)
Skaven stealthily rush forwards from out of the cornfield and swamp.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05950.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05951.jpg)
A hit from a Middenheim arrow knocks this Lame Duck down, causing him to drop the keg.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05952.jpg)
The keg's volatile contents explode violently taken the warrior out of action.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05953.jpg)
Another Middenheim missile takes out the driver of the mule cart.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05954.jpg)
Nature calls at an inopportune moment.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05955.jpg)
The leader of the Skaven warband, along with a Night Runner charge the advance guard of the caravan and take him down quickly in a flurry of blood, steel and fur.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05956.jpg)
The berserker grabs the reigns of the keg laden mule cart to lead it forward.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05957.jpg)
A crazed Marauder attempts to charge the Black Skaven and hurl the explosive keg at the sneaky rat......
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05958.jpg)
...... but comes up short with the keg blowing up in his face instead, leaving him on the ground stunned and helpless mere yards in front of the deadly Skaven.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05959.jpg)
A chain reaction of exploding kegs results in one of the kegs on the cart going up in a ball of flame, killing one of the mules and slowing down the cart loaded with the valuable cargo, a cargo that is getting more and more rare by the minute.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05960.jpg)
The Middenheim heroes, both with leg wounds from previous battles, continue their painstakingly plodding advance.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05961.jpg)
Skaven close in on the road and the wagon.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05962.jpg)
The Orks move forward although animosity plagues their advance.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05963.jpg)
Orks and Skaven clash as they make their way towards the prize.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05964.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05965.jpg)
Another crazed Marauder charges the bunched up Middenheimers in the hopes of "blowin' them up real good.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05966.jpg)
The hurled keg explodes, taking out the Marauder as well as stunning the two Middenheim swordsmen, but the Captain's lucky charm allows him to escape uninjured.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05967.jpg)
Erik the Red is charged by both Veskit and the Skaven Assassin warband leader, but miraculously is only stunned. The Skaven end up getting to act first in the next round, but they fail their route check and slink off into the swamp. Erik is saved.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05968.jpg)
Until a sneaky git goblin charges him and takes him out while he is still stunned.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05970.jpg)
Drooler, the Lame Duck's leader, suffers from stupidity the entire battle and as he is distracted by every single "pretty rock" that he sees on the road, he barely manages to advance past where he began the evening.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05972.jpg)
Knowing the end is long overdue, one of the Lame Ducks decides to throw himself and the keg he is carrying at the wagonload of kegs as a last ditch effort to prevent the cargo falling into the wrong hands, .
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05969.jpg)
Fortunately before he can do so, with only two of their warband left in the battle the Lame Ducks finally route and drag their fallen back to camp.
The remaining Ork hero surveys the battlefield and decides it is time to fall back. There will be plenty of opportunity to bash some heads later when the odds are better. Who wants those stupid kegs anyway?
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05971.jpg)
On a smoke shrouded battlefield, the Brotherhood of the White Wolf victoriously pose around their prize. Three kegs are all that is left of the deadly cargo. Only Erik the Red has gone down during the battle and he makes a full recovery.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/multiplayer%200422/DSC05973.jpg)
The other Warband leaders will have to speak for themselves as to the casualties and injuries they may have suffered because now I'm off to the Madd Hatter for several rounds of White Wolf Ale.
Other Warband after action report:
The Orks string of bad luck from previous battles continued here. Several Ork and Goblins died from injuries suffered during the battle. As a result, th leader of Da Boyz was given a solid beating from the rest of the boyz and the warband was retired.
The Skaven got off easy with the loss of only 3 giant rats as a result of the battle.
As for the Norse, at the end of the battle, only 2 of the original 11 warband members still remained and were not taken out of action. Luckily only 2 hencmen died with the rest making full recoveries or receiving minor injuries. Due to all the barrels of gunpowder that exploded next to them however, most of the Lame Ducks couldn't hear clearly for weeks.
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Loved the battle, loved the report, loved the terrain, looking forward to your next one.
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Very nice battlereport!
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That looks like a lot of fun. Cool models and terrain too, nice work :)
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Great stuff is that the em-4(?) prepainted Inn, if so it looks jolly nice
How do the rules play, I want to play some Old World Skirmishes but WFB might be too clunky.
