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Miniatures Adventure => Fantasy Adventures => Topic started by: Koyote on August 01, 2018, 07:27:57 AM

Title: Koyote in Mordheim (And some WHQ)
Post by: Koyote on August 01, 2018, 07:27:57 AM
I’m organizing a Mordheim campaign that is scheduled to begin in October, so I need to start work on my warband.

My plan is to resurrect the Kislev warband that I played (but never painted) back in 2009.  I've updated some of the models and added some new characters, but names and backgrounds (which I will post later), remain essentially the same.

Druzhina (80) dueling pistol (13*) sword (10) = 103 points

Esaul (35) great weapon (15) = 50 points

Bear Tamer (35) sword (10) hammer (3) = 48 points

Youth #1 (15) hammer (4) = 18 points

Youth #2 (15) mace (3) = 18 points

Cossack #1 (30) sword (10) shield (5) = 45 points

Cossack #2 (30) sword (10) shield (5) = 45 points

Cossack #3 (30) halberd (10) = 40 points

Streltsi #1 (25) great weapon (15) bow (10) = 50 points

Streltsi #2 (25) great weapon (15) bow (10) = 50 points

Kislev Ranger (30)

* 1/2 price ancestral item

Youth, Youth, Druzhina, Esaul, Bear Tamer
(https://imageshack.com/a/img922/2443/BCMAud.jpg)

The two Youth models are City Militia models from Fireforge Games' Medieval Russian model line with GW arms,bits, and weapons.  The female's head was made by Statuesque Miniatures.

The Druzhina is an Altreich Engineer made by Black Chapel miniatures.

The Esaul is a V&V viking miniature.  I replaced its head with a head from GW's Empire Archer kit.  The axe blade comes from Frostgrave's Barbarian kit.

The Bear Tamer's head, body, and right arm is a metal, GW Kislev horse archer. The rest of the bits are GW.


Cossack, Cossack, Cossack, Streltsi, Streltsi
(https://imageshack.com/a/img921/4937/PEuV9M.jpg)

The 3 Cossacks are all from GW's Mordheim Kislev model line.  The two Streltsi are from GW’s Kislev Kossars box set.


Kislev Ranger

(https://imageshack.com/a/img924/5543/54I19S.png)
(https://imageshack.com/a/img921/415/zkhBxX.png)
(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/Ranger%201_zps7wiogqlj.jpg)

The Kislev Ranger is another GW Mordheim model. As you can see, I strung her bow, replaced her humongous sword with a slightly less humongous axe, and did some extensive GS work to cover up her ridiculous cleavage.
Title: Re: Koyote’s Mordheim Kislevites
Post by: OSHIROmodels on August 01, 2018, 07:30:04 AM
Looking good  8)

I like the subtle conversion work on them.
Title: Re: Koyote’s Mordheim Kislevites
Post by: number1section1 on August 01, 2018, 08:34:35 AM
Brilliant conversions can't wait to see them painted.
Title: Re: Koyote’s Mordheim Kislevites
Post by: blacksoilbill on August 01, 2018, 11:05:31 AM
That is a nice conversion, and some great painting!
Title: Re: Koyote’s Mordheim Kislevites
Post by: Bloggard on August 02, 2018, 12:34:36 PM
what skilled work and painting.  :-*
Title: Re: Koyote’s Mordheim Kislevites
Post by: Citizen Sade on August 02, 2018, 01:19:34 PM
I’ll be following this with interest.

Can you provide details of the copper(?) wire you used to string the ranger’s bow e.g. the diameter?
Title: Re: Koyote’s Mordheim Kislevites
Post by: mweaver on August 02, 2018, 04:21:31 PM
Excellent!  I shall watch this thread with interest, as Mordhiem remains my all-time favorite miniatures game, and the Kislevites are probably my wife's favorite warband.   You have some nice conversions there.  I agree with previous posters that you did an excellent job on the ranger.

-Michael
Title: Re: Koyote’s Mordheim Kislevites
Post by: Koyote on August 02, 2018, 05:25:31 PM
Thank you, everyone.

I strung the bow with copper wire.  I don't know the wire's gauge, but I can tell you that it came from a small gauge stranded (multi-strand) wire.  I removed the plastic sleeve, unwound two inches of wire bundle, and clipped off a short length from one of the strands. 

Since the bottom half of the bow is sculpted into the cloak, I couldn't string the bow from tip to tip.  To make it look like bottom half of the bowstring is hidden from view by the cloak, I drilled a small diameter hole into the side of the model where the left hip and cloak meet.  Next, I inserted one end of the wire into the hole and secured it in place with a dab of super glue.  Once dry, I carefully strung the top half of the bow with the free end of the wire.  Once strung, I added a dab of super glue to keep the strung end from unwinding.  Since I couldn't string the bottom of the bow with copper wire, I used GS to sculpt the bowstring wound around the bottom of the bow.

And yes, I know, this isn't how real bows are strung, but on this particular model I think it looks good.

(https://imageshack.com/a/img921/8816/s4t17r.png)

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/Ranger%202_zps4dk9muvw.jpg)
Title: Re: Koyote’s Mordheim Kislevites
Post by: Koyote on August 03, 2018, 06:51:41 PM
These models are clearly not Kislevites (they're from a Don Quixote themed warband that I painted a couple of years ago), but I'm really happy with the quality of the photo so I wanted to share.

For years and years I've been taking awful-to-mediocre photos of my miniatures, so I finally broke down and bought myself a photo tent and some proper lamps. Here's (https://www.amazon.com/gp/product/B00DOGIKXG/ref=oh_aui_detailpage_o00_s00?ie=UTF8&psc=1) what I purchased.   It's nothing fancy, but it's made a significant improvement in the quality of my photos.

(https://imageshack.com/a/img922/659/lonZ8Z.jpg)

Title: Re: Koyote’s Mordheim Kislevites (and other stuff)
Post by: OSHIROmodels on August 03, 2018, 06:59:49 PM
Excellent work  8)
Title: Re: Koyote’s Mordheim Kislevites (and other stuff)
Post by: Koyote on August 20, 2018, 06:10:57 PM
Welcome to the Dark Tower 2018 Autumn Mordheim Campaign.

The campaign begins on Tuesday, October 9th and thereafter, Mordheim Campaign Night will be the second Tuesday of each month.  The campaign will end on January 31st, 2019.  In February I will organize a final, 4-way game to decide the campaign's overall winner.

Each warband is permitted to play up to 2 games per month (8 games in total).  The two campaign scenarios for the current month will be announced (and posted) at that month's Mordheim Campaign Night.   In theory, players will play at least one campaign scenario during the Mordheim Campaign Night, and then since many of the campaign participants will be there, players will then have the opportunity to schedule their second game for later in the month.  Warbands that fall behind are free to play make-up games at any time during the campaign.

In keeping with the spirit of the Autumn season, the campaign will be set in the benighted County of Sylvania.  This setting not only shakes things up a bit, but it helps us with our terrain problem.  Based upon available terrain, players can play their scenarios in abandoned towns, gloomy hamlets, or in Sylvania's dark forests and wilderness.

Attached to this post are the pdf rules for playing Mordheim in Sylvania.  The rules are essentially the Sylvania campaign rules from Issue #6 of The Letters of the Damned.  I feel that the original rules are a bit too severe, so I made a number of changes to them.  I also added an explanation for how income is generated in games set outside the walls of Mordheim (i.e. via Treasures).

I recommend that starting warbands consider purchasing some lanterns and torches (both are common items).  Torches act like lanterns, but are one use items. They cannot be lit mid-scenario, so you must declare during deployment which models are equipped with lit torches.

Because Sylvania is such a poor county, lanterns may be purchased for 5 gc and torches for 1 gc each.

(http://imagizer.imageshack.us/a/img924/885/UKvpW2.png)

Sylvanian Guide

None of the warbands are native to Sylvania, so each has either hired or enslaved a Sylvanian to act as the warband's guide.  In game terms, each warband will begin the campaign with a free hired sword that does not count against starting warband's cap on hired swords (see rule 13 below).  This miserable wretch will use the Beggar rules and remain with the warband until killed or dismissed.  Because Sylvanians are quite poor, the guide's upkeep fee for good and neutrally aligned warbands is only 3 gc.  Non-human and evilly aligned warbands enslaved their guide and thus need to spend only 1 gc per campaign phase for upkeep.  However, being enslaved has made the wretched Sylvanian even more wretched, thus the guides of non-human and evilly aligned warbands suffer a -1 penalty to their LD stat.

http://broheim.net/downloads/fo/94NewHiredSwords.pdf

Native Son.  Sylvanians have become mostly inured to the terrors of their homeland, but even the most  stouthearted soul can lose his nerve when he travels too far from hearth and home.  Consequently, when a guide is required to make their Spooky test, the guides test at LD 10 (LD 9 for enslaved guides).

Perfidious.  A guide will never intercept a charge directed at member of the owning player's warband (including hired swords), but players are free to use members of their warband to intercept charges directed at their guide.

The Least Wretched Wretch.  At the end of the campaign there will be a prize for the most vicious guide. If your guide takes a neutral model or an enemy model out-of-action, please ask your opponent to send me a PM notifying me of this.  Include in the email: 1) the guide's owning player, 2) the guide's name, 3) the name of the model(s) taken-out-of action, and 4) what that model is/was.  For example: "Hi, this is Sherbert.  In our game last night, Joey's Sylvanian guide, Dog Breath, took out my Youth, Garth and a neutral zombie."

I will keep a tally of each guides' victims and at the end of the campaign announce the winner.

All participants will be given a suitable model to serve as their warband's guide.  The models will be distributed on the first campaign night, Tuesday, October 9th.


ADDITIONAL CAMPAIGN SPECIFIC RULES AND RULE CHANGES


MOVEMENT

1.            A model equipped with heavy armor and shield does not suffer a -1-movement penalty.  Instead, a model so equipped suffers a -1 initiative penalty.  If a model possesses a skill or ability that negates the ‘-1 movement penalty’ for heavy armor and shield, it instead negates the -1 initiative bonus.

2.            An enemy model within 8” of a dwarf model does not prevent the dwarf model from running.


HAND-TO-HAND COMBAT

3.            If a model is equipped with a shield and either a sword, axe, hammer, or spear, the shield adds +2 to the model’s armor save against melee attacks instead of the standard +1.  With the exception of magical attacks that mimic melee attacks (e.g. the Sword of Rezhebel spell), this benefit does not apply to hits from magic or shooting attacks

4.            If a model is equipped with a buckler and either a sword, axe, hammer, or spear, then in addition to the bucker’s parry rule, it adds +1 to the model’s armor save against melee attacks.  With the exception of magical attacks that mimic melee attacks (e.g. the Sword of Rezhebel spell), this benefit does not apply to hits from magic or shooting attacks.

5.            When a model armed with a double-handed weapon charges it attacks at initiative order; otherwise, the model follows the Always Strikes Last rule.

6.             A warrior armed with two one-handed weapons may make 1 extra attack with the additional weapon. Before rolling the to-hit dice the attacker must declare which weapon is in the model’s ‘off-hand.’ The weapon in the off-hand suffers a -1 to hit penalty. Otherwise, the normal 'Fighting with Two Weapons' rule applies.  If a model so armed has an attack characteristic of 2+ that attack characteristic applies only to the weapon in the model’s primary hand.


WARBAND CREATION

 7.   Players may use any of the following 32 warbands:

    Arabian Tomb Raiders (TC 20)
    Averland Mercenaries (TC 10)
    Battle Monks of Cathay (BTB)
    Beastmen Raiders (TC 29)
    Black Orcs (Nemesis Crown)
    Bretonnian  (TC 08) <-- warband caps at 15 not 12
    Carnival of Chaos (TC 27)
    Clan Pestilens (TC 29)
    Cult of the Possessed
    Dark Elves (TC 12)
    Dwarf Rangers (Nemisis Crown)
    Dwarf Treasure Hunters (TC 04)
    Forest Goblins (Nemesis Crown)
    Gunnery School of Nuln (Nemesis Crown)
    Hochland Bandits (Nemesis Crown)
    Horned Hunters (Nemesis Crown)
    Kislevite (TC 16)
    Lizardmen (TC 11)
    Marauders of Chaos (BTB)
    Marienburg Mercenaries
    Middenheim Mercenaries
    Miragleans Tilieans (TC 14)
    Night Goblins (new) (see Broheim)
    Orc Mob (TC 06)
    Ostlander Mercenaries (TC 11)
    Outlaws of the Stirwood Forest (TC 29)
    Norse Explorers (TC 13)
    Pirates (TC 09)
    Pit Fighters (TC 21)
    Reikland Mercenaries
    Remasens Tileans (TC 14)
    Restless Dead (BTB)
    Shadow Warriors (TC 10) <-- warband caps at 10 not 12
    Sisters of Sigmar
    Skaven
    Skaven Clan Pestilens (TC 29)
    Trantios Tileans (TC 14)
    Undead
    Witch Hunters <-- warband caps at 15 not 12

8.            The maximum number of warriors in a Bretonnian or Witch Hunters warband is 15.

9.            During warband creation and normal campaign play, when a warband recruits a Hero (excluding Hired Swords), that has a starting xp value of one or greater, then that Hero begins the campaign with one free advance roll.


EQUIPMENT

 10.            In addition to the weapons, armor, and equipment found in the main rulebook and warband specific items, warbands may purchase items found in the Opulent Goods article (TC 2) and the  Ye Olde Curiosity Shoppe article (TC 7), subject to the following changes:

- Lucky Charm costs 15 gc and is Rare 7
- Rabbit’s Foot costs 20 gc and is Rare 8


PSYCHOLOGY

11.            A player may not elect to voluntarily Rout until at least one-third (always rounded up) of her/his warband has been taken out of action.


HIRED-SWORDS

12.            Warbands may not hire Dramatis Personae.

13.            A player may recruit one hired-sword during warband creation. The player is free to select from any of the hired-swords available to the player’s warband.

14.            Normally, hired swords may not be given additional equipment. Due to the unusual setting, players are free to equip Hired Swords with lanterns or torches.

15.            The following hired-swords will be recruited during the campaign:

    Arabian Merchant (TC 13)
    Bard (TC 13)
    Beasthunter (TC 28)
    Black Orc Overseer (Nemesis Crown)
    Bounty Hunter (TC 13)
    Clan Skyre Rat Ogre (TC 25)
    Dark Elf Assassin (TC 12)
    Duelist (TC 13)
    Dwarf Pathfinder (Nemesis Crown)
    Dwarf Troll Slayer
    Elf Ranger
    Freelancer
    Halfling Scout
    Highwayman (TC 26)
    Human Scout (Nemesis Crown)
    Imperial Assassin (TC 6)
    Kislve Ranger (Fanatic 6)
    Merchant (TC 22)
    Norse Shaman (TC 12)
    Ogre Bodyguard
    Old Prospector (Nemesis Crown)
    Pit Fighter
    Priest of Morr (TC 12)
    Roadwarden (TC 26)
    Runesmith Journeyman (Nemesis Crown)
    Shadow Warrior (TC 13)
    Tilean Marksman (TC 6)
    Warlock
    Warrior Priest of Sigmar (TC 28)
    Witch (TC 13)
    Witch Hunter (Nemesis Crown)
    Wolf Priest of Ulric (TC 08)


POST BATTLE SEQUENCE

16.            When rolling for Injuries during the Post Battle Sequence, a hero equipped with armor may make an armor save (no shield bonus) to ignore the results 11-35 on the injury table.

17.            When rolling for Injuries during the Post Battle Sequence, Hired Swords and multi-wound Henchmen follow the ‘Heroes With Serious Injuries’ rules.

18.            Leaders treat a ‘11-15’ result on the Heroes Injury Chart as a ‘16-21’ result.

19.            The following optional rules will be used during the campaign:

- Weapon specific critical hit tables (main rulebook)
- Blazing Saddles (TC 14 -replaces Mounted rules in main rulebook)
- Sawbones (TC 28 )
- Random Happenings (TC 3 – only if both players agree)[/li][/list]





Title: Re: Koyote’s Mordheim Kislevites (and other stuff)
Post by: Elk101 on August 20, 2018, 07:38:07 PM
Really lovely conversion and subtlely done paint jobs.
Title: Re: Koyote’s Mordheim Kislevites (and other stuff)
Post by: gibby64 on August 20, 2018, 09:19:24 PM
If I lived near you I would join your game... nothing like this going on in my neck of the woods...
Title: Re: Koyote’s Mordheim Kislevites (and other stuff)
Post by: Codsticker on August 20, 2018, 10:53:18 PM
Awesome project Koyote! Good luck with the campaign- it looks like you have a good handle on it.
Title: Re: Koyote in Mordheim
Post by: Bloggard on August 21, 2018, 07:13:06 AM
my word - I can only envy and admire your work here on all levels. Very lucky group of players joining in with you on this  :-* !

and the quality of those last two figs you've shown in the thread couldn't better justify your upgrading your lighting set-up etc. Fantastic.
Title: Re: Koyote in Mordheim
Post by: horridperson on August 21, 2018, 08:38:18 AM
Great looking project.  Thematically Mordheim was awesome but some of the skewed rules made it so predictable and gamey.  Your house rules look like a fair fix that balances things out a bit.  One of those games I'd love to revisit if I got a suitable terrain set together.  Some games are only worth doing right so I'm interested to see your project come together.
Title: Re: Koyote in Mordheim
Post by: MagpieJono on August 21, 2018, 05:18:14 PM
Which part of the country are you running this campaign?
I echo the previous comments in that the alterations you've made seem fair and balanced.
Title: Re: Koyote in Mordheim
Post by: Koyote on August 21, 2018, 05:19:04 PM
Which part of the country are you running this campaign?
Bellingham, Washington. 
Title: Re: Koyote in Mordheim
Post by: MagpieJono on August 21, 2018, 05:20:59 PM
I'm not even on the right continent never mind in the right country. Oh well. Good luck with the campaign. Would've loved to participate!
Title: Re: Koyote in Mordheim
Post by: Koyote on August 21, 2018, 05:30:46 PM
Thanks, everyone.

Here's some (bad) photos of my Mordheim terrain.  I have since replaced the stone ruins with many more 4ground ruined buildings and added additional scatter terrain made by THMiniatures (see below).  I've kept the ruined cathedral as a center piece, but I've painted a ruined tower (see below) that I can use as well.

