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vampirekhaine
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Captain Bernhardt
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PostSubject: Where the wild things are...   Where the wild things are... Icon_minitimeThu 3 Jun 2010 - 21:40

Hi!

Here's a little mini-campaign I wrote, I thought it up laying in Bed 'cause I couldn't sleep so it will propably have some faults but that's why it's posted here! I want as much feedback as my feeble mind can cope with! so shoot!...



...but first some remarks
the campaign is based around beastmen and Ostlanders because it fits my collection
and my scenery but it can easily be adapted to fit any kind of warband
(but it would be great fluff-wise to include some sort of Holy-man)
It's rather short, I think it can be played in a day or two but I think
that's it's strenght... a little diversion from the usual campaign.
I'm sure there exist rules for night fighting; if anyone can point me
to it it would be greatly appreciated
and I plan to play it as soon as I can!







A Mordheim mini campaign
For two players


Ragna Rökr was only a young and minor chief, but already his strength and might was recognised by the older Chieftains. His tribe lived in the forests of Ostermark, called Dead Wood and lived on petty raids of the surrounding
countryside. Untill one fateful night a Herald of Slaanesh came to Ragna Rökr telling him to travel south to the ruins of Mordheim and await instructions there. Great riches and fortunes await him the daemon said! So it came that Ragna Rökr gathered his small warband and went in search of this fabled city…


Several weeks after they got to Mordheim the Herald came to Ragna Rökr again and explained his simple scheme: He should search for the Sacred Temple of Taal and smash it’s altar because in it’s altar was hidden a magical artefact of great power. The Herald told him to find the artefact and claim it in the name of his master. And so Ragna Rökr set out through the city to find this temple…

But powerful Taal knew of these plans and wouldn’t
let Slaanesh steal this artefact that was hidden from evil so many years ago. Frederick, a loyal and fierce some Priest of Taal who was already cleansing the ruins of Mordheim in the name of his Master in the company of a band of sturdy Ostlanders. Taal visited Frederick
in a dream and informed him of these dark plans to defile his temple and steal this powerful artefact. He ordered Frederick to find his temple and stop this from happing at all costs!


Scenario 1: Where’s this blasted temple?
As the Beastmen trek through the city they
encounter another warband, a vicious fight ensues
.

Forces: the beastmen warband versus any type of warband controlled by the Ostlander player

Scenario: randomly determine to play either scenario nr 2 or 4 from the Mordheim rulebook

Special rules: only the Beastmen player can earn XP





Scenario 2: To
the temple!

The Ostlander warband must also trek through the city in which case they to encounter another warband

Forces: the Ostlander Warband versus any type of warband controlled by the Beastmen player

Scenario: Either scenario nr 2 or 4, the one that wasn’t played last round.

Special rules: only the osltander warband can earn XP



Scenario 3: Rush for the temple!

Fate can sometimes have it’s own way, chance
has it that both warbands reach the temple simultaneously. A bloody race
ensues…


Forces: Ostlander and Beastmen warband

Scenario: play scenario 5: street fight but with following modifications:
Setup: the south edge of the board should be two streets that combine into one bigger street. Each warband deploys in one of these two streets.

Specialrules: the winner of this scenario will play as the defender in the next scenario








Scenario 4: That
Treasure is mine!


One side managed to reach the temple first and
are now preparing for the inevitable attack…


Set up: The middle of the board is dominated by a small square. on the north edge of the square stands the temple of Taal. The rest of the board is set up as usual.


Forces: the warband that won the previous battle is
the defender: after all terrain has been set up in a mutually agreeable manner the defender now places two ladders and up to three barricades anywhere he wants (note that he cannot block any in- or exits from any building, he may however barricade streets) a barricade is a linear objective of up to 4”
He then deploys his warband within 4” of the Temple’s outer walls.
After this the attacking player deploys along the south table edge.

First turn: the attacker gets first turn

Ending the game: the game ends when one warband
fails it’s rout test, or when there are no defending models that are not
stunned or knocked down inside the temple but there are at least two attacking models inside, in which case the attacking player wins.


Experience:
+1 Survives
+1 winning Leader
+1 per enemy out of Action
+1 for each hero of the winning side that is inside the temple at the end of the game

Special rules:
- the loser from this scenario becomes the
attacker in the next game. (it is appropriate for the losing player to raise
his fist and yell: “you haven’t seen the last of me!”
(or alternatively do a very cool Arnold Swarzenegger impersonation: “I’ll be back”)
- Note that between this battle and the next one you CANNOT buy any new equipment, hired swords or warriors! You can still gain XP and/or injuries though



Scenario 5: You haven’t seen the last of me!

