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 Spawn Hunt Campaign

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DeafNala
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PostSubject: Re: Spawn Hunt Campaign   Thu 26 Mar 2015 - 16:55

That is a WONDERFUL looking game. The subterranean terrain is GORGEOUS! Other than the out come, VERY WELL DONE!   thumbsup
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Von Kurst
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PostSubject: Re: Spawn Hunt Campaign   Thu 26 Mar 2015 - 21:50

Took me awhile to figure the whole FOG thing out. "Fog? What fog spell is that?"

Anyway great report thumbsup thumbsup

Love seeing more underground games.
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PostSubject: Re: Spawn Hunt Campaign   Sat 28 Mar 2015 - 7:40

Get yourself comfortable, there is a long, grim tale to be told.

Mordheim is a strange place, where the best laid plans can come undone in an instant.
If the gods have deserted you, particularly Ranald, there is no telling how bad things can go.

Capt Valkens Witch Hunters knew where one of the chaos spawn everyone/thing was chasing.
Getting to the location he found an Orc warband waiting for the chance at the prize, and a real good dust up.

Witch Hunters Vs Orcs
Spawn Hunt

No weather or events.

The Battlefield
In one of these buildings, a chaos spawn would lurk.

" />

" />

Setup
Ernst and the bow armed zealots took up a shooting position, the others split into two groups.

" />

" />

" />

The Orcs do the same

" />

" />

" />


Turn 1

The Orcs move up, as do the Witch Hunters, the two zealot shot bows at the troll but missed.

" />

" />

" />

Eagle eye Ernst spots the Orc archers

" />


Turn 2

The troll goes stupid and moves forwards, the Orc boss could be heard shouting Whoa Boy!
Orc archers let loose at Klaus and Ernst, and a flagellant, all miss.
The zealots shoot at the troll again, and again both miss.
Ernst hits an Orc archer with his xbow, knocking him down.

Turn 3
An Orc archer fails animosity, advancing on the enemy, but falling three inches in the process. He is unharmed.
He then moves, shoots at Ernst and stuns him

" />

Troll moves up

" />

Capt Valken get his men ready, and he and Axel both shoot pistols at the troll, Valken hitting and taking one wound from it.
The zealots shoot at the Orc boss but both miss.

" />

Klaus and two flagellants head towards the troll and Orc boss

" />


Turn 4

Things get ugly.
Another orc fails animosity but does nothing.
The troll charges two flagellants, one moves to intercept (a bad decision)
The Orc boss charges Valken but loyal Woof gets in the way. A Bigun then also charges into Woof.

" />

The Orcs Witch curses the flagellant in combat with the troll, the troll then smears him into the cobbles.
The Bigun and Boss both fail to deal with Woof, who bites the Bigun but doesnt wound him.

A zealot knocks down an Orc archer, while the second flagellant charges the troll and takes another wound from him.

" />

Another flagellant charges the Orc Boss, but both he and Woof cant wound him (T6 from a witch potion)
The Boss knocks Woof down in return, and OOA's the flagellant.
Valken takes the Bigun out with a pistol shot.


Turn 5

The troll fails stupidity.
An orc archer hits Ernst knocking him down again.
Orc hero archer hits Valken but doesn't wound him.
Three more orc archers shoot at a flagellant but all miss.
The Witch fails to cast Curse,and the Orc Shaman fails to cast FOG.
The Orc Boss then takes out Woof Sad

" />

Valken passes a rout test, but it would have been better had he failed and fled.

All three witch hunters in the area then fail their fear tests to charge the Orc Boss (causes fear) and the troll.

Rutger II, Warrior Priest of Sigmar, heroically charges an orc Bigun, fails to cast his Armour of Righteousness on the way, and promptly gets taken OOA.


Turn 6
The troll fails stupidity again, the Witch fails to cast curse, and the Shaman fails to cast FOG.
With dice like that, you expect bad things to happen. Sadly they only happened Valkens men.
Valken charges the hero orc archer, but misses with both attacks.
The orc then misses the flagellant, the flagellant then misses the orc.
Another flagellant misses another orc.
Axel and Klaus with pistols and maces fail to wound the orc Boss with 4 attacks, and the Boss stuns Axel in return.

