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 Spawn Hunt Campaign

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qboid
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PostSubject: Spawn Hunt Campaign   Sun 22 Jul 2012 - 5:01

So, we decided to start our campaign off as we found motivation to paint scenery etc lacking when not actually gaming.
This will explain the lack of quality terrain, which i hope will improve as the campaign progresses.

Player Warbands

Me- Captain Valkens  Witch Hunters
      Ghaal Goretusk's Beastmen Raiders

Darkfury- Orcs
                Possessed

NPC Warbands- Skaven
                          Goblins

Week one saw the warbands make their first tentative moves into the ruins of Mordheim. Knowing that reputation is all in the quest for information about the Chaos Spawn they have been tasked with recovering, all were anxious to start carving out a name for themselves.

For Captain Valken, the chance came first, on the second move the Witch Hunters made.
Moving into the area around the Mordheim University, they encountered a small Skaven warband.
Small in number maybe, but a giant Rat Ogre was one of the foes they would face.


The Skaven got lucky and caught the Witch Hunters unprepared, and so were not detected until they were far too close for comfort.



Valken kept his men on high ground, hoping to lure the Skaven in.


Turn One and Two

The Skaven advanced so rapidly into cover that the Witch Hunters didn't get a single ranged shot off.
The next move brought the Rat Ogre thundering round the large building the Witch Hunters were defending, and one Witch Hunter knocked down by a sling shot.


This proved disastrous for the big guy, as he was charged by Valken's two disturbed Flagellants and a Wardog and taken OOA immediately.


With another Wardog smashing down a Skaven Hero, the leadership abilities of the Skaven leader would be tested.

Turn Three and Four

Leading by example the Skaven leader charged and removed a Wardog, but left himself open to a volley of pistol and bow fire from the enemies above, who succeeded in knocking him down.


The Seer first cursed, then charged and smote down a Flagellant, then beat Rutger, the Sigmarite Warrior Priest into unconsciousness.


But this was the end of the Skaven as another hero was taken down, and they fled the scene of battle.


Results
The Rat Ogre survived his battering, as did all the other Skaven casualties.
The Witch Hunters were lucky only lose one Flagellant, as Rutger, who should have taken multiple injuries from his fight with the Seer, miraculously made a full recovery. Sigmar be praised!

This gave the first notches on the prestige ladder to the Witch Hunters, however, fate has already determined that they will meet the Skaven again on the very next move, and cannot recruit or buy equipment without returning to their home base.
The Skaven do not have this problem, and so will be stronger in the coming battle, while Valkens men will be missing a man.

The Possessed warband will also be meeting the Grimraks Goblin Horde.


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PostSubject: Re: Spawn Hunt Campaign   Sun 22 Jul 2012 - 6:45

Hooray! Thanks for the reports and the photos. Good work taking out the big guy so quickly. Good luck with the next battle.
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PostSubject: Re: Spawn Hunt Campaign   Mon 23 Jul 2012 - 8:36


Yes, well done for taking the Rat Ogre OOA so quickly.

MutterMutterBastageMutter.
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PostSubject: Re: Spawn Hunt Campaign   Tue 24 Jul 2012 - 13:02

Week 2

Somewhere in the vicinity if the Great Library, Valkens men come under attack by the dastardly Skaven again.
Both sides realised occupying strategic buildings could win the fight.
Heavy rain meant that the Witch Hunters pistols would be useless, and their bows and crossbow would not be able to operate at long range.

The battlefield.


The Skaven started in a good position to occupy two of these buildings without contest, and a third would be reached by both groups together. White dice mark the important buildings.



Turns 1 and 2
Both sides moved to occupy buildings, Valkens Krieg is in the foreground.
Sadly Valken sent his Zealots and xbow armed hero the wrong way, in a search for high ground that was to do them no good. That they cannot be seen shows how far out of the action they were.


Valken orders his men towards one of the important buildings as they can see the Rat Ogre coming down the street.
The wardogs have been sent in ahead.


Turns 3 and 4
The building has already been occupied by a Skaven Seer, Hero and slave. The dogs get stuck in.


Meanwhile the Skaven leader moves to claim a second building.


It is around this time that a Mother Superior of Sigmar, mad with rage, enters the area immediately behind the With Hunters.
With the Rat Ogre closing, the groups heads for the buildings safety, leaving the sole Flagellant to intercept any charges from the alley.


Valken chops down the Skaven slave, saving one of his beloved dogs.