(http://imagizer.imageshack.us/a/img921/6378/FZeCUB.jpg)

(http://imagizer.imageshack.us/a/img923/338/d0a1nb.jpg)

(http://imagizer.imageshack.us/a/img922/8619/0368L2.jpg)

(http://imagizer.imageshack.us/a/img924/9656/gZQUdH.jpg)

(http://imagizer.imageshack.us/a/img924/5140/O9G1yy.jpg)

(http://imagizer.imageshack.us/a/img922/416/eS00uR.jpg)

(http://imagizer.imageshack.us/a/img922/3824/CHbcXH.jpg)


Title: Re: Koyote in Mordheim
Post by: Charlie_ on August 21, 2018, 09:05:53 PM
Fantastic. Your conversions, terrain and house rules make me think that one day, perhaps, I might get back into Mordheim. Never thought I'd find myself wanting to get back into a GW game.... But the setting was so damn good! The artwork from the rulebook.....
Title: Re: Koyote in Mordheim
Post by: Koyote on August 21, 2018, 11:25:49 PM
Fantastic. Your conversions, terrain and house rules make me think that one day, perhaps, I might get back into Mordheim. Never thought I'd find myself wanting to get back into a GW game.... But the setting was so damn good! The artwork from the rulebook.....
If you or your gaming buddies don't like the Mordheim rules, there are other options, such as Frostgrave.  Aside from the setting and the focus on wizards, Frostgrave is essentially Mordheim in the snow, but with much better rules. 

And now that Frostgrave includes rules for Captains rules, your warband's heroes are no longer exclusively wizards.  Additionally, the Maze of Malcor supplement is not just a new set of scenarios, spells, and magic items, it includes a number of optional rules that address some of the game's most glaring problems, like how xps are earned and how treasure markers are earned and deployed in the basic game.

If you don't have a snow table and have no desire to make one, then do what I did and play Frostheim (i.e Frostgrave rules played in a Mordheim setting).  I play Frostheim using my regular Mordheim terrain and because of the large variety of Soldier types available in Frostgrave, converting my existing Mordheim warbands into Frostheim (Frostgrave) warbands was relatively simple. 

For example, in Frostgrave the Barbarian soldier type has a relatively low armor value, but a high melee attack value, so what I did is use Dwarf Slayers to represent the two Barbarians in my warband.  I decided that they were a father and son team and named them Sven and Sven's Dad, after the two beserks in the movie Eric the Viking

(https://imageshack.com/a/img923/7311/kypE1b.png)

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/Sven%20Temper_zpsv21n2msz.jpg)

Once free from the creative constraints imposed upon you by Mordheim rules, you are free to interpret the Warhammer world in different ways.  For instance, when I decided to add a Crow Master to my Frostheim warband I began by associating crows and ravens with characters and races from the Old Empire and other fantasy worlds. One of the strongest associations to float to the surface of my little mind is the long relationship between the Dwarfs of Erebor and the sentient ravens of Ravenhill, near Lonely Mountain.  Now, Warhammer is not Middle Earth (although some would argue this), but its close enough that the idea of Warhammer dwarves taming crows or ravens isn't too much of stretch, so I got to work converting a Mordheim beardling into a Crow Master. 

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/WIP%20CrowM1_zpso8gfduqg.jpg)

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/raven%20master1a_zps9lbzt1zb.jpg)

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/raven%20master2a_zpsrxqzocin.jpg)


Similarly, when I decided that I wanted to add a Treasure Hunter and a Bard to my warband, I dug through my collection of unpainted GW models and found these two guys.

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/dwarf%20halfling%203_zps2jqb2vaj.jpg)

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/IMG_1815_zpssebgbkwi.jpg)

And when I wanted to add a Trap Expert, I put this little fellow together using extras from GW's old Ogre sprues.

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/IMG_2104_zpsmvohgyfc.jpg)

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/IMG_2102_zpsosjzsm0s.jpg)
Title: Re: Koyote in Mordheim
Post by: Timotl on August 22, 2018, 02:06:35 AM
Great stuff! Mordheim is still one of the best games out there. This campaign looks like a fun one. :-*
Title: Re: Koyote in Mordheim
Post by: Bloggard on August 23, 2018, 10:02:41 AM
guess I'm sounding like a stuck-record, but your painting and modelling are fantastic.

and you're one of the (all-too-) few (as far I've seen) that justify the painting of eyes - your work in this area really does enhance and complete the figures.
Title: Re: Koyote in Mordheim
Post by: Dentatus on August 23, 2018, 12:11:37 PM
So much awesome there. Excellent work  - as usual.

I've always wanted to try Mordheim but kept hearing the rules are clunky and inconsistent.
And then there's how to incorporate 6 players...

Perhaps it can be ported into ASOBH?
Title: Re: Koyote in Mordheim
Post by: Koyote on August 23, 2018, 07:05:29 PM
So much awesome there. Excellent work  - as usual.

I've always wanted to try Mordheim but kept hearing the rules are clunky and inconsistent.
And then there's how to incorporate 6 players...

Perhaps it can be ported into ASOBH?
Like any game, Mordheim is what you make of it.  IMHO, the best part of Mordheim is the whacky stories is produces.

For instance,  during our last campaign, my Averlaners' Road Warden was an absolute monster and was taken out-of-action only once during the entire campaign.  The shot that took him out came from a Witch Hunter warband.  My opponent won the roll-off and elected to go first.  On Turn 1 the Witch Hunter's Elf Ranger fired the very first shot of the game, at long range and through cover, but he shot was dead on and my Road Warden toppled from his saddle.  Later in the game, my Marksman armed with blunderbuss avenged the Road Warden and took out the Elf Ranger with a blast from the Marksman's boom-stick.  During the campaign phase we rolled for injuries and both my Road Warden and his horse recovered fully.  The Elf Ranger was not so lucky.  He died from his injuries.  Go Marksman!

To add insult to injury, my buddy rolled a 61 (captured) on the Heroes Serious Injury Chart for his hero Witch Hunter, Matthias Lieberstein.   Since my warband included an actual witch (hired sword), who the witch hunters had desperately tried to kill, you can imagine my delight at the thought of taking the witch hunter hero prisoner.

During negotiations for Lieberstein's life, my buddy tore off a piece of paper and scribbled a note. As you can see from the photo, the signed note was an offer from the Witch Hunter Captain, Hieronymus Black, to wed Matthias Lieberstein to my witch, in exchange for Matthias' freedom.  Also, the note declares that Old Witch is "defintly [sic] not a witch." How could a girl crone say no to that?

Needless to say, after a quick shotgun blunderbuss wedding, Matthias was released.

The post game campaign phase ended with me replacing my only casualty, a newbie Mountainguard, with a war-monkey (counts-as warhound), and naming the monkey Lil' Matthias. Good times. :)

(http://imagizer.imageshack.us/a/img922/7577/OSY9qI.jpg)


GW's Roadwarden model is covered from head to toe in plate mail and is really quite boring, so what I converted my own from a Mordheim mounted Reikland Captain.  My Road Warden is an ugly cus with a big belly, but you can't deny that he's got character.

(https://imageshack.com/a/img923/3127/tn799h.png)

(http://imagizer.imageshack.us/a/img922/7489/9g4QAm.jpg)

(http://imagizer.imageshack.us/a/img924/9563/uOSFLW.jpg)



And here's the witch that I named simply, Old Witch.  It's the classic Mordheim witch model.  I plan to use her in Frostgrave (Frostheim), so I painted an apprentice to accompany her.  The apprentice model is a Dwarf Witch made by Stonehaven Miniatures.

(https://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/image_zpsytghpgen.jpeg)

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/image_zpsn125njkz.jpeg)


And here's Lil' Matthias.  When I used this model in Frostgrave as a count-as warhound, his name was Yorick.  This model is a powder monkey from a GW Empire kit. I replaced the barrel of gun powder with a skull, because... why not?   It's Mordheim, and everyone knows that crazy stuff happens in Mordheim all the time.

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/Yorick%202_zpsfjrvv8k4.jpg)


While I'm walking down memory lane, I'd like to take a moment to discuss my Averlanders' third hired sword, the Human Scout.  I think that this hired sword is too often overlooked.  The Human Scout is dirt cheap, only 10 gc to hire and 5 gc upkeep.  He has human stats (plus an I4), and is equipped with a sword, dagger, and bow. His low price reflects his Not a Fighter rule (i.e. if he goes out of action, he leaves on a a roll of 1-3, instead of a 1-2).  However, if he sticks around long enough to get a skills, he can get infiltrate and/or the ability to shoot his bow and remain Hidden.  By using the latter, his chance of going out-of-action drops considerably. 

I added him near the end of the campaign, and thought of him as an easily expendable model, but he surprised me and proved to be quite useful when it came to achieving certain mission objectives.

(http://imagizer.imageshack.us/a/img923/9692/edsKYU.jpg)

Title: Re: Koyote in Mordheim
Post by: mweaver on August 24, 2018, 12:15:19 AM
Man, I do love you miniatures - excellent conversions, paintjobs - and photographs!

For the first few years we played Mordheim, we played as intended, competitively.  But increasingly we started developing collaborative campaigns, and that was a blast.  We still return to Mordheim regularly, pretty much always collaborative campaigns.

The rules were not perfect, but were solid - and the campaign system is still about the best I have seen for a skirmish game (and that is very important to me).  We have a few house rules for balance - pretty much in exactly the same areas Koyote mentioned: making armor a little more effective, making other options than two hand weapons more attractive.  The simplest tweak was to borrow the rule from old Warhammer where a shield grants two points of protection in melee (original Mordheim said 1 point); suddenly a fair number of warriors were swapping the second weapon for a shield.

Loved the story about elf shooting the road warden out of his saddle.  One of the things I like about Mordheim is no one is invincible.  No one.   

-Michael

Title: Re: Koyote in Mordheim
Post by: Bloggard on August 24, 2018, 10:54:17 AM
that horse rider ...  :-* ... well, all of 'em, as ever ...

I love the AAR write-ups of Bogdanwaz's inspired games in terms of hybrid-frostgrave, and your stuff seems to be very much of the same standard: I can only hope likewise that sometime or other I get close to the games it sounds like you enjoy.
Always liked the look etc of Mordheim although have never played -  and have some trouble understanding why it died a death with GW, and continues to be ignored.
Would be interested in combining the better aspects of it with GA/frostgrave - any more in-depth blogs etc out there about so doing?
Title: Re: Koyote in Mordheim
Post by: DeafNala on August 24, 2018, 11:41:05 AM
The miniatures & scenery are GORGEOUS. OUTSTANDING WORK!
Title: Re: Koyote in Mordheim
Post by: Koyote on August 24, 2018, 04:20:23 PM
Would be interested in combining the better aspects of it with GA/frostgrave - any more in-depth blogs etc out there about so doing?

My take on combining Frostgrave and Mordheim is very simple.  I simply use the Frostgrave rules and Warhammer & Mordheim models, terrain, and themes.

For instance, for my Frostheim wizard I used the old Mordheim Warlock model (which I already had painted) and then kit-bashed/converted an apprentice.

(https://imageshack.com/a/img921/1203/Eymkmg.jpg) (https://imageshack.com/a/img923/7215/a9fYe9.jpg)

(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/WIP%20App1_zpsfx8ztldp.jpg)
(http://i72.photobucket.com/albums/i200/10011970/Mobile%20Uploads/WIP%20App4_zpshphuuzyz.jpg)

I swapped out the apprentice's head just before painting it.  The new head has much more character.

(https://imageshack.com/a/img923/3813/oF5zSc.jpg) (https://imageshack.com/a/img924/5851/AfiivK.jpg)  (https://imageshack.com/a/img924/8711/IzE7tM.jpg)


For my captain, I used a FW model. Frostgrave doesn't have rules for pistols, so I called it a counts-as crossbow.  Apparently the pistol has a REALLY long range. :)

(https://imageshack.com/a/img922/8510/NE3WhE.jpg) (https://imageshack.com/a/img921/315/tmXkOt.jpg)


Instead of using standard treasure markers, I used my custom made wyrdstone markers, which sadly I still haven't painted.

(https://imageshack.com/a/img921/4685/9cB6xV.jpg)


One of the great strengths of Frostgrave is the game is designed to be a fairly generic fantasy world, so players are free to use whatever fantasy models they have lying around.  This is great, because when you are trying to convince your gaming buddies to start playing a new game, your friends have to decide if the expense is worth getting into a new game.  If the expense is low, then they are more likely to give it a try.


Title: Re: Koyote in Mordheim
Post by: Bloggard on August 25, 2018, 11:16:39 AM
thanks.

so you're saying that the 'incidents' (love the marriage!) you've described above were all covered by FG rules?

(btw, in case you aren't aware, FG rules for black-powder and horses are available in the first issue of the 'spellcaster' magazine - although what you currently use may well suit you better of course).

Looking into 'captains' (I have various of the pure FG books, but have never played), I'm getting the impression they're 'meant' to be an adjunct to the Spell-casters, as opposed to a viable 'lead' character - but you haven't had any trouble using them as the latter?
Have you looked into GA, where the opposite holds and the lead characters are melee orientated by default?

sorry to go on with the questions - feel free to ignore of course.
Title: Re: Koyote in Mordheim
Post by: Koyote on August 25, 2018, 07:57:50 PM
so you're saying that the 'incidents' (love the marriage!) you've described above were all covered by FG rules?

...

Looking into 'captains' (I have various of the pure FG books, but have never played), I'm getting the impression they're 'meant' to be an adjunct to the Spell-casters, as opposed to a viable 'lead' character - but you haven't had any trouble using them as the latter?
Have you looked into GA, where the opposite holds and the lead characters are melee orientated by default?
Frostgrave does have a serious injury table for heroes taken out-of-action, but it's much shorter than the Mordheim table and does not include a 'captured' result.  So the answer to your question is, as far as I know, no it isn't possible to capture an enemy model in Frostgrave.

After its release, common criticism of Frostgrave was the lack of a fighter-type hero, who like the Wizard and Apprentice, gained experience, could use a wide variety of equipment, and had multiple slots to carry magic items.  The Captain was Frostgrave's response. 

To answer your question, a warband may not be led solely by a Captain, it must include a Wizard and Apprentice.  But, whether or not the Captain is the Wizard's subordinate, equal, or boss, is up to you and whatever back story you wish to create for your warband.

I like the Captain's Tricks of the Trade mechanic, but since each trick can only be used once per game, tracking them in a transparent manner can be a bit of a chore.  As such, I use big fan of Blotz's Frostgrave Captain tokens (http://blotz.co.uk/index.php?main_page=product_info&cPath=24_124_132&products_id=806).

"GA"?  What game are you referring to?

Title: Re: Koyote in Mordheim
Post by: Ogrob on August 25, 2018, 09:02:35 PM
"GA"?  What game are you referring to?

That would probably be Frostgrave: Ghost Archipelago. Judging by the size of the facebook groups, I might be a bit alone in this, but it is my prefered version of Frostgrave. I need to get Maze of Malcor to see how those changes will size up.
Title: Re: Koyote in Mordheim
Post by: Bloggard on August 26, 2018, 08:59:58 AM
yes, Ghost Archipelago.

So from what you say the blunderbuss wedding was a straight Mordheim game.
Still a bit puzzled why the game fizzled out (at least officially) and why the system is seen as contraining in comparison with Frostgrave...

I suppose it got rather strung-out and confusing with so many official and (particularly) unofficial tweaks and additions ... (?)

Title: Re: Koyote in Mordheim
Post by: Bloggard on August 29, 2018, 02:00:10 PM
** in just reading through the thread again (properly) I see I've been misunderstanding things - so sorry about the questions about the 'hybrid' rules etc.
think I've got it straight now (you play mordheim with house rules, and 'frostheim' which is FG with a mordheim theme etc).
Title: Re: Koyote in Mordheim
Post by: Koyote on August 29, 2018, 02:54:34 PM
** in just reading through the thread again (properly) I see I've been misunderstanding things - so sorry about the questions about the 'hybrid' rules etc.
think I've got it straight now (you play mordheim with house rules, and 'frostheim' which is FG with a mordheim theme etc).
Correct. 

By going off on the Frostgrave tangent, I must share some of the blame for your confusion.

Title: Re: Koyote in Mordheim
Post by: Bloggard on August 29, 2018, 02:58:53 PM
well, you've got me thinking v. seriously about Mordheim - been looking at the rules, and really like what I read / see  :)

there's a (dark) 'humour' and, as you say, whackiness in there which really appeals...
Title: Re: Koyote in Mordheim
Post by: Koyote on August 29, 2018, 04:52:08 PM
well, you've got me thinking v. seriously about Mordheim - been looking at the rules, and really like what I read / see  :)

there's a (dark) 'humour' and, as you say, whackiness in there which really appeals...
I don't know if you've discovered it yet, but you can find free pdf copies of everything Mordehim, both official and unofficial, at http://broheim.net/. 

The website does a great job of identifying the original sources and even includes a grading system that identities a document as "official" or fan created.
 

Title: Re: Koyote in Mordheim
Post by: Bloggard on August 30, 2018, 02:10:53 PM
yep, got all the d/loads I think - Coreheim looks an interesting place to start.
but have also picked up a copy of the original rules from ebay, as I wanted the fluff and colour section ...

but sorry for a bit of derailment here - do hope you keep this thread up about your new campaign - will be v. inspiring and enjoyable I'm sure.
Title: Re: Koyote in Mordheim
Post by: ketoeloeh on August 30, 2018, 06:47:52 PM
I love your take on Mordheim. One of my first loves in wargamingland, and still a sweetheart to this very day.

Please keep up the very good work. Very inspiring indeed!
Title: Re: Koyote’s Mordheim Kislevites (and other stuff)
Post by: Koyote on August 31, 2018, 06:05:24 AM
Sylvanian Guide

None of the warbands are native to Sylvania, so each has either hired or enslaved a Sylvanian to act as the warband's guide.  In game terms, each warband will begin the campaign with a free hired sword that does not count against starting warband's cap on hired swords (see rule 13 below).  This miserable wretch will use the Beggar rules and remain with the warband until killed or dismissed.  Because Sylvanians are quite poor, the guide's upkeep fee for good and neutrally aligned warbands is only 3 gc.  Non-human and evilly aligned warbands enslaved their guide and thus need to spend only 1 gc per campaign phase for upkeep.  However, being enslaved has made the wretched Sylvanian even more wretched, thus the guides of non-human and evilly aligned warbands suffer a -1 penalty to their LD stat.

http://broheim.net/downloads/fo/94NewHiredSwords.pdf

Native Son.  Sylvanians have become mostly inured to the terrors of their homeland, but even the most  stouthearted soul can lose his nerve when he travels too far from hearth and home.  Consequently, when a guide is required to make their Spooky test, the guides test at LD 10 (LD 9 for enslaved guides).

