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Von Kurst
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PostSubject: Re: Scenario Reviews-An Irregular Commentary   Scenario Reviews-An Irregular Commentary - Page 5 Icon_minitimeSun 5 May 2019 - 11:46

Breakthrough
Mordheim Rulebook wrote:
by the Mordheim Development Team
When news of a huge deposit of wyrdstone starts circulating, warbands will mount expeditions to unearth the wealth. However, their rivals often try to block them, eager to claim all the wyrdstone for themselves.

Breakthrough is scenario #4.  The object of this game is to break your oppponent or for the attacker to get 2 warriors within 2" of the Defender's table edge.  The scenario features unique set up instructions which can work to the Attackers favor if his warband is fast and deadly.

My problems with this scenario mainly come form the addition of Tactician to the skills list. To reduce the time allocated to arguments or endless shuffling of models, we finally banned the use of most of the skills from Ye Olde Curiosity Shoppe, which fixed that.  

The Sartosa setting has a nice variation of Breakthrough:
Quote :
8 - Breakthrough Variation: Sneaking Out/In!
After determining which player is the attacker, roll
1D6: on a 3-6, the Player is Sneaking Into town, and
may have his models leave any place along the
defenders edge. On a roll of 1-2, they have the much
harder task of sneaking OUT of town; place a 12-18”
‘safe zone’ on the defender’s edge of the board (a large
ship works wonderfully!) Attacking models only count
as ‘breaking through’ if they are in the boat/space. The
entire board uses the rules for Night, and the Defender
suffers the rules for Sentry (reprinted last page.)

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Citizen Sade
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PostSubject: Re: Scenario Reviews-An Irregular Commentary   Scenario Reviews-An Irregular Commentary - Page 5 Icon_minitimeSun 5 May 2019 - 13:22

Von Kurst wrote:
My problems with this scenario mainly come form the addition of Tactician to the skills list. To reduce the time allocated to arguments or endless shuffling of models, we finally banned the use of most of the skills from Ye Olde Curiosity Shoppe, which fixed that.
We, too, have had problems with Tactician.

Which Ye Olde Curiousity Shoppe skills did your group keep?
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Von Kurst
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PostSubject: Re: Scenario Reviews-An Irregular Commentary   Scenario Reviews-An Irregular Commentary - Page 5 Icon_minitimeMon 6 May 2019 - 9:08

Well to be honest, I misspoke. We just banned them all. Scribe is the only one I thought was sort of a good idea, but combine it with Mind Focus/Sorcery and oh what a mess.

Way back when, only half of our group would spend the money on TC. So the other half were always behind on 'new rules'. And they were stubbornly so, except for the use of Rabbit's Feet, which everyone gladly accepted and memorized the rules for almost immediately. Suspect

I have heard of some groups who could have rational discussions of Tactician, but the personalities in my group did not allow for that. So just outright banning was the path taken.
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PostSubject: Re: Scenario Reviews-An Irregular Commentary   Scenario Reviews-An Irregular Commentary - Page 5 Icon_minitimeMon 6 May 2019 - 9:31

Interesting. I’m coming round to the view that the basic rulebook plus FAQ clarifications in the way to go. I suppose that human nature being what it is meant that it was inevitable that players would want new warbands, skills, scenarios, equipment etc. Much of these were ill thought and poorly play tested out which is why, I think, we are where we are. That said, as we’re still playing after 20 years the smooth obviously still outweighs the rough.
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Von Kurst
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PostSubject: Re: Scenario Reviews-An Irregular Commentary   Scenario Reviews-An Irregular Commentary - Page 5 Icon_minitimeTue 7 May 2019 - 10:29

I find it a boon to pick and choose among all the clutter, even though there is a great deal of clutter. I have found some of my favorite ideas for the game amid fan campaign systems that on the whole I do not use as written.
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PostSubject: Re: Scenario Reviews-An Irregular Commentary   Scenario Reviews-An Irregular Commentary - Page 5 Icon_minitimeMon 13 May 2019 - 5:06

Like Sade, I mostly use the Rulebook with the last official FAQs/Errata. Mostly. But I also want to use (or allow an opponent to use) other factions, like Dwarves or Night Goblins, so I end up 'approving' lots of extra warband lists, &/or creating my own warband lists to meet my demands of any given faction...
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Von Kurst
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PostSubject: Re: Scenario Reviews-An Irregular Commentary   Scenario Reviews-An Irregular Commentary - Page 5 Icon_minitimeTue 14 May 2019 - 11:36

Thanks much for the replies gents.
___________________________________________________________________________________
Scenario #5: Street Fight
Mordheim Rulebook wrote:
Often two warbands will come face to face with each other in the narrow streets of Mordheim. Sometimes they pass each other without incident but more often
the meeting ends in bloodshed.

