Tuesday, June 2, 2015

In the Meantime 6/2/15

Another Monday has passed and we weren't able to get the large group together for some Mordheim action so a couple of us played our little side game instead.  We've played two of the side scenarios in the past and the score was Skaven 1, Witch Hunters 1 but in the most recent game three members of the WH band died.   So we were a bit short handed.  In the post game searching roles we did find an elf ranger, so there was that.

The scenario was a chance encounter (or something like that).  The Skaven deployed first and went first.

Skaven turn one saw them move forward and fire a steady barrage of slings toward the Witch Hunters.  Eight projectiles missed their targets, one knocked out-of-action a zealot with a bow, and one glorious stone did a wow.  The skaven needed a 7+ to hit the elf ranger; the rolls came down as 6, 4 (needed to hit), 4 to wound, and 4 to stun.  I didn't even get to use my new toy!

Turn one for the WH saw the ranger roll over, some hiding, and my lone crossbow shot stunning a night runner.

Skaven turn two sent a black skaven in to finish off the ranger.  Also my lone remaining shooting warrior was stunned by a stone.

In turn two for the WH's we passed our route test and proceeded to do a whole lot of nothing.

Turn three for the skaven saw more sling fire take out the crossbowmen and a flagellant was charged and taken out.

Turn three for the WH's didn't happen as we voluntarily routed.

Rolling for injuries at the end saw the flagellant die and the crossbow carrying witch hunter go stupid.  So needless to say I will be restarting that warband.

Unfortunately there are no pictures of this slaughter because my phone ran out of memory.

Thursday, May 21, 2015

Update 5/21/15: Mordheim

It seems like forever since I've done any painting and it has been quite a long time.  I got a whopping 15 minutes set aside to paint yesterday and I used it to get one coat of paint on two rats skin.  This should've probably taken about two minutes but I forgot something as simple as how much water to add to my paint.  My first efforts were way too watery and then too thick.  I finally got the consistency I wanted about one minute before my wife called down to me to let me know my timer was going off.  I quick snapped a photo.  I figured it would be a reminder of how much I need to keep painting to even stay okay at it.

It's like riding a bike... the falling off part.

Friday, May 15, 2015

In the Meantime

No Spacehog here.

It's turned out to be incredibly difficult to get the group together for KUMC1, but that hasn't stopped the Mordheim play.  KUMC1 is not defunct.  It will be there when the group can get together but in the meantime, two of us have decided to embark on a different Mordheim endeavor.

We decided to build three warbands a piece and play them in some random fashion.  The first game of this campaign was Witch Hunters versus Skaven.  We are playing these races in KUMC1 but we started these wb's from scratch.  We rolled off to see which scenario from the rule book we would be competing in.  We rolled up Skirmish, which is the most basic for of play.  Set-up and go fight.

The game started with the Rats having the first turn.  They used it move toward the center of the board.  Turn one for the Witch Hunters was the same.  

Turn two meant the Skaven could get close enough to unleash their first volley of sling fire.  The WH sustained no damage from the shots and proceeded to move closer.  Their one missile weapon, a cross-bow, was able to take one verminkin out-of-action.  

Turn three saw the Skaven move tactically out of WH charge range for the most part.  They were still able to fire a large sling barrage.  However, they were only able to stun one zealot.  Turn three did allow for some charges to come from the WH.  The shooting and combat in this round took out two more rats,  another verminkin and a giant rat.  They stunned another giant rat but didn't do enough damage to cause a rout test.  

Skaven turn four saw them take out two flagellants in hand-to-hand combat and they knocked down a WH in shooting.  Witch Hunter turn four started with two crazy zealots charging the assassin.  One almost took out the leader with his spear but it was not to be as the return attack from the leader stunned him.  A WH was able to take out a giant rat that had been stunned earlier and that was enough to cause the rats to route.

Post game exploration earned the WH four shards and the Skaven 3.  The WH also found some stuff it didn't have money for.  Oh well.  Here are a couple pics.



I intend to do some painting and terrain stuff soon.  Haven't done those in a long time.

