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 The VMC tours Mordheim

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Von Kurst
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PostSubject: The VMC tours Mordheim   Sun 7 Feb 2010 - 13:00

Thursday 2/4
We've been playing a Mordheim campaign for the last 5 weeks. No special rules, only core scenarios plus Chaos on the Streets.

The Cast
Da Gutrippas (Da Mob Rulz with a Pirate bent) Von Kurst
The Main Event Gang (Pit Fighters) Playtable
The Hunters (Witch Hunters) Smalls
The Grudgebearers (Dwarf treasure Hunters) Skeptic
The Herd (Beastmen) Marneus
Sneerskit's Pack (Clan Eshin) JP
More Skaven (Clan Eshin) Saxgod

No JP, No Skeptic.
Everyone else made it in. Saxgod stopped by and brought Skaven. We did a 3 player with Skaven, Beasts and Pit Fighters and Smalls and I fought a Treasure Hunt. Orcs find the treasure! Witch Hunters give up because there was a nice stone building between the treasure and the Hunter's shooters... Hee! Witch Hunters lose a zealot and a hound. Orcs lose an Orc and a goblin (when it rolls LGT!) Orcs get rich and buy lots of Goblins, blunderbuss and such. Witch Hunters gain a free Hired Sword.

Treasure Hunt (multi-player) The Skaven are mauled by the bigger warbands and run early, then the Pit Fighters pass a lot of rout tests and the Beasts are forced to flee after a bad turn. Not much treasure to begin with and all warbands are pretty beat up so no one gets rich. Beasts fare worst because 2 heroes fall trying to save the Centigor (and failed). Beasts end up with only 2 heroes who can search and no extra shards. No one reports casualties to me.

More Skaven and the Hunters fought maybe a Wyrdstone Hunt? (Saxgod rolled a 2 and 12 for scenario rolls). Smalls has a bad shooting day, but the Skeven get pounded in Hand to Hand. Witch Hunters report a flagellant killed. Not sure of Rats. Witch Hunters win. Witch Hunters find a Blunderbuss and thank Sigmar.

The Orcs joined the Beasts and Pit Fighters for a search for the Lost Prince. Beasts grab the Prince but the Centigor becomes stupid and loses control for a bit. Beasts recapture the Prince, but the Pit Fighters catch up with them. Too many Beasts OOA so Beasts run. Orcs catch up to the Pit Fighters and Beasts and shoot into combats. Then the orcs close on the Prince while the Pit Fighters fail to dodge arrows and blunderbuss blasts. Nameless the Troll charges and the Pit Fighters give it up. Pit Fighters lose the Orc-style hero (who had only one arm and was admittedly suicidal). The Beasts get robbed. The Orcs gain the reward.

No Sundayheim this week (Superbowl!) or next.


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PostSubject: Re: The VMC tours Mordheim   Mon 8 Feb 2010 - 12:24

JP has missed the last couple of weeks (and started over to boot), here's his latest communication:

"Here's an update on my warband list :

Sneerskit's Pack - Rating: 150

Heroes:

Assassin Sneerskit - 25 xp
- fighting claws, dagger, helmet, lucky charm
- art of silent death

Night Runner Ditch - 6 xp
- sword, dagger, sling, lucky charm
- +1 W, +1 WS, +1 Ld

Night Runner Ruskin - 4 xp
- sword, dagger, sling, lucky charm
- +1 S, step aside

Clawleader Slinkt (Verminkin "lad's got talent" hero) - 5 xp
-sword, spear, dagger, buckler, sling, lucky charm
-step aside, +1 A

Black Skaven Frothcraw - 12 xp
- sword, sword, dagger, sling, lucky charm
- hardened, step aside

Sorcerer Hiskrim - 10 xp
- spear, dagger
- Gnawdoom

Henchmen:

2 Verminkin - 0 xp
spear, shield, dagger, sling

2 Verminkin - 5 xp
-spear, dagger, sling
-lad's got talent, +1 S

2 Giant Rats

1 Rat Ogre

Stash:  one dagger

Treasury:  flat broke!"
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PostSubject: Re: The VMC tours Mordheim   Fri 12 Feb 2010 - 18:56

My original brief was to make this a vanilla campaign. "None of that complicated stuff!"

As an over-complicator from way back this was difficult. But I braved it out for 5 weeks. Then I was reading Figgy and Dubstyles' responses to "The Thing in the Water" by HornedRat and I couldn't take it anymore. So I wrote up a scenario list for Quayside to tentacle things up a bit and get Playtable to pull out the good scenery and SHIPS!

Quayside Scenarios

Type: Ruined Port
Day: Apply the following rules: Unwanted Company, Stormy Weather
Night: Darkness, Dangerous Ground, Stormy Weather, Unwanted Company.
Bestiary: 1-Nothing. 2-D3 Vermin Swarms. 3-D3+3 Zombies. 4-D3+1Rowdy Drunks. 5-Unhinged Sentry. 6-Wight Captain.

Die roll (2d6) Quayside scenario list
2 Your choice of scenarios 3 through 11.
3 The Long Pier (Street Fight Variant)
4 The Thing in the Water
5 Down on the Docks
6 X Marks the Spot (Hidden Treasure Variant)
7 The Hulks (Island Hopping Variant)
8 Rock the Boat (Defend the Find Variant)
9 The Pool*
10 Dark Ritual**
11 Fell Cargo**
12 Your choice of scenarios 3 through 11
*Slippery Jack variant
**The scenario always takes place at night. Do not roll for Unwanted Company.

Dangerous Ground. In the uncertain light of the moon any non-illuminated model wishing to run/charge must first roll a D6. Models who roll a 6 are Knocked Down. Animals, Monsters and Undead do not need to test. (Ghouls count as Undead for the purposes of this rule.)

Unwanted Company. Once the scenario is determined, the scenery placed and the warbands set up, the player who rolled for the scenario should now roll for Unwanted Company. Roll a d6 and consult the Bestiary table above. Any Unwanted Company should be set up within 6 inches of the center of the table. Players should take turns placing models, roll off for any odd models. Unwanted Company will move and shoot in a Non-Player turn after the player moving second has completed his turn. Unwanted Company will move toward the nearest enemy model it can see. If no enemy is visible the models will move in a random direction. Models armed with missile weapons will shoot at the nearest target or the nearest target in the open if there is a choice. Unwanted Company will charge if they are within charge range of an enemy at the beginning of their Movement Phase. Unwanted Company never take rout tests.

Random Entry Unwanted Company. Do not place Unwanted Company for Defend the Find. At the start of each player turn roll a D6.* On a roll of a 1 some Unwanted Company has wandered into the battle. Roll a d6 and consult the Bestiary table above. Any Unwanted Company should be set up near the center of a random board EDGE determined as per the Surprise Attack scenario in the main rules. Once the table edge is determined, players should take turns placing models, roll off for any odd models. All models of a group of Unwanted Company should be placed within 3 inches of each other.
*Only one Unwanted Company event happens per game, so there is no need to roll again after the first roll of a 1.