Perfidious.  A guide will never intercept a charge directed at member of the owning player's warband (including hired swords), but players are free to use members of their warband to intercept charges directed at their guide.

The Least Wretched Wretch.  At the end of the campaign there will be a prize for the most vicious guide. If your guide takes a neutral model or an enemy model out-of-action, please ask your opponent to send me a PM notifying me of this.  Include in the email: 1) the guide's owning player, 2) the guide's name, 3) the name of the model(s) taken-out-of action, and 4) what that model is/was.  For example: "Hi, this is Sherbert.  In our game last night, Joey's Sylvanian guide, Dog Breath, took out my Youth, Garth and a neutral zombie."

I will keep a tally of each guides' victims and at the end of the campaign announce the winner.

All participants will be given a suitable model to serve as their warband's guide.  The models will be distributed on the first campaign night, Tuesday, October 9th.

The Sylvanians have arrived.

(https://imageshack.com/a/img922/7229/u3XDFJ.jpg)


And now that the month long heat wave has passed, I can get to work painting my Kislevs.

(https://imageshack.com/a/img921/420/f3tNyo.png)


Title: Re: Koyote in Mordheim
Post by: Koyote on September 05, 2018, 12:25:50 AM
I've finished my first two Kislevites.  The models come from the OOP GW Kislev Kossars box set. 

These two scoundrels are the Streltsi, Gregor and Ivan.

(https://imageshack.com/a/img923/918/4ieVuu.jpg)

(https://imageshack.com/a/img923/9162/jqSrRc.jpg)

Gun-Rest is a characterful rule, but IMO something you shouldn't bother with until the Streltsi becomes a hero. Handguns are expensive (35 gc), have only an ok range (24"), are Move or Fire and, worst of all, they must be reloaded after each shot.  If you equip the Streltsi with a halberd, a requirement of the Gun-Rest rule, you've now spent 45 gc on equipment for human henchman who has to remain fairly static during the game and can only fire every other turn.  Even worse, if the model is taken out-of-action, it dies (and loses the expensive equipment) 33% of the time. 

Once a Streltsi becomes a hero, the model becomes more survivable, has access to a higher BS, and best of all, shooting skills (e.g. Hunter) that negate some of the handgun's negatives.  Combined, these factors make the 45 gc investment more worthwhile.

So, while my Streltsi remain henchmen, they have to make due with two handed weapons and bows.
Title: Re: Koyote in Mordheim
Post by: Bloggard on September 05, 2018, 12:20:56 PM
fabulous painting - love the style and colour choices etc.

and the more I'm reading of the depth of the mordheim rules (hope I 'm not getting this wrong again !) the more I like the look of them, mods or not.
Title: Re: Koyote in Mordheim
Post by: Skaville on September 06, 2018, 11:37:08 AM
Fantastic project- Mordheim is my drug of choice, and your ideas are inspired.
What are the plastic minis you're using for Sylvanians?
Title: Re: Koyote in Mordheim
Post by: Koyote on September 06, 2018, 02:55:10 PM
Fantastic project- Mordheim is my drug of choice, and your ideas are inspired.
What are the plastic minis you're using for Sylvanians?
The models are Anglo Saxon Geburs, made by V&V Miniatures.  The models are resin and the quality of the casts is excellent. 

Title: Re: Koyote in Mordheim
Post by: Skaville on September 06, 2018, 06:55:10 PM
Thanks! They look perfect for all sorts of bandits and rebellious proles.
Title: Re: Koyote in Mordheim
Post by: Cyrus the Great on September 07, 2018, 07:35:13 AM
Koyote,
Really great conversions and paint jobs on the figures. I hope you'll keep this post going a long time!
Title: Re: Koyote in Mordheim
Post by: Koyote on September 07, 2018, 05:12:41 PM
Koyote,
Really great conversions and paint jobs on the figures. I hope you'll keep this post going a long time!
Thanks. 

I'm currently working on my Kislevite Youths, Natasha and Boris (both pictured below on the left).  I hope to have photos posted sometime tomorrow. 

Next, I'll tackle the Bear Tamer, Oleg (pictured below on the far-right) and my Sylvanian Scout.

(http://imagizer.imageshack.us/a/img922/2443/BCMAud.jpg)
Title: Re: Koyote in Mordheim
Post by: Cyrus the Great on September 08, 2018, 01:01:57 AM
Of course they'd be named Boris and Natasha! :)
Title: Re: Koyote in Mordheim
Post by: Koyote on September 08, 2018, 09:35:15 PM
Here are my first two Kislevite heroes, the Youths, Boris and Natasha.  

A casual observer of these sibling adventurers may posit that Boris is the brawn and Natasha is the brains, but sadly, Natasha is the duo's brains AND brawn.  

It's not that Boris is clumsy or a coward, it's just that the sight of bloodshed makes Boris feel a bit woozy.  As such, Boris can’t help but to close his eyes just before each swing of his massive spiked mace, making him an ineffective fighter, and on occasion, a danger to the other members of his warband.

Natasha, on the other hand, is a stone cold killer who compensates for her lack of expertise with hammer and dagger with a penchant for back stabbing and striking at foes when they are down.  

(https://imageshack.com/a/img924/39/SxZskt.jpg)

(https://imageshack.com/a/img922/8787/ufiIHq.jpg)
Title: Re: Koyote in Mordheim
Post by: Tungdil on September 09, 2018, 10:52:51 AM
I fear poor Boris will be drenched in blood after his arrival in the City of the Damned.

Beautyful miniatures and a cool topic here. Please, keep it going!
Title: Re: Koyote in Mordheim
Post by: Koyote on September 11, 2018, 05:41:30 AM
I've finished my Sylvanian Guide (hired sword) and Kislevite Bear Tamer (hero).

Durt is a miserable soul from a nameless fishing village that borders the Hel Fenn in northern Sylvania.  Durt has never been any further than a half days paddle from the decrepit hovel where he was born and raised, but the gullible Kislevite adventurers who have hired him as a tracker and guide don't know this. 

Oleg and his ursine companion were recruited into the army of Kislev to support a regiment of Kossars. Two summers ago, Oleg's bear died under the red axes of Norse marauders.  A broken man, Oleg turned to drink, and soon found himself discharged from the regiment.  A bear tamer no more, Oleg now earns his pay as the second in command of Kislevite mercenary warband, Captain Yuri's Raiders.

(https://imageshack.com/a/img924/6280/WNcTHk.jpg)

(https://imageshack.com/a/img922/3088/1HqwOh.jpg)
Title: Re: Koyote in Mordheim
Post by: number1section1 on September 11, 2018, 07:19:41 AM
Awesome selection of miniatures and great paint jobs. Liking the character backgrounds.
Title: Re: Koyote in Mordheim
Post by: Darathar on September 11, 2018, 07:24:40 AM
Love it! some really good looking creations in there, like all of your work  :)
Title: Re: Koyote in Mordheim
Post by: Koyote on September 11, 2018, 03:39:13 PM
Thanks.  Some of you old-timers may recognize Oleg, or at least the upper half of Oleg, from the 1990s GW Ungol Horse Archer model line.  Ungols served as Empire auxiliaries from the northern tribes of Kislev.

(https://imageshack.com/a/img923/3079/ryxGg1.jpg)

I replaced the horse archer legs with legs from the Empire Militia sprue.  The model's left arm looked silly on an infantry model, so I clipped it off.  Because the arm was connected to the torso, I had to carve the underlying metal to match the shape of the opposite side of the torso.  Oleg was a fairly labor intensive conversion, but back in 2009, when I created Oleg, Mordheim Kislev mercenary models were very hard to find and very expensive, so I had to make do with what I had on hand.  They're still expensive, but thanks to recasters (who try to pass them off as originals on eBay), there's more of them out there.

Here's how Oleg looked back in 2009.  I have since added a warhammer to his left hand and replaced the twin knives on his belt with a big curved knife from the Kroot sprue

(https://imageshack.com/a/img923/3503/mMTofm.jpg)


Title: Re: Koyote in Mordheim
Post by: Bloggard on September 11, 2018, 04:40:48 PM
superb work.
Title: Re: Koyote in Mordheim
Post by: Koyote on September 13, 2018, 11:31:11 PM
I've finally figured out how I want the players to score campaign points in our Autumn Mordheim campaign.  I've also developed a reputation reward system inspired by the Objective rules found in the Bordertown Burning fan-rules.  These rules supplement the campaign rules that I posted on page one of this thread.  Look for the map of Sylvania.

The campaign's warband roster is attached to this post as a pdf.   



Campaign Points

A warband earns its spot in the Final Skirmish by accumulating campaign points (CPs).  The four warbands with the highest sum total of CPs at the end of the campaign move on to the Final Skirmish.  If there is a tie between two or more warbands for ‘fourth place’, the fourth spot goes to the warband with the highest warband ranking   

Each game, a warband can earn one CP from each of the following events.

+1 CP For playing a scenario

+1 CP For winning the scenario

+1 CP If your opponent voluntarily routed

+1 CP If your opponent’s Leader was taken out-of-action by a member of your warband

+1 CP if one or more of your opponent’s models dies as a result of a roll on a Serious Injury Table

+1 CP If you recovered more Treasures than your opponent during the Post-Battle Sequence

+1 CP If your warband was entitled to an Underdog XP bonus

At the end of each game tally the CPs earned in that game and add it to the CPs earned from previous games.  This number is your sum total.   Record this sum total on your Campaign Roster and ask your opponent to confirm your sum total by initialing your Campaign Roster.

 

Reputation Rewards

As warbands acquire campaign points the warband’s leader becomes more capable and his reputation increases. To represent this, the accumulation of campaign points will confer upon leader and warband certain benefits and special abilities.  When a warband’s sum total of CPs equals or exceeds the totals listed below, the warband’s leader gains the corresponding reward (special ability).  The rewards are cumulative, so for example, when a warband’s sum total of CPs is 21 or greater, the leader will have all seven special abilities.

3 CPs - Lucky: Leader may re-roll any one dice roll during each game, or alternatively during exploration

6 CPs - Zealous: Leader hates enemy heroes and hired swords

9 CPs - Infamy: Leader causes fear in enemy henchmen and hired swords

12 CPs - Famed: If the Leader didn’t go out-of-action, henchmen and hired swords are hired at a 25% discount

15 CPs - Fearless: Leader is immune to fear and all alone tests

18 CPs - Heroic: Leader’s leader rule is extended an additional 6 inches

21 CPs - Survivor: Leader treats an 11-21 result on the Serious Injury table as a 66 ‘Survives Against the Odds’

Title: Re: Koyote in Mordheim
Post by: Koyote on September 16, 2018, 05:05:22 PM
Two more models completed, my first Cossack (henchman) and an Esaul (hero).

The Cossacks are fierce fighters and unrelenting foes of Chaos, and Yakiv it no exception.  In a fight, Yakiv can always be found in the thick of it, swinging, stabbing, and tripping foes with his ash shafted halberd, Troll Gutter.

The dour Sergeant Ludvig has served alongside Captain Yuri since their days in ill-fated Kossar regiment. 

Many attribute the burly sergeant's preference for the marauder axe to Ludvig's mixed Norse and Kislev heritage.  However, if one were to ask the sergeant, he'd state plainly that uses the massive, bearded axe because he's found no weapon better at killin' people and beasts in need of killin'. 

(https://imageshack.com/a/img922/9030/VS8jHr.jpg)

(https://imageshack.com/a/img924/5476/83KI50.jpg)

Title: Re: Koyote in Mordheim
Post by: Bloggard on September 17, 2018, 07:48:00 AM
can only keep saying it - LOVE your painting style - v. smooth  - velvety!
Title: Re: Koyote in Mordheim
Post by: Koyote on September 17, 2018, 09:40:39 PM
Thanks. 

Nine down, three to go!

Once I put paint on my leader and two more Cossacks my 500 gc warband will be ready to go.

(http://imagizer.imageshack.us/a/img921/420/f3tNyo.png)
Title: Re: Koyote in Mordheim
Post by: Koyote on September 22, 2018, 09:26:10 PM
Eleven down, one to go!

Petyr and Roman are two more fierce fighters from the northern steppes of Kislev.  While not related by blood, the two Cossacks are brothers in spirit and nigh inseparable.  Cross one, and you will have two enemies for life.

(https://imageshack.com/a/img924/5039/hQ5ZIp.jpg)

(https://imageshack.com/a/img924/3122/rABWoD.jpg)

Title: Re: Koyote in Mordheim
Post by: Ogrob on September 22, 2018, 09:31:01 PM
Lovely painting there, as always.
Title: Re: Koyote in Mordheim
Post by: Koyote on September 27, 2018, 04:30:56 PM
Captain Yuri's regiment of Kossars was decimated in a border war against a scheming baron of Ostland. Disillusioned by his experience fighting against Kislev's Empire "allies," Yuri resigned his commission.

After trying his hand at carpentry, farming, and shoe making, Yuri came to the conclusion that the only thing he is really good at is fighting and leading men in battle. So, with some reluctance, Yuri has once again taken up sword and pistol.   He now commands a small warband of mercenaries that call themselves, to their captain's chagrin, Yuri's Raiders.

(https://imageshack.com/a/img923/1748/Ce51t6.jpg)

(https://imageshack.com/a/img924/1817/FHgy2G.jpg)

The model is Black Chapel Miniatures' Altreich Engineer. The model comes with two pistols, a huge, multi-barreled pistol and a more traditional pistol. As you can see, I chose the latter.

The only conversion work was to remove the long handgun from his back and replace it with a (ridiculously massive) sheathed scimitar.  The model is metal and the handgun is not a separate piece, so it took quite a bit of work to remove it. Ugh!

(https://imageshack.com/a/img924/9845/qNrAti.png)



And now that I've finished painting my starting warband, it's time for a group shot.

(https://imageshack.com/a/img923/3999/fTLRjy.jpg)
Title: Re: Koyote in Mordheim
Post by: Tungdil on September 27, 2018, 04:46:31 PM
Amazing stuff!  :o Like the ruined tower, too.
Title: Re: Koyote in Mordheim
Post by: Bloggard on September 27, 2018, 05:11:18 PM
great character all 'round.
Title: Re: Koyote in Mordheim
Post by: Koyote on September 27, 2018, 08:09:09 PM
Thanks guys.

I'm working on a Kislev crossbowman to serve as my first new recruit, a third Streltsi.

And I think it's time to finally put some paint on my Wyrdstone markers.

(http://imagizer.imageshack.us/a/img921/4685/9cB6xV.jpg)

Title: Re: Koyote in Mordheim
Post by: Elk101 on September 27, 2018, 08:10:40 PM
Nice markers.
Title: Re: Koyote in Mordheim
Post by: Samsonov on September 29, 2018, 05:20:04 AM
This is really inspirational stuff. Very characterful.
Title: Re: Koyote in Mordheim
Post by: von Lucky on September 29, 2018, 06:48:49 AM
Lovely painting, as usual. Very characterful.
Title: Re: Koyote in Mordheim
Post by: Andym on September 29, 2018, 07:52:28 AM
Brilliant project! I've just caught up with this, somehow I missed it. Great painting and terrain alround! 8)
Title: Re: Koyote in Mordheim
Post by: Koyote on September 30, 2018, 02:59:42 PM
I've added some new treasure and wyrdstone markers to my collection.  During the process, transferred the bits from my old markers onto Renedra 25mm cobblestone bases.

The purple bits were made by a Spanish company, Tiny Tales Studio.

(https://imageshack.com/a/img921/6953/eXs6aa.jpg)
Title: Re: Koyote in Mordheim
Post by: white knight on September 30, 2018, 03:17:28 PM
Brilliant thread!
Title: Re: Koyote in Mordheim
Post by: Koyote on October 03, 2018, 05:30:11 AM
I finished painting my 3rd Streltsi.  This fellow won't be part of my starting warband.  I hope to have enough gold crowns to add him after my first (or second) game.

(https://imageshack.com/a/img923/5711/w3Y0nX.jpg)

(https://imageshack.com/a/img921/3426/WwgA5S.jpg)

The rules for Kislevite warbands was first published in Town Cryer Issue 16.  In this first version of the rules, Kislevites didn't have access to crossbows, which is odd, because the Mordheim Kislevite miniatures sold by GW at the time included models armed with crossbows.  If you look at the cover of Town Cryer 16, you'll see one of them. 

GW republished the Kislevite warband rules in 2002 Mordheim Annual.  This version includes crossbows as an option for Streltsi.  Better late than never. (https://groups.tapatalk-cdn.com/smilies/52929/1534797210.3468-smiley.gif)

Title: Re: Koyote in Mordheime
Post by: Andym on October 03, 2018, 06:17:13 AM
Cracking work! Especially those markers! I do love it when pieces like that tell a wee story! :-*
Title: Re: Koyote in Mordheim
Post by: Tungdil on October 03, 2018, 11:24:37 AM
Terrific brushwork on this crossbow man. This whole thread is great.
Title: Re: Koyote in Mordheim
Post by: Daniel36 on October 03, 2018, 11:35:56 AM
Oh my goodness those are gorgeous! I have a rather large collection of Mordheim miniatures, but the Kislevites have eluded me and I have no desire to pay top dollar for a warband. Then again, I wouldn't do them the same justice as you have!
Title: Re: Koyote in Mordheim
Post by: Mister Frau Blucher on October 03, 2018, 12:11:45 PM
Simply stunning brush work!
Title: Re: Koyote in Mordheim
Post by: Koyote on October 03, 2018, 08:55:19 PM
Thanks everyone.


I've finalized the rules for my campaign -which is a good thing, considering that the campaign begins next week. (https://groups.tapatalk-cdn.com/smilies/52929/1534797210.3468-smiley.gif)

If you are thinking about running a campaign of your own or you are simply curious about my take on Mordheim campaigns, I've attached to this post my Mordheim Campaign Packet and the Sylvania Setting Rules Packet.  The latter is a modified version of the Sylvania campaign rules first posted in Letters of the Damned.  I removed a couple of rules, tweaked others, and added a few of my own.  I also made the Exploration Chart a bit more generous.

Enjoy.

