Another Mordheim battle report from our campaign.
We used our cavern terrain for the game to represent catacombs under Mordheim. To throw in an element to account for the darkness underground, we used some simple house rules for torches that seemed to work pretty well. In the pictures, anyone with an orange bead next to them is carrying a lit torch.
Scenario was Chance Encounter from the Mordheim rulebook. Rolling randomly, the Middenheimer Warband started off carrying 3 shards of Wyrdstone, while the Norse started off carrying 2 shards.
In the catacombs deep beneath Mordheim, The Brotherhood of The White Wolf Warband from Middenheim discovered a temple to an unknown dark god. But their search for loot is cut short on the report of another warband moving into the area.
The Norse warband, reportedly named the "Lame Ducks" is also moving through the catacombs in search of riches and adventure.
The warbands converge on each other's location, both trying to protect the stash of Wyrdstone they are carrying.
The Middenheimers move out first to get into position and prepare for the Norse to attack.
Troll Slayer to the front.
The Lame Ducks move up.
The Warbands prepare to clash as the usually deathly quiet catacombs are filled with the sounds of metal ringing and men shouting.
Marauders of the Lame Ducks attempt to outflank the Brotherhood of the White Wolf.
The Berserker "Old Toothless" charges up the middle.
While the other Lame Ducks close in on the Middenheimers.
Combat in the center is bloody and swift.
The charging Norse find themselves outnumbered and surrounded.
A devastating spear thrust ends the Berserker's charge, while Captain Wolfson takes out the Bondsmen on the stairs with a vicious hammer blow.
Seeing three of his warband go out in rapid succession, the leader of the Lame Ducks calls for a retreat.
The battle is over as quickly as it started, and both warbands make their way out of the catacombs and back to their camps. Darkness and quite once again descend on the catacombs.
No deaths occured, the Norse had 3 go out of action, no one out of action for the Middenheimers. The Brotherhood of the White Wolf ended up with all 5 Wyrdstone shards based on the scenario special rules.
For exploration, the Middenheim Warband looted a ruined hovel on the way back to camp (double 6s) and ended up with 4 Wyrdstone shards in addition to the 5 from the scenario. The Lame Ducks didn’t do so well in their exploration after the battle. They apparently only scraped up enough gold to buy replacement equipment for "Old Toothless" who ended up being robbed of all his equipment as he dragged himself back to camp after the battle.
For advancements, only the Captain and a Youngblood advanced for the Middenheimers after the battle, and only one of the Lame Ducks got an advance, another attack for "Old Toothless" the Berserker.
The rules we used for torches worked pretty well for something we threw together quickly. Lighting in the caverns is assumed to be non existant unless some light source exists.
No light- A model can only "sense" things within it's Initiative range, cannot run, and counts as hidden from other models.
Torch - Provides light out to 2d6 x2" from torch, roll each time a model wants to benefit from the torch. Anyone within 6" of the torch can be seen by others.
Lantern - Provides light out to 2d6 x3" from lantern. Anyone within 9" of lantern can be seen by others.
General torch rules -
- A model must have one free hand to carry a tourch or lantern.
- Shooting at a model carrying a torch or lantern is at a -1 penalty due to the bright light. (borrowed from Sewer Rats TC #7)
- Skaven, Dwarves and certain Undead can naturally (or unaturally) see in the dark equal to having a torch. ie 2d6 x2"