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 The Crusaders of Reinsfeld Schlosse and other tales

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Von Kurst
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PostSubject: Re: The Crusaders of Reinsfeld Schlosse and other tales   Fri 24 Feb 2012 - 16:01

Week 14

malnap wrote:
The 3 person game was Wyrd Stone Hunt (or whatever the 3 player version of it is called.)  The weather was windy, causing ranged attacks to suffer.  The beastmen got sandwiched and were quickly routed.  Even the surprise appearance of the Ogre Body Guard could not stop the rampaging Possessed warband long.  Our shaman suffered a deep wound that would take 3 weeks to heal and our promoted gor took a hand injury, lost an eye, got some wicked scars, and also seems to be entirely more fearless than is reasonable, all things considered.  Those two suffered at the hands of the possessed, while two dogs were killed by dark elven poisons.  While licking our wounds we came across a shop and looted a few gold pieces from it.

The Dark Elves gained the ogre and a returning a favor Hired Sword while reporting no casualties. In retrospect this battle was viewed as a skirmish establishing the pecking order of the Coven. The bitterness of the feud led the Alliance to make eroneous conclusions about the Coven's stability.

The hapless Khufu's Raiders were assaulted by both the Crusaders and the Arm Pits. Despite their defeat of the Crusaders, the Raiders were also assumed to be so weakened by losses to their henchmen as to be the lesser threat.



Last edited by Von Kurst on Mon 27 Feb 2012 - 19:11; edited 1 time in total
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PostSubject: Re: The Crusaders of Reinsfeld Schlosse and other tales   Fri 24 Feb 2012 - 16:22

Week 15: The final confrontation (Part 1)

Quote :
The Great Summoning

The coven of evil will try to summon Belakor, the Shadow Lord and the Alliance of Good will try to stop them.

Human sacrifice--the baddies are tossing living captives into a buring
pile of wyrdstone.  Each captive becomes a lesser daemon.  And each
daemon adds to the likelyhood of the Sadow Lord's appearence.

If the Shadow Lord appears he can still be banished, but each turn
more villagers will become daemons and the Shadow Lord's power will
grow...


Time of Day: Night
Weather: Wyrdstone Fog-there is a thick cloud of wyrdstone smoke 1' in
every direction from the fire pit. The fog makes missle fire -1 to
hit.  (a shot needing a 3 will need a 4 for the smoke and a 5 for
darkness.)
Evil models within the smoke are not affected by the rules for
darkness, instead they can see within the smoke as though they had a
torch or lantern.

Set up
The 4 evil warbands set up in the center 2x4 of a 4x6 table.  One
magic user is summoning Belakor, he may do nothing else and must be in
or in base to base with the fire pit.  Evil models may set up in base
to base or on upper floors of the prison building.

The good warbands may not set up within 18" of an enemy model.

The Arm Pits and Amici de Morte approach from the south and west. The poor prisoners may be seen awaiting their fate between the towers of the center building.


The evil horde.


The brave Hero Slayers move into the northeast ruins.


The view of the horde of evil from the west. A forlorn hope of Arm Pit Henchmen and Hired Swords lurks in ambush.




The Crusaders occupy ruins to the northwest.


Melee is joined


The Coven's Big Guys are shadowed by the forlorn hope.


The skirmish in the east. Tileans versus Dark Elves and Possessed.


Something stirs in the graveyard. Melbar the Shaman of the Gutters feels a powerful stirring in the winds of magic. (Elsewhere on the field the Chieftan, Khufu suffers a negative result on a sussessfully cast Eye of the Gods.)


Belakor tears through the fabric of reality to appear on this plane (as a dragon).


The battle for the south. The Hero Slayers and the Crusaders eliminate 7 of Khufu's Raiders in 2 turns. Then immediately after Belakor appears an earthquake disrupts the battlefield.




The forlorn hope.


The Alliance breaches the prison compound.


A pursuer thwarts the Dark Elfs' (Rat) Ogre Bodyguard.


Sir Oban is shot from his horse, which flees.


A brief struggle in the ruins.


Chaos is thrown into disarry by the earthquake followed by our only rain of fishe!


Where did that pit fighter go? Minotaro the Ogre Bodyguard isn't telling.


Last edited by Von Kurst on Fri 24 Feb 2012 - 21:00; edited 2 times in total
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PostSubject: Re: The Crusaders of Reinsfeld Schlosse and other tales   Fri 24 Feb 2012 - 16:29

OH BABY...COOL PHOTOS! There are lots of things to drool over in this post...makes the usual drooling less noticeable. clown
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PostSubject: Re: The Crusaders of Reinsfeld Schlosse and other tales   Fri 24 Feb 2012 - 16:58

Part II
Dieter is charged by a lone daemon, who was the only survivor of the fusilade that Ivan and the marksmen unleased on the first wave of Raiders encountered.
Signore Capone and the marksman come to Dieters aide as Herman and Ivan cower in fear. (Herman and Ivan are Lead 9. Rolls of 10 and 11, respectively.)