" />


Turn 7

The toughness potion wears off of the orc Boss, but its too late.
The troll fails stupidity again,but the Witch curses the flagellant engaging it.
More ineffective shooting is witnessed by all, a true theme of this game.
Valken takes out the orc archer hero, the orc Bigun behind Klaus does him in, leaving the orc Boss free to take out Axel.

Valken decides now is the time to leave as he is the only hero still standing.

The Orcs now need to resolve the chaos spawn, but can setup the warband in the best way possible to send one orc into a building to find it, then deal with it.

Post game
WH get +2 underdog xp.
Woof and one of the flagellants survive.
One experienced and one new flagellant both die.
Rutger recovered.
Klaus gained an additional Xp
Axel misses the next game with an arm wound
The LGT orc archer hero misses the next game with a leg wound, and the orc Bigun recovers.

We are making changes to the way the campaign works as the npc goblins have power levelled the orcs, now the orcs are dragging the WH up with them, and yet the beastmen have only had one fight and are lagging behind because of it (and im not getting the chance to play with them).
The random nature of who fights and when has caused this to happen, so we may be doing away with the npc warbands completely and just start using a league table where everyone fights every round.
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PostSubject: Re: Spawn Hunt Campaign   Sat 28 Mar 2015 - 7:45

i think someone may have given me playtable's dice Smile
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PostSubject: Re: Spawn Hunt Campaign   Sat 28 Mar 2015 - 7:52

Tough game. Knowing when to rout is a skill I haven't learned yet. Thanks for taking the time to do the reports. I really enjoy learning how other groups play the game.
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PostSubject: Re: Spawn Hunt Campaign   Sat 28 Mar 2015 - 8:17

The blow by blow narrative really got the flow of the game across in SPLENDID fashion. AND the photos were WONDERFUL...nice looking minis & terrain. GREAT WORK!   thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Sat 28 Mar 2015 - 16:05

Thank you both, more reports coming tomorrow as we resolved the spawn fight and fought twice more today.
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PostSubject: Re: Spawn Hunt Campaign   Sun 29 Mar 2015 - 2:34

That looks like an awesome game! I wish I was there. No, wait. I was!
Cheers for doing the battle reports each time.
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PostSubject: Re: Spawn Hunt Campaign   Sun 29 Mar 2015 - 4:44

Orcs find a Chaos Spawn

Since my Witch Hunters routed out of the last game, we decided the Orcs could setup however they wanted to on the building we determined the spawn to be in, so of course the troll got sent in to find it.

" />

Good to have a disposable thing that cant die when you find something that does nine attacks immediately! The troll has its arms and legs ripped of in a blur of motion from the spawn, who then senses the orc on the corner of the building and charges him.

" />

The spawn destroys this orc bigun in seconds as well, but the orcs were setup to throw everything at him once he was in the open.
The witch cursed it, a bank of archers stunned it,the Shaman fails to cast FOG, but finally an archer takes it OOA.
The orc Bigun misses the next game, probably trying to count his blessings on his fingers.
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PostSubject: Re: Spawn Hunt Campaign   Sun 29 Mar 2015 - 5:39

Ghaal's Beastman Herd vs Possessed.

Underground Skirmish.

The layout:

" />

" />

Deployment:

" />

" />

" />

Turns 1 to 3

The was a lot of movement, the tile with the bridge had been decided as the "objective", but in a skirmish this doesnt really have any effect, it just gave us a point to head for.
I think the choke point nature meant the possessed with low models wanted to use it, and the beastmen moved on it with the main herd and flanked with the Centigor and chaos hounds.

" />

Mange the Shaman used Wings of Darkness to get ahead.
" />

" />

" />

" />

" />

" />

" />

Turn 4
The Possessed charges a beastman henchman across the bridge but fails to wound him with all 4 attacks.
The beastman misses in return.

