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Author Topic: Round bases it is!......The ruins of Krappefortt (MORDHEIM)  (Read 396482 times)

Offline Mason

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Bloody marvelous.

Thanks, Funghy!
 :D



That is a LOVELY setting for murder, mayhem, & assorted foul deeds. I will be looking forward to the action photos...so snap it up.

Thanks, Amigo!
I am stepping it up as fast as I can, sir.
I shall introduce the various pasties involve and then show the 'action' shots later...







The BIG Witch Hunter Witch Hunt


The game would be a four-player game, with GM controlled added nuisances.
Each Witch Hunter warband would have an objective that only they would know.
They would each begin in a random corner of the board, with the Beastmen starting near the centre.


The Protagonists:


The warbands that would be contesting this game would consist of THREE different Witch Hunter bands and a group of Beastmen who were in possession of someone that the servants of Sigmar needed to rescue.




That 'someone' in question was a young lady who was exhibiting signs of 'magical' abilities, who the Beastmen intended to sacrifice to Khorne and thus gain the favour of the Blood God.





They would begin the game near the centre of the board with the lovely creature in their midst.
They were being controlled by Bullock.








Trying to stop them were three bands of Witch Hunting servants of Sigmar.

First up were The Brotherhood, a pious group of holy men led by Father Meldrum, who had taken over leadership of the group following the death of the Captain in their last outing.



They would begin the game in the southern corner of the table by the Docks...
Their Objective was to capture the woman and take her to the Chapel to cleanse her soul in an attempt to save her, and later take her to a convent following the teachings of Sigmar.
They would be controlled by Kitsune.










The second group of Witch Hunters were the Flames of Absolom, led by Captain Guidion Absolom.




They would begin in the western corner in the Graveyard and would be controlled by smokezombie.





Their Objective was to grab the girl and take her to the Watch House for 'questioning'...





The final band of religon-fuelled warriors were the Sods of Sigmar.
They were initially known as the Swords of Sigmar, but the name was mispronounced once at a Captain's Meeting and the resulting mishap stuck, much to the chagrin of their leader, Lothar Rothmanns.

They would begin the game in the northern corner at the edge of the Temple...



Their mission was to rescue the girl from the Beastmen and take her to the ship at the Docks.
Unbeknownst to the other Captains, she is the niece of Lothar and he wanted to get her safely away from the other bands to family in the east.
They were controlled by Legionnaire Bert.




Back later with some piccies of the resulting mayhem...



Offline Goosegog

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Here are a few more shots of the town, while I sort through the other photos.
Sorry if they are boring you.


I've obviously picked up this thread quite late! But really cannot see how you can use the word 'boring'. I haven't gone through all the 80+ pages (yet), but it is just a dream to behold. In fact when I used to play D&D etc. as a wee lad, a table full of terrain like this was a dream. Fantastic  :)   

Offline Kitsune

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In fact when I used to play D&D etc. as a wee lad, a table full of terrain like this was a dream. Fantastic  :)   

Trust me, its a dream to be able to play across it!

Offline DeafNala

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No matter the outcome it looks like a BAD day for The Girl. That aside, I LOVE the board & the OH-SO-COOL minis.
I'd NEVER join a club that would have me as a member.  G.Marx

Offline Mason

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Thanks for the comments, chaps!
 :D

No matter the outcome it looks like a BAD day for The Girl. That aside, I LOVE the board & the OH-SO-COOL minis.

I think that very much depends on who ends up 'looking after' her, doesn't it?
 ;)




There are a few pics, but they were taken rather erratically as I became very distracted during the game.
I shall post them tomorrow with an abbreviated AAR.

Until then...


Offline Elk101

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Quick question Mason; is that the Hovels' livery stable in the third photo down? I rather like the model and was thinking about getting it for my Old West town (currently existing as a small collection of ACW buildings, a Battleflag saloon, and in my head!). If so, it is very flexible. Your PJ helps sell it! I must say your colour palette as a whole works very well and gives the individual elements a strong cohesion. Quality work mate, real quality.  :)

Offline Mason

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Quick question Mason; is that the Hovels' livery stable in the third photo down? I rather like the model and was thinking about getting it for my Old West town (currently existing as a small collection of ACW buildings, a Battleflag saloon, and in my head!). If so, it is very flexible. Your PJ helps sell it! I must say your colour palette as a whole works very well and gives the individual elements a strong cohesion. Quality work mate, real quality.  :)

It is indeed the Hovels Livery, Steve.
It is the pre-painted version, I did not do much too it, only based it, gave it a wash and drybrush and added a fence to the corral pieces and few scenic items to the base.
Nothing major.
It is all on page 52 of this thread.


