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 A Mordheim Interlude

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DeafNala
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSun 31 Jan 2016 - 13:08

HOORAY FOR THE FORCES OF UNPLEASANTNESS! Crime may not pay, but Evil-Doing is a winner...why does that bring The Donald to mind? GREAT REPORT & PHOTOS not necessarily in that order!   thumbsup
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeFri 5 Feb 2016 - 19:34

No Donalds here, none. Suspect

The Possessed are ridiculously easy to play this go round.  Winning is interesting.  Of course this week may signal a wind of change...
______________________________________________________________________________
The Fifth
Our fifth meeting actually occurred on the fourth, but it was the fifth meeting, see?  The stars aligned and everyone was able to make game night.

Players and Warbands
Andrew--Cathayan Reiklanders
Chad--Nemesis Crown Black Orcs
Chris--Skaven
Jim L--Pit Fighters
Jim S--The Cult of the Possessed
Kevin--Da Mob

Ambush!
The Greedy Gimps pass the Arm Pits and the Cathayans in warband rating.  They are attacked mercilessly for their trouble.

Gimps in the middle.
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This is what happens when you fire several blunderbusses into tightly packed dwarfs.
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Revenge!
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A Pit catches more dwarfs than expected.
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The Dwarf Noble and a friend cut down the Cathayan Captain.
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The yellow die means that a dwarf hero with one wyrdstone shard is out of action.
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Jim L wrote:
Bob was in center. He fought Andrew for 2 turns before I even got close.
I rout with 4 OOA, no  permanent injuries,  and none of Bob's wyrdstone.
Get enough gold to buy ogre Obediah II

The Pits got to the party late and left early.  The Cathayans left soon after,  The Dwarfs win their first game of the campaign!  The Greedy Gimps gain 10 wyrdstone shards from the scenario plus what they found in exploration,

(More reports to follow...)
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeFri 5 Feb 2016 - 20:21

HOORAY FOR THE VERTICALLY CHALLENGED ONES!   thumbsup
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 6 Feb 2016 - 8:44

The Fifth (Cont'd)

The Hunted Wyrdstone
Wyrdstone Hunt was the popular scenario this week. One featured the clash of the Bosses; another saw a rematch between the warband formally known as The Ratz!, now known as The RATZ of Doom!Doom! and the Unspeakable Cult.

Da Mob
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Da Brusmashas
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Da Scrap
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Da Mob had a bad round and fled with 6 or 7 models OoA. No actual deaths are reported but the rumors are that the number of dead squigs and goblins has risen to 'lots'. Da Mob recruits a troll.
Da Brusmashas are last seen chanting "Weez da Boss!" Over and over.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lets Go Down to the River

Turn one. There are four wyrdstone counters.
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Confrontation!
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The Cult charges home.
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The RATZ of Doom!Doom! fail their first rout test and flee with one wyrdstone counter. The Assassin Adept now known as One Arm loses an arm...

The Cult gain three wyrdstone and another victory. Dolf Schiklegrubber hates One Arm.
Jack Pumpkinhead gains Chaos Armor.
Herman Beoring gains +1 Leadership.
Joseph Gibbers gains +1 Attack.

[To be continued...]
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 6 Feb 2016 - 9:50

HOORAY FOR THE GUYS IN GREEN & THE FORCES OF UNPLEASANTNESS!   thumbsup
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 6 Feb 2016 - 11:16

The Fifth(Cont'd)
Soggy Bottom Breakthrough
Da Mob scatters the Armed Pits

Jim L aka playtable wrote:

Breakthrough
Orcs find mystical tree turn one, loose a squig. [Random Happening, Forbidden Fruit
Tree not pictured.]
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His blue troll beats up on Bubbles II a lot but takes 3 rounds to take him OOA.  [The blue ogre is a TROLL.  Kevin is quite emphatic about that.]
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I rout with 4 or 5 OOA.
Bubbles II (pursuer w/ javelin) and Grox (Orc style pit fighter) die.
Pits make enough gold to recruit Bubbles III.
Warband rating is now 185.5.
The Pits still have only 4 heroes, 1 ogre, 3 pursuers and 1 pit fighter henchman.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defend the Find
The RATZ of Doom!Doom! trap the Cathayans in a ruin.