Vermin Swarms
Profile
M4 WS3 BS0 S2 T2 W3 I1 A3 L10
Special: Tiny, Swarm. Weapons and armor: Fang and claw.
“Tiny. Vermin swarms will get into any nook or cranny and so their attacks ignore armor saves.
Swarm. Vermin swarms represent countless creatures on a single 40 mm x 40 mm base. This base is treated as a single model with several wounds and attacks. A vermin swarm base fights at full effect until it has taken 3 wounds at which point it is removed. Fire attacks cause 2 wounds on a swarm. Vermin swarms are immune to psychology.” RotC

The Unhinged Sentry
Profile
M-4 WS-3 BS-3 S-3 T-3 W-1 I-3 A-1 L-7
Weapons and armor: Swivel Gun, pistol, sword and dagger.
Pick a multi-story building near the center of the table. Place a gunner and a swivel gun in its upper most story. The gunner will fire at the nearest target he can see. He will target models in the open over models in cover if there is more than one target within the same range. The gunner has 2 loads of each type of shot. The player who does not control the target model can decide what type of shot to use. The gunner is guarding 1D3 cargo crates (see Down on the Docks). Once the gunner is OOA, the first model(s) that reach his perch may carry off the crates. Use Down on the Docks for rules cargo crates.

Rowdy Drunks
Profile
M-4 WS-3 BS-3 S-3 T-3 W-1 I-2 A-1 L-7
Special: Frenzy and Stupidity, Ignore all alone tests. Weapons and armor: Sword and dagger.
You have disturbed a group of serious drinkers who have just discovered a undamaged keg of Bugman’s Ale. Place a keg in the building nearest the center of the table*. The drunks must pass stupidity tests to move, but will be subject to frenzy if an enemy model is in charge range (and thus ignore stupidity until they lose their frenzy). The drunks will behave as normal Unwanted Company. The keg may be carried like a Treasure Chest.
*If the Drunks enter randomly they carry their keg with them as they enter and then abandon it to deal with the nearest warband members.

Wight Captain
Profile
M3 WS5 BS3 S3 T4 W2 I4 A2 L8
Special: Undead, Peg leg, Recruits, Night. Weapons and armor: Sword and dagger, brace of pistols.
Recruits. Dead Captain Dirk Razig’s wight stalks the Quayside searching for new crew. Unfortunately you must be dead to serve him. If Dirk takes a model OOA immediately roll on the serious injury table. If the model is killed place a skeleton pirate where it fell. If a hero is captured by Dirk (a roll of 61 on the Injury table) place the captured model next to Dirk. Dirk will now attempt to exit the battle by moving toward the nearest table edge. If Dirk is attacked in melee the captive may escape but counts as unarmed. If Dirk reaches the table edge the hero is assumed dead. Remove the hero from the warband’s roster.
Night. If Dirk Razig appears the scenario takes place at night (or night falls suddenly if he appears randomly during a scenario.)


Skeleton Pirate
Profile
M4 WS2 BS2 S3 T3 W1 I2 A1 L5
Special: Undead. Weapons and armor: Sword and dagger.

Stormy Weather. Quayside’s weather is particularly foul, roll twice on the Raining Fishes Table and apply the worst result. (In this case ‘worst’ is defined as the result with the most modifiers.) In addition at the beginning of the 4th game turn, roll a D6. On a roll of a 6 the weather has possibly changed, roll twice on the Weather Table again and apply the worst result as above. If the D6 roll is 1-5 the weather remains the same, but at the beginning of the 5th turn it will change on a roll of 5+. On the 6th turn if it has not yet changed it will change on a roll of 4+, etc.

Scenario Variants.
The Long Pier: Special rules: Boats/Rafts. Rules as Street Fight except that instead of disputing a street, the warbands meet on a winding wharf or pier. The pier is obviously surrounded by water. Instead of a building lined street, the pier may have docked ships, jetties and rowboats to fight over. Victory conditions are as per Street Fight.

X Marks the Spot: Instead of finding the treasure on a roll of 12, place markers numbered 1-6 number down in buildings eligible to be searched, i.e. not in the players deployment zones, one marker per building. Roll a die to determine which marker is the real treasure. When a player ends his move on a marker he may reveal the number on the marker. Finding the right marker results in finding the treasure chest. Victory conditions are as per Hidden Treasure.

The Hulks: Special rules: Boats/Rafts. Instead of islands the warbands are fighting over shipwrecks in the River Stir. Use Warhammer Ahoy! Medium and Large ships for wrecks. Replace the Crocodiles with “The Thing” rules from The Thing in the Water. “The Thing” will be activated if a model falls in the water or if a boat or raft roll a 6 after movement. “The Thing” will attack the boat or raft on a roll of a 1-4. On a 5+ it will attack a random passenger on the boat or raft. As in The Thing in the Water there are endless “Things”. Victory conditions are as per Island Hopping.

Rock the Boat: Special rules: Boats/Rafts. The find becomes a large or medium ship as above. Docks, piers and boarding planks are placed to allow the attacker access to the ship and the attacker may use rowboats or rafts to approach over the water as well. One edge of the table should be all land and one edge all water (although other anchored or wrecked ships could be placed along the water edge to give the attacker more places to set up.) The attacker may choose 2 rowboats or 2 rafts. Victory conditions are as per Defend the Find.
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PostSubject: Re: The VMC tours Mordheim   Fri 12 Feb 2010 - 21:15

Week 6--Mucking about in Ole Quayside.

I e-mailed the players the above list along with copies of Dark Ritual, Fell Cargo and The Thing in the Water. I got a response from Playtable.

Everyone showed up eventually and conflict broke out all along the docks and alleys of Quayside.

Down on the Docks. Kaptain Grootka and his crew got word of some smugglers trying to load a cargo from one of Mordheim's many ruined warehouses. The weather was looking foul but the storm never broke. As the ladz approached they heard the sound of light cannon, screams and monotonous chanting. The Hunters were trying to horn in on the Kaptian's find again!
The Hunters had taken up positions in a tall ruin to the southeast. The ladz suffered some sniping (especially Nameless who wandered out into the open to inspect a broken cobblestone...) Nameless was leaking a bit but still afloat. Da Squig failed to reach a flagellant and the full weight of the Krazies fell upon him. They bashed the hoppin' fungus a bit but it drew a good portion of the Hunter's fighters out into the open. Nameless was set to tear the Krazies apart but a passing mutated slug diverted his attention. So Grootka stepped to his right and brought up his Booma! From behind a gutted stable Ragshot did the same. The resulting blasts left none of the squig's attackers standing. (A few of them were crawling in circles bleeding and moaning, but none of them were standing.) With no effective fighters left on their feet and the prospect of another broadside from the ship, the Hunters gathered their fallen and legged it.
The Smugglers were a stubborn lot. Their swivel guns let fly with grape and chain shot but the orcs had kept some nice ruins between themselves and the ship so mostly the missiles just added to the general destruction without scratching any orc hides. The greenskins rushed toward the docks secure in the knowledge that they had a bit before the gunners could re-load.
Cookie Wassis (drugged to the gills on Crimson Shade) was surprised by a smuggler who had taken cover behind a ruined pillar. The hummie shot ol' Cookie point blank and the big orc went down like the White Ship. The rest of the ladz swarmed over the bastid. Grootka fought the smuggler Captian in the waist of the ship. Grootka bellowed his victory cry but choked it off when he realized the lone survivor on the ship was pointing a loaded swivel gun at him from the bow! The gunner touched his linstock to the hole and a Pffft! was the only result. Grootka's cutlass cut right through that man's guard to end it.

