Hi guys, its been an age since i last made a post here so had to change my account but times are a changing. As the title suggests a few cronies and I have just started a new Mordheim campaign and I have decided to try and narrative its path for us all to read. This is my first attempt at recording a campaign but after reading the Vampire hunter campaign (link below) and thoroughly enjoying it I wanted to contribute something to the community.
If you have not had a chance to read the Vampire hunters campaign, I urge you to take a look. The photos/scenery/narrative are all superb.
So lets start at the beginning. Our group consists of 4 regulars with a few odd guests who travel in from out of town occasionally . We have been playing together on and off for over a decade across all the game workshop ranges, mordheim however is definitely our favourite. At first we were certainly WAAC minded but over the years the community matured and we much prefer coming along for the ride now. In short, winning is just gravy.
After a night of discussion we all settled on our bands, aiming for a decent split of 'goodies' and 'baddies'. At roll call we ended up with:
Witch Hunters - Played by Nikk the Greek
Undead - Played by Big Dai
Cult of the Possessed - Played by little Dai
Kislev - Myself
I will take a note now and state the Kislevs were played as 'Inquisitors of the Order Raven'. Basically i used the rules of kislevs but played in character of a 'vampire hunting band'. We agreed the cossacks hatred rule would be transferred from 'Chaos aligned' to 'Undead aligned'. I also used the rules from the TC rather than annual as I wanted to retain the 'shooting skill' on my youths. No one complained as they higher costs of druzhina/bear + lower int on Druzhina was thought to be a fair trade.
The back story is pretty simple. The Witch hunters vs the Cult of possessed. The Kislevs vs the Undead. To fluff it up we introduced a few extra rules on top of our house rules:
# 'Kill at all Costs' - Heroes receive +1 bonus xp on top of the norm for every hero of their nemesis warband they take out of action.
# 'The Head of the Snake' - All 'leaders' gain hatred against their nemesis warbands leader.
# 'Cumbersome' - Dual Wielding adds a -1 to hit on all attacks (ie both weapons)
# 'Longreach' - Spears provided +2int when charged
# 'Easy to use' Handguns ignore long range penalties and are at +1 to hit at short range
# 'Shield Wall' - Shields and Bucklers provide an additional +1 armour in close combat
# 'Streets of Gold' - All armour (light and heavy) is half price (normally 10gc for light and 25gc for heavy)
# 'Bread Knife' - Dagger attacks are at -1S
Below is the starting warband lists which i hope to keep updated as we go.
Templars of Sigmar the Almighty (Witch Hunters 'Nikk the Greek')
'Garius' Witch Hunter Captain (60gc)
'Barnabas' Warrior Priest (40gc)
Double Handed Hammer (15gc)
Heavy Armour (25gc)
*The Hammer of Sigmar*
'Leo' Witch Hunter (25gc)
'Marx' Witch Hunter (25gc)
Light Armour (10gc)
'Karl' Witch Hunter (25gc)
'The Damned' Flagellants x2 (80gc)
Double Handed Weapons (30gc)
'Burning Flame' Zealots x2 (40gc)
'Cerberus' Warhound (15gc)
Total - 500gc
Cult of the Eye (Possessed 'Little Dai')
'Kaarn' Magister (70gc)
*Word of Pain*
'Garnak' Possessed (90gc)
Cloved Hoofs (40gc)
'Branz' Mutant (25gc)
Great Claw (50gc)
'Bjorn' Mutant (25gc)
'Brethren' Brethren x2 (50gc)
'The Soulless' (35gc)
Yuri's Host (Undead 'Big Dai')
'Yuri' Vampire (110gc)
Heavy Armour (25gc)
'Syrus' Necromancer (35gc)
*Call of Vanhell*
'Igor' Dreg (20gc)
'Brain' Dreg (20gc)
Double Handed Axe (15gc)
'Simon' Dreg (20gc)
Light Armour (10gc)
'Rotting Claws' Ghouls x3 (120gc)
'The Shambler's Zombies x 3 (45gc)
Total - 500gc
Inquisitors of the Order Raven (Kislev 'Me')
'Lucius' Druzhina (80gc)
Ancestral brace of Dueling Pistols (25gc)
'Drake' Esaul (35gc)
Dueling Pistol (25gc)
'Boris' Bear Tamer (35gc)
Double Handed Axe (15gc)
'Cain' Youth (15gc)
Throwing Daggers (15gc)
'Able' Youth (15gc)
'Acolytes' Cossacks x2 (60)
'Redeemers' Streltsi x2 (50gc)
Total - 498gc
So. The scene is set, 4 warbands, 4 friends, 4 cases of beer & 4 packs of crisps. Let the Games Begin!!!