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The RATZ win by out numbering the defenders.  The Cathayans gain +3 Wyrdstone as all of their heroes are in the building.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Last Wyrdstone Hunt
...of the night.
The Greedy Gimps race the Unspeakable Cult to riches.  Gimps lose the race, but win the fight.

Just before the second volley of crossbow bolts hits...
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The Gimps have a couple of BS 4 Thunderers with crossbows.  My what a difference that makes!  And a T5 Noble.  With Resilient.  The Cult flee with three wyrdstone collected and another stolen from a dwarf.  All three Beasts and three of the four Brethren were OoA (one Beast and three Brethren being shot down).  Must make better use of cover next time...

Blarg II dies.  Blarg III is recruited.
Horst Wissel gains Strike to Injure.
Hansel Hemlich gains Sprint.
Dolf Schickelgrubber gains Step Aside.

A Warlock returns a favor owed the Cult...

Both Trollslayers fall before the Monsters.  One will miss a game.  The Greedy Gimps sweep the night with their first TWO wins of the campaign.
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 6 Feb 2016 - 16:55

With the appearances of Bubbles & Blarg reincarnations the possibility of equaling or surpassing the MANY Lives of Ludwig emerges once more. Be that as it may, GREAT REPORTS & MATCHING PHOTOS!   thumbsup
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeFri 12 Feb 2016 - 10:34

The Sixth

Players and Warbands
Andrew--Cathayan Reiklanders
Bob--Dwarf Treasure Hunters
Chris--Skaven
Jim L--Pit Fighters
Jim S--The Cult of the Possessed
Kevin--Da Mob

Surprise Attack
Or the Death of Dolf Schicklegrubber

The Cathayans rolled a one and showed up from the west.  There were 11 or 12 of them.  The Captain and a couple of Marksmen lined up to shoot Dolf down on the first turn.  The rest moved up to threaten some isolated Cultists.  Dolf lost his lucky charm.

Heartened by this the Cult consolidated toward the northern most group of attackers.  There was some nice cover and the Reikland shooting hadn't been that effective...  

So Hansel had a nice barricade to hide behind.  He was running, so he couldn't really hide, but one of the shooters was reloading and Hansel is T4 W2 with the lucky charm and Rabbit's Foot...

Hansel falls to two bow shots...

But the Dark Elf, Blarg III, all four Brethren AND Herman Boering entered right behind those pesky Marksmen!  Revenge!

Well no.  The Dark Elf misses with his attacks.  Blue Hood misses with his.  The Dark Elf is knocked down... Two Brethren manage to knock down or take out a bowman.  The Cathayan Captain crumples before Blarg III's two S3 attacks.

Counter charges by four heroes.

All of the Group of Seven are taken out.  Green Hood was the last one standing.
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Horst Wissel cuts down Abler or Krane... he got both of them.
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To tell the truth I'm not sure who ACTUALLY won.  The Cult was vindictively hunting down Ld 8 Cathayans, but seemed to bleed two cultists for every Cathayan pulled down.  One of us rolled a nine to end the slaughter.

Dolf Schicklegrubber was murdered by a youngblood who hated him for some presumed slight.  I believe the youth stepped in front of a target Dolf was shooting at.
DE II was killed by his own incompetence.
Red Hood and Blue Hood died as well.
Hansel Himlech fully recovered.
Horst Wissel hates the Reiklander/Cathayans.
Herman Boering survives against the odds!