Cookie Wassis survived but will be a good bit healing. Sneaker and Cheat each sought promotion after the fight. They were entered in the log as falling with their wounds to the fore.

The Hulks. Saxgod's Skaven fought the Herd on the River Stir. One of the Skaven's boats was smashed up by a tentacle, but not before the nimble rats could abandon it. The Skaven took up positions on the southeastern wrecks and threw rocks at the advancing Beasts. The Beasts caught some cannon fodder rats but suffered too many casualties themselves. The More Skaven score their first win!

X Marks the Spot! The Main Event Gang raced the Grudgebearers for hidden treasure. Not sure of the weather but a gang of rowdy drunks fought the 2 gangs tooth and nail for the drunk's Bugman's brew. In the end the Main Event claimed the treasure chest. It turned out not to hold much. Not sure of casualties. Final reports are slow to arrive.

The Pool. The Hunters caught Sneerskit's Pack out in the open as the skaven tried to approach to the section of the docks known as Smee's Berth. Slippery Jack was sampling the wyrdstone in the shallows by the pilings. The big gribbly waved his tentacles over the stone piers that the skaven had taken cover behind. The cowardly rats shied away from Jack and found themselves in the open killing ground again. More fell to crossbow bolts.
Thinking that Jack would be content to toy with the Skaven casualties, several of the Hunters entered the tainted waters. Jack pounced on the hapless fools. Sneerskit's Pack fled from the storm of crossbow bolts, but the Hunter's left the treasures of Smee's Berth to Jack. The Hunter's also left the body of their Warrior Priest, Herminia Bride of Sigmar, to grace Jack's watery home.

Raft Race. Grootka had heard of a treasure laden cog wrecked on the stone piers of Outer Quayside. Damned if the Beasts and those johnny-come-lately Skaven gits hadn't heard the same rumors. That and there was no way to get to the blasted wreck but to build a raft out of the wreckage of the docks. The ladz fell to with a will but they had barely started when hard black hail fell from the skies and knocked a few senseless! All of the orcs managed to stay on dry land, but the gobos had a hoot pointing at the Ungors and rats splashing around in the drink.
The hail stopped as quickly as it started, but the skies remained overcast. The ladz cobbled together 3 rafts and slowly set out for the wreck. The crazed Skaven built a small armada that slowly approached from the east. The git Beasts had this flying goat fing! Bastid fly over to the wreck and loot it!
Grootka was trying to get Nameless to row when the squig bounded over his raft and landed with a sploosh! in the muck that passed for water. The little blighter bobbed up for a bit but it couldn't get any purchase to bounce again. Its mouth filled up and it sank out of sight.
The hail came back. Knocked a few more ladz on their duffs. Dinged poor ol' Granny Nog on her noggin. The gobbos laughed and jeered as more Beasts and rats floundered about in the sludge. Rats start throwing rocks. Rigga Top tossed Fas' Jobba overboard. Gobbos laugh some more.
Grootka unlimbered his Booma! The lead Skaven raft took the blast square. The clanrats saw the muzzle come up. They all ducked. A big ol' Skaven with steel claws for hands took the shot full in the chest and disappeared over the side. Rag Shot blasted the rafts nearest him. Skaven went down bleeding but only a bloody big rat-rat didn't get up again.
The Skaven got a bit annoyed. Rocks flying all over the place. Rag Shot's raft started to ride a bit low in the water. The lead Skaven raft reached the wreck and the clanrats swarmed up the aftcastle.
Laden down with treasures the Flyin' Goatfing flew back toward the west docks. Rocks flying after him.
Grootka's raft reached the wreck and Yo'and clambered aboard. He took a rock in da face and fell back a second later.
Yo'and got back up and climbed the sides of the wreck again. Grog Soppa followed him and Grootka swung himself up as well. Nameless trailed his hand in the water and gurgled a bit. Ragshot got his raft to the side of the wreck. Toppa Nott joined the heroes on the main deck.
4 clanrats with spear and sling faced 4 orcs. The clanrats looked out over the harbor to check on reinforcements. 3 more rafts full of mutants were coming. Hail fell again. Suddenly there were only 2 clanrats standing on the aftcastle. One other was laying on the deck mewling.
The 2 clanrats looked at the 4 grinning orcs. The orcs charged. The surviving clanrats fled as soon as they could (carrying treasure!)
Grootka and the ladz spared a quick glance at the Skaven to make sure they were fleeing and then turned their attention to the Beasts. The water by the bow of the wreck churned with struggling Beasts and orcs. A chaos hound with shark mutations was mauling Fas' Jobba. Rigga was floundering nearby as the gobbos rowed in circles. Another hound was barking at the orcs in the water as 2 Ungors tried desperately to turn their craft back toward the docks. The other raft was turning as well. The body of the biggest goatfing was lying in the center as the other gors rowed.
Grootka took the wreck! But the other bands had pretty much looted it. The Beasts win.

The squig drowns. The Herd finally sees a Gor promoted to hero. The Assassin Adept is Hardened by his wounds. A Hired Sword joins the orcs to return a favor!

Next week we will adventure in Quayside again.
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PostSubject: Re: The VMC tours Mordheim   Fri 19 Feb 2010 - 20:32

Week VII--Lost Treasure.

Calamity struck! Playtable was out with a cold. No Quayside without ships mate. And docks and models for random encounters, tentacles...

5 of us gathered this week. Skeptic and Playtable were missing. Strange, when last seen they were fighting a Dark Ritual scenario and Playtable was losing...

Rock the Boat. (Defend the Find with the find as a shipwreck [Sartosa]. I do have a few ships of my own.) The Hunters had found an promising wreck down by the old stone quay. Saxgod's Skaven tried to shift them off of it. The Hunters' shooters have improved over the past weeks. The Skaven were forced to rout before they could board the ship. The Hunters gain some geld. Clan Eshin remains poor. A flagellant is reported killed. No one is surprised. No reports from the rats aside from poverty and want.

X Marks the Spot II. When he came to, Grootka would remember the sound of humie drunks singing sea shanties down by the wreck of the ol' Binnacle Pub. Seemed like a simple thing. Follow Herring to Dingle Strasse, look for the tallest spire standing and the gold be there. Sorted. But there were the Goatfings and some of them stabby ratfings. Not the same ratfings, but ratfings. Nameless see this big duppy dog barking at him down the alley. Chase it. Grootka followed and "Baaa!" Goatfings everywhere! One o' da bastids hit 'im from behind like. Lights out. Yo'and say da ratfings got Big Belly. (Flesh wound.) 'Eadtaker say he give 'em some grape shot and the ladz pull Grootka out o' there. (Yo'and say 'Eadtaker shoot, hit nofing!) Nameless is growed back together. Big Belly better. Quik Bil, Swilla and Fass Jobba all looked a bit peaked. Fass say dat Rigga Top gonna die. Rigga say dat Fass slow.
Sharper Snik say he stick around. See da Goatfing krump da Ratfing. Say dem Goats got da shinies. Grootka hit da rum.