" />

A Dark Soul charges a chaos hound and takes him straight OOA.

" />

Bloodhoof the Centigor goes frenzied, charges the Dark Soul with 6 attacks and wounds with 5 of them.
The Dark Soul disappears in a red mist.

Turn 5

The Possessed back up and clump up on the other side of the bridge, getting out of sight of Bloodhoof.

Ghaal tries to charge the magister across the water, but due to half movement fails by a quarter inch and is left in the middle of the river. The current must have been stronger than he thought.
A beastman charges the Possessed, missing it and getting mashed OOA in return.
Mange casts Wings of Darkness and charges a Dark Soul, missing and getting taken straight out.

" />

" />

" />

Ghaal passes a rout test but then elects to voluntarily rout anyway, as fighting the Possessed is fairly futile with 4 attacks, blackblood and spines.


Post Game
Everyone OOA survives except mange, who is proper dead.
With 180 gc in his chest, Ghaal has his eye on the prize of getting a pet Minotaur.
Since it makes sense to get heavy armour he needs about 80 more to make it happen.
He will live without a Shaman, as the chaos god controlling him cant ever seem to supply a Shaman with a decent spell, or when he does, the winds of magic never allow it to be cast.
And anyway, a Minotaur will be fun.
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PostSubject: Re: Spawn Hunt Campaign   Sun 29 Mar 2015 - 5:42

The Spawn is a WONDERFULLY weird & BEAUTIFULLY painted miniature. GREAT WORK & another interesting report!   thumbsup

AND, since we posted simultaneously, the Underground Skirmish looks to be an edge-of-the-chair, nail-biting game. The Underground itself & the minis are GORGEOUS. GREAT STUFF!
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PostSubject: Re: Spawn Hunt Campaign   Sun 29 Mar 2015 - 6:11

Valken's Witch Hunters vs Possessed.

Chance Encounter

The Battlefield

" />

" />

The Possessed setup right on the corner of the chosen quarter

" />

Valkens men setup in a defensible spot as they really dont want the Possessed creature getting amongst them

" />

Turn 1

The Possessed monster moves off the wall into cover, a Dark Soul LGT fires a bow at Klaus but misses.
The lone Dark Soul on the wall advances.
The zealots do what they are best at, missing with bows and Ernst misses the Dark Soul LGT with his crossbow.

" />

" />

" />

" />


Turn 2

The Possessed move up.
The zealots miss the mutated Possessed from close range this time, proving that the only way they can hit something is if it runs into an arrow they are still holding.
Valken and Klaus shoot their pistols at the Possessed, Valken taking a wound off of it.
Ernst OOA's the new mutant with a crossbow bolt.
A flagellant charges and stuns the Dark Soul up on the wall, Woof goes for the kill and takes it out of action.

" />

The Possessed Magister then has to check his nerve, but he cant find it, and the warband leaves the scene.

Post Game.

The mutant gets a hand injury -1 WS, but gets a WS advance.
The Dark Soul henchman dies as a result of a flail to the head, and a dog to the groin.
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PostSubject: Re: Spawn Hunt Campaign   Sun 29 Mar 2015 - 6:23

WELL DONE, Old Lady Burners! Win or lose the action scenes are INSPIRING!   thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Sun 29 Mar 2015 - 12:26

Great looking reports thumbsup

The warbands and terrain are a pleasure to behold.
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PostSubject: Re: Spawn Hunt Campaign   Fri 3 Apr 2015 - 15:55

Orcs vs Ghaals Beastmen Herd

Underground Skirmish
Beastmen get +3 underdog xp.

The underground system
" />
" />

Deployment
" />

" />

" />

Turn One just saw some movement, Ghaals sole objective was to lose 2 models and take the voluntary route as they were going to get +3 underdog.
You would think this would be easy to achieve.