Turn 5
The Rat Ogre and its slave companion charge the Flagellent and dispatch him before he can react, but with the mass of Witch Hunters now in contact with the Skaven the fight in this building turns their way.

Axel swings at the Seer, misses, but his hatred of spellcasters spurs him on and he puts the Seer down.


With the very expensive Rat Ogre about to be charged from behind by the Sigmarian Mother Superior, and a hero surrounded by Valkens men and dogs the Skaven elect to leave.

Results
The Skaven lose no one, in fact the Seer gains bonus XP.
The Witch Hunters flagellent dies from his wounds.

The Witch Hunters now have 4 prestige points, giving them a clue to the location of the Skavens underground lair, but they will need to return to Sigmarshaven to recruit more troops and spend some of the cash they have already earned.
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PostSubject: Re: Spawn Hunt Campaign   Fri 30 May 2014 - 8:18

Long gap i know, but we are back playing again and thanks to note taking the campaign continued from where it last left off.
We have had a few games i forgot to make notes for, two that were over in two turns due to awesome dice rolls on long range shooting, but i will try to document a bit better from now on.

Anyway, the Witch Hunters went underground......

The caverns:

http://s1276.photobucket.com/user/berryq1/media/20140518_150836_zps5b148d04.jpg.html?sort=3&o=11

Witch Hunters enter on mass as the Skaven had deployed as a group:
http://s1276.photobucket.com/user/berryq1/media/20140518_155144_zpsc7dfa33a.jpg.html

Flanking group of Zealots with bows and one Witch Hunter with xbow
http://s1276.photobucket.com/user/berryq1/media/20140518_155153_zpsda656b66.jpg.html?sort=3&o=9

The Skaven positions
http://s1276.photobucket.com/user/berryq1/media/20140518_155236_zps20a73283.jpg.html?sort=3&o=8

Turn One
http://s1276.photobucket.com/user/berryq1/media/20140518_155921_zpsea0bcc0b.jpg.html?sort=3&o=7

Turn Two, the Skaven bunch up behind the openings and wait for the invading Witch Hunters to come to them.
http://s1276.photobucket.com/user/berryq1/media/20140518_161048_zpsf147f972.jpg.html?sort=3&o=6

Turn Three, Witch Hunters move to receive the inevitable charge as they are on a time limit. Dogs first!
A sneaky hidy Skaven to the left has a pistol and fanatic ambush waiting for him
http://s1276.photobucket.com/user/berryq1/media/20140518_163017_zps6aa65ce3.jpg.html?sort=3&o=5
http://s1276.photobucket.com/user/berryq1/media/20140518_163023_zps5fc1534d.jpg.html?sort=3&o=4
http://s1276.photobucket.com/user/berryq1/media/20140518_163028_zps14223fba.jpg.html?sort=3&o=3

Turn Four. Valken shooting over the dogs cleared out a couple of Skaven
http://s1276.photobucket.com/user/berryq1/media/20140518_164105_zps24dbb419.jpg.html?sort=3&o=2

The hidy Skaven kept getting revealed by the Flagellant and shot at by the two Witch Hunters until he went down and got taken OOA.
http://s1276.photobucket.com/user/berryq1/media/20140518_171022_zps45c0af07.jpg.html?sort=3&o=1

The Skaven routed after this turn of combat as they were being pressed from two sides and had 3 models out.
http://s1276.photobucket.com/user/berryq1/media/20140518_171030_zpsfa0b8ce6.jpg.html?sort=3&o=0

Valkens Witch Hunters now have a rumour of a chaos spawn location so will be heading towards that over the coming turns, next up is an Orc vs Goblins which will happen sometime next week.

And i have obv forgotten how to get images to show....
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PostSubject: Re: Spawn Hunt Campaign   Fri 30 May 2014 - 18:29

Welcome back! Good to see you gaming again. The cavern board looks great  thumbsup 
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PostSubject: Re: Spawn Hunt Campaign   Sat 31 May 2014 - 7:03

COOL STUFF! The reports AND the photos are EXCELLENT!   thumbsup 

I love the Labyrinth/Dungeon. The close ups are GREAT & the over all view is a favorite:



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PostSubject: Re: Spawn Hunt Campaign   Sat 7 Jun 2014 - 6:46

Thanks guy's, doing this makes us paint so we are going to have a terrain day soon to improve the look of the unpainted scenery  Embarassed 

Orcs vs Goblins
Occupy

Setup and deployment


Goblins deploy, archers up high in the background


Orcs deploy, the troll and boss are just behind the building


Turn One
Goblins move, Squigs roll 2 for movement  Shocked 


Orcs move, Troll goes stupid straight away


Turn Two
The Goblins fail animosity check so do nothing, missing the change to shoot 5 arrows at the Orc Boss. DarkFury was pleased by this. I wasn't.