X-Marks the Spot III. Grootka drained another tankard. More damn Ratfings! An' da Hunters! Ratfings got da ladz runnin' in circles chasing dem big ratties. Nameless all over dogs. Rats all he talk about. Mostly Nameless he just turn in a circle, watch the rat run and drool. Big Belly chase da rat. It jump inna hole an get away.
Damn Hunters shoot da crossbow. It rainin bolts. 2, 3 of 'em sticking in Grootka's big hat. Ruin da feather. Sharper get shot. 'Eadtaker get shot.
Da zombie jump da Hunters. Poor zombie. Krazie find the treasure. Ol' Rigga Top he fight da Krazie. Rigga got new scars. Krazie get away with the loot.
Da Boyz gets better. One o' dem Zealot die. Ratfing stuck 'er wit a sword. Ratfing clanrat die. Grootka put an arrow in it. Nice shot.

Grootka, he think about that fat caravel they take awhile back. Time to sell that cargo. Have more rum.

Next week we're playing The Thing in the Water. No more of this random stuff!
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PostSubject: Re: The VMC tours Mordheim   Thu 25 Feb 2010 - 21:04

Week VIII--Mayhem Dockside.

Grootka takes an inventory of the loot from Down on the Docks.
--1 shield, 3 swords.
--15 gc worth of luxury goods and Cathayan silks.
--24 gc worth of gunpowder and a batch of Superior Gunpowder
--4 gc worth of beer
--8 gc worth of food
Not great but nothing to sneeze at.

The Thing in the Water I. The Hunters encountered the Grudgebearers in a flooded part of the old dockside. Both warbands occupied some taller ruins around the perimeter of the flooded area with the intention of sniping at the other. From a distance it appeared that the Dwarfs won the missile duel. Both warbands attempted to search the nearer ruins but the Things appeared whenever a search was attempted. Both warbands suffered casualties and neither completed a successful search before the Hunters withdrew. The Heroic Flagellant loses an arm. A Troll Slayer is driven Mad and now suffers Frenzy. There are no reports of deaths that I remember.

The Thing in the Water II. Grootka closed his far looker and told Nameless to row him closer. the small boat was cramped with just the two of them, but at the moment the monster troll was happily rowing through the flooded streets. The scuttlebutt was that this area of the humie city had been where the humies stored things. It was flooded now but there was good stuff down in the muck.
Off to the south Grootka heard a great bellow of pain, then a splash. He looked down the shattered street. 'Eadtaker seemed to be missing. Cookie Wassis pointed down toward the water below. In the flotsam Grootka could see something green and black floating slowly to the east. Couple of things that looked like pins sticking out of it from this distance... Goin' according to plan, this was.
The rest of the lads crossed that walk way at a crouching run. No further missiles challenged them.
Grootka waved his bow at Ragshot's boat. Pointed toward the west. Grootka could see humies scampering around a long low ruin to the west. Looked like they had an ogre with them as well. Probably them Pit Fighters. There were some battle cries and roars from beyond the ruins Grootka could see... (To be continued...)


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PostSubject: Re: The VMC tours Mordheim   Fri 26 Feb 2010 - 20:29

The Thing in the Water II. Act I, scene 2.
Cookie Wassis figure somebody fighting the Pits. Keep them busy. Sorted.
Grootka and Nameless disappeared around a long building to the north.

A huge tentacle burst up from the depths and grabbed at Grog Soppa. Grog Soppa yelp and dodge about. His blunderbuss soaked from getting dunked. Ol' Grog got his feet back and Big Belly the ogre roared and sliced that tentacle thing up. Cookie Wassis chant and wave a glowy green club about. Stupid ogre butcher the tentacle thing poorly but Cookie take some for the pot later. Chop it up good with some greens... See what else they can catch here in the muck. Cookie, Grog Soppa and Big Belly search around. Find a lantern. Kinda rusty, no oil. Grog put it inna pack fer later.

Cookie hear Granny Nog chanting. Goblins shouting and shooting arrows. Cookie look out the window. Ragshot's boat is out in the middle of the next street. The building directly across from Cookie, full of Pits. They got a boat, too. It coming toward Rag's boat. Ragshot unload his Booma into the lubbers. Rag don't hit nufffin!

Act II, scene 1.
Pits got them one of them duppy Warlock types. Cookie see him chanting and waving his staff. This no good. Cookie try to get Mate Gork to stop this duppy humie. Cookie hear Granny Nog chanting too. Maybe Granny get Mate Carefore to stop the git. No. Duppy arras launch from the Warlock Git. Rake da orc boat. Ragshot grab his chest, stagger, say "Ize kilt!" Falls overboard. No see Ragshot again. Yo'and take command of the boat and it withdraws toward the northern ruin. Reinforce da Kaptain and Nameless. Yeah.

Granny get some revenge. Get Mate Carefor to blind the Warlock Git. Fool fall out of the window into the muck. Don't drown though. Madder than a wet squig! Warlock Git FLY out of the water, swoop down and whack old Sharper Snik with that staff. Granny pull up her skirts and run away. Screeching and spitting. Afore she can spit a spell, Dull Snik shout "Oy! Wot yuz fink yuz doin? Dat's me mate Sharper!" Dull stick the Warlock Git with 4 inches of rusty steel. Sorted that Flying Git!

Dull, Grog Soppa and Big Belly start to stalk one of them Pit gits. Git throw pointy sticks then run away. Dull and Grog shot arra at him. Run from that, git!

Act II, scene 2.
Rigga Top, Toppa Nott and Swilla da Killa swim over to a nice ruin off to the north. The Kaptain and Nameless row by in their boat. Kaptain glare at them. Say "Don' jus stand dere. Find sumfin!" And den da Kaptain, he cuff Nameless bout da haid. Nameless hum a little tune and row. Nameless like to row.

With the two riggers in the building Swilla da Killa keep his weapons drawn. Everybody know Rigga Top got it in for Fass Jobba, but Fass ain't here right now. And both of them got their clubs and daggers out. Poking around under the water, moving around to get behind him. All of a sudden Toppa stop and shout "Oy! Wot's dis den?" He heave up one of them Nob's Boomas inna carved box.

Swilla see his chance. Rigga Top's off to his right but Toppa got his mits full and both of them are looking at the box. Swilla shout "Dat loot iz da Kaptain's!" Cut at Toppa's head. Swilla a ded 'ard fighter, but he forget where he is. Slip inna water. Damn Toppa slash at him with a dagger. (The git was using it to pry open the box.) Swilla go under the water leakin a bit. When he come back up for air, Toppa has the booma in his hands, say "Ize knows it da Kappin's! Ize jus lookin!"

Swilla look for something to stop the bleeding and say "See dat ye do! Ye mooncalf lubber!"
(Tune in tomorrow for Act III)
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PostSubject: Re: The VMC tours Mordheim   Sun 28 Feb 2010 - 21:22

Awesome stuff, Al! I am glad to see you and your group are still playing regularly. I was a bit worried when you mentioned Playtable was retiring from gaming for a bit.

Do you have some pics hidden on Photobucket, mate? I always like looking over your games there.

Keep the reports coming, mate.