Belakor makes a triumphant march through a rain of fishe.


Elsewhere in the ruins:
Belel Axepacer finally gets a charge in! (Belel was an ambitious thunderer whose promising career was marred by the loss of his right eye. Undaunted young Belel longed to take the stock of his handgun to the skulls of his enemies. On this night he faced a worthy foe.


Belel struck the daemon a fatal blow. The fiend disappeared in a burst of ichor, fire and smoke. Belel breathed in some of the smoke as he stood over the ruin of his foe.


To the surprise of Belel's comrades, the young dwarf suddenly exploded as a daemon clawed its way out of the dwarf's body!


The Pit Fighter Ogre Obediah slowly clears one tower of guards.


The battle for the prison: the Gutters' ghostly minotaur flanks the Alliance.


A lowly Tilean faces doom.


The (rat) ogre charges. (Only to be kebabed by the pursuer's trident.)


Elsewhere in the ruins:
Dieter nearly destroys the daemon but it saves its final wound.


Sir Oban is re-united with his steed.


Pikemen struggle with a fey-quick Dark Elf Hero.


Deiter lands a killing blow on the fiend as his comerades are overwhelmed by the second wave of Raiders.


The stricken daemon disappears amid a flare of fire and smoke.


Alas the daemon had wounded Deiter when it charged. The insignificant wounds suddenly swell and burst. Amid the red ruin a new daemon cackles with glee as Herman and Ivan look on in horror!


The Arm Pits and the Tileans react to the approaching threat.


Inside the prison the men of Amici de Morte rejoice as thier 'prince' is rescued from creul captivity. It seems the 'lad' has undergone some changes since disappearing in Mordheim...


The battle for the north is nearly lost. Belakor nears the killing ground.


The Witch Hunter Guntar Graef struggles in vain against a Raider hero. (The dwarfs will not save him or themselves...)


The pikemen fall, but the advance of Chaos is halted by missiles and raining fishe.


Sir Oban remounts!


The battle hung in the balance. In the north daemons gibbered triumphantly through the ruins, but their mortal servants had been severly punished by arrow and shot and blessed weapon. Belakor prepared to charge...

In the south the troll slayer Gatekeeper faced the minotaur on the stair while the warriors of Tilea prepared to escort their overlord's child from the field. But treachery struck. The Arm Pits, who had infiltrated the Tilean lines throughout the battle, suddenly struck them from every direction. Newly freed prisoners fought with their rescuers and their jailors. The orderly lines collapsed under pressure from all sides. The Tileans broke and fled back to the south in disorder.

The Arm Pits met the waves of chaos alone as Gatekeeper collapsed on the bloody stair and the Gutters swarmed over his body.





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PostSubject: Re: The Crusaders of Reinsfeld Schlosse and other tales   Fri 24 Feb 2012 - 18:09

COOL STUFF! The central building is really impressive. thumbsup
All the ghostly minis pouring out of the cemetery looked appropriately white & spooky. Suspect
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PostSubject: Re: The Crusaders of Reinsfeld Schlosse and other tales   Sat 25 Feb 2012 - 8:50

What a huge battle.

This was a great game!

The evil side seemed to have a huge advantage.

Was the evil side in front before the last battle or did i get it wrong?
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PostSubject: Re: The Crusaders of Reinsfeld Schlosse and other tales   Sat 25 Feb 2012 - 21:35

Thanks gents!

Quote :
The evil side seemed to have a huge advantage.

Was the evil side in front before the last battle or did i get it wrong?

To tell the honest truth I didn't worry too much about balance with this scenario. Part of that was all of the trash talk among the Coven up to and during the game. Sadly THEY didn't turn on each other.

The other factor was the strength of the Tilean warband which had regularly bashed any 2 of the other warbands. The Tileans could have easily defeated one half of the evil faction if we would have strategized.

But we just kind of set up and started playing. Random movement of the summoned daemons resulted in all of them heading north toward the weakest warbands on the Alliance side. So the Coven just followed along!

The Alliance lost around 20 models, the Coven around 15. We had a beastman chieftan ripped apart by the Eye of the Gods to summon Belakor, which caused an earthquake and a warp storm. Two good heroes turned into daemons. A lost prince turned out to be a princess and there was backstabbing. Good times.
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PostSubject: Re: The Crusaders of Reinsfeld Schlosse and other tales   Mon 27 Feb 2012 - 7:51

Great report of what looked like a really fun if chaotic game!

Some cool scenery ideas on display too, i may have to steal some more ideas from you lot. Wink
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