An Orc henchmen then fails animosity, attacking the only other henchman, neither land a hit.  DarkFury was pleased by this. I wasn't.  Very Happy 

Turn Three
Random Event, cloud of flies causing -1 to all shooting and combat rolls for two turns.
Typical as the Troll is now going to get shot at. The Squigs got an 11 inch move so lined up to receive the Troll, while the archers take up shooting positions. The Skaven Warlock is ready in the background with Sword of Rhezebel cast, the Squig herder and Goblin Shaman are there for the fun of it too.



Goblin Spearmen line up to take on the Biguns and Orc Shaman  pale 



The Troll steams in as do the Biguns, while the Orc Shaman nukes a Goblin with Fires of Gork.





One Squig dead, one stunned, i hate Trolls.





Turn Four
The Skaven Warlock charges the Troll as his Sword was still up, and between him and the Squigs the Troll loses 2 wounds



On the other side of the table the goblin spearmen take a Bigun OOA. Two Goblin archers also OOA an Orc henchman meaning the Orcs are at rout test.



In the Orc turn, the the rout test is passed, but the Troll failing stupidity again means the Orcs take a voluntary rout. At +3 underdog xp, and only 5 models left, this was probably a wise decision.

After the game, the Orc Bigun was captured, so rather than sell him back to DarkFury and have him level up twice, i flogged him to slavers  Twisted Evil 

Overall a good game, in which we completely ignored the objective buildings and went straight for the bloodbath again  Cool 

Next battles are decided, the Orcs will be fighting a new undead warband, and the Possessed the Goblins."

One thing we realised is that the "npc" warbands are fighting twice as often as player warbands, so we have had to create two more npc warbands, and when a player rolls an encounter, its randomised which one they fight.
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PostSubject: Re: Spawn Hunt Campaign   Sat 7 Jun 2014 - 7:29

Great to see your minis and terrain without having to log in and follow a link  thumbsup 

I tend to follow the same strategy with Occupy. There is no reward except +1 experience for the leader so why bother with the buildings?

Are your house rules for squig movement (Squigs move as a block) and animosity only for NPC warbands or just general house rules?

A friend and I tried an NPC populated two player campaign a few years back. I had to concede because my 'player' warband was nearly wiped out by the first few games.
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PostSubject: Re: Spawn Hunt Campaign   Sat 7 Jun 2014 - 7:58

lol all our games tend to ignore objectives and go straight for the rout. It's just how we play. Sometimes we try and play clever but it usually degenerates into an all out brawl regardless  Very Happy 

We play Squigs as one roll for move if they are moving together, but separate rolls if the are split up. Makes them a bit more controllable and a lot less dice rolling when you are just trying to get around the board. We also play that they can be "held", so they are not forced to move.

Animosity is just the standard rules for the Orc and Night Goblin Warbands.

I suspect one of us will end up restarting a warband at some point, but at least underdog xp makes up for the imbalance, you just have to take early routs in the first few games.
As the campaign is hunting 5 chaos spawn, a new warband could still manage a good result (well thats the theory, we will see how it plays out). If you catch one, you have to hold onto it for a number of turns giving player warbands a chance to come and fight for it.
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PostSubject: Re: Spawn Hunt Campaign   Sat 7 Jun 2014 - 8:05

COOL LOOKING GAME! Even now I have the tendency to look at the photos & ignore the words. Posting pictures is a great way to encourage painting. From those pieces that are painted, it looks like you'll have an OUTSTANDING gaming table once completed.   thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Tue 2 Dec 2014 - 15:27

Hey, we are finally back to it again, and have played out the next battle, NPC Undead vs DF's Orcs.

The scene of the battle





Undead starting positions
A gaggle of zombies, 2 ghouls and a necromancer on the ground and two dregs up high


Vampire and two dire wolves on the other side


Orc starting positions


Turn One
No events, normal weather, and everyone moves up

Turn Two

Dregs shoot and miss a bloody great troll. Typical, but the troll makes a failed charge at the dire wolves


Turn Three
The Vampires and a dire wolf charged the troll (bravery over common sense im afraid). The Vampire took two wound off the troll, but lost one in return from a vomit attack.
The other dire wolf charged an orc boy and got taken straight OOA. Crying or Very sad
At this point it would have been helpful if i had remembered that zombies cant run, but can charge, sadly i didnt until the game was over.
And what a waste giving dregs bows, they cant shoot for toffee.