Turn 2

Bloodhoof the Centigor loses control of his brain and stares at his hooves for a while, blocking movement for everyone behind him
" />

The troll also decides thinking is over rated and blocks the way for the orcs.
one orc is highly annoyed by this, and decides to attack his mate, taking him out of action.
" />

Turn 3

The beastmen find an ogre mercenary who is ordered straight into the attack, the quicker he dies, hopefully taking an orc or two with him, the better.
Ghaal has no intention of wasting his hard earned gold for a minotaur on some dumb ogre!
Other orcs move through the underground river
" />

One orc archer hits the ogre, crits it and takes two wounds from it.
Even when the beastmen get lucky, it doesnt work out for them.
The beastmen split up searching other areas in case on of the spawns of chaos is present
" />

" />

The ogre then gets cursed by the witch.
It charges into an orc, gets three solid hits, but the curse means he only ends up with one which fails to wound. The orc misses in return.
The chaos hounds that have ranged ahead to sacrifice themselves while the beastmen beat a retreat start 3 turns of failing fear tests to charge the troll, with 2 turns of the troll being stupid.
" />

A bigun charges and stuns the ogre, and in the following turn the witch disarms it before the bigun kills it.

The troll finally charges the chaos hounds, taking one out straight away and the other the following turn.

Ghaal breathes a sigh of relief and quits the field.

Post game no one dies, the orcs get 2 suits of armour and both warbands find 4 shards.

Another game for me of rolling nothing that i need in any respect, except for the ogres initial attacks, which had to be rerolled because of the curse.
The witch is now my warbands biggest target, it is the most annoying thing i face, and the beastmen have sent a secret note passed underneath the desks to Capt Valken.
Burn the witch, kill the bitch.
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PostSubject: Re: Spawn Hunt Campaign   Sat 4 Apr 2015 - 5:03

Capt Valkens Witch Hunters vs Orcs

Treasure Hunt
WH +1 underdog xp

Orc Boss has and extra wound from witches potion.

The scene

" />

" />

Orc Deployment
I think two heroes missed this game due to injuries, but this time an orc LGT hero has a blunderbuss.
" />

Valkens Deployment

Tilean Marksman Bing Crossbow is on the right, the ever hopeless zealots with bows on the battlements, and Klaus on the ground with two flagellants
" />

The rest of the warband is behind the walls, with Ernst (crossbow Witch Hunter) on the far side with a great view down an open section. Axel, the last Witch Hunter is sitting this game out.

Turn 1

An orc boy disturbs a chaos spawn (campaign objective) in the building he started in.(We are rolling a d20 for every building/dungeon tile entered, on a 20 a spawn is there)
The orc failed his animosity roll, and charged another orc boy getting himself knocked down.

" />

Another Orc boy charges towards the enemy.
After orc movement is done, the spawn charges out of the building and wades into the orc boy.
" />

He had 9 attacks, and with this overwhelming power, only managed to knock down the orc.

My dice rolling by this point had become seriously annoying, as everything i need i fail, and everything DarkFury needs he gets. (not everything, in the last few games some stupitity tests and quite a few castings have failed, so there was some small hope)

Bing, Ernst and both zealots all had shots, but all missed.
The rest of the warband moved up, cautiously, waiting to see if the spawn could at least take a model or two out of the 16 strong orcs.

Turn 2

Hands of Stone erupt from the ground beneath the main group of witch hunters, slowing them to quarter movement for the turn.

The orcs find the treasure chest in the first building they enter, 3 runs from their table edge.
" />

In the spawn combat, an orc bigun and the troll charge the spawn, and take one of its two wounds.
The spawn rolls double 6 for attacks, my first decent roll and its not even a member of my warband.
I split the attacks evenly against all models attacking it, and it took the henchman OOA, and took two wounds off the troll.

Bing, Ernst and both zealots all had shots, but all missed. The zealots particularly annoying as they were shooting at the thrice cursed witch.

Turn 3
An orc boy charges his mate, but both miss in the following combat.
More importantly, the two orc boys who have picked up the chest fight each other over who is going to walk backwards, but neither land a hit.
Orc archers shoot at the zealots but miss, and the witch fails to cast curse (on the spawn).
An orc henchman takes the Spawn OOA.