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Excellent stuff, the middenheimers are stunning.....
Steve
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Superb! I really appreciated this report; the plot, terrain and miniatures are all very well done indeed.
I used to play a lot of Mordheim back in the first half of the decade, but all my gaming comrades from that period have either gone mad/moved away/become seriously addicted to MMORPGs so I'm left without viable (id est regular) opponents. A shame, really, because it was some of the best fun I've ever had tabletop gaming...
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Love the explosions everywhere. :D
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Very nice. Looks like a fun game.
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Thanks, appreciate the positive comments. It was definately a fun scenario. I'll be adding some more battles shortly.
@thebinmann, yes that is the em-4 Inn. Just got it a little while ago and am very pleased with the quality. I'll be detailing the interior, but otherwise it's good to go right out of the box.
As for how Mordheim plays, I'm sure there are plenty of other reviews out there better than I could write up. At it's core it uses the WFB mechanics (granted, with alot of extras), so if the WFB mechanics aren't your cup of tea, Mordheim might not be either. We enjoy playing the game and feel that it's good at being what it sets out to be, a game of warband skirmishes in the Warhammer world. The great thing is that the rules are available free online so it's easy to try a few games and see if it works for you.
@Funghy-Fipps, we've been lucky enough to have a core of players that have kept playing Mordheim since it came out as test rules in the White Dwarf. We've gotten many years of enjoyment out of what it probably one of GW's best games (in my opinion). Hope you are able to get back into the City of the Damned for more gaming in the future.
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What a great report! Your scenery and models are very inspiring! Thanks for sharing! ;D
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Lovely table and a great battle - inspiring stuff!!! 8)
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@thebinmann, yes that is the em-4 Inn. Just got it a little while ago and am very pleased with the quality. I'll be detailing the interior, but otherwise it's good to go right out of the box.
As for how Mordheim plays, I'm sure there are plenty of other reviews out there better than I could write up. At it's core it uses the WFB mechanics (granted, with alot of extras), so if the WFB mechanics aren't your cup of tea, Mordheim might not be either. We enjoy playing the game and feel that it's good at being what it sets out to be, a game of warband skirmishes in the Warhammer world. The great thing is that the rules are available free online so it's easy to try a few games and see if it works for you.
Sounds good I'd like to see the detailing
And it sounds like its the game for me, I was thinking of using WFRP to play out some skirmishes so this should be just the ticket!
How does the turn work is there a I stat like the rpg?
I had a quick skim of the book (the warbands part) and it looks like the same system as LOTW (which I didn't really like) but for fantasy which I think I will like!
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All I have to say is: WOW!
Congratulations!!!
And keep the fun going! :O)
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I had a quick skim of the book (the warbands part) and it looks like the same system as LOTW (which I didn't really like) but for fantasy which I think I will like!
Mordheim is based on 5th edition Warhammer Fantasy (profiles, movement, combat) with the addition of the Hero/Henchmen system and Experience/Skills. Mark Latham later took the core rules of Lord of the Rings (turn order with Initiative, Movement, Combat) and added the Hero/Henchmen/XP system to create LotOW.
So Mordheim basically plays like Fantasy skirmish with said campaign rules.
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Mordheim is based on 5th edition Warhammer Fantasy (profiles, movement, combat) with the addition of the Hero/Henchmen system and Experience/Skills. Mark Latham later took the core rules of Lord of the Rings (turn order with Initiative, Movement, Combat) and added the Hero/Henchmen/XP system to create LotOW.
So Mordheim basically plays like Fantasy skirmish with said campaign rules.
Sounds like what I need
They're up to fifth ed WFB :o :o, gus my old box set is really dated!
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Their up to 7th now actually.
I haven't played since 5th and even then it was only a couple of times. I don't get along with the rules.
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Yes, Mordheim is based on "old" edition Warhammer. :)
Check out Tom's Boring Mordheim Forum (http://boringmordheimforum.forumieren.com/forum.htm) - it's the biggest Mordheim forum on the net with many active gamers and lots of terrain and scenery projects going on there.
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I agree that Tom's Boring Mordheim Forum is a great resource. Lot's of cool stuff to be found there.
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Another Mordheim battle report from our campaign.