Goomb
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PostSubject: Re: The VMC tours Mordheim   Tue 2 Mar 2010 - 22:43

Ahoy mate!
Playtable has retired from working not gaming! Lazy cuss to boot! Says there's no more photos 'til his grog ration is increased. Shameful. We let him bring all his terrain and his cool stuff and this is the thanks...
I swear he won a game a couple of weeks ago, too.

Act III, Scene 1.
Nameless guided the rowboat into the gutted interior of a promising warehouse. Grootka smacked him with the flat of his sword until the troll tossed out the rock that served as anchor. Both of them leapt into the shallow water. Grootka groaning as he realized his Booma was now useless... Da Kaptain smacked Nameless a couple of times for not reminding him. Nameless giggled a bit and then wandered off.

Grootka called after the troll, then gave it up as he realized they were not alone. Off to the west a bunch of the goatfings were getting aboard a larger boat. Two of them had climbed up into an upper story and were crossing a narrow bridge toward a nearby building. Both of them looked familiar. Da Flyin' Goatfing and dat Backtabbin' Benthorn! Even as he recognized them the Flyin' Goatfing raised up and flew into the ruin right across the street! Grootka took a shot at the Backstabba. Git ducked,

Grootka notched another arrow and called to Nameless to get back here! Nameless was off in the dark recesses of the warehouse floating on his back and singing "'ere Puppy got's a guppy." In the near distance barking and splashing could be heard to the southwest.

Before Grootka could find a target the Flyin' Goatfing was there. Cutting and slashing, bleating and baaaing! Grootka parried and dealt the Goatfing a wicked cut with his axe. The Flyin' Goatfing went down in the murky water. Grootka aimed a vicious slash at the roiling water and the water turned red. The Flyin' Goatfing did not resurface. Grootka boomed a "Waaagh!" across the flooded landscape.

He was answered by a deep "Baaaargh!" from the nearest building. The Backstabba had moved closer! It ended its challenge with a leap toward the small rowboat. The beasts hooves struck the rowboat a glancing blow and the Backstabba landed in the water with a splash! Before it could recover Nameless was there clawing at it with his huge talons. One massive limb struck the beastman and it fell back into the water. Nameless loomed over the stunned beast, but instead of finishing his enemy, the troll became interested in a crack in a nearby wall.

Nameless investigated the damaged wall until the beastman resurfaced and chopped him with a rusty blade. Shocked back into the present the troll roared and crushed the hapless mutant with his huge arms. "Not puppy!" Nameless lamented as he tossed the broken body away. "Dere puppy!" Nameless splashed through the water toward the feebly thrashing body of a wounded hound. Before Nameless could finish the hound the goatfing's horsefing leapt from the approaching boat and began to cut on the tough trollhide. "Wanna see puppy!" Nameless roared as he punched the horsefing senseless.

Scene 2.
A forlorn horn sounded from the southwest. The remaining beasts looked at the bloodied troll, then looked back over their shoulders to the south. The beasts withdrew. Nameless tried to catch a hound but it floated out of reach.

Grootka found himself surrounded by his boyz. Cookie Wassis was by his side. Yo'and and Fass Jobba were there as well. Quik Bil was trying to row the other boat into the narrow gap between the ruins. "Da Pits runned too!" grinned Cookie. "Weez seed 'em off Kappin!"

Grootka growled "Wadya means weez!"

Prologue.
Ragshot was dead. The Herd was hit harder. Makmar, the Flyin Gaotfing and Shagla the Backstabber were both dead. Plus the Herd had 4 heroes OOA by the end of the battle. The Main Event Gang got pretty battered but no deaths were reported. I do recall some complaining about another leg wound... 'Eadtaker recovered from the crossbow bolt.

The coming battles will be fought with generic Mordheim rules.
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PostSubject: Re: The VMC tours Mordheim   Fri 5 Mar 2010 - 19:24

Week 9--More Hidden Treasure. Death stalks Mordheim's heroes.

I didn't have time to pick a new neighborhood setting for the week's battles. No one seemed to notice. We enjoyed warm weather and 6 players.

Hidden Treasure I (Still using X Marks the Spot rules). Grootka's ladz squared off against the Hunters again. Grootka got the jump on the Hunters and occupied the highest ground to the east. The Hunters spread out along the western buildings. There was a tall ruin for the Hunter Captain and the other shooter to occupy so they were content. The ladz stepped off lively to deny the Hunter's targets, but Nameless felt the need to drool and Swilla da Killa tried to remove Quik Bil's head. Both survived the argument and the volley of bolts that sought them.
Both warbands searched the nearest ruins with little success. Rigga and Toppa rushed right at the Hunters to the southwest, supported by Slava Rum and Big 'Ead. Da Kaptain, Nameless, and a lot of the crew pushed into the center alleys. Cookie and Granny tried to figure a way to advance against the shooters in the western ruin with no success. Quik Bil and Swilla took a few bolts but kept getting back up.
Da Kaptian and Grog Soppa blasted a couple of doxies with their Boomas. The doxies screamed and cowered a bit but were not scratched. Grog took a crossbow bolt in a sensitive spot and went down. Nameless woke up and started bashing gits. Got a pansy and one of Da Krazies. Kilt da Krazy. Big Belly killed a hound and then served as a target for every surviving archer. The Ogre started listing to port but bashed one of the bow armed doxies.
The Hunter Doxie that survived stepped out of ruin and blasted Nameless with a Booma. Didn't scratch him either. Nameless run over and slash her face with his talons.
Despite the mayhem a cheer went up from the surviving Hunters. One of them had found the treasure and spirited it out of reach of the orcs! Hunters win.
Grog Soppa is the only causality for the orcs. He recovers. A flagellant and a hound die. Witch Hunter Zelara loses an eye to Nameless. The Hunters get some gold and light armor. And another Mordhiem map. The Orcs find some stragglers...

Occupy. The Main Event Gang versus the Herd. The Main Event's Old Battle Wounds sidelined the Pit King and the Undead Style guy. (Both are sickly weedy gits.) Despite this the remainder of the warband kick the higher rated Beasts out of the ruins. The Centigor is shot and killed by the Tilean. The Main Event's casualties recover from their wounds.

Surprise Attack! The Grudgebearers are ambushed by the Yet More Skaven. An epic battle lasting 2 hours results. Unfortunately details of the epic are known only to Saxgod and Skeptic as the rest of us were engaged in our own struggles. In the end the Dwarfs hung on and forced the Skaven to rout. 2 giant rats and and clanrat die. The Dwarfs recover from their wounds and gain more grudges.

Wyrdstone Hunt. The Main Event Gang challenged the orcs for a wyrdstone rich neighborhood. The orcs claimed most of the wyrdstone but Old Battle Wounds laid both 'Eadtaker and Grog Soppa low. Grootka decided to try out his new Long Booma. This took him and Nameless out of the fight as well and since Grootka was unfamiliar with the reloading of his new Booma and had to keep Nameless focused.
The crew acquitted themselves well but were no match for the Pit Fighter heroes backed up by their ogre. Big Belly struggled to wound his opponents (even as they struggled to hurt him). One by one the old veterans were cut down. Granny Nog was shot by a sneaky Tilean. (Gots eyes in his feather, he says!) Quik Bil and Swilla charged a couple of Pit Fighter heroes (or were charged by them). Sorted those gits. Then the enemy ogre showed up and Bil was killed and Swilla knocked out of the fight.
Rigga Top and Toppa were flanking Cookie Wassis. The 3 of them got themselves into a scrap with the Pit's Troll Slayer. Mad lil' git tried to jump on them from a height! He was a tough one though. Held them easily until the enemy leader could cut his way through Big Belly. That huge sword went through Rigga next. Then Cookie got lucky and planted his axe in the nutter's hair squig. Sorted that!
Grootka saw that Sheets and Yo'and had gotten the wyrdstone clear. He gave up trying to reload and called "Bug out!" The orcs lost Granny, Bil and Rigga. The Pits lost their Troll Slayer. (The Main Event only had 3 models OOA. 3 heroes!)