(https://imageshack.com/a/img922/5680/muGC26.png)
Title: Re: Koyote in Mordheim
Post by: Bloggard on October 04, 2018, 08:11:45 AM
brilliant, thank you.
Title: Re: Koyote in Mordheim
Post by: henerius on October 05, 2018, 10:43:43 AM
I absolutely love those Kislevites! Great paintjob.
Title: Re: Koyote in Mordheim
Post by: The Bibliophile on October 05, 2018, 07:03:18 PM
Thanks for posting those great PDF files!
Title: Re: Koyote in Mordheim
Post by: Koyote on October 08, 2018, 02:23:00 AM
I've finished another reinforcement for my Kislevs.  In time, she'll be added to my Cossack henchmen group.

(https://imageshack.com/a/img923/1926/PdQYjR.jpg)

The model is an OOP Shieldmaiden Berserker, made by Bad Squiddo games.  The model's heroic pose and eastern style trousers are what first grabbed my attention, but after closer examination I realized that its sword arm is a bit too long, too thick at the base, and juts out from the model's side in a way that doesn't look natural.  Worst of all, the head and neck were not centered between the model's shoulders.

To fix the arm I shaved down the arm and reshaped a part of the torso beneath the arm.  The arm still didn't look right so I bent the arm at the elbow.  Removing some of the torso required me to re-sculpt all of the rectangular armor segments on that side of the body.  The arm still doesn't look quite right, but it is what it is.

I replaced the straight bladed sword with a scimitar from the Frostgrave plastic Cultist kit.

I had to saw off the head in order to reposition it.  This required even more GS work to realign the hair and fix the top of the armored vest that was damaged by the saw. 

(https://imageshack.com/a/img924/3376/GJuqLe.png)
Title: Re: Koyote in Mordheim
Post by: Historiker on October 08, 2018, 04:49:04 PM
Thank you very much for the PDF and the hugely inspiring images of your miniatures!

Good to see that there is still people actively adventuring in the City of the Damned. Or, as is in your case, other settings of the old world.
Title: Re: Koyote in Mordheim
Post by: Bloggard on October 08, 2018, 05:48:27 PM
I guess I can see what you mean, at least as far as the arm goes, and you've done a nice job, but tbh I think the original (at least in the photo) looks fine.
Title: Re: Koyote in Mordheim
Post by: Koyote on October 11, 2018, 10:30:21 PM
I played my first game of the campaign.  It was the Wyrdstone Hunt scenario against a Dwarf Treasure Hunters warband.  I won the game (my opponent voluntarily bottled after his Noble and 2 Slayers were taken out), but the dwarves escaped with more treasure (wyrdstone) counters than I did.  Dwarves may be short and slow, but they are a devious folk, so watch out for them!

My MVP of the game was, ironically, one of my Youths.  Natasha took three models out-of-action with her hammer and dagger: a zombie, a Dwarf Warrior, and a Dwarf Slayer.  She took the Slayer out-of-action by rolling a crit with her dagger (2 wounds +2 to injury roll).  The Slayer had a full recovery, but the Dwarf Warrior died from his wounds.  In return, the Dwarves took out Sergeant Ludvig and one of my Cossacks.  Ludvig will live, but the poor Cossack is now riding across the grassy Ungol plains in the afterlife.

Most of the game was a ridiculous slap fight in which neither my opponent or I couldn't roll much higher than a 2.

In post game I rolled 5 exploration dice (4 Heroes + the Beggar).  Three of those dice were sixes, so Captain Yuri ended up testifying on behalf of an old friend who was accused of being a vampire.  Yuri passed his leadership test, so his friend was set free and Yuri was rewarded with 1 XP and D3 treasures.  I traded in all but two of my warband's treasures for enough gold crowns to replace my dead Cossack and recruit a Witch Hunter hired sword.  Why a Witch Hunter?  Well, not only does it seem to appropriate for the setting, but I have a cool witch hunter model that I really want to paint.

Per the campaign rules, all heroes that begin the campaign with XPs get one free roll on the advance table.  This, I feel, gives these heroes a bit more character going into the campaign.  My Bear Tamer's 'free' advance roll provided him with a second wound.  During the game he earned 1 XP for taking out a zombie and 1 XP for surviving. This gave him a second advance roll, which resulted in another additional wound.  Crazy.  After my first game I have a hero with 3 wounds.  He shall now be known as Oleg 'Ironside'.

OLEG... OLEG... OLEG...

(https://imageshack.com/a/img923/327/GGZ3lH.png)
Title: Re: Koyote in Mordheim
Post by: Koyote on October 14, 2018, 05:25:06 PM
Leopold von Drak's namesake died at the hands of Vlad von Carstein almost 200 years before the Witch Hunter's birth.  Carstein's new bride, Isabella took mercy on her uncle's widow and young children, and so she arranged for the last of the von Draks to flee to the neighboring county of Ostermark. 

To combat the darkness that has enveloped their homeland, the exiled von Drak family developed the tradition of sending their second sons to the Temple of Sigmar for training and indoctrination into the Order of Witch Hunters. And so, for two centuries von Drak witch hunters have been infiltrating the benighted county with the mission of destroying vampires, necromancers, and their servants.

Leopold von Drak - Witch Hunter (hired sword)

(https://imageshack.com/a/img921/5972/4MV0uh.jpg)

This mini is the Inquisitor Captain Xander Thule, sold by Gorgon Miniatures.  It's a very cool model, but it wasn't cast very well, so it took a fair amount of work with the hobby knife and greenstuff to get it prepared for paint. 

Leopold will join my Kislevite warband as a Witch Hunter hired sword.
Title: Re: Koyote in Mordheim
Post by: Tungdil on October 14, 2018, 07:07:24 PM
Beautiful mini and brushwork. Again i like the face and your choice of colours.
Title: Re: Koyote in Mordheim
Post by: Koyote on October 17, 2018, 09:59:46 PM
Played another campaign game last night.  This time my opponent was Jake and his accursed Norse Explorers.

It was Jake's first game of the campaign, so we played the Wyrdstone Hunt.  Predictably, Jake and I cleared away the zombies and each claimed two of the five treasures (wyrdstone).  The fifth treasure was located on the walkway of my Mordheim table's new centerpiece, the Tueden League Windmill.

Even though the walkway creates a bit of an overhang, we mutually agreed that models could climb  up to it from all sides.  Once this was decided, the rest of the battle involved our two warbands slugging it out on and around the windmill. We battled up and down stairs and on the walkway.  At one point, I even attempted one of the most ridiculous actions in the game, a diving charge, but poor Oleg wasn't up to the task and he ended up landing badly and suffering a wound.

Jake's Norse made it up onto the windmill's walkway first.  Once he was in place, the narrow walkway made it difficult for me to use my numbers to my advantage.  Near the end of the game he moved his insanely powerful Berserker (4 strength 6 attacks) to the top of the stairs.  From that point the battle began to resemble the Battle of Stamford Bridge, with a single Norseman champion back holding back a flood of attackers, but instead of defending a narrow bridge, he was defending a narrow stairway.   In two turns that evil bastard took out 4 of my models.  (https://groups.tapatalk-cdn.com/smilies/52929/1534797199.8788-smiley.gif)

Just like my first game of the campaign, my opponent voluntarily routed, but took with him 3 of the 5 treasures.

Both warbands ended the scenario pretty bloody.  I took out-of-action the Norse's Jarl, his Ulfwernar, and several henchmen.  All of the Norse except for a single henchmen recovered.  Jake took out-of-action two of my heroes and three of my henchmen.  All but a single Cossack henchmen recovered, although some of the latter ended up with a permanent injury.   The zombies dragged down and killed Durt, my wretched Sylvanian Guide.

Post game, both Jake and I did quite well.  We both got quite a few rolls on the Advance tables and each earned a nice pile of gold crowns.

I continue to be disappointed by Kislev Ranger, so I think I'll send her back to Kislev and hire a different hired sword. I need a fighter with a bit more punch.

(https://groups.tapatalk-cdn.com/smilies/52929/1534797209.0046-smiley.gif) (https://groups.tapatalk-cdn.com/smilies/52929/1534797213.9167-smiley.gif)
Title: Re: Koyote in Mordheim
Post by: Bloggard on October 18, 2018, 11:22:12 AM
sounds a good game, and great model that. Pricey, but given pre-colouring etc more than fair enough.

any pics from the game itself?
Title: Re: Koyote in Mordheim
Post by: Cyrus the Great on October 20, 2018, 08:21:17 PM
Very nice how you've tied your warband together with your choice of colors. Is that a Space Wolves grey I see? Very effective and evocative!
Title: Re: Koyote in Mordheim
Post by: Koyote on October 21, 2018, 05:12:14 PM
@Bliogard: No pictures yet. Neither of my opponent’s warbands was painted. As the campaign progresses, I expect to see more painted warbands.

@Cyrus the Great: Thanks. It’s Privateer Press’ Greatcoat Grey.

Title: Re: Koyote in Mordheim
Post by: Koyote on November 01, 2018, 03:07:28 PM
My Kislivite Henchman armed with a halberd received a strength increase, so I've decided to add a second Henchman to his group.  Like my first Kislev halberdier model, I shortened the top section of he halberd so the weapon no longer looks absurdly long.

I've decided to start a second warband -Dark Elves.  The rules for Dark Elves aren't very good, so to give my starting warband some added punch, I've added a Pit Fighter hired sword to the list. It goes without saying that the Pit Fighter was not actually hired by the Dark Elf corsairs, but rather purchased at from the slave pits at Karond Kar:  The model is the classic Mordheim Pit Fighter.  I've always liked everything about this model except for the ridiculous Orc skull mounted on the top of the morning star's haft, so I removed it and replaced the haft-cap with a bit that I cut from a plastic Flagellant's flail.  I then added the skull to the model's base, to keep all of the original model's components together.

My Kislivites have recruited a Road Warden hired sword.  We are Blazing Saddles rules in this campaign, so the Road Warden has the ability to dismount.  This has motivated me to FINALLY paint the foot-version of the mounted Road Warden model that I converted and painted in 2016 (see old photos below).  Like the Pit Fighter, there is an Orc skull on the model's base.  I added the Orc skull to the base when I first assembled and converted it in 2016.  It was only after painting all three off these models that I realized they all have skulls on their bases, in approximately the same place.

(https://imageshack.com/a/img921/6608/V31C3F.jpg)

(https://imageshack.com/a/img924/8557/ibcYDE.jpg)


(http://imagizer.imageshack.us/a/img923/3127/tn799h.png)

(http://imagizer.imageshack.us/a/img922/7489/9g4QAm.jpg)

(http://imagizer.imageshack.us/a/img924/9563/uOSFLW.jpg)
Title: Re: Koyote in Mordheim
Post by: Bloggard on November 01, 2018, 03:28:51 PM
fantastic - such character and beautiful painting.

the dismounted warden is a classic.
Title: Re: Koyote in Mordheim
Post by: Anselm van Helsing on November 01, 2018, 04:04:04 PM
Wow. Just wow.
Title: Re: Koyote in Mordheim
Post by: Tungdil on November 01, 2018, 04:06:36 PM
Beautiful figures and brushwork.
Title: Re: Koyote in Mordheim
Post by: Breazer on November 01, 2018, 09:48:49 PM
excellent stuff as always Koyote.
Title: Re: Koyote in Mordheim
Post by: Koyote on November 04, 2018, 04:14:03 PM
I've had this half painted Empire Hero gathering dust on my painting table for almost two years now.  I started it in December of 2016 for another Mordheim campaign, but the campaign ended before I had finished with it.  Putting paint on the foot Road Warden (who had been assembled for the same campaign), gave me the nudge I needed to brush off the dust and finally finish the Averlander hero.

Over the years I've purchased models from quite a few recasters (mostly on eBay from sellers trying to pass them off as the original models), and overall the quality of the minis has been pretty good.  The only issue I've had with quality involved this model, which I purchased on eBay from a Chinese recaster who sold these minis, prepainted. After stripping the paint from my purchase I noticed all the flaws. The model's feet and legs were in the worst shape, but it didn't bother me much because I was already planning to replace them.  Even if the recast was 100% true to the original model, the model's short, skinny little bird legs would have warranted a leg swap.  Using some GS and legs from a plastic Empire Greatswords kit, I made the legs a bit longer and more muscular.

(https://imageshack.com/a/img922/2260/AIHlLD.png)

(https://imageshack.com/a/img923/8158/h4NFp5.jpg) (https://imageshack.com/a/img924/989/2MOiRu.jpg)
Title: Re: Koyote in Mordheim
Post by: Smoke Frog on November 04, 2018, 07:38:50 PM
I've added some new treasure and wyrdstone markers to my collection.  During the process, transferred the bits from my old markers onto Renedra 25mm cobblestone bases.

The purple bits were made by a Spanish company, Tiny Tales Studio.

(https://imageshack.com/a/img921/6953/eXs6aa.jpg)

Wow I am a huge fan of your wyrdstone markers, they are so unique! Please share when you paint them up!
Title: Re: Koyote in Mordheim
Post by: Koyote on November 05, 2018, 05:52:40 PM
@Smoke Frog:  Thanks.  Will do.


My Sylvania campaign was designed to make allowances for participants with relatively short attention spans and/or a busy schedule.  However, 2 campaign games a month isn't enough Mordheim for me, so I've assembled a second warband, which should give me the chance to play at 4 games per month.

I included warbands from the Lustria rules and other in the campaign settings, not because it's reasonable for them to be traipsing about Sylvania, but because I wanted the campaign to be as inclusive as possible.

With that said, how the hell Korval Grimdark and his Corsair Raiders made it this far up the river Stir is anyone's guess, but they must be either very desperate or insane to venture this far inland. Perhaps they are outcasts?  Perhaps they are on a secret mission?  Perhaps their compass broke? 

(http://imagizer.imageshack.us/a/img923/9476/taF6X3.jpg)

GW never made an even half-way decent Cold One Hound, so I've opted to use PP's Everblight Shredders.  They are about the right size, vicious looking, reptilian in appearance, and best of all I didn't have to buy new models, I simply recycled them from my Horders warband.

Title: Re: Koyote in Mordheim
Post by: Exiledadmiral on November 08, 2018, 05:14:09 PM
Excellent stuff! Beautiful painting all round. I've never seen that empire hero before, absolutely love him wiping blood from his sword and you've made a very convincing job of the bloodsoaked rag.
Title: Re: Koyote in Mordheim
Post by: Koyote on November 22, 2018, 06:34:17 PM
It's time for my Kislevites to add a bear to their warband.

The model is an OOP bear, made by Red Box Games.  The original sculpt's claws are either obscured by its fur or missing altogether, so I made my own.  The GS claws on the mini's right paw look shorter than the others, but that's because they are curled under a bit too much and none of the camera angles fully captured them.

The dense terrain of a Mordheim table can make it difficult to properly place models on large bases, so I took advantage of bear's upright pose and mounted it on 25mm square.

(https://imageshack.com/a/img921/9561/RGvLRJ.jpg)

(https://imageshack.com/a/img922/682/Ssfp2e.jpg)

 (https://imageshack.com/a/img921/1364/uJuMch.jpg)
Title: Re: Koyote in Mordheim
Post by: Tungdil on November 22, 2018, 07:05:33 PM
Marvellous brushwork.  :o
Title: Re: Koyote in Mordheim
Post by: LordOdo on November 22, 2018, 07:46:13 PM
Marvelous putty pushing
Title: Re: Koyote in Mordheim
Post by: Bloggard on November 23, 2018, 10:43:40 AM
super-duper.
Title: Re: Koyote in Mordheim
Post by: Metternich on November 23, 2018, 04:56:54 PM
Some wonderful painting there, particularly on the Kislevite halberdier and the Road Warden.
Title: Re: Koyote in Mordheim
Post by: Cyrus the Great on November 26, 2018, 04:01:46 AM
That's a wonderful bear!
Title: Re: Koyote in Mordheim
Post by: Metternich on November 27, 2018, 09:26:07 PM
And the Empire Hero wiping the dripping blood off his sword is a little work-of-art.
Title: Re: Koyote in Mordheim
Post by: Koyote on December 04, 2018, 03:33:51 AM
I finally got around to putting some paint on the chests. 

(https://imageshack.com/a/img924/6972/pZNHSh.jpg)

And, since one of this month's campaign scenarios is Cry of the Banshee...

(https://imageshack.com/a/img922/7251/jbCHYK.jpg)

Title: Re: Koyote in Mordheim
Post by: von Lucky on December 04, 2018, 04:27:49 AM
Shiny and scary!
Title: Re: Koyote in Mordheim
Post by: Bravo Six on December 04, 2018, 04:44:44 AM
Lovely brushwork Koyote.  :o

Who makes the banshee?
Title: Re: Koyote in Mordheim
Post by: Koyote on December 04, 2018, 05:36:45 AM
Lovely brushwork Koyote.  :o

Who makes the banshee?
The Banshee is from the Of Gods and Mortals line sold by North Star Military Figures.   
Title: Re: Koyote in Mordheim
Post by: Bravo Six on December 04, 2018, 10:41:31 AM
Thanks Koyote.
Title: Re: Koyote in Mordheim
Post by: Koyote on December 04, 2018, 10:42:35 PM
In addition to my other umpteen-zillion hobby projects, I really want to create a dwarf warband for a skirmish game.  If not for Mordheim, then for Frostgrave, or possibly Rangers of Shadows Deep.  Regardless of the game system, I want it to include a human wizard and a halfling thief.  Yes.  I know.  Very unoriginal.  But the heart wants what the heart wants. :)

The halfling is Stonehave Miniatures' Halfling Apprentice.  The wizard was made from the GW Battlemage kit.  I shamelessly stole the idea for the conversion from someone else on the interwebs.  The pipes come from the old GW Dwarf Thunderers/Quarellers kit.

(https://imageshack.com/i/pm8ZN3fOj)
Title: Re: Koyote in Mordheim
Post by: Suber on December 05, 2018, 12:04:43 AM
Looking good!
Title: Re: Koyote in Mordheim
Post by: Bloggard on December 05, 2018, 11:21:48 AM
chests and banshee have come out a treat.
Title: Re: Koyote in Mordheim
Post by: Koyote on December 10, 2018, 07:36:26 AM
Poor brave Natasha died during my last game.  She was torn apart by Witch Hunters' hounds. 

To make maters worse, three of my heroes went out-of-action and I rolled abysmally low with my 2 exploration dice, so I ended up with only one treasure (wyrdstone). I didn't have enough gc to pay the upkeep for my my hired swords and hire a new Youth, so I sold my rabbits foot, a lantern, and both of my Streltsis' bows (they never hit anything anyway).  This gave me enough gold to keep both hired swords and hire a new Youth, Gregor.

