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 Four stand-alone games, with pictures.

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meerkat
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PostSubject: Four stand-alone games, with pictures.   Thu 17 Sep 2009 - 8:00

In preparation for a campaign that may or may not happen, my friend and I decided to play some stand-alone games with starting warbands. Both of us are new to mordheim (having only played once before this). We also don't have much in the way of suitable terrain at the moment.

I used my witch hunter warband:

Captain with sword and pistol
Priest with hammer
Witch Hunter with sword and pistol x 3
Flagellant with flail x 2
Zealot with mace and bow x 2
Dog x 3

My friend had a Bretonnian warband that used the Middenheimer rules. He had:

Captain with heavy armour, shield, helmet, sword
Champion with axe, heavy armour, shield, helmet
Champion with sword, heavy armour, shield, helmet
Youngblood with bow and mace x 2
Marksman with bow and mace x 2

And possibly some other equipment. Yes, he only had seven models!


We rolled up the 'occupy' scenario, and assigned three buildings as the objectives...



...the tower, the ruined house and the washing-powder box! I'm sure the table is a bit sparse, but hopefully we will be able to get more terrain together in the future.




Both sides advanced on the objectives.




There's a little bit of bow-shooting going on, but nothing much hits.




The witch hunters mob one of the Bretonnians on one side of the tower...




...and one on the other.




Also, they take on the marksmen near the ruin. Numbers are starting to carry the day for the witch hunters.



In fact, it's over. The witch hunters control the three objectives (without losing a model).


We decided to play another game with the same warbands, to see if the Bretonnian Middenheimers really were as outmatched as they seemed. This time, we got 'defend the find.'



The Bretonnians set up in the tower...




...and the witch hunters encircled them.




The Bretonnians fought valiantly...




...but didn't last long. The witch hunters had triumphed again, this time losing a single dog.

Clearly, the heavily-armoured Bretonnians were too badly outnumbered to stand much chance. So, my friend decided to mock-up a Possessed warband instead.

[continued in part two]
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meerkat
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PostSubject: Re: Four stand-alone games, with pictures.   Thu 17 Sep 2009 - 8:23

[part two]

The possessed warband included:

Magister (flying spell)
Possessed
Mutant with scorpion tail
Mutant with black blood
Brethren x 7

I'm not sure what equipment they had.

We got the 'surprise attack' scenario, with the possessed as the defenders.



Fortune caused the witch hunters to appear within charge range of the magister and two brethren...



...so of course they were mobbed immediately. The magister was down, and the possessed failed their rout test!

We decided to replay the scenario. This time, the magister deployed more centrally.






There were still two enemies in range when the game started though...




... and both were quickly dispatched.




The magister left the tower and tried to fly off under magical power. But his spell failed, and the dogs got him. The possessed failed their rout test, but we decided to play on anyway.



The possessed himself (cunningly disguised as a knight), led his brethren into battle. The other mutant had failed to show up, and would continue to do so for some time.




Brethren fight against flagellants and a witch hunter, while the zealots hang around being useless.




Suddenly, the possessed joined the fight, and demonstrated how nasty he was!




He was killing everything!




By this time, both sides had failed several rout tests, but we played on regardless.




Eventually, the possessed was destroyed. But the cost had been high.


Playing these games, I discovered several things about my warband:

1) Zealots cannot hit anything with bows, so shouldn't have them.
2) My priest's spell, 'healing hand' was entirely useless.
3) The dogs are fantastic.

So, I've decided to change the list before the campaign. This is the new version:

Captain with sword and pistol
Priest with hammer and pistol
Witch Hunter with sword and pistol x 2
Witch Hunter with mace and crossbow
Flagellant with flail x 2
Zealot with mace x 2
Dog x 3

Hopefully I will get a different spell too...
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Horatius
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PostSubject: Re: Four stand-alone games, with pictures.   Thu 17 Sep 2009 - 8:48

Nice games! Your tables look too open, but this is probably due to the lack of terrain you mentioned. More terrain always means more tactical possibilities and makes the games much more interesting - on open tables the shooting warbands will be too strong.
To your warband:
- Healing hands is the best spell on the list! Always keep your priest behind the "frontline" and use the spell to get your downed models (stunned or knocked down) back on their feet. This will prevent the enemy from simply finishing them off - a huge advantage. Once you get models with more than one wound the spell will be even more useful. And the low casting value means it will nearly always succeed, a complete contrast to the other spells. I had it in a campaign with my sisters of sigmar and my opponents absolutely hated it.
- Try to get your witchhunter heroes equipped with crossbows and give them the nimble skill.
- Go with less pistols and zealots in the beginning, buy more flagellants instead. Flagellant heroes are awesome, so max your chances of getting one. You can always buy the pistols later (and i would advise it as they are good weapons for close combat).
- Dogs are very good but get no XP, so it is always a hard choice how many to take. I go for either two or possibly three, no more than that for a beginning warband two should be enough.
- Get the halfling hired sword as soon as you can, you will need his ability to increase your warband and he is cheap.


Last edited by Horatius on Thu 17 Sep 2009 - 13:54; edited 1 time in total
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DeafNala
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PostSubject: Re: Four stand-alone games, with pictures.   Thu 17 Sep 2009 - 11:01

I will leave the advice to my more learned friend, Horatius, & confine myself to a comment or two on the minis et al....COOL PHOTOS! As your scenery improves your photograhic skills will make your Battle Reports an EAGERLY AWAITED EVENT! Doing an entire tables worth of terrain may seem like a daunting prospect, but it is actually quite an enjoyable project...especially if you Guys work on it together. While the terrain is progressing, you might try the Empire In Flames scenarios, which require less scenery. GOOD LUCK WITH THE CAMPAIGN!
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PostSubject: Re: Four stand-alone games, with pictures.   Fri 18 Sep 2009 - 6:31

Many thanks for the comments! Trying Empire in Flames sounds like a good idea.

I should have known I'd be wrong about the spell... I was thinking about the wound-restoring aspect of it, which appears to be useless for single-wound models.

Much as I love my pistols, Horatius's advice made me come up with an entirely different list, maximising flagellants and excluding those rubbish zealots. Here it is:

Captain with two maces
Priest with hammer
Three witch hunters with mace
Five flagellants with flails
Two dogs

How would that be as a starting list? All those flagellants would be pretty brutal, I suspect.

Oh, and I've got the infamous Van Halfling standing by ready to hire after the first game!
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DeafNala
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PostSubject: Re: Four stand-alone games, with pictures.   Fri 18 Sep 2009 - 6:43

I got the Van Halfling mini from my Buddy, Duce, AND I've been trying to come up with an excuse to paint him up. NOW I can paint him & the rest of the Band of Bigots AND blame it ALL on you. Thanks MUCHO...you are a TRUE friend!
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PostSubject: Re: Four stand-alone games, with pictures.   Sat 19 Sep 2009 - 4:56

Oh, sorry about that!
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