Offline Elk101

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Cheers! I was referring to you entire table with the colour palette comment, by the way. Good colour choices.

Offline Centaur_Seducer

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Now that's a game board! Good job Paul! :-*

Offline Mason

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Re: The ruins of Krappefortt (MORDHEIM) The BIG Witch Hunt (The Action!) 01/08
« Reply #1329 on: August 01, 2013, 09:56:30 AM »
Cheers! I was referring to you entire table with the colour palette comment, by the way. Good colour choices.

Thanks, Steve!
It was a conscious decision in an attempt to tie them all together.
There was some discussion about making all the rooftops grey as I prefer that.
One for the future methinks...although I could do a few at a time and it would not be too daunting.

Now look what you have gone and done!
 >:(



Now that's a game board! Good job Paul! :-*

Thanks, Skander!
Still not a 'pile' though, is it?
 :D




The Big Witch Hunter Witch Hunt.


Some pictures from the game.
Not exactly an AAR, as I forgot to take any pictures for a long period of time.
I usually forget pictures at the end but this was slightly different: I just plain forgot for most of it..... ::)


The first turn saw the Witch Hunter bands advancing, some would say tentatively, towards the Beastmen...

Most of The Brotherhood advance along the Dockfront....








....whilst Big George and the Hound enter the cramped alleyways.









Meanwhile the Flames of Absolom advance through the cover of the Graveyard...






As the Witch Hunters moved in, the Beasymen decided to divide their forces sending half towars the empty eastern corner of the table, obviously seeing an easy escape that way, whilst the other half were sent to intercept the Brotherhood who were the bravest of their persuers and were getting damn close...







As the Beasts moved forward, the Brotherhood's Hunter detatchment attempted to flank them by moving around the warehouse...







While the other two Witch Hunter bands advanced more catiously, the Brotherhood found themselves charged by some angry Beasts!







Meanwhile the rest of the herd continued towards the eastern corner...




...it looked like they were going to easily make it away with their captive.





Too easy, maybe.

Oh, yes!

Of course it was not going to be that easy, as several Ghosts appeared in that corner of the board, floating eerily towards the savage horned ones!









Of course it was never going to be THAT easy was it?
 lol lol lol



Meanwhile the kick off between the Beastmen and the Brotherhood continued, with both sides sending reinforcements into the fray...





Back later with the rest of the (mediocre) piccies...




Offline von Lucky

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Far from mediocre Mason! Beautiful stuff.
- Karsten

"Imagination is the only weapon in the war against reality."
- Lewis Carroll, Alice in Wonderland

Blog: Donner und Blitzen

Offline Elk101

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Great stuff Paul! When's the next installment?

Cheers, Steve

Offline DeafNala

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OOH! COOL MINIS! That Old Boar-faced Beasty Boy was a favorite...lots of GREAT minis in a SPLENDID setting to stare at with a SUSPENSEFUL narrative to back it all up; a FINE way to start a day...right after the first cup of  coffee that is.

Of course it was never going to be THAT easy was it?
 lol lol lol

You're becoming addicted to these cliff hanging endings. This, of course, leads to a fondness for melodramatic organ music.

Offline Silent Invader

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Great job Paul.  Really impressive  :-*
My LAF Gallery is HERE
Minis (foot & mounted) finished in 2024 = 38
(2023 = 151; 2022 = 204; 2021 = 123; 2020 = ???)

Offline Mason

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Far from mediocre Mason! Beautiful stuff.

Great job Paul.  Really impressive  :-*

Thanks, chaps, much appreciated!






OOH! COOL MINIS! That Old Boar-faced Beasty Boy was a favorite...lots of GREAT minis in a SPLENDID setting to stare at with a SUSPENSEFUL narrative to back it all up; a FINE way to start a day...right after the first cup of  coffee that is.

Cheers, Al.
You SHOULD recognise that Beasty, you gave him to me!
 lol





You're becoming addicted to these cliff hanging endings. This, of course, leads to a fondness for melodramatic organ music.

 lol
They are not strictly intentional.
It is a pain uploading a really long posting as the screen keeps jumping to the top when I am typing.
I find that very distracting and irritating, so I have to stop once it becomes too much.

If this creates suspense, that is just a bonus!
 :D





Great stuff Paul! When's the next installment?

Here you go, Steve... :D :





Back to the action.

All three Witch Hunter warbands had been closing in on the captive woman, some more aggressively than others.

