House Rules: Shields and bucklers provide an extra +1 when used in melee combat. Warbands begin the campaign with a starting list then adding 4 xp to leader, 3 to each starting hero and 2 to each starting henchmen group eligible. Then adding 100 gold to their total. Each hero may search once for rare items for using this 100 gold. Currently using the normal or multiplayer scenarios with a few additional added in, but using the main mordheim exploration chart unless inappropriate to the setting.
Game 1: Mu'au'ri vs. Zamula vs. Safari
Scenario: Wizard's Mansion
The Mu'au'ri had found a secret retreat of a rouge warlock hidden within the ruined coastal town of Haverston. After dispatching and allowing their youngest members to consume the mana of the weak warlock they ransacked the retreat in hoping of finding some usable salvage. Slowed by the locked doors they eventually managed to find a significant stash of Crimson Shade (3 units). Mu'au'ri are not known for their subtlety and the fires and noise drew a curious Zamula Warparty as well as a Safari Expedition looking to find some valuables in order to fund their adventure.
The Zamula came from the east while the Safari approached cautiously from the west, trapping the cannibals in the small town. The Zamula took the initiative and rushed forward under the cover of a volley from their spear-throwers and the Stalker's poisoned arrows. Despite the accuracy of the Zamula the Mu'au'ri weathered the hail without serious injury. The Mu'au'ri scrambled for better cover and waited for the two groups of outsiders drew closer. The Safari noticed that the Mu'au'ri were setting up an ambush and readied the dogs while opening fire with their handguns. No injuries were inflicted but several Mu'au'ri were forced to ground to avoid the hot lead.
The Zamula advanced again but had few targets present themselves the Medicine man did manage to convince the Earth Spirits to vent their anger on a Mu'au'ri Warrior Dancer but only managed to knock him over. One of the Mu'au'ri Mana Gorged broke formation and charged a Porter. He failed even with his frenzied rage to do anything and was kncoked down by the flailing Porter's club. The pack of hunting dogs were sent in and tore the Mana-Gorged apart. The rest of the Safari warband calmly reloaded their guns while the dogs did their work.
The Zamula were within range and charged in to a group fo Mu'au'ri. The Pouakai Handler clubbed a Beastmaster over the head while dodging a charging pig. Tanemahuta the Warrior Dancer was attacked by a charging Bonded. The Mu'au'ri spent much of their turn standing up other than the Heart Seeker and Chieftan charging Safari members. The Chieftan went one on one with the Professional Hunter and fought to a standstill while the Heart Seeker easily dispatched a Porter before the Porter could even level his pistol. The safari responded by opening fire and sending a few dogs and one of the Lads to support the Professional Hunter. The Cheiftan fell quickly to the dogs while the Heart Seeker took a ball to the chest without even flinching.
The Zamula rushed the remaining Mu'au'ri within reach and one of the tree snakes pumped deadly venom into the Pouakai handler and the Huntsmaster out matched Tanemahuta and dispatched him with his Beastlash. The Mu'au'ri broke ranks and fled carrying their many wounded off at this point. The Safari sent several dogs forward to cover their retreat while using their discipline to suppress the Zamula with handguns.
The Zamula easily dispatched the two dogs but doing so bought enough time for the Safari to run without any losses of human life. The two dogs paid the ultimate price and were assured a place hunting at Ulrics side. At least that's what they told the Lads...
The Zamula found a pitiful amount of gold crowns and were about to give up and go home when the Medicine Man had a spirit show him a hidden compartment containing the warlock's grimoire! (Tomb of Magic).
Three dogs died for the Safari, a Warrior Dancer (Hohepa) died for the Mu'au'ri and none of the Zamula suffered permanant injuries despite the beating of of the Beastmaster's took.
- Zamula are NOT bad in melee as I had thought, especially with a few advances. They are going to be a powerful warband in the right hands.
- Mu'au'ri lack of anything with more range than 6" hurt them this game. Although the player was new to Mordheim (his second game) and is going to try some things new. He feels the warband can pull itself back especially due to the powerful offensive punch of the heroes.
- Safari is great, but needs to position itself well. Also considering reducing size to 12. But will wait on that for a few more games to see how advances affect everything.