Hidden Treasure II. The Hunters versus the Herd. The Hunters used their Mordheim Map to play another Hidden Treasure. The warbands got set up. Moved a bit and the Hunters flipped the treasure counter on the first turn. The Herd conceded. Not sure what treasures were found.

Hidden Treasure III. The Herd rolled Hidden Treasure! The warbands set up, moved a bit and the Beasts discovered the treasure shortly thereafter. This game lasted a bit longer because the Hunters had a chance to stop the Herd. In the end the Beasts were able to get the treasure clear. No deaths are reported.
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PostSubject: Re: The VMC tours Mordheim   Sun 14 Mar 2010 - 17:48

Week 10--Hard Times for Rats.

The day was rainy and foul. Not too cool for all that. The chance of spring is in the air. And the sound of race car engines from the Speedway...

We had full attendance at a Mordheim night!

Wyrdstone Hunt I. Grootka sat at his table and fumed while sipping foul tasting small beer. Snot piss! Sure and it was a terrible thing. A Kaptain of his stature brought down to drinking this. He glowered at the rest of the room. No one was particularly sprightly. Nameless, all grown back together again, was out breaking something in the courtyard. Big Belly was drinking a keg of something and eating what might have been a cow. Grootka couldn't remember if the dog Big Belly collapsed on had died or not.
Most of the ladz nursed minor wounds. Mostly from crossbow bolts. Grootka tried think for a moment. Had to do something about those pesky Hunters and their sit a tall building and shoot. Must be a curse. Everybody had caught a bolt! One even came around a corner and stuck in ol' Cookie's pegleg! There weren't many of those Hunter doxies but they sure put feathers in the air.
Grootka's gaze rested on Big 'Ead. Couldn't climb a wall! Call himself a pirate an' he can't climb a bleeding crumbly-hand-hold-every-foot-wall! Toppa was showing him knots. That was the trouble, spent all the loot on recruiting and what did he get? Gitz what can't climb a wall! Got to teach them everything! Grootka noticed something irritating in his side and dug another bolt out of his hide. Gitz!
Hunters win, take all the shards. A warhound may have died, or it may not. Everyone else got better. Hunters search for a Long Rifle and fail to find one.

Wrydstone Hunt II. The Main Event versus the Yet More Skaven. The Skaven were schooled about Pit Fighters. The Pit Fighters yowled about Warpfire. The Skaven run.
Playtable--"The first game I lost a talented hero Pursuer (Tom) and a std. maxed out pursuer (Finn)" The Skaven reported some henchmen killed.

Chance Encounter. The Herd versus Sneerskit's Pack. No real idea what actually happened. The Skaven report 2 heroes killed. The Herd mourns 2 devoted hounds and an Ungor.
The Herd win.

Skirmish. The Grudgebearers versus Da Gutrippas.
Grootka wondered if he could afford another pint. Big Belly belched and asked "yuz gonna eat dat?"
The ox had been kind of thin. With long ears...
The stunties had fought. Cut old Big Belly down in seconds. Nameless lasted a little longer because they had to climb over Big 'Ead's body to get him. Parts of Nameless were still showing up. Fortunately da troll's parts seemed to know where the rest of the body was. It had been a royal pain to lug the bleeding ogre back to the docks without carrying all of the troll, too.
Cookie and his crew hung up on another wall. Grootka glared at the others around the table as he thought of their heads popping up one by one to look down at the bloody street on the other side of that wall. Oh for one pirate that could use a rope!
Dwarfs win. Finally roll a Lads got Talent. No orcs or ogres die. Goblins keep their heads down, don't get scratched. Grootka finds an old map. Probably worthless. Big 'Ead takes his first wound. He got the only dwarf, though. Bastid got better.

Ratfight! Both Skaven warbands slaked their thirst for revenge on each other in their first meeting of the campaign. Things continue to go poorly for the Pack. Sneerskit is reported killed under suspicious circumstances. With half of his heroes killed in one night JP contemplates a grim future...

The Pool. The Hunters, the Main Event and the Herd. No Slippery Jack, just a small pool. The Main Event got shot to pieces. The Herd hid from the arrow storm. The store closed. Not sure if the game was over or just a "store is closing" draw. None of the Beasts died.
The Main Event reports: "I lost my Tilean marksman (Guido Jr.), my halfling scout (Tommy) and my newest pursuer on his first game (didn't even get his name yet)."
The Hunters report no losses. Not sure if they found a Long Rifle although I expect to find out next week...
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PostSubject: Re: The VMC tours Mordheim   Sat 20 Mar 2010 - 21:04

Week XI--We go to eleven!

Marneus is GTT this week. I forgot to ask him to stop in and say hey to Deaf. (No idea were in Texas he was visiting actually.) JP has gone into seclusion after his heroes were wiped out. The rest of us skipped the opening of March Madness and played Mordheim.

Chance Encounter. Grootka was slightly cheered. They had made a good haul and no one died. Otherwise it was pretty much the same old story. Crossbow bolts fly out of no where. Orcs scream and fall. Nameless and Big Belly get hit the most. Have to be carted home. (Cart standing by just for this purpose.) Nameless takes awhile growing back together.
One minute those pesky doxies is right where he wants 'em. And then the crossbows start in. Got old Slava a crossbow. Git practice every day. Can't hit nothing.
Grog Soppa claimed he was in too much pain from the Old Wound... Lay around and sop grog...
Hunters win. No one dies. On either side. Hunters fail to locate a Long Rifle again. Da Gutrippas offer theirs. No takers. Say it "unlucky", "cursed". Gitz.

Occupy. Saxgod's Skaven against Skeptic's Grudgebearers. The Skaven try to rush the dwarfs. They are shot off the table. A giant rat and a clanrat die.

