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 A Dapper Crusade Through Mordheim

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NoisyAssassin
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PostSubject: A Dapper Crusade Through Mordheim   Wed 25 Jun 2014 - 14:44

Dis'll be a record ov da exploits ov da fanciest ladz dis city has eva see!

Last weekend we kicked off a new Mordheim league, and the Orcs in Hats have tasted battle. Not a bad first day, if I do say so myself, with a loss and two wins. Starting warband roster was as follows:

Nazdreg - Boss - Crossbow, Sword, Hammer
Mugwort - Shaman - Crossbow, Sword, Zzap Spell
Ozlug - Big 'Un - Crossbow, Halberd
Borgut - Big 'Un - Crossbow, Hammer, Hammer
Lud - Orc Boy - Bow, Spear, Shield, Dagger
Bork - Orc Boy - Bow, Spear, Shield, Dagger
Grod - Orc Boy - Bow, Spear, Shield, Dagger

Warband rating: 95
Members: 7

So definitely a very shooty bent to these boyz. Now to see how they do!


Game 1 - Occupy vs. Ross's Marienburgers

Last league term Ross's humans were an unholy terror, jumping far ahead very quickly. He toned them down a bit this time, with a few less warriors and far less bows, but still started with a Pit Fighter and an Elf Ranger. Ouchy. Of course, as usual, the Occupy part of the scenario wasn't a concern, since the objective buildings don't actually give you anything. So a bloodbath it'll be!

I won the roll for deployment and dropped the ladz down, Ross responded with a two-pronged deployment





In my first turn I didn't have any good shots, so most everyone moved up



Ross's first turn involved a LOT of models hiding and taking full cover



In the second turn we each managed to knock down an opposing warrior



Then things started to get interesting. Mugwort managed to cast Zzap on the Pit Fighter, but only did a single hit which failed to wound. Oh poo. Lots of charging ensued, and the results were hilarious. Pit Fighter rolls 1,1,2 to hit, whiffing completely. Mugwort responded with 1,2 to hit against the Youngblood, who then followed suite with a 1. Wat? Right next to them Bork had intercepted a charge from Captain Ritter and demostrated why spears are awesome by Stunning the arrogant warband leader. Orcs is best!



On my turn reinforcements arrive, with Bork taking the Captain out and the Pit Fighter finally demolishing Mugwort with 3 successful hits and wounds.



On the other side of the board poor Grod didn't face the best prospects.



And in my turn I decided that enough was enough for a first game. I had already lost the Shaman and a (very expensive) henchman in exchange for the Mercenary Captain and a henchman. On the right flank Grod would have a decent chance of taking down another henchman, but he'd almost certainly fall in the countercharge. And on the main scrum I wasn't liking my chances. Bork vs a Champion wasn't the best math, but not terrible. However, I'd be really gambling on 3 crossbow shots to deal with the Pit Fighter and Youngblood. Deciding that it was best to come back fer annover go some ovver day, the Orcs tipped their hats and departed.



Results and thoughts: the injury tables weren't friendly after this game, with my henchman Lud biting the bullet permanently. Mugwort gained an Old Battle Wound, which I'm sure will come back to haunt me at the worst possible time. On the other hand, I earned just enough gold to buy Lud back and purchase a single Lucky Charm. So not a terrible loss. Ross's henchman was fine, but Ritter rolled up a Leg Wound. He didn't want any part of a combat Captain with a M3, so he fired the sod and bought a replacement. This took all his gold, which meant no upkeep paid on the hired swords. That's kinda nice I guess! Mugwort leveled after the game and earned a skill, picking Resilient to help keep him alive. Strength and Special is a pretty lame and limited selection for Shamans Sad


Game 2 - Skirmish vs. Edd's Dwarves

Poor Edd. He had terrible luck with the stunties last term, and this time didn't look to be going any better. He only deployed 3 models. His starting warband was 5 strong, but during his first game a henchman died and a hero had to miss the next 2 games. So nothing too exciting here. I rained down innacurate projectiles while he marched across the board and took cover. Eventually I Stunned his Noble, who crawled to safety, and ended up charging a Clansman with 4 Orcs at once. It was a brief and uneventful game.

On the plus side, it seems I beat his henchman into shape, turning him into a hero! My level ups included +1 BS for Nazdreg, Bork, and Grod, +1 Str for Borgut, and Nimble for Ozlug. Earned enough money to buy a Holy Relic and 3 more Lucky Charms.