Friday, May 1, 2015

Darkest Before Dawn 5/1/15

Darkest Before Dawn
There’s power in the nighttime that you won’t find in the day. Greed doesn’t only manifest while the sun is up, it grows stronger in the dark.  Rumor has it that the Scalari hid a multitude of riches around the city and a map to some of these treasures is buried in the square.    
Terrain
4’ x 4’ table.  Each player takes turns putting out terrain on the table.  Each warband will place one treasure chest.
Deployment
Each warband will start within 10” of a table corner.  The warband with the lowest rating will deploy first, then the next lowest and so on.  If there are more than four warbands, play can be on a 6’ x 4’ field and deployment will be spaced out close to evenly.
Starting the scenario
Roll off d6, then go clockwise from the high roller
Ending the scenario
All but one warbands routes, maximum of 8 turns
Special Rules
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.
Night fighting – During the first four turns of battle it is dark out.  When shooting, all to hit rolls have a negative one modifier.  Shots needing a 6 to hit (before darkness modifier) cannot be fired. 
Treasures – Beneath the gallows at the center of the square there is a map.  The first hero to come into base contact with the gallows get the map.  If the hero is knocked down/stunned/OOA he drops the map and it is picked up by the attacker.  If the hero is knocked down/stunned/OOA by shooting the map falls to the ground.   The next hero to come into contact with the map now has it.  The hero that holds the map when the scenario ends will add it to his warbands holdings.  If no one holds the map at the end it is lost.
Experience
                +1 to winning warband leader (if multiple warbands fulfill all eight turns this is not given out)     
                +1 survival
                +1 to a hero for any warrior taken out of action
                +1 to the hero that holds the map

The hero holding the map may re-roll one exploration dice.  Also his roll for rare items gets a +2.

The scenario actually started and ended in the dark.  Four warbands routed on their turn four.  The scenario winners were the Ratkateers.  However, they were unable to obtain the map.

Here are some photos of the game:

City setup

City setup

Dwarves to the left of me, Skaven to the right...

Set to Charge a Rat Ogre... didn't go well.

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



 



Monday, April 20, 2015

Campaign Time 4/20/15

A group of us decided we were going to play a Mordheim campaign.  Well, getting all of us in one place has proved very difficult.  So I came up with a campaign that has some group scenarios and some one-on-one scenarios so we can play as we have time.  In my original drafts of the campaign/scenarios there will be 2 written specifically for the whole group and at least 3 written for 1v1 games.  The last scenario of the campaign will be a group game but getting there will be organic.  The entire group will meet up for that final game having played the same amount of games.  This first campaign will be a six match campaign to get our feet wet.  Hopefully we'll be able to play longer campaigns in the future.  As time goes on I'll post pictures of games and more scenarios.

Here is the campaign intro I wrote up .  The first campaign scenario may happen tonight.  As of right now there are four warbands in it.

Kalamazoo Ultimate Mordheim Campaign 1

Welcome to the first KUMC.  In this campaign warbands will be search of spoils and glory.  Many mysteries lie in wait to be found in these streets.  Spoils and danger can be found among the ruins of this once great city.

The River

It has been said that a great underground river ran beneath Mordheim.  Its existence was known only to a select group of powerful men called the Scalari.  The Scalari protected the river, its secrets, and its source.  In the eras before the comet a new “cult” took over the hearts and minds of the cities inhabitants.  The Cult of Sigmar didn’t take kindly to the existence of the Scalari and sought to eradicate the group.  Generation passed from the time of the Scalari and the arrival of the two-tailed comet, Sigmar’s Hammer.  Some believe the comet was sent to rid Mordheim of all remnants of the Scalari.
With no one around to protect the river and its resources, it soon ran dry.  If the comet was punishment for the city it didn’t work.  More evil roams these streets than ever before.  In the years since the great comet rumors have spread about why the city came to its fate.  Murmurs and whispers have spread far and wide of the treasures the city hides.  These loose-lipped tales have drawn all manner of beings out.  Some look to protect this once great place and still others care only for the power and the wealth this city holds.

Winning the Campaign

All warbands may come into the campaign with gold and wyrdstone in their possession however their starting amounts will not count towards victory.  The victory currency of this campaign will be wyrdstone.

·         Each Scenario won +1
·         Most Scenarios won +1
·         Bloodiest Warband (most warriors taken out-of-action) +1
·         Hero with the most experience gained during the campaign.

Tuesday, April 14, 2015

Update 4/14/15: Mordheim/Board

Last night a buddy and I broke in the new table and in true Furry fashion, I forgot to take photos.  One of these days I'll actually remember.   I do have a few more photos to look at of the table and a random set up.  I left the door open so there's too much sunlight coming in but oh well.  Hopefully soon the whole group can get together and we can get a campaign going.

Here are some more pics:

Finished up the supports

Sample set-up

Sample set-up

Sample set-up

Now I need to get this terrain finished up so I can justify building more.  I also need to do some work on the miniatures.  Where will I find the time?