I believe Abler died.  Another Reiklander/Cathayan perished as well.
____________________________________________________________________________

Jim L aka playtable wrote:
Wyrdstone Hunt
Stupid rats took out ogre Obediah II in one round of HTH with 1 rat (the same rat that killed Obediah I).
He died.
Rats encountered flowering tree 1st Turn. [Random Happening, Forbidden Fruit] Lots went OOA right away.
Rats routed 2nd or 3rd try.
I get free hired sword. I take an ogre bodyguard.
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeFri 12 Feb 2016 - 13:04

HOORAY FOR WHOEVER! That should cover the confusion.   clown
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSun 14 Feb 2016 - 9:58

The Sixth (Cont'd)

Kevin wrote:
Wyrdstone Hunt
We had the wyrdstone hunt.  The orcs and dwarfs fought it out for a good minute or two [Two hours worth of minutes to be exact]. Bad rolls, high toughness and armor saves dragged the game out.
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The blue ogre/troll knocked out a troll slayer, kind of funny.
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The dwarfs routed eventually after a number of beardlings went ooa. A squig died, Checkers the orc got a leg wound and da Shaman was hardened from the battle

Jim L aka playtable wrote:
Defend the Find
Both Andrew and I were at warband rating 218.

He had 10. I had 9, so I defended.
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Andrew failed a rout test.
No deaths for me. [No deaths for Andrew, either.]

I make enough gold to hire back my ogre, Obediah III.

A Breakthrough
The RATZ of Doom! Doom! continue their streak against the Cult

The RATZ rubbed their paws with glee at the news of Schicklegrubber's death.  Finally their hated enemy was helpless before them.  And then Chris rolled Hallucinatory Heat for the weather!  Woot!  Rats hate leadership tests.

A High Wind came up later to add to the skaven misery.

Very few skaven moved at all.  Those that did were immediately overwhelmed by Cultists.  One Arm was shot down by a lucky Green Hood.
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The Ratz fled soon after.

One Arm is now known as One Arm Withered Paw after an injury to his remaining paw (hand)... Some minions may have died, but it is of no account.

The Cult gained a victory and +1 Underdog bonus for losing 69 points of warband rating in the previous game...
Horst Wissel gains the spell Eye of God.  (Horst is the new leader of the Cult.)
Jack Pumpkinhead gains a yet to be determined skill or a trip to the Shadowlord... The indecision continues.
Herman Boering gains a Scorpion Tail from the Shadowlord!
Joseph Gibbers gains Strike to Injure.
The Lone Warlock gains +1 WS.

ALL of the Cults' henchmen were eligible to roll Lads Got Talent after the fight.  So none of them did...

A Witch returns a favor.
____________________________________________________________________________
Standings after six weeks:
The Unspeakable Cult--12 Wins/3 Losses
The Ratz!--------------------7 Wins/8 Losses
The Arm Pits----------------6 Wins/9 Losses
Da Brusmashas------------4 Wins/6 Losses
The Cathayans------------4 Wins/ 6 Losses
Da Mob----------------------4 Wins/7 Losses
The Greedy Gimps---------2 Wins/6 Losses
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSun 14 Feb 2016 - 10:22

HOORAY FOR THE ARM PITS & THE EVIL GUYS! YET ANOTHER GREAT LOOKING GAME!   cheers
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeFri 19 Feb 2016 - 21:17

Lucky Seven?

Players and Warbands
Andrew--Cathayan Reiklanders
Bob--Dwarf Treasure Hunters
Chad--Nemesis Crown Black Orcs
Chris--Skaven
Jim L--Pit Fighters
Jim S--The Cult of the Possessed
Kevin--Da Mob

Treasure Hunt
Or the Crying Game...
The Arm Pits fight the Cathayans and the Brusmashas

On a clear day you could hear the screaming from across the city.  It started well before the combatants met and did not abate for nearly two hours.  The wails began when the Arm Pit Boss was laid low by his Old Battle Wound.  (An old battle wound pretty much guarantees that hero will no longer fight for Jim L.)

