Tuesday, April 21, 2015

The Drill 4/21/15

Two of us were able to meet-up last night and played a 1v1 scenario.  The scenario we played was a custom scenario entitled "The Drill".  Here is a copy of the scenario:

The Drill
Fever!  The low-lives of Mordheim have heard the rumors of the riches below.  Many rudimentary digging devises have sprung up around the city, some even work.  You have stumbled upon one of these dig sites.  The machine must be destroyed and plundered.
Terrain
4’ x 4’ table with a machine in the center.  Each player takes turns putting out the remainder of the terrain on the table.  Each warband will place one treasure chest.
Deployment
Each warband will start within 10” of a table edge.  The warband with the lowest rating will deploy first, then the next lowest and so on.
Starting the scenario
Roll off d6, then go clockwise from the high roller
Ending the scenario
The machine is destroyed, all but one warband routes, or eight turns.
Special Rules
The machine has 4 wounds and 5 toughness, the machine is immune to poison, shooting, magic, and critical hits.   The machine is automatically hit.  Roll to wound.
To open a treasure chest come into base to base contact with a chest.  Roll a d6, on a 4+ the chest opens.  Each chest can only be opened once contains 2d6 gold.  Any chest left un-opened at the end of the game is vacated.
Experience
                +1 to winning warband leader   
                +1 survival
                +1 to a hero for any warrior taken out of action
                +1 Warrior who destroying the machine

Bonuses:  The warband that destroys the machine adds a d6 to your exploration dice.


The first turn belonged to the skaven, The Ratkateers and they used it to move up toward the drill.  Orden Molotka, Witch Hunters, moved forward in their first turn as well and got a few shots off with nothing but a knock down coming from it. Turn two saw a steady barrage of fire come from the Skaven slings not doing much damage but getting some stuns.  Witch Hunter turn two saw some shot but no action or damage.  Turn three meant both warbands were close enough for charges so some hand-to-hand could start-up.  Unfortunately for the Orden Molotka this began the Witch Hunter exodus.  Over the next three turns,  The Ratkateers took out 6! Witch Hunters and lost no warriors.  The Orden routed and The Ratkateers won the day.  They didn't, however, destroy the machine.

The Board

Rats Hiding as Rats Do

Group of Hunters



 



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