At this point i thought it was all over for Valken, the orcs were setup, clumped up in two groups and the second group with the troll was now free of the spawn.
There was open ground in front off the orc archers to cross, the witch and the shaman which can ruin anyones day.
The wardogs were let off the leash and when they died, a tactical retreat would probably be ordered.
" />

Everyone else moved up just in case.

The dwarf trollslayer, Grom the Unpainted is with Rutger (Warrior Priest), Capt Valken and a flagellant hero (as he is new, no one wants to know his name yet) are all backing up the dogs.

" />

Ernst finally hit something, taking one of the chest carriers out of the game.
What i didn't realize was the black orc with the big axe was the one with the blunderbuss.

" />

Turn 4
The troll decides its high time to eat its own excrement and ignore the orc boss.
The Witch heals one of its wounds.
The shaman casts Fires of Gork on Klaus, taking him straight out.
Then a mistake was made that could have changed everything.
The orc with the blunderbuss ignored the wardogs and went and "HID" behind a pillar, wanting to get a massive shot at the majority of the warband if the hid behind the big raised section.
I didnt think about this as it wasn't my go, just accepted it.

The turn came to Valkens men.
As the wardogs had clear line of sight to this orc (so he shouldn't have been able to hide in the first place), they charged him, taking him OOA.
They can be seen top right.
" />

Ernst then proved he can hit more than once a game, taking the other orc chest carrier OOA. Now suddenly things looked a bit different, with a slim chance of Valkens men pulling something out of the fire.
Bing and the zealots all missed still.

Turn 5
The orc boss passes a rout test, and he and the troll start a Benny Hill style run across the water to get to the chest.
" />

The shaman fails to cast FOG, orc archers miss, but the orcs dont bring the fight.

Valken went all in at this point, with charges declared, and the need for some accurate missile fire to soften the orc line up first.
His stiring exhortations were bluntly ignored, as Bing, Ernst and the zealots all miss.

" />

The flagellant with no name charged and orc bigun, missed, and was taken OOA.
But the two flagellant henchmen both took their targets (orc boys) down.

" />

Turn 6
An orc boy charges a flagellant due to an animosity roll, and gets taken out for his trouble.
The shaman fails to cast FOG, but the witch disarms a flagellant.
Valken charges and knocks down a Bigun, a flagellant takes out an orc boy, Rutger and Grom both fail to hit a henchman, and Woof is taken out by the chest carrying orc boy.

At this point , the orcs rout.


Post Game

Out of 6 or 7 models taken OOA, 3 orc henchmen die.
Klaus loses -1 movement due to a leg wound.
Woof dies.
The Flagellant hero with no name recovers.
Both warbands get 4 shards of warp stone.
Valken gets the spawn (Orcs and Witch Hunters now have one each)
and from the chest gets a massive 8 gc, a sword and one set of light armour.


But, most importantly, Valkens luck turned.
I started throwing dice down the dice tower half way through, and then the hits started happening.
If anyone says anything about the shape of my lucky boxer shorts, its because the lucky dice tower is in them.
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PostSubject: Re: Spawn Hunt Campaign   Sat 4 Apr 2015 - 6:00

WONDERFUL photos of some BEAUTIFUL terrain & minis with a FINE narration...all in all a SPLENDID way to start the day!   thumbsup

Bing Crossbow may not be able to hit the broad side of a Cathedral, but that is an award winning name...if there only was a Character Name Award.   clown
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PostSubject: Re: Spawn Hunt Campaign   Sat 4 Apr 2015 - 6:11

Great reports thumbsup

I'd say Darkfury is having a bit of an animosity problem to go along with your rubber weapons. His orcs sound like my old warband. They'd fight each other more than the enemy.

I do love the ups and downs of the game. Even playtable had a lucky game the other night. (Naturally he didn't take pictures of it, because he was so busy being lucky.)