The Brotherhood had been the most adventurous, and were now engaged in a serious melee with half of the Beastman warband.
This was turning into a seriously vicious combat with both sides throwing everyone available into the fray, including the Beastman leader, eager to show his followers how it was done, performing a Diving Charge from the walkway above!





Unfortunately for him, he lost his footing at the crucial moment and crashed headlong to the ground right next to an angry, but surprised, Ogre.
D'oh!




Whilst this fight had been going on south of the centre, in the north the Sods of Sigmar had been sneakily attempting to advance on the rear of the Beastman group escorting the captive.

They had gotten a little too close, and had been spotted by the Beastmen as they crept towards them.

It may have been down to the bumbling and very clumsy ogre accompanied by a snarling and barking dog as to why they were noticed..... ::)

Whatever it was, they were duly charged by two more Beastmen...








Whilst two of their number engaged this second warband, the remaining Beasts were starting to look a little exposed if they were going to keep the girl.....




....As the Flames of Absolom were closing in and were at full strength!








In the time where the camera was long forgotten and the action was at its thickest, there was lots of incidents that should have been recorded but wasn't.
This included the sneaky rear attack on the Flames of Absolom by the Sods of Sigmar, the near suicidal Flaggelants of the Brotherhood performing Diving Charges on the Flames and twatting themselves in the process, (swiftly followed by the 'tactical withdrawal' of said Flaggies!), encounters in rather cramped quarters between ogres (ooh-er!) and all sorts of other shenanigans that I have probably forgotten but the others will no doubt remember....all these things happened but there is no proof.
They did, I tell ya!

Anyway, back to the photos....






At this point, the Beastmen at the southern end of the table, who were engaging the Brotherhood and had lost two of their number in the process, managed to fell enough of the Warrior Priest's followers to cause them to panic and run.




The Brotherhood were last seen fleeing to the Docks, the enraged screaming of Father Meldrum falling on deaf ears.




The remaining Beastmen, including the injured but still to be feared leader, turned to see the warband of Guidion Absolom attempting to trap their fellows in an alleyway.

Bellowing in anger they turned back the way they had come from and charged them...







During this time, with all three warbands in combat somewhere on the table, the Ghosts had been moving around randomly, causing Fear tests wherever they went.

Rather annoying when your entire warband has to make a Fear Test as one of the Ghosts decides that she likes it best right next to your Witch Hunter Captain.
Even more annoying (not to mention embarassing) when your Captain is the only one to fail the test and do a runner....isn't it smokezombie?
 lol



One of the Ghosts finished its random move smack bang in the grave of the shrine.
Deciding that he liked it there so much he stayed for the remainder of the game...





Whilst the Beasts had charged one half of the Flames, another flanking manouver had been going on and Legionnaire Bert had rather craftily snuck up behing them and proceeded to assault their rear...





Here is a photo taken towards the end of the game, at aroun=d the point being described.




As you can see, it was quite chaotic by then!


From then on I completely forgot piccies, but a basic rundown is as follows; The Flames of Absolom fought off the attack on their rear and forced the Sods of Sigmar into a tactical withdrawel (Run away! Run away!).
This was followed by a massive ruck between the Flames and the remaining Beastmen, where the Witch Hunter managed to rescue the woman from the clutches of the beasts and make for the Watch House with her, in the arms of a deranged lunatic waving a flail!

As the lunatic took his charge to safety, the combat continued and eventually this took it's toll on the remaining Witch Hunters, who turned tail and fled!

All three groups of Witch Hunters had failed their Rout tests and run, leaving the Beastman Chieftain alone in the centre of the table bellowing a war cry.

Blood for the Blood God, indeed!

We decided that the Flaggelant who was fleeing with the girl would not have heard the order from his Captain to retreat and so would continue following his last order: Take the girl to the Watch House!

So, we played on with the Flaggie being chased by the much faster Beastman Chief.

There could only be one outcome in that race, and the Beast caught the Man just outside the door to the Watch House.
It would come down to the final fight!

After several rounds of combat which were a stalemate, it came down to simultaneous blows being struck by both sides.
Each side then wounded the other.
It would come down to the Injury Rolls....

Bullock rolled for the Beastman's blow on the Flaggie: Stunned!
smokezombie rolled for the return blow on the Beast: Out of Action!

The last remaining Flaggelant had saved the day.

It took him some time to recover from that last terrible blow.
A he opened the door to the Watch House, he turned to pick up the girl from the floor where he had dropped her.....

.....but she was gone!

To where, he could not tell.




The only option left to the half demented man was to follow the last order of his Captain as well as he could.

He staggered into the Watch House, sat down on a chair and exhaustedly claimed it as the Headquarters of the Flames of Absolom....



 

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