Turn Four
Its Rains Fish! How very Mordheim  Very Happy
It develops into our usual bloodbath, the Vampire gets knocked down, a charging ghoul gets knocked down, an Orc bigun takes out the second dire wolf.
The necromancer is taken OOA by the Shamans zapp spell.
A zombie shambles in front of the Vampire to protect from other charges.


Turn Five
The Undeads luck turned, which it needed to as my dice had been appalling.
A ghoul took the orc bosses charge, and put him OOA, a zombie took the trolls last wound and put him out.
Orc biguns OOA'd a zombie and knocked down a ghoul.
[url=http://s1276.photobucket.com/user/berryq1/media/IMAG0088_zpsfdf4a1fb.jpg.html
[/url]

Turn Six
With the Vampire charging and stunning the Orc Shaman, and 2 zombies stunning 2 orc biguns, the orcs fled the battlefield.



Post battle the undead lost a dire wolf and a zombie, while the Orc boss got Hardened, and a free hired sword for their next battle.

Edit: oh and my necromancer lost arm, so the saw and green stuff will have to come out now!

Another all out war which could have gone either way in the last couple of turns.


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PostSubject: Re: Spawn Hunt Campaign   Tue 2 Dec 2014 - 15:38

HURRAH for the Living Impaired Folk! Looks GREAT & sounds like a FUN game.   thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Thu 4 Dec 2014 - 5:58

Cheers Al, we should be a bit more regular from now on so the paint will keep going on , and next time i'll try to at least get models names written down!
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PostSubject: Re: Spawn Hunt Campaign   Thu 4 Dec 2014 - 21:48

Great to see you posting again thumbsup thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Sat 13 Dec 2014 - 6:52

Thursday night saw The Possessed take on the Goblins in the ruins of Mordheim

The scene of the battle
" />
" />

Scenario - Occupy
Weather - Normal

Turn 1
The Goblins went first, with the Boss totally forgetting he was a Sneaky Git.
" />
2 goblin heroes realize their starting position was useless attempt to climb down a 2 inch drop.
Both fall but survive.

The Possessed roll a Random Event
Blood for the Blood God!
" />

Blood for the Blood God!!!! Sadly right near the advancing goblins and squigs who had rolled an 11 inch move.
" />

" />

The Possessed hide like girls from the Bloodletter, but the Magister casts Eye of God on the Possessed and gets +1 to all attributes.
" />


Turn 2
Another goblin proves he cant climb to literally save his life and goes OOA.
2 arrows fly past the Bloodletter, the Goblin Warlock casts Sword of Rhezebel and moves to block the Bloodletter in a very heroic manner.
" />

The Possessed move but remain distant to see what happens with the Bloodletter.
The daemon charges the Warlock, missing, the Warlock strikes back, hitting the fearsome beast but failing to wound him. The Warlocks confidence fled at this point.
" />

Turn 3
The goblins move, but the Warlock, obviously filling his robes by now fails to keep the Sword of Rhezebel cast, and is swiftly cut down by the Bloodletter, who then moves in his turn to engage another goblin hero.
" />

The Possessed charges up a small rocky hill to stun a goblin henchman and the rest move out of cover.
" />

The Bloodletter returns to the warp, satiated for now.....

Turn 4

The melee really begins, the goblins knock down the Magister and a Gor with accurate (by goblin standards) bow fire. Three spearmen charge the Possessed, one getting knocked down, and a Squig taken OOA by an unknown cultist.
" />

Turn 5

Goblin archers killed a brethren, the Shaman and Boss charged and killed another Brethren, and the Possessed took out two goblin spearmen. The Magister chareged an archer.
" />

" />

Turn 6
The Magister was taken out by the goblin archer, after the other archers finally removed the Possessed from play.
With one model left on the board, this was the end for the Possessed.


Post Game
The goblins lost a squig and a spearman, but the Possessed warband ceased to exist.
The Magister died from his wounds, and the Possessed was captured, and sold by the goblins. A new possessed warband will be starting the search for the chaos spawn soon.
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PostSubject: Re: Spawn Hunt Campaign   Sat 13 Dec 2014 - 7:55

HOORAY FOR THE LITTLE GREEN GUYS! I am a die Hard Goblin Fan after all. GREAT report, scenery, & minis!   thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Sat 13 Dec 2014 - 8:37

24 hours later....
Last night saw Dark Fury's Orcs take on the NPC Goblins in one of the craziest games we have played.