To start up we rolled a 4 way slaughter!!! Awesome!!... except little Dai had to go. Family emergency bla bla bla. Oh well.. a 3 way slaughter it is!!!Setup.
With the loss of a player we decided to chuck some wyrdstone counters in the middle of the board (5 total). Each counter was worth a random amount, decided by a role at the end of the battle on a D6 (1= a dud, 2-5 = 1 wyrdstone, 6 = 2 wyrdstones!). Hopefully this should counter act the loss of a player, providing the Witch hunters with something else to aim for.
We all grabbed a dice and started rolling, Nikk the cheat... did i say cheat? i meant greek
rolled a 6 giving him the POWER!! As such Nikk started arranging the terrain to his liking. (We ensure that there is always 75% terrain on the board, but random it up by letting a different person arrange it each game. Ill explain why if you really want to know but after a decade we have resolved this is the safest way to avoid arguments).
The next roll determined the table edges which Nikk the cheat won again!!! (although Dai and I did roll pitiful, 1 and 2 respectively). As such he plopped down the Witch Hunters in the top right corner, commanding a strong path down the main street.
Coming second with my mighty roll of 2 I chose the bottom left corner, as far away from the witch hunters as possible. There was no way I was going to be 'piggy in the middle'.
With a sigh of resignation Big Dai chose the top left corner, not like it made much a difference at this point.All players placed their guys within 8" of the table edge taking it in turns to place models one at a time.
Focus turned to the box o' doom (the dice box). Lucky dice polished and prayers to the dice gods whispered. The roll for the first turn...
After the dust settled Big Dai had won, myself second and Nikk getting his just desserts coming in last. after the Victory dances were finished and cries to the fickle gods howled we were ready to start.
Turn 1 - Vampire.
Realising his position was grim, Dai rushed (read; ambled) his men forward towards to Kislevites. Time was against him and his only chance of survival was taking out the men of the north before the Witch Hunters got close. No time was to waste. The Vampire ran forward to the base of the tower, preparing to climb its walls next turn. Everyone else bounded forward at full speed along the road.
In the magic phase Syrus the necromancer raised his arms pushing one of the zombies further forward, enabling it to rejoin with the rest of the 'host'.
As no one was in range to string their bow the Undead turn came to an end.
Turn 1 - Kislev
Observing Dai's undead minions running at me I couldn't resist meeting him head on. The Witch hunters were a turn or two further away, diagonally across the board. Plus i knew Nikk is a little hoarder of gold so would gun for the wyrdstone counters.
Splitting my men into three groups, The druzhina headed north east with a youth and cossack in tow. The esaul, bear tamer and another cossack headed north west around the left flank of the manor. Meanwhile the final youth and 2 streltsi moved into the manor, planning to climb up into the second floor.
Once again everyone was out of range so the shooting phase and kislev turn came to a close.
Turn 1 - Witch Hunter
With the pile of wyrdstone in the middle of the table, Nik the Greedy decided to leave his opponents slug it out for now.
Sending his zealots and one of his witch hunters to the center of the table in search of the gold while the rest of his troops started strolling towards the other warbands. Hoping to arrive at the end of the brawl and polish off the remnants of the winner, Nik was feeling confident.
Turn 2 - Undead
With a sigh of relief Dai kept rushing towards the Kislevs to the south. One more turn and his troops would be in range of a charge. Yuri the vampire climbed up to the second floor, inching forward along the ledge bow in hand. Everyone else raced forward, spreading out to take cover where possible.