Street fight is another of the five original scenarios that is not just a dressed up skirmish scenario. Mostly this scenario is a really focused skirmish, with an alternate deployment.  But we have found it stimulating nonetheless. As fought by the group I play with it has always been a fairly bloody affair as its special rules can favor shooting warbands, especially if some parts of the rules are ignored...But it also mandates that you can not avoid combat except by routing, just given the deployment and terrain.

We tend to set up the street as a straight road around 12" wide with few obstacles to hide behind.  This is a departure from our usual literal approach to scenarios since the instructions for setting up the terrain do not recommend such a set up, but it started 19 years ago do to a dearth of terrain combined with a glut of players and has continued on to present day as a tradition.

As a minor corollary, there is also a tradition of NOT hearing/reading that the space beyond the buildings at the side of the street is impassable terrain.  This has resulted in a few games that take place entirely without terrain as the warbands play the game to the left or right of the street, which again, shooters love.

We have never had a member of a warband gain experience from exiting off the opponent's table edge. (I have been thinking of how this might be possible to accomplish, but it seems unlikely.)

We have also had amazing pile ups somewhere along the street, where half a warband tries to overwhelm a troll, a Possessed or a vampire.  

We do play various versions of the scenario:
The Trail of Death--a jungle or mountain trail bordered by impassible terrain.

Sartosa's The Long Pier--a long narrow pier/bridge across a bay or harbor. (This is the only version that a warrior has come close to getting to the opponent's deployment zone as we allow row boats...)



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Von Kurst
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PostSubject: Re: Scenario Reviews-An Irregular Commentary   Scenario Reviews-An Irregular Commentary - Page 5 Icon_minitimeYesterday at 13:57

Scenario #6: Chance Encounter

Mordheim Rulebook wrote:
Both warbands have completed their daily search of the ruins and are on their way back to their encampment when they run into each other. Neither side was expecting a fight, and the warband that reacts the quickest has the advantage

Chance Encounter is another of the five non-Skirmish scenarios.  The deployment zones are diagonal 2x2 squares.  Each warband has D3 wyrdstone already in its possession.  These wyrdstone are a reward at the end of the game or a bonus for your opponent if he can take any hero out of action.

One thing that seems to baffle first time players of the scenario is that the wyrdstone is not carried by a specific hero. However if ANY hero is taken out of action by an enemy (or by our interpretation even by a random event), then the enemy warband gains a wyrdstone to its total.

It has been a topic of discussion in our group as to whether this means that if your warband has 3 wyrdstone and your enemy's has one and the enemy takes 3 of your heroes out of action, but your warband manages to take 4 of his out of action, does your warband earn 4 wyrdstone at the end?  This is covered by the wyrdstone section of the rules (you don't, your warband earns 1), but that doesn't mean somebody doesn't bring the possibility up  Suspect

Every time...

Anyway, I really enjoy this scenario as it can make a warband make several interesting choices: choices about risking heroes in combat or exposing them to shooting; choices about which deployment zone to take if you pick first; should your warband be aggressive or hold back to trap your enemy's heroes? Good stuff.

We did try assigning the wyrdstone to specific heroes for a couple of games, but even though it feels more 'right' to do this, it rapidly ruined games. Groups of heroes would just hide from their enemies, so no extra wyrdstone could be earned beyond what the warband started with (assuming that both warbands successfully shielded their wyrdstone carrying heroes, which we always did.)

As usual the Sartosa campaign has interesting variations of the scenario:
https://sites.google.com/site/styroheim/sartosa
Guards, Guards! and Fancy Meetin' YOU 'ere!

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