My replacement Youth is an actual Kislev Youth model from the long OOP Mordheim Kislev warband set.  The Kislev weapon sprue didn't give me what I wanted, so I equipped him with a hammer from the Frostgrave Barbarian plastic set and a mace that I cobbled together from a bit from a GW Bretonnian men-at-arms kit.

The dwarf is another OOP GW model.  I had at one time planned to incorporate the model into my Kislev warband as a hire sword, but I don't think this will happen this time around.  The model has been primered and sitting on my painting table for ages.  I got tired of it starring at me with those tiny, judgmental eyes, so I slapped some paint on the little bugger and moved it to my display case. Now I have room on my painting table for another unpainted model that I can neglect.

(https://imageshack.com/a/img924/7180/NNzzfI.jpg)

(https://imageshack.com/a/img923/2610/acK1BH.jpg)
Title: Re: Koyote in Mordheim
Post by: Cyrus the Great on January 30, 2019, 10:46:52 PM
Nice brush work on your recent additions, but that banshee is a real treat! :-*
Title: Re: Koyote in Mordheim
Post by: Bloggard on January 31, 2019, 04:03:05 PM
nice to hear how your 'band is faring.
Title: Re: Koyote in Mordheim
Post by: Koyote on February 01, 2019, 07:27:53 AM
What began as me painting a few models to serve as unusual antagonists for a Mordheim campaign's final game ended up as full blown Carnival of Chaos warband.

You'll never see a brighter or cleaner cult of Nurgle worshipers. ;)


Carnival Master & (counts-as) Nurglings

(https://imageshack.com/a/img923/64/vCWr1t.jpg)


Brutes

(https://imageshack.com/a/img923/2572/kmno7C.jpg)


Plaguebearer & Tainted Ones

(https://imageshack.com/a/img922/3743/yVYmlA.jpg)


Brethren

(https://imageshack.com/a/img922/8909/3UmgPG.jpg)


WIP Plague Cart

(https://imageshack.com/a/img921/7278/JA1grM.jpg)


The first Plaguebearer that I painted turned out pretty good.  It is much more in line with what one thinks of when one imagines a daemon of Nurgle, but it just didn't fit in with the rest of the warband.  It's too dark and dirty, so the Carnival Master summoned one a bit less far gone and then sent it to the carnival's make-up artist for a makeover. :)

(https://imageshack.com/a/img921/3923/zLaDJ1.jpg)
Title: Re: Koyote in Mordheim
Post by: Bloggard on February 01, 2019, 09:47:29 AM
oh my goodness ... superlative.
any info on the figs?
Title: Re: Koyote in Mordheim
Post by: Koyote on February 01, 2019, 05:07:52 PM
oh my goodness ... superlative.
any info on the figs?

The Carnival Master is the Twisted Jester produced by Guild of Harmony miniatures. 

The Nurgling to the left is an OOP Games Workshop chaos familiar. 

The Nurgling on the right is a model from the Warhammer Quest Silver Tower game.  I removed to stupid sig-marine head and replaced it with a small skull.

Both of the Brute models are from the Zombicide Black Plague game.  The model on the left comes from the Notorious Plagued Character set, and the the model on the right is a Fatty.  Neither model was armed, so I added the two handed weapons.

Both Plaguebearers are from the latest GW Plaguebearer box set.  I clipped the severed head and bell from the kit's standard.  I used GS to make the strap that drapes over the model's hand.

The Tainted are both Revolting Peasants from Lead Adventure Miniatures' Bruegelburg line.  I replaced the drummer's drumstick with a mace.  The model on the right was a standard bearer.  I clipped off the standard pole and put in its place a bell.  The right hand was empty, so I swapped it out for a hand holding a mace.

The Brethren to the left and center are Jesters from Lead Adventure Miniatures' Bruegelburg line.  The Brethren to the right is the OOP GW Bretonnian Jules le Jongleur.  I replaced his right hand with a curved sword from the Frostgrave Cultist kit.  I removed his face using a pin vice with a large bit.  I replaced it with a face from the same cultist kit.  The original hobby horse head was replaced with a decomposing horse head from an old metal, Malifaux Rogue Necromancy model.

The Plague Cart is an MDF Gypsy Caravan sold by Blotz.com.  The giant plague pig is a Franken-Pig sold by Rebel Minis.  The driver, which is magnetized to the cart for ease of painting, is a Carrion Effigy made by Wyrd Miniatures.



Title: Re: Koyote in Mordheim
Post by: Bloggard on February 02, 2019, 10:07:04 AM
fantastic - thanks.
Title: Re: Koyote in Mordheim
Post by: blacksoilbill on February 02, 2019, 11:03:00 AM
Loving the Carnival of Chaos. They look superb, and there's always something nice about bringing a diverse range of miniatures into a cohesive group.
Title: Re: Koyote in Mordheim
Post by: Koyote on February 04, 2019, 08:22:04 PM
Loving the Carnival of Chaos. They look superb, and there's always something nice about bringing a diverse range of miniatures into a cohesive group.
Thanks.  I have a bad habit of purchasing models that I have no immediate use for.  If I see a model that I really like and can conceive of some possible future use for, I buy it and put it into my bitz bin.  Eventually, a new project will grab my imagination and I find myself digging through my collection for suitable miniatures.  This is how I ended up with all of the jester miniatures. 

Title: Re: Koyote in Mordheim
Post by: Dentatus on February 05, 2019, 12:57:19 PM
Great as always. I get a kick out of everything you paint.
Title: Re: Koyote in Mordheim
Post by: Maddoc on February 05, 2019, 01:08:01 PM
Something suitably chaotic about removing the guys face with a drill!  :o
Title: Re: Koyote in Mordheim
Post by: Anselm van Helsing on February 10, 2019, 07:21:14 PM
Awesome!
Title: Re: Koyote in Mordheim
Post by: Spooktalker on February 10, 2019, 08:18:39 PM
Nice work on the carnival! I imagine it was immensely satisfying pulling figures from all parts and unifying them in service to chaos.  :)
Title: Re: Koyote in Mordheim
Post by: Koyote on August 05, 2022, 03:52:56 AM
It’s been 3 1/2 years since I worked on this project. I’ve decided to revive it and add reinforcements.


Title: Re: Koyote in Mordheim
Post by: Ogrob on August 06, 2022, 07:58:30 PM
Nice. Will we get to see the plague cart finished as well?
Title: Re: Koyote in Mordheim
Post by: Koyote on August 20, 2022, 06:27:01 PM
I am gearing up for a Mordheim campaign, so I've added some reinforcements to my Carnival of Chaos warband.

The swine herders and prancing plague pigs were inspired by the two Tainted models that I previously painted, and the huge pig pulling my (still unpainted) Plague Cart.


Plague Bearer, Brethren, and (counts-as) Nurgling

(https://imagizer.imageshack.com/img922/3467/KB17IS.jpg)


Brethren, and (counts-as) War Hounds

(https://imagizer.imageshack.com/img924/6190/WwzyRB.jpg)


Tainted and Brethren

(https://imagizer.imageshack.com/img924/599/utozhg.jpg)
Title: Re: Koyote in Mordheim
Post by: OSHIROmodels on August 20, 2022, 06:36:19 PM
Great stuff, glad to see it resurrected  8)
Title: Re: Koyote in Mordheim
Post by: fred on August 20, 2022, 08:17:59 PM
Wow! Those are some striking and unusual figures!
Title: Re: Koyote in Mordheim
Post by: Koyote on August 21, 2022, 02:26:56 AM
I’ve long admired GW’s Lord of Blights model, but had no use for it. I realized that the Chaos Emissary is the only hired sword available to the Carnival of Chaos, so now I have the excuse I need.

The maggots pouring out of its belly are a bit too much, so I shaved them off and patched it with GS. The original shield is also too much, so I replaced it. Love the hammer, but the Emissary is armed with a sword, so had to do a weapon swap.

(https://imagizer.imageshack.com/img923/3136/G5XkSe.jpg)

Title: Re: Koyote in Mordheim
Post by: Elk101 on August 21, 2022, 05:05:03 AM
Nice work with the new painted figures and the conversion.
Title: Re: Koyote in Mordheim
Post by: Koyote on December 15, 2022, 07:07:40 AM
It took me a while, but I finally put paint on my Chaos Emissary.

(https://imagizer.imageshack.com/img924/4096/BXcmRO.jpg)
Title: Re: Koyote in Mordheim
Post by: .:Gunslinger:. on December 15, 2022, 09:38:55 AM
Fantastic painting, great choice of colours :-*
Title: Re: Koyote in Mordheim
Post by: Pattus Magnus on December 15, 2022, 03:50:01 PM
I like how you did the flesh areas - regular tones blending into the green areas around the pustules is very effective!
Title: Re: Koyote in Mordheim
Post by: Grumpy Gnome on December 16, 2022, 05:51:00 AM
I was wondering where you had been Koyote… nice to see you continuing to do brilliant work! 👍
Title: Re: Koyote in Mordheim
Post by: Koyote on December 16, 2022, 08:38:00 AM
I painted the classic WHQ Wardancer, and repurposed my Mordheim Pit Fighter for use in Warhammer Quest.

(https://imagizer.imageshack.com/img923/9961/dBdKAM.jpg)

Title: Re: Koyote in Mordheim
Post by: Koyote on December 16, 2022, 08:39:49 AM
I was wondering where you had been Koyote… nice to see you continuing to do brilliant work! 👍
Yup. I’m still on the green side of the grass. ;)

Thanks. I was in a bit of a painting slump for a while, but I’ve started to get back into it.
Title: Re: Koyote in Mordheim
Post by: Grumpy Gnome on December 16, 2022, 01:42:59 PM
Yup. I’m still on the green side of the grass. ;)

Thanks. I was in a bit of a painting slump for a while, but I’ve started to get back into it.

Glad to hear your muse is speaking to you again! The world is better for it. 👍
Title: Re: Koyote in Mordheim
Post by: Koyote on December 19, 2022, 03:03:51 AM
A few more minis for Warhammer Quest.

(https://imagizer.imageshack.com/img923/1193/xXQuUy.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Pattus Magnus on December 19, 2022, 06:14:13 AM
Those are very nicely done! I like the palette you used, and for some reason the female cleric (I’m not sure what the in-setting character would be called) really appeals to me. I’m keen to see more!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on December 19, 2022, 07:00:12 AM
Those are very nicely done! I like the palette you used, and for some reason the female cleric (I’m not sure what the in-setting character would be called) really appeals to me. I’m keen to see more!
Thanks.

The model is a Mordheim, Sisters of Sigmar Matriarch, originally released in 2006.

In WHQ, the model will be played as a Sister of Sigmar.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Ajax on December 20, 2022, 07:08:56 AM
Absolutely fantastic. Like your others projects !
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: DivisMal on December 27, 2022, 04:39:44 PM
I’ll just join in: awesome old skool goodness painted amazingly well!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Spooktalker on December 27, 2022, 06:29:30 PM
Love the painting style of the Warhammer Quest figures and how they turned out. Really nice finish to them. The Sister Superior is my favorite!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Elbows on December 27, 2022, 06:32:40 PM
Man, this whole thread is a treat, particularly the WHQ bits.  Great work, and great paint.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Dentatus on December 28, 2022, 06:12:42 PM
Fabulous brushwork on great figs. Again.
I'm quite envious of painters who work in your style/technique.
I'm too far down the 'fast-n-dirty' road to turn back now tho.
Looking forward to more. 
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Major_Gilbear on December 28, 2022, 09:03:53 PM
The whole thread is fantastic!  :-*

If I may ask, did anything ever come of the Dark Elf warband? I'm curious as you don't see many of those about. :)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on December 29, 2022, 06:06:10 AM
The whole thread is fantastic!  :-*

If I may ask, did anything ever come of the Dark Elf warband? I'm curious as you don't see many of those about. :)
I played a few games with them.  I never did paint them. They sat on my shelf for years. A couple of months ago I gave them to a friend.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on December 29, 2022, 07:09:28 AM
One of our WHQ players plays a Chaos Warrior. Since it would be odd to for the likes of wood elves and dwarves to tolerate a Chaos Warrior in their ranks, the running joke is that he’s just a “Warrior”.

Sure, he’s a taciturn, hulking, killing machine, who prays to odd gods, but you know, that’s just how those barbaric Northerners are. Nothing to get too worked up about. No need to get the Witch Hunters involved. Nope, nothing to see here. Nu-uh.

With this in mind I built a Chaos Warrior who doesn’t appear to be too ‘Chaos-EE’. 

(https://imagizer.imageshack.com/img922/5843/9wQTXC.jpg)

(https://imagizer.imageshack.com/img924/7422/Utv42S.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: tikitang on December 29, 2022, 08:13:04 AM
Sure, he’s a taciturn, hulking, killing machine, who prays to odd gods, but you know, that’s just how those barbaric Northerners are. Nothing to get too worked up about.

 lol

I did something similar when I played WHQ with a group. I had the Chaos Warrior player use a bearded barbarian model, and while he and I knew he was a Chaos Warrior, the other players did not!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on December 29, 2022, 08:14:51 PM
Next up will be a Kislevite Shaman. Since GW didn’t create a specific WHQ shaman model, I’m going to use the OOP GW Amber Wizard (minus its ridiculous moose antler backpack).

The model is made from GW’s so-called Finecast material (aka Crapcast, aka Swiss Cheese Cast, aka the physical embodiment of GW’s utter contempt for its customers), so I used greenstuff and epoxy sculpt to rebuild and patch its hair, right ear, mustache,boots, cape, parts of its arms, and the teeth on head of its staff).

WHQ Kislevite Shamans have to pick a spirit familiar, so I added a raven (+1 move & +1 initiative) to the base.

(https://imagizer.imageshack.com/img922/3649/9cDfC5.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on January 02, 2023, 04:08:59 AM

My WHQ Kislevite Shaman is ready to go dungeon diving.

(https://imagizer.imageshack.com/img923/5746/dnArCE.jpg)

Or to serve as a spellcaster hired sword in Mordheim.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Pattus Magnus on January 02, 2023, 07:39:29 AM
It’s a drag that you had to put so much effort in to correct the defects in the casting, but the final result you achieved on that figure is excellent! I’m enjoying seeing each of the figures in this thread.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Grumpy Gnome on January 02, 2023, 07:46:51 AM
Great work mate! 👍
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Freddy on January 02, 2023, 05:52:31 PM
I just went through this thread, awesome conversions and painting!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on January 14, 2023, 01:57:06 AM
More WHQ.  This time a Bretonnian Knight and a Wizard.

(https://imagizer.imageshack.com/img924/2256/si2a8g.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Major_Gilbear on January 14, 2023, 02:16:34 AM
Mmm, lovely!  :-*
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Pattus Magnus on January 14, 2023, 02:49:16 AM
Those look great! I especially like the effects you achieved on the cloth.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Metternich on January 14, 2023, 04:29:49 PM
The knight in particular is exceptionally well painted.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on January 30, 2023, 12:02:32 AM
I finished the last of my Kislevites.

(https://imagizer.imageshack.com/img922/7523/t0Js5g.jpg)


Next up are some new Tainted (heroes) for my Carnival of Chaos.

(https://imagizer.imageshack.com/img922/8338/n0PxcU.jpg)

And then it’s time to put some paint on my long neglected Estalian (counts-as Tilean) Don Quixote themed warband.

The warband will be centered on the Don Quixote and Sancho models that I painted many years ago.  It incorporates the Wargames Atlantic Conquistador models as well as some fun minis from other model lines.

(https://imagizer.imageshack.com/img924/7752/0dUykz.jpg)

(https://imagizer.imageshack.com/img922/2127/I7V39k.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Pattus Magnus on January 30, 2023, 01:10:11 AM
Those are excellent! The Don Quixote inspired figures especially. I’m looking forward to seeing them painted.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Grumpy Gnome on January 30, 2023, 04:41:22 AM
Wow! Brilliant stuff mate. 👍
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Seal on January 30, 2023, 05:52:04 AM
Fantastic work all around. I’m loving the knight and wizard.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Elk101 on January 31, 2023, 05:17:04 PM
Very nice!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 09, 2023, 06:17:23 PM
I took my Carnival of Chaos warband, The Company of Fools, out for a spin on Tuesday.  My opponent played Marienburgers. Both were brand new warbands.

(https://imagizer.imageshack.com/img923/8264/Dm17EH.png)

I have never played a warband without any missile weapons.  With no answer for the enemy archers, I spent much of the early game lurking about and slowly stalking forward, trying to avoid getting pin cushioned by the Marienburgers' marksmen.  All the while, my opponent was free to move where ever he wanted, in full view of my warband, without having to worry about sticking to cover.

(https://imagizer.imageshack.com/img922/980/oCbLSC.jpg)

(https://imagizer.imageshack.com/img922/16/Ih96CT.jpg)

(https://imagizer.imageshack.com/img922/8773/7npTIH.jpg)


I got lucky and was able to time my initial charges from cover with a successful casting of Pestilence, which took an archer OOA and knocked down or stunned 3 other Marienburger models.  This fortunate turn of events ultimately won me the game, but I know I won't always get so lucky with Pestilence (it's difficulty 10 to cast), so I took my winnings and invested in a new Henchmen group of archers. It's unlikely that these degenerates will ever amount to much, but they will let me shoot back and deter my opponents from moving about so freely.

(https://imagizer.imageshack.com/img922/7018/7z9lPf.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Codsticker on February 09, 2023, 06:21:44 PM
Your photos turned out perfectly fine and I like your new additions; are they 3D prints? It looks like you were both running small'ish warbands.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 09, 2023, 08:00:22 PM
Your photos turned out perfectly fine and I like your new additions; are they 3D prints? It looks like you were both running small'ish warbands.
Nope. They are resin casts from a Polish company called Rotten Factory. I love their models. I recommend checking them out.

My 500 gc Carnival was 10 models, which includes an Emissary of Chaos.  His 600 gc Marienburgers numbered only 9 models.  He spent way too much on equipment. I think he's going to restart with a different build.

My 500 gc Carnival of Chaos Warband:

The Company of Fools
Festos Poxmonger -Carnival Master w/ 2 maces & Pestilence spell
Cleave -Brute w/ 2H weapon
Crush - Brute w/ 2H weapon
Groper -Tainted w/ mace & cloud of flies
Bumble -Tainted w/ mace & cloud of flies

The Fools - 2 Brethren w/ 2 maces each
The Swine Herd - 2 Brethren w/ 2 maces each

Blofurth Corpsemaker -Chaos Emissary w/ chaos armor, helmet, shield, sword, & mark of Nurgle
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 10, 2023, 05:24:02 AM
My Tainted (Heroes), Bumble and Groper, turned out pretty good.