The White Company advances from the east.  Fitting.
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Da Brusmashas had the north.
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The Arm Pits come from the south.  Somehow this means that "I'm trapped between two warbands!" (Andrew thought that was HIS line.)
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Here we go!  There are nine wyrdstone shards up for grabs.
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The Pits hired ogre charges in.
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A wound!
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The Itsy Bitsy Spider...
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Meanwhile da orcs deal with an impostor 'orc' style fighter.
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Moving on...
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It looks grim...
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All three warbands meet!
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The Spider sees Cathayans, or maybe that orc...
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Da Brusmashas fled first.  Something about the spider and a failed charge.

The Cathayans fled second.  Something about the orcs disappearing and leaving the Cathayans  to the spider...  All henchmen injured in the fight die.

The Arm Pits win!  No Arm Pits die.  Money is made.  
'Witch elf' pursuer Kamish II becomes a hero!

To be continued...
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 20 Feb 2016 - 6:05

HOORAY FOR THE ARM PITS!   thumbsup
Does that sound as strange to you as it does to moi?   clown


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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 20 Feb 2016 - 9:54

Quote :
Does that sound as strange to you as it does to moi?
Yea, verily.
Still one must remember that the Dead Rabbits was actually a real gang's name, too.
______________________________________________________________________________
Occupy

This game was like a bad disaster movies script.  "Gangs battle over [worthless] ruins during an earthquake in a wind storm..."

Fortunately for the Unspeakable Cult, the disaster happened to Da Mob...

Da Mob goes to their doom.  There are no goblins or squigs left.
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Hansel was +1 T due to the Witch's potions, but rolled a one as soon as the orcs were in charge range.
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The Cult made it this far before the earthquake hit.
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Things slow way down with halved movement and -2 to initiative rolls...  Oh and the wind made it -1 to hit...
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Herman Boering [mutant with horns] was +1 to all stats because of the Eye of God spell.  He lured Old Blue into a trap...
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Hansel and Arrrgh!!! cut down the first orc in the conga line.  The rest will run and hide.
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Blargh!! and Jack Pumpkin head attack!  Blargh!! takes the orc out of action before Jack can strike...
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The Orcs made a brave counter charge (except against Hansel, no one wanted Hansel, glowy green club or no).  But it was all for naught.  Lots of orcs and the troll fall OoA.  Da Mob runs away.

Nothing dies!  Da Mob count this as a victory.

Lots of two wound models were down to one wound, but no Cultist went OoA.  Exploration reveals a Fletcher with 3 short bows.

Hansel Hemlich learns to Dodge.
Horst Wissel learns Scale Sheer Surfaces.
Herman Boering learns to Dodge.
Joseph Gibbers learns Strike to Injure.
____________________________________________________________________________
A Dwarf and Rat Fight

The weather was clear.  A dwarf eating tree appeared.  The RATZ! won.

The Dwarfs look for a ladder in the center.  Not their favorite table.
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The Noble chops down the Maneater.
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OneArmWitheredPaw directs his forces from the rear.
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To be continued...
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DeafNala
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 20 Feb 2016 - 11:35

HOORAY FOR THE UNSPEAKABLES!   thumbsup
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSun 21 Feb 2016 - 10:32

Lucky Seven Cont'd...

Another Occupy
The Greedy Gimps crimp Orcs Real Estate Grab

I actually don't know anything about this game beyond an extemporaneously performed epic poem about a Troll Slayer and Noble getting revenge on Old Blue for last weeks loss. (The Noble laid Old Blue low with a dagger strike.)

The Greedy Gimps
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Da Mob on the other side.  Old Blue defends the gap. (Those pale dice mark which buildings need occupying.)
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What do they say about no middle ground?
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____________________________________________________________________________
A Skirmish
The Cult defends its slum against a vermin infestation.

It was another windy day.  Hansel lost the benefit of the Witch's potion on turn one.  Herman Boering was blessed with +1 to all characteristics again!