Congrats on the win. (I also love how many times warbands will fight to the death over the treasure chest, which is not a great prize. But in our campaigns anyway, the same player will rout at the first opportunity in a Wizard's Mansion or similar rich scenario.)
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PostSubject: Re: Spawn Hunt Campaign   Sat 4 Apr 2015 - 10:56

thanks chaps.

animosity

i always think about it when someone asks about 20 model orc warbands, i have played orcs before as well and i remember how hard is it to keep control of them Smile

the more you have, the more opportunity for mayhem at the worst possible times.
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PostSubject: Re: Spawn Hunt Campaign   Sat 25 Apr 2015 - 8:47

Possessed vs Ghaal's Beastmen

Skirmish

The setup
" />
" />
" />

Deployment
The possessed, 6 models, 4 heroes, one of which is the beast possessed

" />

Ghaal has Bloodhoof the Centigor and the warbands new Minotaur on one flank
" />

The beastmen and hounds are in the middle opposite the central bridge
" />

Turn one, both warbands just moved, the possessed warband split up to guard against the Centigor and minotaur coming behind them, the possessed and Magister started moving to cross the bridge.

" />

" />

The beastmen form up but stay as far from the bridge as they can to let the heavy hitters move across the river via a small walkway
" />

" />

Turn 2

The Possessed maneuver but do not cross the bridge
Bloodhoof charges across the walkway into a Dark Soul and with three attacks takes him down. The Minotaur is not far behind.
" />

Turn 3
The Possessed do not cross the bridge, indecision clouding the magisters thoughts.
A dark Soul LGT and the mutant charge Bloodhoof, two wounds are caused but Bloodhoof steps aside both times.
With two well aimed swings of his sword, Bloodhoof gets his second kill on the mutant.
The Minotaur charges in and knocks down the Dark Soul, and Bloodhoof goes frenzied at just the right time, causing 4 wounds on the knocked down Dark Soul LGT removing him from the fight.

The Possessed voluntarily rout at this point, as they only have two heroes left standing and have the entire herd in front of them, and the Minotaur and Bloodhoof (who is a killing machine with something like ten kills in the campaign in only 4/5 games) now free behind them.


Post Game
the Dark Soul henchman  survives, but the LGT Dark Soul is captured and sold to slavers.
The mutant then rolls Pit Fight.
The Pit Fighter won the charge, causes 2 critical wounds which the mutant steps aside from.
His attacks back do nothing.
This then happens two more turns, the mutant stepping aside from a total of 6 critical wounds, and missing with his own attacks until in the fourth round of combat, the Pit Fighter finally gets through his defences and takes him down.
The mutant then rolls 6 for multiple injuries, and walks away with Terrible Scars, Old battle wound (miss every game on a 6),Blinded in one eye, and arm wound making him miss the next game before finally hitting full recovery.
With one shard found, and 5 men in the warband, the Possessed warband disbands for the second time in the campaign.

Ghaal walks away with 80gc, plus another 20 or so from lucky finds in the ruins, and selling the captured Dark Soul hero.
The minotaur has had a good impact already, but Bloodhoof the Centigor overshadows everything else. With expert swordsman now to go with step aside and resilient and three attacks on the charge, i am getting braver with him even though he still only has one wound.
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Von Kurst
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PostSubject: Re: Spawn Hunt Campaign   Sat 25 Apr 2015 - 9:32

Wow look at that canal board! thumbsup thumbsup

Pretty sweet. Pity about the Possessed warband, but they died with their boots on.
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PostSubject: Re: Spawn Hunt Campaign   Sun 26 Apr 2015 - 5:18

The Possessed had a rough time of it, but at least they did do in a BEAUTIFUL setting. GREAT REPORT & PHOTOS!   thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Mon 4 May 2015 - 8:41

New Possessed vs Witch Hunters

Possessed @ +4 underdog xp.
Skirmish

The new possessed warband followed the same ethos as before, with one Possessed with 3 mutations and then as much as could be afforded, so started with only 6 models, and a desire to rout losing as little as possible, so we knew this could be a short game.

Setup
" />

" />

Deployment
" />

Valkens men are split into two groups, with Ernst and Bing Crossbow on a high balcony.
" />

Turn 1

The Possessed move up, Ernst and Bing both fire at the Possessed but achieve nothing, one of the witch hunters finds a reflective pool, but there is no effect.