Syrus again successfully cast his spell, encouraging a zombie forward with his dark spells.
In the first shot of the game the vampire aimed at a cossack peeking from around the manor. Being a superstitious bunch dai grabbed his favourite lucky black dice, with a kiss and a flick of the wrist dai hoped to draw first blood. After watching the dice spin for what seemed an eternity the dice came up a 1. Not a good omen for the undead.
==(I would like to note we understand the laws of statistics. We are all men of logic, 2 of us being scientists by profession. However, when standing around a gaming table, dice in hand, our better judgement melts away and we turn into a bunch of horoscope reading, alternative medicine practicing, ritual following nut jobs. In the past little dai literally burned an entire unit of handgunners in a fire, fearing their accursed luck would 'infect' the rest of his empire army).
Turn 2 - Kislev
The undead were now perilously close, probably only 10" away from the front ranks of the Kislevites. Placing confidence in my spears and shields my cossacks advanced forward into charge range of the ghouls. The line was drawn and battle was to commence.
Preparations continued for the eventual counter charge. The rest of the kislevites edging forward, the druzhina and esaul priming their pistols.
The shooting phase was the first of note. The esaul aimed at the nearest ghoul, missing his mark. As both streltsi had run to the edge of the manor they couldn't shoot this turn but the youth with bow took a pot shot at the necromancer, missing completely. Finally ending the turn the druzhina aimed at the ghoul in front of him. His shot hit but failed to wound. Too many missed shots, the undead were still at full strength and next turn the cossacks were going to get charged. Time to pray.
Turn 2 - Witch Hunters
Things were hotting up on the left side of the table, perfect though Nikk the Sneaky. Pushing forwards at a leisurely 6" his main forced meandered towards the action, leaving his zealots and Karl to advance on the wyrdstone.
Nikks turns were nice and short, just like him
Turn 3 - Undead
It was at this point Dai began grinning like a Cheshire cat, the undead were unscathed and in a position to inflict some pain. The undead turn began with the ghouls all declaring charges against the Cossacks. Two ghouls charged the cossack on the left, one on the cossack to the right. Obviously overwhelmed at the thought of fighting ghouls one of the cossacks failed his fear test. Dai was getting more and more confident, forgetting the accursed role of 1 earlier. The remainder of the movement phase consisted of the necromancer, dregs and zombies lining up charges for next turn, while the vampire inched closer into a better firing position.
In the magic phase the necromancer tried his best but couldn't cast Vanhells to propel the nearest zombie into combat.
Attention turned to the shooting phase, the dreg stringing his bow first and missing. Next up was the vampire who from his vantage point loosed an arrow at the Lucius the Druzhina. Whispering a prayer, Dai unleashed his 'lucky' black dice. This time lady luck favoured him, the druzhina was both hit and wounded, knocking him down. Not a bad turn so far but the best was yet to come..... or so Dai thought.
Deciding to start with the double ghoul charge the cossack struck first but failed to role the 6 to hit. The ghouls struck back ripping the poor cossack limb from limb. 3 hits, 2 wounds and 2 failed armour saves. The first casuality of the game!!! Huzaaaa!! Its just a shame it was one of my men
Next up was the remaining cossack vs his ghoul. Once again i got to strike first due to the spears, after the dice landed it came up a 6! Rolling on the critical chart i got a 5! Its Kebab time. Thrusting his foe backwards 4" the ghoul smashed into the Necromancer hiding behind him, inflicting an automatic S3 hit! The result? one out of action ghoul and a stunned necromancer. Quite the turn around.
Looking up in disbelief Dai handed over the measuring tape and I stepped forward to seek my revenge.
Turn 3 - Kislev
OK, i have lost a cossack and my leader is knocked down, but on the flip side a ghoul is dead and the necromancer is stunned at the feat of one of my cossacks with no one to intervene. Starting on the left the esaul and bear tamer both declared charges at the 2 ghouls who took out the cossack. On the right the Youth with axe tried to charge the nearest dreg but stood paralyzed in fear. The triumphant cossack chose to ignore the downed necromancer (he was stunned anyway) and charged the nearest dreg.