DF got to choose the scenario, and picked surprise attack as it would split up the 19 model goblin warband.
It certainly did that.

Weather - Lightning Storm.

The battlefield
" />
" />

Turn 1
Random Event - Sinkhole
Sucks an Orc Bigun trapping him knocked down for the rest of the game. Before anyone had even moved. Now all i needed was for one model to enter on that table edge to get a free OOA. As only a group of 4 goblin archers and the Warlock started on the table, odds were pretty good.

Lighting struck next to the Orc Boss, scaring him into missing this turn.
The Orcs moved, the goblins then wasted their turn with 3 missed bowshots at the Orc Shaman, and the hidden Warlock failing Dread of Aramar on the Shaman as well.
" />

Turn 2
A goblin archer got hit by lightning and went OOA.
The Witch, a free hired sword with the Orcs leapt a 1 inch gap, and fell four inches, surviving.
" />

The Orcs advanced, while the Warlock failed Dread of Aramar on the Orc Boss, and he knew what that meant next.
" />

4 goblin heroes entered the board on the worst possible table edge
" />

Turn 3

An Orc LGT got hit and knocked down by lightning.
The Troll charged and stunned the Warlock, and the Squigs and handler, plus the goblin Shaman came on the board on the second worst table edge.
" />
" />

Turn 4
An Orc archer on a high building, fails animosity and runs towards the enemy, failing to climb down, falling and going OOA.
The Orc Boss charges the stunned Warlock and takes him OOA, but leaves himself open to four goblin heroes with bows, who will all miss  Rolling Eyes
" />

The goblin Boss arrives, fashionably late.

Turn 5

The Troll charges three goblins heroes taking one straight out.
" />

A brave Orc tries a four inch diving charge on the squig herder and makes it knocking him down!
One squig is cursed by the Witch, and one atomised by the Orc Shaman
" />
" />


The goblin Boss arrived just in time to yell "Ruuuuuunnnnn".


The Orcs lost no one, the goblins lost the experienced Warlock, but gained a free hired sword for the next game.
The Orcs also earned prestige, giving them a rumour for an underground lair used by the Undead.
Map moves were then done to determine the next battles.
Capt Valkens Witch Hunters have encountered the Skaven Assassins, and the new Possessed warband have run straight into Countess Van Dams undead.
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PostSubject: Re: Spawn Hunt Campaign   Sat 13 Dec 2014 - 9:11

COOL STUFF once more!   thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Sat 13 Dec 2014 - 21:52

Great reports thumbsup thumbsup
How many warbands are you running?
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PostSubject: Re: Spawn Hunt Campaign   Sun 14 Dec 2014 - 3:49


we are running four each, two are player warbands which are trying to capture the spawn, and two are "npc".

all map movement is hidden and simultaneous so player player warbands will only fight if they end up in the same location, but every move you have to roll a d6, and on a six you encounter one of the npc warbands.
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PostSubject: Re: Spawn Hunt Campaign   Mon 16 Mar 2015 - 16:43

A bit of a slow report here, we played this one quite a while ago......

Capt Valkens Witch Hunters vs Skaven Assasins

Scenario - Hidden Treasure
Weather - Normal

The battle ground
" />

Skaven setup on a broad front
" />

Valken splits his forces into two main groups, with some ranged firepower up high
" />

" />

Turn One

The Witch Hunters speedily moved to get to the middle of the board and protect unsearched buildings behind them. The Skaven starting searching buildings on their end immediately

" />

The heretic burners seem to have the dark side with them.
" />


Turn 2

Valken searches the center building and finds the chest!
Witch Hunter Ernst, perched on a high building with his trusty crossbow, took aim at a Skaven Sniper and felled him with his first shot.
Valken counted his chickens before they were hatched at this precise moment.

" />

The Skaven, sensing things weren't going to plan moved as fast as possible (which for Skaven is frighteningly fast) to contest the find.
A sinkhole opened up beneath one of the Skaven, knocking him out for the rest of the fight.

" />

A blurry sniper (presumably cos he was moving so fat) took up a shooting position his mate had just been felled from by Ernst.
The sneaky rat took a flagellant out with his sling.

" />


Turn 3

Valken sets up a fighting retreat, ordering everyone who can to shoot at something. Sadly they all missed.

