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Author Topic: Koyote in Mordheim (And some WHQ)  (Read 99734 times)

Offline Grumpy Gnome

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Re: Koyote in Mordheim (And some WHQ)
« Reply #165 on: 30 January 2023, 04:41:22 AM »
Wow! Brilliant stuff mate. 👍
Home of the Grumpy Gnome

https://thegrumpygnome.home.blog/

Offline Seal

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Re: Koyote in Mordheim (And some WHQ)
« Reply #166 on: 30 January 2023, 05:52:04 AM »
Fantastic work all around. I’m loving the knight and wizard.

Offline Elk101

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Re: Koyote in Mordheim (And some WHQ)
« Reply #167 on: 31 January 2023, 05:17:04 PM »
Very nice!

Offline Koyote

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Re: Koyote in Mordheim (And some WHQ)
« Reply #168 on: 09 February 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.



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.








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.


« Last Edit: 27 February 2023, 07:16:42 PM by Koyote »

Offline Codsticker

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Re: Koyote in Mordheim (And some WHQ)
« Reply #169 on: 09 February 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.

Offline Koyote

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Re: Koyote in Mordheim (And some WHQ)
« Reply #170 on: 09 February 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

Offline Koyote

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Re: Koyote in Mordheim (And some WHQ)
« Reply #171 on: 10 February 2023, 05:24:02 AM »
My Tainted (Heroes), Bumble and Groper, turned out pretty good.



Offline Grumpy Gnome

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Re: Koyote in Mordheim (And some WHQ)
« Reply #172 on: 10 February 2023, 07:22:24 AM »
Looks like it was quite a game… and your warband is proper creepy! Well done! 👍

Offline Hobgoblin

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Re: Koyote in Mordheim (And some WHQ)
« Reply #173 on: 10 February 2023, 07:40:08 AM »
What a spectacular thread! Those last two are brilliantly creepy, like the rest of the warband.

Offline Elk101

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Re: Koyote in Mordheim (And some WHQ)
« Reply #174 on: 10 February 2023, 09:18:26 AM »
Fantastic!

Offline Koyote

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Re: Koyote in Mordheim (And some WHQ)
« Reply #175 on: 10 February 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.





« Last Edit: 23 August 2023, 06:28:52 PM by Koyote »

Offline Koyote

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Re: Koyote in Mordheim (And some WHQ)
« Reply #176 on: 10 February 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. 


« Last Edit: 23 August 2023, 06:34:41 PM by Koyote »

Offline Koyote

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Re: Koyote in Mordheim (And some WHQ)
« Reply #177 on: 13 February 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. :)





« Last Edit: 13 February 2023, 03:00:58 AM by Koyote »

Offline LouieN

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Re: Koyote in Mordheim (And some WHQ)
« Reply #178 on: 13 February 2023, 07:12:42 AM »
Amazing and creepy.  Also very fast. 

Online Pattus Magnus

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Re: Koyote in Mordheim (And some WHQ)
« Reply #179 on: 13 February 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!

 

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