Whichever warband was driven from the temple
won’t settle for defeat, after all his God is watching him! Another attack is
launched during the night…


Set up: exactly the same as last time (the barricades can’t be moved, the ladders can be moved by the defender) with the following exception: inside the temple’s centre there’s now a fire: plays a coin or any other appropriate marker (a fire’s best for this!)


Deployment: The defender assigns three or four henchmen to stand on guard. (these cannot be animals, mounted models or heroes) the rest is gathered around the fire place, no more than 3” from the fire (if there’s not enough room around the fire you can place two separate fires inside the temple) The guards all take position at a different corner of the temple
The attacker then deploys no closer than 20” from the temple


First turn: the defender gets first turn

Winning the game: the side that can claim the
temple at the end of the game wins the campaign.

Special rules:
Night fight: models can only see, charge and fire twice
their initiative in inches (this doesn’t mean that a model with initiative 3,
firing a bow at a model 4”
away gets a penalty for long range!) (note that the normal rules for hiding
apply: so you can only detect hidden models within your initiative in inches)

Fireplace: around the bonfires is a circle with 4” radius. When a model is
inside this circle he cannot see models outside the circle of light! He is
completely unaware of anything!

Inactive: all defending models that are not guards are
inactive until the alarm is raised, or when they detect an enemy themselves: they can only see enemies inside their circle but when an enemy approaches within their initiative value in inches, even though they can’t see them, the models become active next turn and raise the alarm themselves at which point the defending player can use these models as normal.

Guards: guards move D6+1” in a random direction: throw
the scatter dice for this, if a hit is thrown the model stays stationary. A
guard that sees any enemy model raises the alarm at the start of the defending players next turn. Note that he can see only twice his initiative in inches, and can only see hidden models within his initiative.
Once a guard raises the alarm or is alarmed himself they can be controlled as normal

The alarm: if a guard or a model spots an enemy model he raises the alarm. If he survives that is! The attacking player can attempt to quell the alarm. Each model that is alarmed will at the beginning of his next phase alert all friendly models within 2D6” of him. The attacker can quell the alarm however by stunning or slaying the model before his next turn. Note that a knocked down guard can’t raise the alarm, he will however raise the alarm when he rises again next turn.

Shooting at the guards: you can attempt to shoot the guards but if the shot hits but doesn’t kill the guard he will raise the alarm, if the shot misses he only raises the alarm on a 4+

Blackpowder: once a blackpowder weapon is fired ALL
defending models are immediately made active, the same for any other
appropriate noisy events (like the Earthshudder spell from the prayers of Taal, which causes a building to collapse!)


Last edited by Captain Bernhardt on Sun 20 Jun 2010 - 11:32; edited 2 times in total
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vampirekhaine
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeSat 5 Jun 2010 - 9:17

Of beast and man?

Or ... The fur comes out at night Wink
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeSat 5 Jun 2010 - 14:33

Heh, The Fur Comes out at Night...

sounds like a furry-rave.
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeSat 5 Jun 2010 - 16:45

We use the following house rules in our current campaign. They are based on the Relics of the Crusades rules

Darkness. Scenarios that take place in Darkness have limited range of vision. After each warband has set up the player with lowest rated warband rolls 3D6. The resulting number is the number of inches members of both warbands can see in this game. Undead, skaven, orcs and goblins, elves and dwarfs may add 6 inches to this range.
In addition all shooting (except magic missiles) must add +1 modifier to hit due to the uncertain light. Thus if a warrior normally would have hit a target on a 3+, it will need a 4+ in the dark.
Finally any template weapons fired at visible targets may hit targets in the open but beyond the range of vision on a D6 roll of 4+.

Dangerous Ground. During a scenario using the rules for darkness any non-illuminated model wishing to run/charge must first roll a D6. Models who roll a 6 are Knocked Down. Animals and Undead do not need to test. (Ghouls count as Undead for the purposes of this rule.)

I'm thinking of modifying them further to allow Skaven, etc to re-roll a failed Dangerous Ground roll.
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Captain Bernhardt
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeSat 5 Jun 2010 - 20:55

Von Kurst wrote:
We use the following house rules in our current campaign. They are based on the Relics of the Crusades rules

Darkness. Scenarios that take place in Darkness have limited range of vision. After each warband has set up the player with lowest rated warband rolls 3D6. The resulting number is the number of inches members of both warbands can see in this game. Undead, skaven, orcs and goblins, elves and dwarfs may add 6 inches to this range.
In addition all shooting (except magic missiles) must add +1 modifier to hit due to the uncertain light. Thus if a warrior normally would have hit a target on a 3+, it will need a 4+ in the dark.
Finally any template weapons fired at visible targets may hit targets in the open but beyond the range of vision on a D6 roll of 4+.