Ambush. The ladz has found a huge stash. Grootka is very happy. Still watchful, but happy. All they gotta do is get back to the docks...
BOOM!
Swilla Da Killa is a red ruin. Crossbow bolts, arrows, the usual follow right behind. Lil' Sharp Snik takes one in the back! Grootka shout "Dis way! Folla me! Maybe half o' da boyz does. Nameless jog along. Arra sticking out all over. Grootka take a quick right.
Buncha Pit Fighter waiting. Nameless charge. Sheets charge! Nancy git skip away from Sheets. Make him look stoopid.
Nameless fight big Pit Ogre. Ogre cut Nameless up. Chop! Chop! Not good. Grog step out into the street, unlimber a Booma and cut loose on the Hunters. None of them go down... The dying is actually over but the hurting starts... Sheets cut down. Rigga cut down.
Grootka shout "Leave it and scram!" Da boyz drops da loot and leg it.
As they run they can hear the Pits screaming under the arrow storm. Rumor has it the Main Event run soon after.
Hunters pocket 10 wyrdstone shards. Plus their exploration. Still can't find a Long Rifle...
A Dark Elf Assassin offers Grootka his services for the next fight. Sweet. Killa and Sharper are dead.
The Main Event's Troll Slayer becomes lame. Smile

Surprise Attack! The Skaven attack the distracted, greedy Dwarfs again. Everyone settles in to listen to an endless game. These 2 never quit! One by one 7 out of 12 Dwarfs are hunted down. Even the Dwarf Noble falls! Surely the Dwarfs will flee! No, in a final effort the Dwarfs counter attack. 4 or 5 Skaven fall in one turn, including the Assassin and the Sorcerer! The Skaven flee! The Assassin, Switch, and the Sorcerer, Twitch, die from their injuries! The power of Clan Eshin is broken.
The Dwarf Noble suffers multiple injuries--arm wound, leg wound, nervous condition and Sold to the Pits. He is defeated in a Pit Fight and looses all his possessions, but survives.

Chance Encounter II. Da Gutrippas find lots a loot. Dat good. Run right into a Main Event gitz. Not so good. Da Main Event gitz try to hide. Shoot crossbow. Mumble magic. Nancy boys run around throw pointy sticks. Nameless still distracted by those Hunter puppies. Keep pulling on Big Belly's arm, tell him about the black one, with the spots! Big Belly get tired of this and throw a nancy git across the street. Dull Snik and
Fas Jobba cut up another one. Dark Elf shoot that Tilean git. Sorted.
The Main Event's Tilean is killed. Grootka thank the Dark Elf, and wot you know? Another one shows up, say he will do the NEXT job for free! These Dark Elfs are cheap.
Playtable--"Goroth, my Ogre Pit Fighter, became a hero, so all is OK."

End game casualties have cemented an imbalance of power. The Hunters and the Grudgebearers can shoot the orcs down. The orcs have the highest rating but are pretty fragile due to high leadership, low attack values and Old Battle Wounds. The Pit Fighters, Beasts and surviving Skaven can't touch the orcs, dwarfs or Witch Hunters, unless they Surprise Attack. And that's iffy as the Skaven found out.

We have 3 more weeks of play. Do crippled warbands fight each other as a balance or do they challenge the big 3 to gain experience bonuses?
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PostSubject: Re: The VMC tours Mordheim   Sun 21 Mar 2010 - 3:53

COOL REPORT as always...even without photos!
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PostSubject: Re: The VMC tours Mordheim   Sun 21 Mar 2010 - 7:29

Thanks Deaf,
Playtable is taking a vacation from game photography. Not too big a deal since we don't do Actual Mordheim the ruined city very well. We're using Playtable's original box set card buildings. Functional, not pretty.
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PostSubject: Re: The VMC tours Mordheim   Sun 21 Mar 2010 - 7:43

I'm SURE once you get back to using his UBERCOOL terrain Playtable will be sufficiently motivated to start taking photos again...or ELSE. In the meantime, your narratives paint a vivid enough picture for moi to imagine the action...mostly.
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PostSubject: Re: The VMC tours Mordheim   Sun 28 Mar 2010 - 13:54

Week 12--Orcycide!

Kaptain Grootka is murdered in Mordheim's ash covered streets! Pit Fighters are to blame.

We had 6 attendees but Skeptic was late so we played several multi-player games. We used CygnusMaximus' experimental rules for encounters.

"Defend the Find" or maybe something else. The Hunters fought the Yet More Skaven. The Skaven played encounters on the Witch Hunter fortress. This resulted in a couple of buildings being abandoned by the Hunters. Some Madcap mushrooms frenzied several Witch Hunters including their hireling Ogre. The Skaven vowed to fight to the last rat! But Ld 6 could not sustain them. With huge casualties the rats scamper for the darkness of the sewers. Several rats of various kinds die, no one much cares. The Hunters lose their Ogre and 3 henchmen.
The new leader of the Skaven rolls a Ld advance. There is rejoicing!

"The Wizard's Mansion" Grootka and the ladz had found a rich haul in a duppy old ruin. The boyz were enjoying a fine pillage when Slava yelled, "Avast! Goatfings ta da starboard!"
At almost the same time Big Belly roared, "Ahoy Goroth,ye git! Whossat li'l uns wit ye?"
Nameless pulled a fresh crossbow bolt out of his chest. "Puppies?" he queried, hopefully.
Grootka told the ladz to clear the decks and prepare to receive boarders. With typical orcy efficiency the ladz set to. "Wot yuz seyz! Ye poxy lubber!" cried Shagga as he slashed at Fass Jobba's back. True to form Fass spun around and shoved the git into a some ruined shelving. There was the sound of breaking glass and then a WHUMP! The whole damn wing of the mansion ignited. Orcs surged out the the inferno. Nameless got confused and just stood there cooking a bit.
Grootka found himself in the remaining wing of the mansion with half of the boyz. Cookie and Grog Soppa had gone the opposite way and were now separated from him by the fire. Big Belly roared a challenge and charged some humie in a skull face helmet. Sheets attacked another. There was a crowd of humies surging up the street so Grootka stepped out of the nearest door and gave them some grapeshot. Bastids kept coming. Behind him Grootka heard 'Eadtaker say "Wot da bloody hell?" Then the floor cracked open and gouts of blood rushed out. Roaring with surprise Grootka slipped in the blood and fell into space.
Much later Yo'and da Hook took a head count. Da Kaptain was rubbed out. Sheets rubbed out. Toppa took a crossbow bolt in his right eye. Rubbed out. Li'l Dull Snick got burned up in the fire. The rest made it out. Damned if there wasn't a secret passage under that crazy place. Ought to be useful... Once the blood drained.
Cookie had taken the head of some Goatfing big un. Yo'and, he kill himself a Goatfing too. Mess up dat Pit Git. Good day! Course, the ladz had to scram out of there. Bad juju. Everybody know ye can't fight bad juju. Find them Pit Gitz later. Take stuff back.
The Herd lose 2 ungor, a hound and another hero. The Main Event Pit Fighters win the fight. Barbor gains an Old Battle Wound from his fight with Yo'and and Sheets. The Main Event find lots of cool stuff in the mansion, but complain of poverty.

"Ambush!" The Hunters are surrounded by the Skaven and the Grudgebearers. The Hunters suffer under the attentions of their attackers and flee at the first opportunity. The pesky Elf Ranger dies in the rout. The Skaven use their speed to grab as much discarded loot as they can and flee from the area as well. The Dwarfs hold the field but most of the loot has been stolen by the mutant rats. Skaven win. There are reports of more rat deaths. No one including the rats take much notice. The Dwarfs report another promoted hero.

So that imbalance of power thing was, um real powerful. The Pits and the Beast saw the Orcs off with no problem. The Skaven gained a bunch of experience from the Hunters and then between the Rats and the Dwarfs beat the Hunters up. The Orcs lose over a 100 in warband rating. The Hunters lose 2 experienced hired swords and a group of henchmen. Hmmm...
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PostSubject: Re: The VMC tours Mordheim   Sun 28 Mar 2010 - 18:00

</A>Hunters vs Yet More Skaven
Skaven huddle together for courage.