(https://imagizer.imageshack.com/img924/365/xWXumX.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Grumpy Gnome on February 10, 2023, 07:22:24 AM
Looks like it was quite a game… and your warband is proper creepy! Well done! 👍
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Hobgoblin on February 10, 2023, 07:40:08 AM
What a spectacular thread! Those last two are brilliantly creepy, like the rest of the warband.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Elk101 on February 10, 2023, 09:18:26 AM
Fantastic!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 10, 2023, 05:26:21 PM
I'm play testing a campaign set in the Dukedom of Mousillon. My Setting Packet borrows heavily from the Mousillon campaign found at www.Broheim.net, and authored by the Strike To Stun team. I reformated and tweaked what they wrote to make the Setting Packet and added to that my own campaign rules.

There is still more work to do on the project, like writing the final 4-way scenario that determines the campaign winner, but I figured I'd share what I done so far (SEE ATTACHED). Please feel free to borrow as freely from me as I have from others. 

Attached are the revised Mousillon Campaign Rules and Setting Packet (without the scenarios) last updated August 2023.

(https://imagizer.imageshack.com/img923/937/TokS65.gif)


(https://imagizer.imageshack.com/img923/5715/8XGdxW.gif)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 10, 2023, 05:31:57 PM
Attached to this post are the scenarios for the Mousillon Campaign last updated August 2023. Four are slightly modified versions of scenarios from the main rule book. The other four are modified versions of slightly more advanced scenarios from Town Cryers and other sources.

Update: The play test went well. I still need to finalize some of the wording and write the final 4-way scenario.

I attached them here because the file size was too large to attach them to the last post. 

(https://imagizer.imageshack.com/img923/5715/8XGdxW.gif)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 13, 2023, 02:57:34 AM
My Carnival Brethren archers, Nurgle's Darts, are ready for action.

These degenerates are not performers but rather stagehands, so I painted them in the same green and brown livery as the The Swine Herd. The frilly collar worn by the guy on the right suggests to me that he has greater aspirations. :)

(https://imagizer.imageshack.com/img922/4125/Cmg7Ih.jpg)

(https://imagizer.imageshack.com/img924/302/Vv9Kiu.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: LouieN on February 13, 2023, 07:12:42 AM
Amazing and creepy.  Also very fast. 
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Pattus Magnus on February 13, 2023, 04:44:33 PM
The palette you used works very well, I really like the flesh tone. Hopefully they’ll perform well in upcoming games!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 13, 2023, 05:59:14 PM
The palette you used works very well, I really like the flesh tone. Hopefully they’ll perform well in upcoming games!
Thanks.

My Carnival's white and red skin tones are intended to look like stage/clown makeup. The makeup assists Carnival Master's illusion or normalcy. When the illusion is dropped, you see all these creepy dudes covered in crudely applied makeup.  Which to me, would be even more unsettling than seeing mutants without the makeup.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 13, 2023, 06:08:04 PM
Now that my archers are done, except for the Plague Cart, which needs a bit more conversion work, my Carnival warband is pretty much done.

(https://imagizer.imageshack.com/img924/2930/3fJvCP.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 14, 2023, 06:45:58 PM
One of my favorite optional rules for Mordheim is the Random Happenings, which was originally published in Town Cryer #3 and again in the Mordheim Annual 2002.  For your convenience, I've attached a pdf copy to this post.

In my opinion, few things better exemplify the weirdness and chaos of Mordheim than the Random Happenings table, so when I use these rules I don't limit it to one 'Happening' per game, rather I prefer to keep going until one player calls a halt to the madness.

Many of the 'Happenings' bring new models to the table.  Over the years I've collected all the unpainted models necessary for any Happening, but I've never properly painted them all.  Well, now that my Carnival is done, I think I'll take a stab and getting more of them painted.  This will give me a chance to put some paint on some fun models and give me an excuse to use models sitting in my various bit-boxes, unused and neglected.  I'll post pics of what I have painted so far and, from time to time, post updates on completed models.

Ogre Bodyguard -purchased
Swarm of Rats -purchased & assembled
Bloodletter -purchased & assembled
Restless Spirit -painted
Evil Tree -painted -Looking for a better model
Skeletons 2D6 -purchased
Spawn -purchased & assembled
Dog Pack 2D3 -purchased & assembled
Pit Fighter -painted
Plague Victims/Mob D6 -purchased & assembled
Sisters Matriarch -painted
Flagellants D3  -purchased & assembled
Giant Spider -purchased & assembled

(https://imagizer.imageshack.com/img922/8135/eeLLcb.png)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: syrinx0 on February 14, 2023, 10:33:14 PM
Just caught up with all your additions to your Carnival warband.  Really great work.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 15, 2023, 05:20:26 PM
Last night I took inventory of the assembled, but unpainted, models for my Random Happenings project.

For the 'Plague Victims' I'm using a few Mordheim Frenzied Mob models and couple of other quirky civilian models. So that I can use the models in other scenarios and for other purposes, I'm not going to paint on them obvious signs of plague.

The 'dog pack' needs new bases, but aside from that, these models should be ready for paint.

(https://imagizer.imageshack.com/img922/2807/fBqDWo.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 23, 2023, 06:39:25 PM
Tuesday night, The Company of Fools (Carnival of Chaos) and Middenheimers battled around the base of an abandoned windmill in a treasure grab scenario.

(https://imagizer.imageshack.com/img923/6299/ND0Mvi.png)

On Turn 2, The Fools’ Carnival Master blew a hole in the Middenheimers’ left wing with his Pestilence spell, taking 2 henchmen out-of-action and knocking down a third. This caused the Middenheimers to abandon their right flank to shore up the left. This reshuffling gave The Fools a temporary numeric advantages on both flanks, which they exploited to secure 3 of the 5 treasure markers and take out two more henchmen.

Five or six turns into the game, things were looking pretty grim for the Middenheimers, so deciding that discretion is the better part of valor, the sons of Ulric turned tail and ran, like the cowardly dogs they are.  😉

The MVP for the Fools was the Carnival Master, Festos Poxmonger, for giving The Fools the early advantage.

The MVP for the Middenheimers was the Wolf Priest, who in melee, put 2 Carnival henchmen out-of-action, and knocked down a third. The Fools got their revenge by killing wretched Priest’s pet wolf.

The Carnival suffered one henchman killed and no heroes injured. The Middenheimer’s wolf died, but all of their other henchmen recovered. Also, their Youngblood suffered a hand injury, reducing him to WS 1.  Both warbands escaped with a fair amount of loot.

(https://imagizer.imageshack.com/img922/6156/DWKA0u.png)


(https://imagizer.imageshack.com/img922/6184/TZNNzp.jpg)

(https://imagizer.imageshack.com/img924/6161/8RyTtW.jpg)

(https://imagizer.imageshack.com/img923/2629/ZpJzK4.jpg)





Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 27, 2023, 07:04:14 AM
I spent much of this weekend’s hobby-time working on the prepainted ‘Sundered Empire’ kit from Black Site Studios. Thank goodness that the MDF sheets are lettered and numbered. Huge improvement over TT Combat that I recently built.

Pictured below are almost all the kit’s pieces (minus 4 of the wood platforms). Piled up and crammed tight together they cover a 24” x 24” area, so once spread out it covers a good amount of table space. None of the stacked sections are glued together. Even the corner crenellations and ruined sections with the windows rest in place without glue.

The raised wooden sections are a bit odd for this kit. They look like docks and piers. Perhaps they are supposed to be construction scaffolding?

What I like most about the kit are the flat, raised stone structures and the broken sections of raised roads. The kit will give my boards some of the height and raised walkways that you saw on old GW studio boards.

(https://imagizer.imageshack.com/img922/6781/CJpW1w.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: blacksoilbill on February 27, 2023, 08:00:06 AM
That terrain does look impressive, and so did your game.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Pattus Magnus on February 27, 2023, 04:33:31 PM
Good to know that those kits are easy to work with. And I will echo blacksoilbill, your game looked great!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 27, 2023, 06:12:29 PM
Good to know that those kits are easy to work with. And I will echo blacksoilbill, your game looked great!
Thanks.

Tomorrow, I'm scheduled to play against a Possessed warband in a modified version of the the Defend the Find scenario.  Since the campaign takes place in Mousillon, the defenders are not protecting a hoard of wyrdstone, rather, the defending warband is simply sheltering inside a building after a long day of searching and exploring Mousillon. The attacker's motivation is rob the defenders and to eject them from the attacker's 'territory'.

Unlike Defend the Find, there is no extra wyrdstone reward for being in the building at the end of the game. Instead a bonus +1 XP reward for Heroes and Hired Swords (from both sides) who are within 6" of the building at the end of the game.

(https://imagizer.imageshack.com/img924/5748/rknTKr.png)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on February 28, 2023, 05:59:13 AM
All the models I need for the Random Happenings rules.  The zombies serve as Skeletons and the townsfolk serve as Plague Victims.

(https://imagizer.imageshack.com/img924/8914/ij12uS.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 01, 2023, 05:27:47 PM
Last night my Carnival of Chaos squared off against a Possessed warband in a modified version of Defend the Find

As the defenders, the Possessed deployed in cover within a central ruined tower.  Aware that the Possessed have some really tough close combat warriors and a few models with a 10" charge, my Carnival spent the first few turns approaching cautiously, taking pot-shots with bows, and failing, over-and-over, to cast Pestilence. Grrr.

When the two warbands finally got to grips with one another, it was mostly a sad pillow fight, with both sides rolling terrible and relatively few casualties suffered.  One comically example was when Brute with 3 attacks and armed with a 2H weapon charged a puny henchman, the Carnival strongman whiffed all 3 rolls to-hit.  In return, the henchman took out the hulking Brute with a conk on the head with a mace -one of the very few criticals rolled by either side.

Overall, compared to the sheer number of attacks made by both sides and my Carnival Master successfully casting Pestilence twice against the grouped up Possessed warband, due to poor die rolls, relatively few casualties were suffered on either side. I even managed to get a charge off against an Possessed's Magister, but the best I could do is knock him down.

Around turn 6, the Carnival had suffered 3 casualties and the Possessed had suffered 4 or 5. Fearing additional losses from the 3 or 4 Possessed who were knocked down or stunned, the Possessed Magister elected to voluntarily route.

During the post-battle sequence, the fallen Brute recovered, but suffered horrible scars.  One of my archer henchmen died, but the archer henchman group (Noigle's Darts) got an advance and rolled Lads Got Talent.  Thus the unit lost 2 members, one to death and one to promotion. The Possessed lost a single henchman brethren and his injured hero recovered fully.

The Possessed with their 2 wound T4 Beastmen henchmen (my opponent fielded 3) and T4 Possessed are a tough nut to crack.  If my opponent had rolled better, he would have shredded me.  The Carnival got the best of the Possessed this time, but I doubt that I will be so lucky in the future.

Here are some shots of the game. If you look closely you can see my Carnival Master casually hanging out in the ruined convict cage wagon.  Perhaps if he had taken the fight more seriously, he would have done better with his Pestilence spell.  ;)

(https://imagizer.imageshack.com/img924/8769/Cc9JSc.jpg)

(https://imagizer.imageshack.com/img924/6286/XUQSFW.jpg)


While I didn't play on this table, it incorporates my new Blacksite Studios terrain.  This table hosted a game between Marienburgers and Middenheimers, playing the same scenario I played against the Possessed.  The attackers (Middenheimers) won.

(https://imagizer.imageshack.com/img923/7417/k7hFCU.jpg)




Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Citizen Sade on March 01, 2023, 05:45:09 PM
Nice. Who makes the mats being used?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Elk101 on March 01, 2023, 06:19:28 PM
Excellent!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 01, 2023, 07:29:11 PM
Nice. Who makes the mats being used?
Both mats are 48" x 48" Tablewar F.A.T. Mats. 

The lighter colored mat with large cobblestones is the Iron Kingdoms City Streets mat and the darker mat is the Cobble Town mat.

https://tablewar.com/collections/fatmats

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Citizen Sade on March 01, 2023, 07:33:21 PM
Thanks.

Loving the Mordheim revival from you, Hobgoblin et al. Keep up the good work.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 02, 2023, 07:19:27 AM
After my last game, one Carnival’s archers was promoted to a Hero (the lad’s got talent). My new Hero’s free advance roll resulted in a new skill, so I selected Weapons Expert from the Shooting skills (his skill lists are Shooting & Strength) and equipped him with a crossbow. Strength 3 Bows are well and good early campaign, but eventually you need strength 4 to get the job done.

With a minor conversion of this weirdo made by Black Crab Miniatures, I now have a suitable model. I think I’ll name him Willum, as in William Tell. I should have plenty of time to get Willum painted before next week’s game.

(https://imagizer.imageshack.com/img924/2072/ZX5qJJ.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Hobgoblin on March 02, 2023, 09:52:20 PM
He looks the part! Great kitbash!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: plessiez on March 03, 2023, 10:35:32 PM
Great thread; I really like the desaturated look of your carnival and the range of figures from different manufacturers in there. I like the concept of being made up to look normal is more creepy than seeing the mutations. I was going to ask if you’d seen Rotten Factory and then spotted you already had some. This thread also reminded me of the Lead Adventure Bruegelburg line, are they still available anywhere do you know?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 04, 2023, 12:03:47 AM
Great thread; I really like the desaturated look of your carnival and the range of figures from different manufacturers in there. I like the concept of being made up to look normal is more creepy than seeing the mutations. I was going to ask if you’d seen Rotten Factory and then spotted you already had some. This thread also reminded me of the Lead Adventure Bruegelburg line, are they still available anywhere do you know?
Last I checked, Lead Adventure Miniatures stopped producing minis a few years ago.  Magister Militum still carries some of their stuff, but the website states that the range is stock controlled because they can't get new stock.

While I was on the Magister Militum website I purchased these two ladies. They will make wonderful additions to my Carnival.

(https://imagizer.imageshack.com/img924/6926/vwxdQ9.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 05, 2023, 02:45:19 AM
On a whim, I purchased an Avatars of War Ogre Mercenary Captain from an Etsy printer. At first I thought it a bit small, especially when compared to my Pirate Ogre Maneater. Then I compared it to a GW plastic ogre, and realized that the scale is spot on.

(https://imagizer.imageshack.com/img922/9766/hDuX5Z.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Citizen Sade on March 05, 2023, 09:25:25 AM
Yes, he sizes up very well. There seems to be plenty of printed stuff on Etsy with Mordheim potential. Have you had any other good finds there?

Your bases keep catching my eye and I have a couple of questions. Where do you source the resin ones from? Do you use a texture roller for the Milliput(?) topped ones or are they hand carved?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Hobgoblin on March 05, 2023, 12:59:56 PM
That ogre looks great - a nice modern take on Hrothyogg! I've been trying to find a suitable ogre hired sword; the problem with all my classic Golgfag's ogres is that they're little bigger (if at all) than the Mordheim-era orcs I'm using. This guy would certainly do the trick - I'll weigh him up against the Wargames Atlantic landsknecht ogres, which also look the part.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 06, 2023, 01:59:26 AM
Yes, he sizes up very well. There seems to be plenty of printed stuff on Etsy with Mordheim potential. Have you had any other good finds there?

Your bases keep catching my eye and I have a couple of questions. Where do you source the resin ones from? Do you use a texture roller for the Milliput(?) topped ones or are they hand carved?
There’s tons of great 3D sculpts suitable for Mordheim, and you can find many of those on Etsy.

The original Mordheim minis are rare and expensive, so 3D sculpts are a great option. Two great 3D kits that come to mind. One is a multi-part kit of Mordheim-like human mercenaries, and the other is a Halfling Witch Hunter warband. The latter is a total rip off of the original Mordheim warband, but reimagined as halflings.

The resin bases are Dragon Forge Design parched wasteland bases. Sadly, last year Dragon Forge stopped making them.

I use Apoxie Sculpt to make homemade versions. I don’t use a texture roller. Rather I spread Apoxie Sculpt across a plastic base. I flatten the surface of the Apoxie Sculpt and trim the extra off the edges. Using a sculpting tool, I sculpt the cobblestones . As the Apoxie Sculpt cures, it expands, so after the base cures for 30 minutes or so, I use a sculpting tool and clay shaper tool to redefine the gaps between the cobblestones.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Spinal Tap on March 06, 2023, 07:22:58 AM
This is awesome.

If only I had half the modelling and painting skills you have I'd be a happy man.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Citizen Sade on March 06, 2023, 10:31:58 AM
Two great 3D kits that come to mind. One is a multi-part kit of Mordheim-like human mercenaries, and the other is a Halfling Witch Hunter warband. The latter is a total rip off of the original Mordheim warband, but reimagined as halflings.
Grim-Forge Scoundrels of the Damned Ruins for the humans, I assume?

The resin bases are Dragon Forge Design parched wasteland bases. Sadly, last year Dragon Forge stopped making them.
Shame. Have you checked out the Fenris Games bases? Plenty of designs that look good for Mordheim and WHQ, IMO.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 06, 2023, 05:00:32 PM
Grim-Forge Scoundrels of the Damned Ruins for the humans, I assume?
Shame. Have you checked out the Fenris Games bases? Plenty of designs that look good for Mordheim and WHQ, IMO.
I was referring to the kit pictured below. The shop selling it is "taking a short break", which I assume is code for "we've received a cease and desist order from Games Workshop". ;)

(https://imagizer.imageshack.com/img922/508/dIMWmN.png)



The Fenris bases are nice, but I ended up purchasing cobblestone bases from an Australian company, Back2Bases.

(https://imagizer.imageshack.com/img924/769/lguniG.png)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 07, 2023, 07:19:40 AM
I finished Willum and a Bloodletter. The latter is part of my Random Happenings project.

(https://imagizer.imageshack.com/img924/1771/eRnbzK.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Hobgoblin on March 07, 2023, 09:49:02 AM
Superb! Great work on both.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: eMills on March 07, 2023, 11:32:22 AM
I was referring to the kit pictured below. The shop selling it is "taking a short break", which I assume is code for "we've received a cease and desist order from Games Workshop". ;)

(https://imagizer.imageshack.com/img922/508/dIMWmN.png)
These are figures from Reptilian Overlords (https://reptilianoverlords.com/), if anyone has a printer and wanted them.  Specifically the Mercenaries & Militia Set 1.