Dangerous Ground. During a scenario using the rules for darkness any non-illuminated model wishing to run/charge must first roll a D6. Models who roll a 6 are Knocked Down. Animals and Undead do not need to test. (Ghouls count as Undead for the purposes of this rule.)

I'm thinking of modifying them further to allow Skaven, etc to re-roll a failed Dangerous Ground roll.

this seems rather unfair and giving undead skaven and elves and dwarfs an unfair advantage to the others... which is really in accordance with fluff that's why I like it!! but i'm not to keen about the 3D6 rule, true adding a roll to determine distances adds to the excitment but on average you get 10" to 13" range and possible up to 18" which I consider to much, especially for the battle I staged, it might work in other circumstances. I'm thinking more like 4"+D6 for line of sight
With that short ranges I don't think a shooting penalty is necessary but that's just personal opinion. Offcourse with what you guys do (with the longer ranges) I see how it helps to set the mood!
I like the dangerous terrain rule very much! I might just steal this idea Where the wild things are... Icon_biggrin
last: Why do Orcs and Goblins get the night vision bonus? I don't see why they should get it, only Night goblins should IMO.
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeSat 5 Jun 2010 - 21:09

Average has never shown up in most of my battles.
I can remember many a dark game of 3D6" sight that was 6" (last week) or even less. Most seem to end up under the average.
Or maybe it's just my dice!!!

4" + D6 seems to give the other end (non-shooters) the advantage. Maybe 4" + 2D6 (avg. 11") would be more...average.
I like the unkown element better.
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeSat 5 Jun 2010 - 21:47

@Capt'n B--The shooting modifier is a recent modification of Relics. I was going to try to post those rules but my link is old (Specialist Games) and I couldn't access the Relics site earlier. Relics makes all melee combat take the modifier (so you can't hit on 3s with a higher WS), but doesn't modify shooting. (Really annoying when playing against elves or skaven.) Its just a house rule so feel free to use or not.

I forget the game system but one of the early miniatures rules for mass combat had a rule Bad Light that split the classic fantasy races between mostly nocturnal and those that preferred to fight during the day. Each got a bonus for fighting during their preferred light. Right now we just penalize those who prefer the day. I'd like to see Undead suffer Dangerous Ground in daylight...

As far as the Orcs thing, we have kept Relics list since we started using it. Feel free to modify for your needs.
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeSun 6 Jun 2010 - 11:43

I'm sorry but... What is this Relics things you're talking about??
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeSun 6 Jun 2010 - 12:43

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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeSun 20 Jun 2010 - 11:31

So I played the campaign yesterday and it went bad... Real bad! The beasts receives such a
beating that they had to give up all their hopes of ever becoming the badass
menace they dreamt of becoming. So bad that they even gave forfait for the last
game! here's how it went:
(pictures are pretty bad and don't do the minis any justice, please forgive)


Ragna Rökr
was a only a young and minor chief, but already his strength and might was
recognised by the older Chieftains. His tribe lived in the forests of Ostermark,
called Dead Wood and lived on petty raids of the surrounding countryside.
Untill one fateful night a Herald of Slaanesh came to Ragna Rökr telling him to
travel south to the ruins of Mordheim and await instructions there. Great
riches and fortunes await him the daemon said! So it came that Ragna Rökr
gathered his small warband and went in search of this fabled city…





Several
weeks after they got to Mordheim the Herald came to Ragna Rökr again and
explained his simple scheme: He should search for the Sacred Temple of Taal and
smash it’s altar because in it’s altar was hidden a magical artefact of great
power. The Herald told him to find the artefact and claim it in the name of his
master. And so Ragna Rökr set out through the city to find this temple…



But the
Mysterious Shadow Warriors, sentinels from the Elven kingdoms, somehow knew of
these evil plans (they must have had a powerfull spellweaver!). And they would
try everything they could to stop these evil beasts!!