Lucius stood up dusting himself off, ending the movement phase.
With the streltsi finally in position some weapons could be brought to bear. Both crossbows were pointed at the dreg on the left who was primed to charge into help the ghouls against the kislev heroes. 1 hit and 1 wound, enough to stun the dreg and buy the bear tamer and esaul some time to finish their foes unopposed. Able the youth with bow aimed at the dreg on the opposite roof to no avail. Finally Lucius aimed his second dueling pistol at the stunned necromancer (remember heroes get +1 bonus xp for grabbing kills) hoping to snag some much needed xp. Lucius squeezed the trigger and blew a hole in the necromancers side, knocking him out of action. Kill number 2 for the Kislevites.
The combat phase struck hard and fast. The cossack managed to stun the dreg he was fighting while the esaul took his ghoul out of action. Meanwhile the bear tamer fought for his life, only surviving due to the save from his shield. The turn was over and I was feeling confident, 2 dead, 2 stunned and 1 knocked down. Not a bad turn.
Turn 3 - Witch Hunter
After seeing the brawl heat up and noticing the undead were now 3 "men" down, Nikk the Greedy started to move his men with more haste. The zealots had reached their goal and began climbing the building to collect their wyrdstone while Karl continued his race to the south. With no shooting Nikks turn came to an end. He was only a couple of turns away from getting into the fight now and he would be able to draw a bead with his ranged weapons next turn. Things were going to get messy.
Turn 4 - Undead
After the onslaught of last turn Dai was looking a little pale. Passing his route test he began the battle to turn the fight around. Figuring the punch of the vampire was needed in the brawl he leaped from the tower, declaring a charge on the surviving cossack while the zombie charged the youth cain. Advancing the last 2 zombies forward, finally in a position to charge next turn.
The shooting phase was uneventful, the dreg missing his shot. With no necromancer we moved straight into combat.
The vampire began by slicing the remaining cossack in 2, easily dispatching him with his halberd. Cain the youth fared better fighting the zombie who charged him to a standstill, both sides failing to wound. In the combat on the left the ghoul didn't do so well, the esaul knocked the ghoul down before the bear tamer took him out of action.
The turn was over and the situation was the same. Dai was hoping the presence of the vampire could swing things round but it was starting to look a little to late.
Turn 4 - Kislev
The turn started with the druzhina declaring a charge at the zombie fighting Cain on the right, while the bear tamer charged the knocked down dreg. The esaul moved to the right, hoping to reinforce the druzhina against the vampire. On the roof the streltsi and Able moved to the eastern wall of the manor, preparing for the entrance of the Witch Hunters.
In the combat phase Lucius stunned the zombie, leaving Cain to take it out of action. Meanwhile the bear tamer clove the knocked down dreg in two with his double handed axe.
Turn 4 - Witch Hunter
Sensing the combat in the left to be almost over Nikk the slow pushed his men out into the open. Figuring it was best to strike while the vampire was still swinging rather than bide his time and allow the Kislevites to regroup. Over on the right the zealots began their long treck for the table edge with their spoils.In the magic phase Brother Barnabas successfully cast Hammer of Sigmar in preparation for the fight to come.
Turn 5 - Undead
At this point Dai decided it was better to bow out gracefully, it was too early in the campaign to risk losing models and so the story of the Undead in this fight is over.
Turn 5 - Kislev
Feeling the boon of beating the Undead the kislevs began to run for cover. Having already lost 2 models I was well aware my critical route number was close. The esaul and druzhina both reloaded their pistols and braced themselves for the fight to come.
Drawing a bead from the roof the streltsi let loose their bolts. A few dice later and Marx the witch hunter was down and out of action. A good start...
Turn 5 - Witch Hunter
Clearly irked at the loss of Leo, Nikk the Rash charged his flagellants and warhound forward, trusting in their T4 to shield them from the worst the Kislevites had to offer. Brother barnabas and Garius the captain shielded themselves against a wall from the view of the streltsi in the manor.