Game 3 - Ambush vs. Eric's Witch Hunters

Eric is new to Mordheim, having been recruited from out Warhammer Fantasy group. He had some lovely paint jobs and conversions though. His warband was a mix of shooting and combat, and his rating just edged out mine, making me the attacker. Here's what the deployment looked like. Unfortunately for him, the far tower proved to be too far from the action, and the guy in it with the shortbow didn't really get to participate in the game. In reserve were a Witch Hunter and the Warrior Priest



During the first turn everyone stood still and shot at the two Warhounds (Zombicide dogs, fantastic models, although a little smaller than I was expecting). My combined salvo was just able to take them both out of action. 1 away from Rout check territory.



The guy on the giant dinosaur skull (I don't ask silly questions like what a giant dinosaur skull is doing in Mordheim) hopped down and managed to get away scott free from falling damage after biffing his I check. Some other movement and a few failed rolls to wound with a bow and crossbow and we were off to the rest of the game.

During which not a lot of exciting note happened. The reserves arrived on his second turn, from the far table edge, and played no part in the fight.



Essentially I stayed relatively still (branched out slightly with some henchorcs) and we had a shootout. I was able to drop another of his henchmen and the Witch Hunter Captain in exhange for a whole lot of nothing on his part. Once the Captain went down he cut his lossed and routed.

Results and thoughts: Eric is still getting the hang of Mordheim, and I think once he's had a few more games he'll be better prepared to deal with a warband with as much shooting as I've got. Not getting ambushed would help too. I think I killed one of his dogs and a henchman, with the Captain suffering no ill effects. Nazdreg popped a couple of OOAs and leveld again, gaining an In. Woo? Lud joined his henchorc buddies with a BS bonus, and I was able to afford a pair of Orc Boyz with bows and axes (currently on the painting table). Also found an accurate Mordheim Map, so that'll be nice after the next game. Eric found enough loot to buy back his casualties and maybe add the third Witch Hunter (which he didn't start with because he didn't have it finished).



Current warband rating: 130
Members: 9
So far I think we're off to an okay start!

Cheers


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flipchuck
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PostSubject: Re: A Dapper Crusade Through Mordheim   Wed 25 Jun 2014 - 15:43

Looking good! Sounds like a fun time. Wish I could join. Smile. I love the first table you were on. Smile
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Von Kurst
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PostSubject: Re: A Dapper Crusade Through Mordheim   Wed 25 Jun 2014 - 16:32

The first game's table was the best.  thumbsup  Definitely a nice start. Thanks for the reports.
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PostSubject: Re: A Dapper Crusade Through Mordheim   Wed 25 Jun 2014 - 17:00

OOOH, COOL PHOTOS! The Little Warriors & the setting for their heroics look WONDERFUL!   thumbsup
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PostSubject: Re: A Dapper Crusade Through Mordheim   Wed 25 Jun 2014 - 17:17

The first gaming table looks like the ruins of an old castle. Which is a cool idea for a gaming table. The whole table is the ruins of a castle. And have complete battles within the castle. I think that's what I'll do with my next gaming type of table and terrain. Very Happy
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PostSubject: Re: A Dapper Crusade Through Mordheim   Wed 25 Jun 2014 - 23:14

It was a very fun time indeed! And yes, the first table is pretty awesome. It's a modular terrain set of 1x1 tiles, so 16 needed to make a full table, really allowing for a surprising amount of variety. 'Twas apparently crafted for Warmahordes, but the players thought it was too restricted, so it was donated to the Mordheim group, where it is much appreciated. Score! For the rest of the tables we always end up a little janky on league days because we have to stretch the terrain a little further than it is meant to, and often need to incorporate Warhammer terrain as well. And for the castle idea, I know I saw somewhere once online an utterly stunning board that was a giant castle ruin. Don't remember where though. Looked reeeally fun to play on, and certainly different than your normal Mordheim board.

Edit: found the board - http://manorhouseworkshopmindstalkers.wordpress.com/gallery/destroyed-city-2/


Last edited by NoisyAssassin on Fri 27 Jun 2014 - 8:46; edited 1 time in total
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PostSubject: Re: A Dapper Crusade Through Mordheim   Thu 26 Jun 2014 - 16:51

Echoing what others have mentioned, but the modular table for the first battle was really cool.
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PostSubject: Re: A Dapper Crusade Through Mordheim   Today at 3:10

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