Great sculpts and all of the pre-supported files that I have tried have all worked for me so far.

Edit:
Reptilian Overlords has a list of authorized print sellers on the website, if anyone wanted their figures but doesn't have a printer. 
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 11, 2023, 07:32:32 AM
Nurgle visited his blessing upon me, so no Mordheim last week. I did, however, spend some time assembling 3 more 4Ground buildings. It’s such a shame that 4Ground folded.

(https://imagizer.imageshack.com/img922/290/lbAxez.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 12, 2023, 07:01:08 AM
I made more progress on my Random Happenings project. Since the ‘Dog Pack’ and ‘Itsy-Bitsy Spider’ are just NPC creatures, I used contrast/speed paints to knock them out quickly.

(https://imagizer.imageshack.com/img924/6949/I3PLxA.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Hobgoblin on March 12, 2023, 10:51:54 AM
Those look terrific - especially the spider; great positioning on that base, too!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: sir_shvantselot on March 12, 2023, 11:58:02 AM
Love how you sorted the head of the spider that normally sits a goblin. I just dumped green stuff on it. You’ve sculpted armour plating.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 13, 2023, 05:41:30 AM
In Don Quixote, El Sabio Frestón ("The Sage Freston) is an imaginary enchanter who Don Quixote believes to be his arch nemesis.  Since I am including names and themes of many of the characters from Don Quixote into my Estalian (counts as Tilean) warband, I want Freston to be represented as well, as a hired sword Warlock.

In the Warhammer lore, Estalia, like its real world counterpart Spain, was occupied by men from the southern deserts. I can imagine that while the occupation of Estalia lasted much less longer than the occupation of Spain, I like to think that the men of Araby left some of their culture and customs behind.  Part of that culture may be the magical traditions of Araby -Sultan Jaffar was a sorcerer after all. With this in mind, I'm going to use a repurposed Alchemist from the Hel Dorado Saracen figure line to serve as El Sabio Freston.

(https://imagizer.imageshack.com/img923/8562/CZCJMO.jpg)

EDIT: I changed my mind. I want to reserve El Sabio Frestón for later use, and perhaps use him as my warband's elusive nemesis. Perhaps the pursuit of Freston is what motivated the warband to travel to north into the Empire?

In Don Quixote there is a Moorish character (of sorts) named Cide (pronounced thee-day) Hamete Benengeli, who Cervantes purports to be the true author of the "biographical" tale of Don Quixote.  As such, Cide the Arabyan shall be my warband's Warlock.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 15, 2023, 09:08:41 PM
Last night I played my first game with my new Estalian (counts-as Tilean) warband, The Men of La Mancha.

I played a 3-way game against two more experienced warbands, The Dawnguard (Marienburgers) and an as of yet unnamed Possessed warband.  We played the attached scenario, A Pox On All Of Your Houses, which is my version of the Frenzied Mob scenario from Town Cryer #27.  The scenario isn't designed for multi-player play, but since our 4th player wasn't available to play, we made it work.

To my surprise, not only did my newbie Estalians win the scenario, but only a single model (henchman) went out of action, and that model fully recovered. 

Near the end of the game, the valiant (foolish) Don Alonso Quijano ended up in the center of a large, multi-model melee involving Estalians, Marienburgers, and pox-ridden peasants. At one point he was fighting against a Marienburger captain, champion, and a swordsman, but thanks to a flurry of bad die rolls and one lucky armor save, the aging Estalian gentleman escaped unscathed. As a reward for his heroism (i.e., biting off more than he could chew and not getting killed), the Fates rewarded him with a suit of Ithilmar armor which he found during the post-game exploration phase.

The real heroes of the battle for the Estalians were the crossbowmen and Warlock (Silver Arrows of Arha FTW), who together, cut down almost half dozen Chaos cultists.  My Young Blood, Aldonza Del Toboso also proved her mettle by taking out-of-action, two Marienburgers, despite her pathetic WS 2.  My other Young Blood Sancho, didn't prove himself in combat, but he did manage to loot one of the buildings.  My Halfling Scout proved to be quite adept and murdering pox-ridden peasants with his bow.

The first warband to rout was the Possessed. They looted 2 of the 4 buildings before high-tailing it. Sadly, during post game, The Possessed permanently lost 4 henchmen, including an expensive Beastman.

The Marienburgers voluntarily routed a few turns later, after four or five warriors went out-of-action. Fortunately for the Marienburgers, all of their warriors who went out-of-action fully recovered.  They managed to loot 1 building before retreating to their encampment.

This shot was taken at the end of Turn1.  The roof of one building was removed to deploy some of the pox-ridden peasants.

(https://imagizer.imageshack.com/img924/7901/xWLD7X.jpg)


Here is shot of some of my Estalians.

(https://imagizer.imageshack.com/img922/9449/posZPt.jpg)


The only fully painted warband was the Possessed.

(https://imagizer.imageshack.com/img922/8743/GMI0lY.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: syrinx0 on March 16, 2023, 12:36:05 AM
Looks like lady luck favored the Estalians. Nice to see Mordheim in action still.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: blacksoilbill on March 16, 2023, 12:23:41 PM
That alchemist is a superb figure. I really like the look of the possessed warband too: nice use of the Frostgrave figures.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 16, 2023, 04:26:57 PM
Looky what finally showed up in the mail.

(https://imagizer.imageshack.com/img922/9900/cSR4kV.jpg)


Recognize him? No? Here’s a hint…

(https://imagizer.imageshack.com/img923/7029/xuj4Bj.jpg)


Now I need to find an excuse to get him painted and in the table. Aside from Skaven, I can think of no warband includes throwing knives in its starting equipment. You’d think pirates would, but they don’t.

I mention pirates because now that I have these two fellas, I have an urge to create a pirate warband. Arghhh!

(https://imagizer.imageshack.com/img922/8369/fBwjDW.jpg)



Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 20, 2023, 12:37:56 AM
Argh! 🏴‍☠️

(https://imagizer.imageshack.com/img923/5762/tHKBJy.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Citizen Sade on March 20, 2023, 10:09:11 AM
Nice! Where's the Mordheim knife juggler from? Any chance of some photos of the WIP figures in the background?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 20, 2023, 04:34:43 PM
Nice! Where's the Mordheim knife juggler from? Any chance of some photos of the WIP figures in the background?
The 3D sculptor of the knife juggler miniature is calls a 'Plague Mercenary'.  You can find it for sale on Etsy. I two copies from two different Etsy sellers. AlieCatCraftsnStuff took over a month and a half to deliver, despite being located here in the US were I live. TownsandTerrain shipped much quicker.

I added a skull and a rat to the model's base to make it look more similar to the original artwork.

(https://imagizer.imageshack.com/img922/3461/u8eXJi.jpg)


As requested, below are pics of the WIP models lurking in the background of the photo of my WIP Pirate warband.

The models in the foreground are a warhound being ridden by an armored chicken, and an assortment of townsfolk and weirdos to be used in Frenzied Mob scenarios and as plague victims for the Random Happenings table.  Some are actual OOP Mordheim Frenzied Mob miniatures.  The models in the background are an assortment of hire swords, heroes, and henchmen for Mordheim, as well as a few models from my Don Quixote themed warband.

(https://imagizer.imageshack.com/img922/3605/Pcey4B.jpg)


Below are more of the WIP models.  In the foreground are some partially painted Flagellants for the Random Happenings table, a dwarf I plan to use in Warhammer Quest, a Dwarf I plan to use as a Dwarf Pathfinder hired sword, and an OOP Warrior Priest that I may use in Warhammer Quest or as a Mordheim hired sword.  In the background are the remaining members of my WIP Don Quixote themed warband.

(https://imagizer.imageshack.com/img922/7162/XPNHNt.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Citizen Sade on March 21, 2023, 08:51:14 AM
Thanks, that's quite an assortment you've got there and it's always interesting to see people's WIPs.

The armoured chicken is very Mordheim. Is it the Dunkeldorf one?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 21, 2023, 03:47:16 PM
Thanks, that's quite an assortment you've got there and it's always interesting to see people's WIPs.

The armoured chicken is very Mordheim. Is it the Dunkeldorf one?

Thanks. I'm an avid collector. If I spot a really fun model I will just buy it, even if I don't have an immediate use for it. And then later, when I'm working on gaming project, I'll dive into my collection for suitable models.  Often the models will inspire me to find unusual uses for them that I hadn't previously though of.  In other instances, such as in the cases of the Mordheim Freelancer model and the Pirate Captain of Sartos a model, a model will inspire me to build an entire warband around them.

Yup. It's Dunkeldorf's Isolde the Guard Chicken.  To keep it on the warhound's back, I replaced the peg leg with a length of metal rod that is a bit longer than the original leg. I then applied glue to chicken's foot and rod and inserted that rod into a hole drilled into the back of the warhound.  Finally, I used a bit of greenstuff to sculpt a new leg and foot around the rod.

The warhound is also a Dunkeldorf miniature: Jaeger, Arnold's Dog.

(https://imagizer.imageshack.com/img924/7682/8En9qv.png) (https://imagizer.imageshack.com/img924/5092/haMPxT.png)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 21, 2023, 04:58:34 PM
I was searching an old thread on another message board, looking for a particular photo when I happened upon my old Averlander warband.  I painted this warband back in 2010. Some of the photos are pretty bad. I still have these models, so someday I'll get around to re-shooting them.

Here is the original warband.

(https://imagizer.imageshack.com/img922/6848/ne3Mvr.jpg)

(https://imagizer.imageshack.com/img922/8104/l21c4I.png)

(https://imagizer.imageshack.com/img924/989/OmmFL6.png)


I added these models after a few games. I upgraded my Bergjaegers' longbows to crossbows, and added a new Mountainguard henchman.

(https://imagizer.imageshack.com/img923/7070/REnRbe.jpg)


Below is a new version of my Captain.  The original model had really wimpy little bird legs and some defects in the casting. I repaired everything and replaced the legs with plastic parts and greenstuff.

(https://imagizer.imageshack.com/img924/6085/3jp9n1.png) (https://imagizer.imageshack.com/img923/4372/ZAaaIU.png)

(https://imagizer.imageshack.com/img923/1002/aOh7Wf.png) (https://imagizer.imageshack.com/img923/5618/UKVt2G.png)


This fella was a hero who got promoted from a henchman ground via Lads Got Talent.

(https://imagizer.imageshack.com/img924/8814/xNx2j0.jpg)


Here's my Captain near the end of the campaign, sporting a fine suit of Gromril armor.

(https://imagizer.imageshack.com/img922/6923/h2HRqY.png)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Hawkeye on March 21, 2023, 07:54:39 PM
The converting and painting on that Empire hero are top-notch. Like you, even though I love the rest of the mini, I always felt like it looked as if he skipped leg day. Also looking forward to the Don Quixote warband - I love that freelancer miniature! What do you have planned for Sancho Panza?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 21, 2023, 08:23:25 PM
The converting and painting on that Empire hero are top-notch. Like you, even though I love the rest of the mini, I always felt like it looked as if he skipped leg day. Also looking forward to the Don Quixote warband - I love that freelancer miniature! What do you have planned for Sancho Panza?
Don Quixote and Sancho are already painted. 

Sancho is a converted model using primarily bits from the GW Bretonnian Men-at-Arms plastic kit and a bit of greenstuff. I used the tonsured head from the Bretonnian kit and added a hat from the Mordheim human mercenary sprue.

(https://imagizer.imageshack.com/img924/7752/0dUykz.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: LouieN on March 21, 2023, 09:21:28 PM
Wow.  amazing painting; well done
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Grumpy Gnome on March 22, 2023, 06:39:08 AM
You always do great work mate, but I particularly like that pair. Windmills watch out! 👍
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: blacksoilbill on March 22, 2023, 01:03:22 PM
Great work: two real characters there.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 22, 2023, 06:17:17 PM
I played my second game with my Estalian warband, The Men of La Mancha.

Once again, our fourth player was out, so instead of playing two separate 1 on 1 games, we played another 3-way game, but this time my buddies decided to try out new warbands, Bretonnian Brigands and Undead.  We played the A Pox On All Of Your Houses again, which is my version of the Frenzied Mob scenario from Town Cryer #27. 

I rolled lowest for table edge selection, so I ended up sandwiched between the other two warbands. To counter this disadvantage, I kept my warband together and focused on the stronger of the two warbands, the Undead. Fortunately for me, the Pox Ridden Peasants kept the Bretonnian Brigands busy for most of the scenario, and the Undead player divided his warband in order to loot two buildings. This gave me the breathing room to move up, dispatch some troublesome peasants, loot a building, and focus my attention on the one half of the Undead warband (the half without the Vampire).

My ranged attacks weren't nearly as effective as they were in my last game.  My two best shooters of the game were my hired swords. My Warlock, Cide the Arabyan, blasted the enemy Necromancer with Silver Arrows of Arya through a narrow window, stunning the vile conjurer of the dead.  On the following turn, Cide closed in on the cowardly Necromancer as he tried to crawl away, shredding him with magical arrows, and taking him out of action.   During my last turn of the game, Gines, my Halfling Scout, got off an amazing shot that resulted in a ricochet critical, that stunned one Bretonnian Brigand henchman and knocked out-of-action a Brigand hero.

My Champion Ferdinand proved to be a disappointment. First, he missed with shiny new dueling pistol, then on the following turn her charged a pox-ridden peasant, only to whiiff all of his attacks and get clubbed down.  Conversely, my other Champion, Diego, proved himself worthy of the title, taking a total of 3 opponents out of action.  Sancho, my Youngblood, brought down a Ghoul and survived both scurrilous attacks on his parentage and a couple of shots from Brigand bowmen. Aldonza looted a building during game play, and post game, survived a collapsing hovel and recovered a handful of gold crowns.  My fearless leader, Alonso Quijano, with the aid of a henchman and my hapless halfling, dispatched the very last pox ridden peasant on the table.  Killing peasants can be hard work, but apparently not enough to earn my Alonso an advance this game.

With most of the Vampire's warband destroyed, it failed its rout test and fled the table. A turn later, after losing its last hero, the Bretonnian Brigands did the same.  While both warbands were savaged during the game, the Undead was the only warband to permanently lose a model, a Dire Wolf.  My champion, Ferdinand fully recovered, as did my halberdier, who was also clubbed down by a peasant. 

After paying my hired swords and hiring another henchman, I had enough gc left over to buy Ferdinand a mace and to purchase 3 cloves of garlic, in expectation of my next encounter with the Vampire, who now has 3 wounds. Yikes!

(https://imagizer.imageshack.com/img922/5503/SShlBr.jpg)

(https://imagizer.imageshack.com/img922/420/iPKYjm.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Hawkeye on March 23, 2023, 10:54:32 PM
Sancho Panza looks great! That's a nice conversion - I've always thought that the friar-type mini in that archers box (or was it the men-at-arms box) was excellent conversion fodder. I was also thinking - the Freelancer model has a mounted version too - does that mean that there's a Rocinante in the works too?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 24, 2023, 04:48:49 AM
Sancho Panza looks great! That's a nice conversion - I've always thought that the friar-type mini in that archers box (or was it the men-at-arms box) was excellent conversion fodder. I was also thinking - the Freelancer model has a mounted version too - does that mean that there's a Rocinante in the works too?
I have the mounted Freelancer, but never painted it. In Mordheim the disadvantages of being mounted tend to outweigh the advantages. The one exception is the Roadwarden, but the Mordheim Roadwarden model is boring, so I converted and painted the mounted Mordheim Reikland Captain to serve as my Roadwarden.

(https://imagizer.imageshack.com/img923/1298/czxDTv.jpg)

(https://imagizer.imageshack.com/img924/3622/Wvsln2.jpg)

(https://imagizer.imageshack.com/img923/4210/ixFlrC.jpg)



Title: Re: Koyote in Mordheim (And some WHQ)
Post by: dwbullock on March 27, 2023, 01:01:37 PM
An armored, peg-leg chicken?

Yes, please!  I'll take 2!

I often find myself grabbing lots of minis that just interest me, without any real plan or army in mind, as well.  However, I haven't seen that mini line before.  So thank you for introducing me to it.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 27, 2023, 06:41:01 PM
I finished the Flagellants that I need for my Random Happenings project.

(https://imagizer.imageshack.com/img922/4508/qMURdB.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 27, 2023, 10:36:58 PM
Last weekend, I played a game of Mordheim with a buddy who hasn’t played in 19 years. My buddy fielded Witch Hunters, using the printed Minaturas Ezipion halfling witch hunter sculpts, and I used my Pirates.

The Halfling Witch Hunters got off to an early lead by shooting down two Pirate crewmen, forcing the sea dogs to fall back behind cover to consolidate their forces. However, once the Pirates got to grips with hairy footed pilgrims, the tables turned.  Over the course of 2 turns of melee, the Pirates took out 4 warhounds and a flagellant, losing only a single hero (a cabin boy) in return.

Post game, my two injured crewmen and hero fully recovered.  I hired another henchman, and bought 4 clubs and 2 cat o’ nine tails to up-arm my Heroes and crossbowmen.

My cabin boy, Flask, survived the battle without a scratch, but is required to miss the next game because he fell into a barrel of fetid water during the exploration phase. Flask has only a single XP, so at this point the best course of action is to strip Flask of his weapons, retire the lad, and hire a new cabin boy.


(https://imagizer.imageshack.com/img923/9241/yVZtaV.jpg)


(https://imagizer.imageshack.com/img923/3070/J0pKcU.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: LouieN on March 28, 2023, 03:47:21 AM
A wonderful setup. 

A poor reward for the Cabin boy who made it through the fight....booo  ;)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 28, 2023, 04:07:09 AM
A wonderful setup. 

A poor reward for the Cabin boy who made it through the fight....booo  ;)
What do you expect? Pirates are heartless bastards. ☠️
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on March 30, 2023, 08:10:32 PM
The Men of La Mancha suffered their first defeat in a game against the savage Middenheimers.

The fight started out well enough, with the Middenheimer losing three models and the Estalians suffering no losses in return.  Everything changed when my warband's leader, Alonso Quijano, inspired by his namesake, made a poorly supported, quixotic  charge into the Middenheimer's right flank.  Alonso struck down the target of his charge, but in the subsequent turn he was counter charged and laid low by a bladed critical (2 wounds, +2 to injury roll, & no armor save).  So much for Alonso's being protected by his shiny new suit of Ithilmar armor.