The shooting phase started with a Leo loosing a bolt strait into the chest of Able the youth who was standing to close to the window. The shot stunned the hapless lad forcing him to lose his balance and fall out of the manor. As usual the ground was their to catch leo, taking him out of action in the process. With no one else able to shoot Niks turn came to an end.
Turn 6 - Kislev
With the death of the steltsi it was time to start taking a route test. Rolling a 7 i left off a sigh of relief. It was not or never, if the kislevs planned to win they had to make the next few turns count. Trying to grab the bull by the horns, the bear tamer charged the warhound while the druzhina charged the nearest flagellant. Drake the esaul edged forward within shooting range of the witch hunter Leo. Aiming his pistol square at Marx another 6 was rolled to hit, critically blasting Marx off his feat, taking him out of action.
In the combat phase the bear tamer fluffed his attacks and found himself stunned by the warhound, his future was not looking so bright. Meanwhile the druzhina blasted the flagellant in the face, making the roll to wound before finishing with a 5 on the injury chart. 2 dead Witch hunters in 1 turn, hopefully it is enough.
Turn 6 - Witch Hunter
With 3 models down Nikk the coward had to take a route test. Looking at the table he was feeling confident, the bear tamer was stunned and soon to be auto-gibbed by the warhound and the druzhina and esaul were in charge range of numerous witch hunters. Flinging the dice high the entire group was focused on the box o' doom. The dice gods spoke, a 5 and 4. The Witch Hunters took flight and the Day was carried by the Kislevites.
Post Battle Sequence
short and bloody the battle was over, it was time to count the cost.
Rolling on the injury chart, Dai's bad luck continued. Everyone made a full recovery bar the Necromancy who was captured.
Dai facepalmed at the loss of his necromancer, not the glorious start to the campaign he was hoping for. With only 3 heroes standing at the end of the battle the undead only managed to find 2 shards, bringing in 50gc. After a lengthy discussion we decided the next battle would be a rescue attempt, giving the undead a chance to save their necromancer from the torturous grasp of the Kislevs.
Counting up the experience none of the undead earned enough to advance this game, the vampire though and one of the dregs should get auto advances as long as they survived the next battle.
Rolling at the end of the battle the zealots managed to retain 2 tokens (fleeing models have to role a 4+ to keep the shard they are carrying) bringing in a total of 5 wyrdstone shards, converting into 80gc. On the exploration table Nikk found 2 peasants needing saving who granted him an extra 11gc. All of Nikks models made a full recovery and so overall Nikk the smug was feeling good.
Counting up experience Nikks warriors were all found lacking except for Leo who managed to get the quick shot skill. A little retail therapy helped solve this problem though. 2 rope and hooks and a lucky charm later, Nikks Witch Hunters were starting to be pimped out.
Rolling on the injury chart both the cossacks and Able made a full recovery. With 4 heroes standing i was feeling confident of my exploration but the dice werent feeling kind. I managed 3 shards which converted to 65gc, bad but not great considering I won. I did manage to find a quiver of hunting arrows though in a 'fletchers'. Able the youth happily recieved the arrows, hopefully increasing his use in the battles to come.
After a trip to the shop the Druzhina had a nice shiny set of heavy armour and the bear tamer some light armour. I decided to save the rest of my gold for future purchases.
Counting up experience the Lucius (druzhina), drake (esaul) and cain (youth) all got 1 advance while Boris (bear tamer) got 2! Some dice rolling later and Lucius ended up with +1 BS, drake got step aside, Cain +1 BS and Boris got +1T and the Strongman perk. Not bad really. This battle had definitely been a lucky one for the men of the north. Next game was going to a different story hopefully though i wouldnt end up like dai..... weeping into his beer glass
So this is the first report, messy and without pictures or diagrams I know. I plan to improve on those in the future. I am currently waiting on Dai to get back to me with the sketches on the movements of this game. Hopefully i can load them before our next game this weekend.
All feedback is appreciated, especially the criticism (constructive ofc!). Let me know what works and doesnt, this is a learning curve for me
I hope you enjoyed this report, i should be writing part 2 of the campaign next week