We used our cavern terrain for the game to represent catacombs under Mordheim. To throw in an element to account for the darkness underground, we used some simple house rules for torches that seemed to work pretty well. In the pictures, anyone with an orange bead next to them is carrying a lit torch.
Scenario was Chance Encounter from the Mordheim rulebook. Rolling randomly, the Middenheimer Warband started off carrying 3 shards of Wyrdstone, while the Norse started off carrying 2 shards.
In the catacombs deep beneath Mordheim, The Brotherhood of The White Wolf Warband from Middenheim discovered a temple to an unknown dark god. But their search for loot is cut short on the report of another warband moving into the area.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05479.jpg)
The Norse warband, reportedly named the "Lame Ducks" is also moving through the catacombs in search of riches and adventure.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/Dsc05480.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/Dsc05481.jpg)
The warbands converge on each other's location, both trying to protect the stash of Wyrdstone they are carrying.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05482.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/Dsc05483.jpg)
The Middenheimers move out first to get into position and prepare for the Norse to attack.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/Dsc05486a.jpg)
Troll Slayer to the front.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05491.jpg)
The Lame Ducks move up.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05489.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/Dsc05492.jpg)
The Warbands prepare to clash as the usually deathly quiet catacombs are filled with the sounds of metal ringing and men shouting.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05493.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05488.jpg)
Marauders of the Lame Ducks attempt to outflank the Brotherhood of the White Wolf.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05506.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05501.jpg)
The Berserker "Old Toothless" charges up the middle.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/Dsc05498.jpg)
While the other Lame Ducks close in on the Middenheimers.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/Dsc05496a.jpg)
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/Dsc05495a.jpg)
Combat in the center is bloody and swift.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05504.jpg)
The charging Norse find themselves outnumbered and surrounded.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05503.jpg)
A devastating spear thrust ends the Berserker's charge, while Captain Wolfson takes out the Bondsmen on the stairs with a vicious hammer blow.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/Dsc05507.jpg)
Seeing three of his warband go out in rapid succession, the leader of the Lame Ducks calls for a retreat.
(http://i174.photobucket.com/albums/w95/M4jumbo/Mordheim/DSC05508.jpg)
The battle is over as quickly as it started, and both warbands make their way out of the catacombs and back to their camps. Darkness and quite once again descend on the catacombs.
No deaths occured, the Norse had 3 go out of action, no one out of action for the Middenheimers. The Brotherhood of the White Wolf ended up with all 5 Wyrdstone shards based on the scenario special rules.
For exploration, the Middenheim Warband looted a ruined hovel on the way back to camp (double 6s) and ended up with 4 Wyrdstone shards in addition to the 5 from the scenario. The Lame Ducks didn’t do so well in their exploration after the battle. They apparently only scraped up enough gold to buy replacement equipment for "Old Toothless" who ended up being robbed of all his equipment as he dragged himself back to camp after the battle.
For advancements, only the Captain and a Youngblood advanced for the Middenheimers after the battle, and only one of the Lame Ducks got an advance, another attack for "Old Toothless" the Berserker.
The rules we used for torches worked pretty well for something we threw together quickly. Lighting in the caverns is assumed to be non existant unless some light source exists.
No light- A model can only "sense" things within it's Initiative range, cannot run, and counts as hidden from other models.
Torch - Provides light out to 2d6 x2" from torch, roll each time a model wants to benefit from the torch. Anyone within 6" of the torch can be seen by others.
Lantern - Provides light out to 2d6 x3" from lantern. Anyone within 9" of lantern can be seen by others.
General torch rules -
- A model must have one free hand to carry a tourch or lantern.
- Shooting at a model carrying a torch or lantern is at a -1 penalty due to the bright light. (borrowed from Sewer Rats TC #7)
- Skaven, Dwarves and certain Undead can naturally (or unaturally) see in the dark equal to having a torch. ie 2d6 x2"
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Another great set-up - like your torch rules - interesting twist to the game!
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That's a very cool gaming board and a great report! Thanks for sharing!!
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Thanks for the battle report.
The game boards are simply wonderful :-*.
A couple of years ago played a Mordheim campaign with some friends, with more modest boards, but your campaign brings me good memories.
Greetings.