At this point my dice went cold, and my opponent's dice heated up.  Over the next two turns I threw almost everything I had at the Middenheimers, but couldn't cause the one additional casualty I needed to force the Middenheimers to start taking rout tests. Meanwhile, the Middenheimers took out-of-action 3 Estalian henchmen and knocked down or stunned 3 of my remaining 4 Estalian Heroes. Seeing the writing on wall, I elected to voluntarily rout.

Post game, 2 of my 3 injured henchmen recovered and I rolled a 13 on the injury table (i.e. Dead) for my leader, Alonso.  However, in this campaign, when a post-game injury results in the permanent loss of the leader, that result is ignored and the Leader fully recovers, but as a penalty the Leader earns no XP for scenario.  This is a bummer because Alonso needed only 1 XP for an advance, however, I can't complain too much -at least he's still alive.

On a more positive note, almost every hero and henchman group got an advance roll.  This produced a mixed bag of results, with the best outcome being a Lads Got Talent result, promoting a Marksman to a hero. 

I used the gold crowns earned in the scenario to buy a new Marksman, some weapons (including a morning star of Alonso), and some torches and garlic. The former is for the Orc Mob's Troll and the latter is for the Undead warband's vampire.

(https://imagizer.imageshack.com/img923/6065/bQx6Oj.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 02, 2023, 06:22:03 PM
I finished Aldonza Del Toboso, the Young Blood in my Estalian warband, and the Ogre hired sword for my Random Happenings project. 

The Aldonza model (a Heresy Lab miniature) was originally holding a knife behind her back.  I replaced it with a mace.  I painted her skirt, blouse, apron, and hair to match that of Sophia Loren in the musical, Man of La Mancha.

The Ogre is an Avatars of War 3D print that I bought from a seller on Etsy.  Aside from adding the cobblestones to base and adding the rat and bones, I made no changes to the model.


Beauty and the Beast

(https://imagizer.imageshack.com/img922/3671/wP1HYf.jpg)

(https://imagizer.imageshack.com/img922/296/FNI45S.jpg)


I also re-shot my flagellants.  Sometimes photographing models against a white background works for me, and sometimes, as in the case of the flagellants, it washes the models out.  I'm much happier with the results in the photo below.

(https://imagizer.imageshack.com/img922/3595/uo4DY0.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Pattus Magnus on April 02, 2023, 07:46:37 PM
The new additions look fabulous! Beautiful smooth painting on everything.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: marianas_gamer on April 02, 2023, 07:53:33 PM
Nicely painted.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Hawkeye on April 02, 2023, 09:18:41 PM
Gorgeous duo! The fabric on Sophia's skirt and the pants of the ogre are absolute standouts - lovely smooth shading/highlighting. That conversion from her holding a dagger to a mace is also seamless, plus I just love how unlikely the idea of her hiding something like that behind her back is! Excellent!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 04, 2023, 03:13:01 AM
The Men of La Mancha suffered their first defeat in a game against the savage Middenheimers.

On a more positive note, almost every hero and henchman group got an advance roll.  This produced a mixed bag of results, with the best outcome being a Lads Got Talent result, promoting a Marksman to a hero.

Unbeknownst to Don Alonso Quijano, his niece, Antonia, disguised herself as a marksman and joined the company of Estalian adventurers shortly before they boarded ship in Magritta. Her true identity was revealed when her fake beard was dislodged and lost during the Estalians’ flight from the Middenheimers.

Lacking the gold crowns to hire an armed escort and pay the fare to ship her back to Estalia, her uncle has reluctantly agreed to let her remain with his company. It must be said that even if Alonso did have the coin to send his niece home, Antonia’s skill with a crossbow would surely be missed.

Below is my new hero, Antonia, and my new model for Gines the Halfling Scout (and his pet chicken, Gallo). The model that I was using for Gines is great, but I think it’s more suited for my Pirate warband.

(https://imagizer.imageshack.com/img922/3619/4grpJP.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 09, 2023, 06:36:45 PM
I ‘Kickstarted’ the Heresy Lab Order of the Flaming Lys – Citizens of the Old World warband. For years it sat unassembled on a shelf. My buddy showed interest in playing Bretonnians, so built him a Bret warband.

Some of the models aren’t armed exactly as they are in his starting list, but after his first game or two he can upgrade their weapons and armor to match the models.

I replaced the Ogre Bodyguard’s gut plate with a damaged Bretonnian shield bit. The new gut plate has a fleur de lis symbol on it, which can also be found on many of the resin models.

(https://imagizer.imageshack.com/img922/992/Hjjfxp.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 12, 2023, 04:32:50 PM
Last night we played a 3-way Treasure Hunt scenario -Marienburgers, Orcs, and Pirates fighting over 7 treasure markers. Assailed on two sides by the Orcs and Pirates, the beleaguered Marienburgers eventually fled, but not before taking out 2 pirate henchmen, and Orc henchman, and even a troll! The game ended in a draw between Orcs and Pirates due to time. Each warband escaped with 2 treasure markers and there were no permanent injuries or deaths.

(https://imagizer.imageshack.com/img924/4996/TDJuvm.jpg)

(https://imagizer.imageshack.com/img924/365/VuzIQy.jpg)

(https://imagizer.imageshack.com/img922/6656/0CgeN2.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: dwbullock on April 13, 2023, 01:18:58 PM
Quote
(https://imagizer.imageshack.com/img922/6656/0CgeN2.jpg)

.... does that man have a pig hammer?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: snitcythedog on April 13, 2023, 01:40:55 PM
Impressive table.
.... does that man have a pig hammer?
I thought he was protesting pigs.   lol
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 14, 2023, 05:48:33 PM
.... does that man have a pig hammer?
Yes. Yes he does. :)

My buddy who plays that warband is more of a gamer than hobbyist. When he added that henchman group to his Marienburger warband, he assembled it from what he had on hand -leftover Vixtrix historicals. The “pig hammer” is the top of a banner pole and the pig is supposed to be a boar.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 16, 2023, 10:57:39 PM
From left to right are: Antonia, Gines (pronounced hee-nez), and Sophia.  Antonia is the Lads Got Talent hero for my Estalian warband. Gines is a Halfing Scout hired sword for the same warband.  Sophia is a Tilean Marksman hired sword for my Pirate warband.

The Sophia model was originally slated to be Antonia, but her jacket looks too much like a naval uniform, so I kit bashed a more suitable model for Antonia, and Sophia became the newest member of my Pirate crew.

(https://imagizer.imageshack.com/img922/4116/2edl9d.jpg)

(https://imagizer.imageshack.com/img924/8888/cDcdHX.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Codsticker on April 16, 2023, 11:06:11 PM
Splendid work!
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Grumpy Gnome on April 17, 2023, 06:44:41 AM
Brilliant work mate! 👍
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: hubbabubba on April 17, 2023, 09:28:06 AM
Excellent, nice paining, especially the face on Sophia,she's got real character.

Who makes the Sophia fig? I'm guessing it's a print?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Citizen Sade on April 17, 2023, 12:32:36 PM
Great additions.

Sophia's a Dunkeldorf miniature. They have an excellent range of mainly metal miniatures and terrain. It includes lots of pet animals and non-combatant types.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 17, 2023, 10:35:03 PM
Excellent, nice paining, especially the face on Sophia,she's got real character.

Who makes the Sophia fig? I'm guessing it's a print?
Yup, Sophia is the Claudia "Schwartz" Hinkel model from the Dunkeldorf model line.

Gines was built from the Wargames Atlantic Halfling Militia box. His quiver is an old GW bit, cut down to size. Gallo, the chicken, is from Gripping Beasts' Livestock set.

Antonia's body and head come from the Fireforge Games' Folk Rabble kit.  The crossbow and arms are from Fireforge's Foot Sergeants kit. The sheathed sword is from he Wargames Atlantic Conquistadors kit, the dead bird is from the GW Bretonnian Men-at-Arms kit, and the quiver is another old GW bit, cut down to size.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 18, 2023, 02:44:01 AM
Below are the last two heroes for my Estalian warband, and the wardog that the warband purchased after their last fight.  I realize that these models don't look very Estalian, but I have replacement models planned for when they gain more experience and armor. The veteran versions of Diego and Ferdinand will look more “Estalian”.

From left to right are Diego de Miranda, Ferdinand, and Galgo (and Lope the chicken).

(https://imagizer.imageshack.com/img924/4081/9YhO9q.jpg)

(https://imagizer.imageshack.com/img922/690/xlNV4O.jpg)

Ferdinand (another Dunkeldorf model) was clearly inspired by Lemmy, the founder of Motorhead, so I painted his vest and boots black in honor of the rock icon. Galgo (named after the type of old dog owned by Alonso Quijano in the story), and Lope (Cervantes' arch-rival and  possibly the forger who wrote the fake Don Quixote sequel), are also Dunkeldorf models.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 20, 2023, 07:37:50 PM
On Tuesday night an odd number of players showed up for Mordheim, so we played another 3-way Treasure Hunt scenario. This time, Possessed, Orcs, and Pirate warbands fought over the 7 treasure markers. I forgot to bring my markers so we used bright green dice as treasure tokens.

It was a fairly bloody game, thanks in no small part to Bosun Quint, my new Lads Got Talent Pirate hero (pictured below -lower right).  On my Turn 1, he moved to a window with a good view of the bunched up Orc mob and blasted it with a blunderbuss. My dice were on fire! That single S3 shot took out-of-action, a goblin henchman, an orc henchman, an orc hero, and knocked-down an Orc Boss (leader).  I followed this up with a shot from a crossbowman that caused another orc hero to go out-of-action.  It was a rough Turn 1 for the Greenskins.

(https://imagizer.imageshack.com/img924/3736/ZgZGDL.jpg)

On the Orc's turn Quint was charged by a cave squig. The Orc player whiffed his die rolls, and Quint took the cave squig out-of-action with his hand axe, bringing Quint's body count up to four models. On the following Quint was charged by lowly goblin and stunned. On my turn Quint's status changed from stunned to knocked down, and when the goblin tried to finish him off, its club missed but its dagger struck home. By some miracle Quint made his 6+ armor save from the dagger attack and earned himself a short reprieve. I tried to rescue Quint, but the goblin was just out of my nearest standing model's charge range. During my Close Combat phase the wretched goblin finally clubbed the bosun over head, taking him out-of-action. 

(https://imagizer.imageshack.com/img923/3068/YZoxF7.jpg)


For me the other highlight of the game was Troll wreaking havoc among the Pirates, taking out 2 henchmen before finally succumbing to the combined efforts of Grog the Pirate Ogre, First Mate Daggoo, and a couple of crossbowmen armed with daggers.

(https://imagizer.imageshack.com/img922/9357/DFXEID.jpg)

(https://imagizer.imageshack.com/img924/1761/16OOY0.jpg)

First the Possessed routed and then the Orcs, leaving the Pirates in possession of the battlefield.

My only permanent casualty was a crossbowman, who I replaced by rolling the Prisoners result on the Exploration Table.  The Pirate warband has a rule called Kidnapped.  Using this rule the Pirates can recruit crew from fallen enemy human models and from certain encounters on the Exploration Table.

Post game, Quint recovered fully, and for his heroics, he earned himself 5 xp and 3 advance rolls.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Hawkeye on April 21, 2023, 08:23:59 PM
The wardog with the chicken on his back is excellent! I love those Dunkeldorf miniatures, and you've certainly done them justice! Ferdinand, in particular, is fantastic.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 26, 2023, 03:23:17 PM
This mdf message board is part of the Warcradle Scenics Town Scatter set.  I mounted the message board on mdf cobblestone parts leftover from 4Ground building kits, and then on a plasticard, cut to shape.  The posters were designed and provided as a free download, by the YouTuber Devs & Dice.  I attached the file to this post.

(https://imagizer.imageshack.com/img923/872/9DxNB8.jpg)

(https://imagizer.imageshack.com/img924/5913/hfgpeg.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: SotF on April 27, 2023, 05:57:06 PM
I'd been looking for posters like that to put on my quest board
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 27, 2023, 09:59:36 PM
Once again, an odd number of players showed up for Mordheim Tuesdays, so we played another 3-way Treasure Hunt scenario. This time it was Undead, Bretonnian Brigands, and my Pirates fighting over the 6 treasure markers and lost Merchant.

The Merchant model was placed in the center of the table and acted, in many ways, like a treasure marker, except the the award for possessing the Merchant at the end of the game was 2 XP plus the same reward entitled to the winner of the The Lost Prince scenario found in Town Cryer #5 (and the Mordheim Annual 2002). The Merchant also differed from treasure markers in that it was treated as an enemy mode, and thus models within 8" could not run and models within 3" of the Merchant could not hide.  Most importantly, these restrictions applied to any model who "captured" the Merchant. Once captured, the Merchant could be charged or shot at, but the model who captured it would always interpose itself between the Merchant and the charging and shooting model, so the captor suffered the effect of the attack, not the Merchant.

All three warbands began the game by running full speed towards the central treasure markers and the Merchant. The Bretonnian Brigands caught a bad break when on Turn 1, their leader was taken out-of-action by the Necromancer's Spell of Doom.  The Pirates piled on by charging the Brigands' archers on Turn 2 with the Pirate Ogre, Grog.  After that the Pirates left the Brigands alone, leaving them to skirmish with with the Undead on the side of the board opposite the Pirates.

Of all the warbands, the Undead made the best accounting themselves, by beating up the Brigands and rushing the center of the table to seize 2 treasure markers and the Merchant.  The pirates assailed the Undead at the cost of 2 henchmen and the Lads Got Talent hero, Bosun Quint. Eventually, the vampire, who was holding the merchant captive, was reduced to one wound, and surrounded on all sides by Pirates.  Recognizing that discretion is the better part of valor, the Undead player elected to voluntarily route.  Thus, the vampire and his minions, along with the Merchant, were whisked away by dark magic. This left the Pirates to contend with the Bretonnian Brigands, who, during their next turn, failed their rout test and fled the field. Another victory (sort of) for the Pirates.

(https://imagizer.imageshack.com/img923/4904/TZZmPO.jpg)

(https://imagizer.imageshack.com/img922/2811/ud28Sm.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: syrinx0 on April 28, 2023, 02:12:40 AM
Fun looking table.  A sort of victory is better than a defeat. Hopefully you can get a full field next time to allow your pirates to shine.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on April 28, 2023, 10:59:33 PM
Fun looking table.  A sort of victory is better than a defeat. Hopefully you can get a full field next time to allow your pirates to shine.
The Pirates didn’t earn a lot of XP, but they did make enough money to the buy my Captain a parrot and hire my first Gunner henchman (Bloody Mary) and arm her with a blunderbuss.

(https://imagizer.imageshack.com/img923/6303/5F8UFb.jpg)

The Pirates also Shanghaied one of the Bretonnian Brigands’ archers, pressing him into service as a Swabbie.

(https://imagizer.imageshack.com/img922/4200/4VynAf.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on May 01, 2023, 02:21:45 AM
This weekend I finish four Estalian henchmen.  I am currently working on two Estalian crossbowmen and a second Estalian with a great sword -all henchmen.

(https://imagizer.imageshack.com/img922/9372/vaNSBJ.jpg)


I realize that none of my current Estalian heroes look like classic Estalians, so I've wrangled up alternative versions for some of my heroes.  I have no plans to ever replace Alonso Quijano and Sancho models, as the models are my inspiration for creating the warband, but once my other heroes gain a good deal of experience, and most importantly, armor, the original models will be swapped for veteran versions.

Below are the veteran versions of (left to right): Ferdinand, Diego, Aldonza, and Antonia.

(https://imagizer.imageshack.com/img922/8558/qVlqtw.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on May 07, 2023, 06:19:21 PM
I finished the last 4 Estalian Henchmen.

(https://imagizer.imageshack.com/img923/736/denXIZ.jpg)

Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Ogrob on May 07, 2023, 06:39:14 PM
Super nice, the red is really lovely especially.
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: LouieN on May 07, 2023, 07:23:09 PM
a wonderful band of figures.  A great contrast between the beige and red
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: Koyote on May 11, 2023, 08:14:16 PM
On Tuesday, I played my Estalian Mercenaries as a fully painted warband for the first time.

The Estalians fought a Cult of the Possessed warband in a modified version of The Item Lost scenario found in TC 25. In this scenario the objective is to capture the Wand of Phyrros, which begins the scenario in the exact center of the table. In the original scenario, one warband is temporarily joined by the Dramatis Personae, Nicodemus. In my version of the scenario, the Cursed Pilgrim is not present, and thus the winning warband gets to keep the wand (which allows the user to cast Fires of U'Zhul).

As predicted, both sides rushed the center of the table and the outcome was determined by a giant, swirling melee in the center of the table.

At the top of Turn 3, the Estalian's Warlock, Cide the Arabyan, took out the Possessed's Magister with the Silver Arrows of Arha, and the Estalians' other shooting attacks knocked down the Possessed, who had seized the wand from a cart in the center of the table. 

The Chaos cultists counter attacked, but their dice utterly failed them. By the time their dice warmed up it was too late, the Possessed didn't have enough models remaining on the table to do much damage to the Estalians who swarmed the last few cultists. With a single model remaining on the table, the Possessed waband voluntarily routed.

I felt a bit guilty for the one-sided victory (only 1 Estalian model was taken out of action), so I let the Possessed warband keep the wand.  I spent my winnings replacing the marksman henchman who died in an earlier scenario, and on extra weapons and equipment for my heroes.

(https://imagizer.imageshack.com/img923/2240/ObDk8N.jpg)

(https://imagizer.imageshack.com/img923/5238/ZilVma.jpg)

(https://imagizer.imageshack.com/img922/2886/CoFzyN.jpg)
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: The Gray Ghost on February 08, 2024, 08:53:27 PM
These are figures from Reptilian Overlords (https://reptilianoverlords.com/), if anyone has a printer and wanted them.  Specifically the Mercenaries & Militia Set 1.

Great sculpts and all of the pre-supported files that I have tried have all worked for me so far.

Edit:
Reptilian Overlords has a list of authorized print sellers on the website, if anyone wanted their figures but doesn't have a printer.
I've been looking at these models. How do they scale next to GW figures?
Title: Re: Koyote in Mordheim (And some WHQ)
Post by: eMills on February 08, 2024, 09:44:30 PM
I've been looking at these models. How do they scale next to GW figures?
I believe they are scaled to be 1 to 1 swap-able.  I don't currently have any printed to compare, though.