Flagellants venture out.


Infiltrating skaven goes stupid.


A Skaven peeks out at the flagellants.


True fighting in all it's glory.
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PostSubject: Re: The VMC tours Mordheim   Sun 28 Mar 2010 - 18:26

The Wizard's Mansion
Orcs deploy in the mansion.


The Main Event Pit Fighters set up in cover.


A Goblin spies Beastmen sneaking towards him.


Pit Fighters change plans about splitting up and all come to the ramps.


Orcs leave the buring building as Beastmen preprare to rush into them.


Orcs left in the unburning part of the building start falling down...a lot.


The Pit Fighters show themselves and get ready to be charged.


Just as Beastmen come around the corner.


Nameless, the troll, comes out to play with an Orc helper.
Other Orcs start falling out of the mansion and into the lap of the Pit Fighters.


Beastmen attack Cookie's party at the same time.
Almost like it was planned.




The Orc Captain falls off the ledge and is easy pickins.


Beastmen start comming in waves.


Orcs take more hurt than they can dish out.


Nameless' last stand, Orc's too.
Orcs suffer too many losses and leave.
Beastmen fail rout test right after.
Main Event wins.

</A>
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PostSubject: Re: The VMC tours Mordheim   Sun 28 Mar 2010 - 18:35

Ambush
Dwarves and witch Hunters square off.


Skaven huddle around the big guy, again.


Witch Hunters start getting shot.


Look, Dwarves can fall down too.
They just don't have far to fall.


Dwarves slowly advance (short legs).
Last picture since I was buisy killing Orcs.
</A></A></A>
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PostSubject: Re: The VMC tours Mordheim   Sun 28 Mar 2010 - 18:37

HOORAY! PHOTOS...at last!
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PostSubject: Re: The VMC tours Mordheim   Sun 28 Mar 2010 - 21:08

Pictures are just for you, DeafNala.
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DeafNala
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PostSubject: Re: The VMC tours Mordheim   Mon 29 Mar 2010 - 5:19

playtable wrote:
Pictures are just for you, DeafNala.

Thanks MUCHO. The photos are LOVELY & do add SO MUCH to the GREAT stories...& in the early morning, staring at the pretty pictures is the height of my intellectual capabilities.
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Von Kurst
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PostSubject: Re: The VMC tours Mordheim   Tue 6 Apr 2010 - 18:46

Week 13--The Witch Hunters kill things.

I was sort of right, the Pit Fighters and the Beasts can't touch the Witch Hunters. Beat hell out of the orcs though. We used the Encounter rules again. This time the range of each encounter was the 5 inch Warhammer template.

"Chance Encounter" The Main Event versus the Witch Hunters. This was kind of a short game. The players set up and then the Witch Hunters went first and started killing things, starting as they always do with the only long range threat that the Main Events had, the Tilean Marksman, version 3.0. Shot dead. Despite being on the receiving end of shooting and encounters, Playtable forgets to play his encounters. The Main Event is shot off the board. Barbor, a Pursuer hero dies of his injuries. I'm not sure how he came by them, but he was a sickly git to begin with.

"Skirmish" The Herd attacked the Gutrippas. Madcap mushrooms frenzied Nameless and the Dark Elf Assassin and one other model but I immediately forgot which henchman it was. Many fountains of Blood erupted around the orcs. Cookie Wassis fell down a lot.
The Centigor and some friends are frenzied in turn by a later Madcap infestation. Some other beasts suffer Stupidity.
Nameless bravely charges off and bashes an Ungor with his 4 attacks! (We only add +1 for Frenzy). Then he gets swarmed by lots of Beasts. Nameless survives and even knocks 2 of them to the ground! Big Belly and Fass Jobba charge to the rescue. And fail. Nameless is taken OOA by the last possible attack. Big Belly and Fass Jobba follow close behind.
The ladz fall back. The enemy leader attacks the last goblin and kills it. The ladz flee. Fass Jobba dies, and the last goblin is still dead. More orcs gain leadership or WS advances. 'Eadtaker becomes BS5... ('Eadtaker has no shooting skills.)

Breakthroughs for everybody. Both of the following games are Breakthroughs. Breakingthrough is never necessary.

The Hunters kill Beasts. The Herd lured the Hunters into attacking on the theory that the enemy would have to come to them and encounters would keep them from establishing a firebase with their shooters. Sounded like a plan. Didn't work.
Disaster after disaster overtakes the Beasts. They flee. The Shaman and another hero die. On the plus side the Hunters never find a Hochland Long-rifle. HA!

The Main Event beat on Orcs. The pain. The shame. The Gutrippas are reduced from a high of 17 to 10 warriors. Even though no Old Battle Wounds keep any warriors from missing the battle, the orcs never take a pit fighter OOA. Not one. Nameless is stupid for most of the game. Then he is charged in a building by 3 pit fighter heroes and taken OOA. Before Nameless falls Cookie and Big Belly run into the same 3 heroes (possibly because they thought Nameless could be convinced to move for 1 turn?) That didn't go well.
Slava is catapulted out of a building by a fountain of blood. He gets up and is rushed by a hired pit fighter and bashed senseless. Grog Soppa got to fire his Hochland several times and rarely missed. He also wounded quite frequently. Rolled a lot of Knocked Downs... Actually he hit multi-wound warriors. Carrying Healing Herbs. He stunned a hired wizard once. With 3 orcs, a troll, an ogre and a Dark Elf Assassin OOA the orcs flee. No one dies. No Pit Fighters were even taken OOA... Have I mentioned this?

The Main Event gain some loot and some more experience from the highly rated orcs...

The final battle is discussed. Something will happen. I must work late next week so I will miss it.
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PostSubject: Re: The VMC tours Mordheim   Sun 11 Apr 2010 - 9:10

The Final Battle--the Dueling Ground

The Scenario.
Each warband has been invited to a parley. The leader and 5 of his most trusted companions are to meet with their rivals in the Maze. The Maze is a highly devastated area of ruble and few standing building walls. No buildings have remained intact in the Maze.

Treachery is frowned upon. And expected anyway.

Marneus wrote:
"Terrain.
A street arena with barrels, walls, carts, small broken buildings, etc.

Set Up.
All models deploy at the beginning, infiltration allowed.

Special Rules.
-Once you have declared a target you must finish with that fight before you can move on to another, and one-on-one fights must be attempted before joining an existing battle.
-All models are given an extra wound to start with.
-All wounds that do not reduce the model to zero, roll on the following chart:
1-2  no effect
3-4  Light Wound: Model is pushed back 1". Model may charge into combat next turn, but it does not count as a charge for bonuses, skills, weapons...unless current fight is finished and the model is moving on to the next fight.
5  Heavy Wound: Light Wound plus -1 to all stats except wounds
6  Critical Wound: Light Wound plus all stats halved rounded down except wounds.

-Effects last for remainder of battle.
-Reducing a model to zero wounds uses the normal rules."

The rules were further amended to include shooting. Once a model fired on another, those models were considered to be in a duel as above.

Updates on the battle are still trickling in...
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PostSubject: Re: The VMC tours Mordheim   Today at 20:06

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The VMC tours Mordheim
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