Turn 2
The Possessed start moving to cover, pushing two brethren forwards.
" />

The Witch Hunters move up, Ernst shoots one brethren and takes him OOA (he always gets someone), Bing on the other hand only manages to stun the brethren he was firing at.

Turn 3
The Possessed move further into cover behind the rocky outcrop, the stunned brethren can be seen by the tree.
" />

As non of Valkens men can see the stunned brethren because of the wall, they all move up.
" />

Turn 4
The Possessed move, and the Magister knocks Axel down with a bowshot.
" />

A flagellant charges the brethren on the ground and smashes him out.
Rutger II, the warrior priest charges the Magister, casting armour of righteousness successfully for once, misses with his attack, the Magister missing in return.

At this point the Possessed rout, the small gap in the rock meaning no one else would be able to intervene in the combat, and Rutger having a 2+ save for the next round meant the risk wasn't worth it.

Post game- Both Brethren survived.
The witch hunters make more money.
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PostSubject: Re: Spawn Hunt Campaign   Mon 4 May 2015 - 9:10

LOOKIN' GOOD! For moi, the visual aspects are everything; ergo, a GREAT REPORT!   thumbsup
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PostSubject: Re: Spawn Hunt Campaign   Mon 4 May 2015 - 9:34

Thanks Al.


Orcs Vs Beastmen

Beastmen +3 underdog xp.
Occupy.

Setup
" />

" />

Deployment
" />

" />

The Orc deployment must have been obscured by mist, but suffice to say there are 16 of them, plus the troll, and witch.
" />

Turn 1
Both warbands move, the beastmen trying to seek as much cover as possible
" />

Turn 2
More moves, not so much from the beastmen.
Mange II, the beastman shaman casts lure of chaos at the troll, which would have been hilarious, but he failed to get it off. Sad
" />


One of the chaos hounds charged the orc hero and caused one wound.
" />

Turn 3
The troll goes stupid,the orcs maneuver, on the right is the orc with the blunderbuss.
" />

The beastmen charge in, two henchmen tying up the boss so he couldn't intercept the Minotaur who charged the blunderbuss orc hero.
Mange II (wish i hadn't bought him back) failed lure of chaos again.
The Minotaur destroyed the blunderbuss orc, and then Bloodgreed kicked in.
In the boss fight, neither beastman could wound the boss as he had the +1T potion running again, the boss wounded one in return but it was saved due to the beastmans shield.
On the other side of the board, the chaos hound was taken OOA by the orc hero.
" />

Turn 4
Orc archer fails animosity, moves up and then has to charge a beastman, not having any impact.
the orc hero on the flank charges the other chaos hound, taking it out.
The orc shaman fails to cast Fires of Gork (phew), but the Witch curses the Minotaur, forcing him to fight with no weapon.
The Minotaur charges another henchman but misses.
The orc boss knocks down a beastman henchman, while Bloodhoof the Centigor goes stupid at the perfect moment to be charged by the orc hero in the next turn.

Turn 5
An orc archer on the battlements fails animosity and has to make a diving charge at the Centigor, and falls 5", but survives.
The orc hero charges Bloodhoof, but fails to wound him.

" />

Mange II gives up on magic after failing to cast lure of chaos again, and makes a climbing charge on the orc shaman, but neither hit in combat.

The on going melee on the other side has no outcome, the troll cannot get into combat as other models are blocking his path.

Turn 6
All orc shooting misses, the shaman fails to cast FOG, the Witch fails to cast the warriors bane curse on the Minotaur, who OOA's another orc henchman, and will be charging the orc boss next.
The orc boss knocks down a henchman again, while beastman hero Skerl stuns another orc henchman.

The orcs rout voluntarily at this point, the Minotaur charging the boss next proving too much.


Post Game
No one died from either side.
Ghaal made more money, nearly back to where they were before buying the Minotaur, and got lots of advances due to the underdog xp.
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PostSubject: Re: Spawn Hunt Campaign   Today at 7:36

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