Game 1:
Shadow Warriors VS Ostland, Skirmish



In their
eagerness to find the Temple
before the Beastmen did the elves asked directions from a band of Ostlanders.
But the stubborn men of Ostland and the proud and hautain elves don't mix wel
and things quickly went out of control. It ended with both parties feeling
insulted and drawing swords...



the centre of the board was dominated by a central square with the Elves deploying on the north side of the board and the Ostlanders in the southwest corner. One shadow walker with infiltrate revealed himself inside the tower in the southeastern corner of the board and started sniping at the Ostlanders, the Elder was hit but not killed. While the rest of the band advanced the Priest of Taal used his sprint skill to go elf hunting. Several turns of exchanging fire ensuid untill the Elf suffered a squirly death (yes squirrly - he died because of the squirrle's the Priest summoned) Under severe fire from the elves the ostlanders advanced. The group crossing the square seriously suffering from a lack of cover. The other group, including the Elder advanced on the group of Shadow warriors entrenched in the Arabian ruin. The Ostlanders had a good laugh as one of the Elves diving charged face first on to the floor. In the mean while the Elder and Ruffian each take turns to take on the two shadow novices but they both died. The novices then joined the fight in the ruin but the Ostlander's slay them all, with one warrior fleeing the scene.

In the central square the Elves dominate by a combination of viciously accurate shooting and charges. The Priest arrives to late to help it's mates and got shot to death for his troubles. In the mean while both warbands had been stubbornly refusing to fail their rout tests but the death of their priest was to much and they broke...


The cowardly elf
climbs down onto a ledge where the Priest can't reach him. After a
couple of turns the Priest succesfully summons a horde os squirrles that
race up the tower and kill the elf

Where the wild things are... Dscn5010


one group attempts
to cross the square...Where the wild things are... Dscn5011


...whilst the other
group fights the elves in the ruins
Where the wild things are... Dscn5013




Game 2: Beastmen vs Possessed, Breakthrough
As the beasts go through the city they encounter a Possessed Warband, surely they must have been sent by an envious Nurgle who doesn't want Slaneesh to claim to ancient artefact...
This game saw lot of vicious close combat with the Possessed tearing through the Beastmen. elsewhere an gor wounds a mutant with blackblood slaying himself and stunning the ungor and the other muant in the fight, now that's some nasty blood!
In the End only the Beastman Chieftain survives dashing for the other side of the board.
Post battle sequence:

1 bestigor has a smashed leg and has to skip the next game
3 out of 3 gors died
3 out of 3 warhounds died
1 out of 2 ungors died
of my 7 henchmen only one survived the battle!!!!
my first time playing possessed, I learned the hard way how though a possessed is!




The beasts swarm the tower whilst the Shaman and bestigor take on the Possessed (here in the form of a Chaos Fury - we had to proxie so the marauders represent brethren)Where the wild things are... Dscn5014
Where the wild things are... Dscn5015



Game 3: Shadow warriors vs Beastmen: modified streetfight
coincidence has it that Beast and elf reach the
last street leading to the Temple simultaniously. A brutal race for the
temple ensues...



The five remaining beastmen deploy in the southeastern street witht the 10 strong force of elves deploying in the southwest. The Beasts got first turn and desperatly tried to reach the end of the street. The shaman and ungor were both killed because of missile fire at the end of the first turn. The rest of this very quick game saw the beastmen running for the end with the elves hot in pursuit shooting arrows in their backs. Two shadow walkers used sprint to get in front of the beasts through a back alley now shooting the beasts from both sides. The last surviving member fails his rout test just meters before the finish.
post battle sequence:
the chieftain loses an eye,
The shaman rolls multiple injuries, and ofcourse rolls a 6
he now loses one eye, suffers from an old war wound, has a smashed leg so misses the next game and get sold to the pits! where he loses Sad
but he now has a profound hatred from all shadow warriors!


deployment:Where the wild things are... Dscn5016

the Beasts run through the street with the elves hot in pursuitWhere the wild things are... Dscn5017

Where the wild things are... Dscn5018


Game 4: Beastmen vs Shadow walkers, The Treasure is mine
The Elves have taken up position in the Temple but Ragna Rökr's god is watching him so he decides to storm the temple against the odds...

The immensly outnumberd beast march in group using the cover of the temple of Sigmar to reach their target. The elves sent there novices to intercept the beasts and a vicious fight ensues in the temple in which the Beasts get a thorough beating and flee. The are so badly bruised that they decide that the elves can keep the treasure and game 5 is off...



The elves take up positions in the temple:Where the wild things are... Dscn5019


Last edited by Captain Bernhardt on Wed 23 Jun 2010 - 15:24; edited 1 time in total
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Von Kurst
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeMon 21 Jun 2010 - 4:29

Nice report Captain. Pity those elves were so lethal.
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PostSubject: Re: Where the wild things are...   Where the wild things are... Icon_minitimeTue 29 Jun 2010 - 5:00

Good narrative with nice pictures. I like mini-campaigns, a great way to rejuvenate interest in a log running campaign by trying something else for a while.
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