" />

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The Skaven plowed into contact, their leader taking out the Warrior Priest Rutger II, a sniper did for Witch Hunter Klaus, and another little rat smeared a flagellant into the cobbles.

" />

" />

Capt Valkens chickens fled the scene at this change of fortunes.


Sadly i didnt note down the post game results, but i think Valkens men survived, meaning they are still deep in the city heading for the rumoured location of a spawn.

The next one, coming soon , is the Possessed against Countess Van Dammes undead.
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DeafNala
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PostSubject: Re: Spawn Hunt Campaign   Mon 16 Mar 2015 - 16:58

An EXCELLENT Report & Photos! You have some SPLENDID looking minis & terrain to add visual appeal to the game. GREAT STUFF!   thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Tue 24 Mar 2015 - 14:44

Possessed (new) vs Countess Van Dam's Undead

Scenario- Chance Encounter
Weather- Normal

Undead start with 3 wyrdstone, Possessed with 1

The Battlefield

" />
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Setup
The four model Possessed started as close as possible, the dregs with bows took up shooting positions, Van Dam and her Direwolf setup to flank with zombies and necro backing them up, and three ghouls ready to go forwards under the building the dregs occupied.

" />


Turn 1
Van Dam got the initiative, and the dregs loosed three arrows at the magister, but couldn't hit a thing.
The Possessed move towards the Countess and Direwolf that have stupidly moved behind them away from the covering fire and supporting zombies.

Turn 2
An attempted recovery of the situation from Van Dam, she moves back, the zombies shamble forwards, and the dregs sprint across the walkway to try and get into a shooting position.
" />

The Possessed creature charges Van Dam, but gets intercepted by the DireWolf, which survives 4 attacks, getting stunned.
" />

Turn 3
Two zombies make it into contact with the Possessed, just trying to pin it down for a few turns.
Van Dam charges a Dark Soul.
" />

When the dice are rolled, Van Dam took the Dark Soul straight OOA, and a zombie ended the possessed's day with a critical hit!

The Possessed voluntarily routed as one of their two heroes was down.

Post Game
The Undead walk off with 4 shards from the scenario, and 5 more from exploration.
The Possessed get a single shard, everyone survives but the Possessed is blinded in one eye.

We are going to change up the campaign rules to get more fights in as warbands are only fighting on a 6 every turn, meaning prestige is slow to gain, and rumours of spawn locations coming equally slowly.
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PostSubject: going underground......   Thu 26 Mar 2015 - 16:41

Orc warband had a rumour of a Goblin underground lair, so went down to whale on the smaller greenskins.

" />

" />

Setup
Goblins setup first in the middle four tiles, spread out as they dont know where the Orcs will come from.

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The Orcs arrive in two groups

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Turn 1
The Orcs get first turn and move up, some wading through the water which slows them and the troll down.
The orc shaman gets Fires of Gork off at two goblin heroes, but doesn't do any damage. An Orc archer shoots but misses.

" />

The other group leaves one Orc shouting at the wall as anger gets the better of him

" />

Goblin archers and their pet warlock (with Silver Arrows) move to setup a little ambush

" />

A group of Spearmen with the Shaman in support move to get inbetween both Orc groups

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Others try to reposition to meet the Orc threat.

" />

Two goblin heroes with bows get a couple of shots at the Orc shaman but miss. This will cost them very dearly in the turns to come.

Turn 2

" />

Orcs and troll move up, the Shaman casts FOG again, taking one goblin hero OOA, and knocks another down.

Two Orc Biguns, an archer and their pet Witch round the corner into the waiting trap,  The Goblins then fail their animosity test, so cant react at all to the Orcs movements. The only unaffected one is the Warlock, and he fails to cast his Silver Arrows just to add to the total inactivity.

" />

Turn 3

The Orcs charge the static goblins and move up in other areas

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An Orc archer OOA's a spearman,the Shaman casts FOG again and stuns a hero.
The Orc biguns charge the goblin heroes and knock one down, and take another OOA.


The goblins move, the Skaven Warlock cast Silver Arrrows at an Orc archer, 7 of them, and doesnt get a single wound.

" />

" />

Turn 4

The Orcs end it quickly.
The troll charges a squig knocking it down.
The shaman cast FOG again and OOA's a squig, also knocking down the squig herder.
A Bigun charges the Skaven warlock and takes him out.
With 6 members out before half the warband is even in a position to help, the goblins rout.
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PostSubject: Re: Spawn Hunt Campaign   Today at 9:34

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Spawn Hunt Campaign
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