On the second turn Horst threw himself at an unguarded OneArmWitheredPaw.  Hansel was content to rush a rat... (bad positioning on my part. I also forgot that +1 to ALL characteristics means +1 to Movement for Herman... He could have at least joined Hansel in rat killing.)
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And then it all went south... Horst wasted his Scrye re-rolls just hitting and wounding OneArm.  One Arm is stunned but not OoA...  Hansel knocks the rat down.  Hansel has Strike to injure and critted (extra attack, which I missed on)... I rolled a one...

A wave of rats washes over the Cult.  The Warlock is warpfired OoA.  Blargh!!! is wounded. Arrgh!!! is wounded by a long range, lucky crossbow shot. Hansel goes down under 7 st 5 or 6 attacks. Some kind of vermin makes a crazy roll for its fear test and attacks Horst.  He is wounded (git needed a 6.)  Herman rolls horribly for his return attacks.

The Cult make a valiant counter charge.  The Witch fails to cast Skrye. Black Skaven Meanie goes down under a flurry of blows. Joseph Gibbers charges the rat that foiled Hansel's attack.  It survives 3 St 6 attacks.  A Verminkin evades Green Hood's attacks and takes Green Hood down.  Grarrrgh! knocks down a rat... Herman knocks down the vermin attacking him.

A blunderbuss goes off.  Blargh!!! and Arrgh!!! go down in a hail of shot. Joseph knocks down the rat. Grarrgh kills the rat he is fighting.  Horst survives 3 St 5 or 6 attacks and knocks down a vermin.  

Horst fails a Ld test, the Cult flee.

Blargh!!! and Arrgh!!! die of their wounds.  Hansel wins a pit fight! A Dark Elf Assassin returns a favor...

Grarrgh gains +1 WS.
The Witch gains Dust of the Blind.

The RATZ! of Doom! Doom! lose a giant rat.  Meanie fully recovers. Happy squeeks and chittering is heard from the dark corner where the RATZ! exploration and experience rolls occurred.


Last edited by Von Kurst on Sun 21 Feb 2016 - 19:10; edited 1 time in total
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSun 21 Feb 2016 - 10:50

HOORAY FOR WHOEVER!   thumbsup
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 27 Feb 2016 - 9:21

Two Months of Mordheim

Players and Warbands
Andrew--Cathayan Reiklanders
Chris--Skaven
Jim L--Pit Fighters
Jim S--The Cult of the Possessed
Kevin--Da Mob

The Ambush in Ephemeral Fog
The Cult and the Cathayans had momentarily put aside their hatred to trap the ancient foe, the Skaven...

But there was fog. Hansel and the Cathayan Noble wandered off to the west and were lost for the battle. The RATZ moved first and thus escaped the worst of the trap. The Cult rushed to cut them off, but a tiny rat moved close enough to slow them all down. (Arrgh!!!! did a stellar job for the Cult in the same capacity, though he did not last as long...)
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The Cathayans had more direct access. But more miniature giant rats harassed them as well.
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The Cathayans begin to cull the RATZ.
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Things slow down in the south...
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The rat falls and the herd rushes to be too late.
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Horst Wissel confronts his enemies.
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All of the RATZ heroes escape but the blunderbuss/crossbow git. Horst stuns him. A Cathayan takes him OoA. The Cathayans graciously allow Horst to grab the Wyrdstone and exit the table to end the scenario.

One Cathayan minion dies. A heroic swordswoman is promoted to hero for her dogged pursuit of the RATZ.

Three Skaven minions die. Much wyrdstone is collected. The blunderbuss/crossbow git will miss a game.

No Cult members die. Another Fletcher is discovered for 3 Longbows, which are sold.

Hansel Hemlich gains +1 Strength.
Jack Pumpkinhead gains +1 Initiative...
The Masked One gains Luck of the Schmuck.
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 27 Feb 2016 - 11:47

HOORAY FOR THE FORCES OF UNPLEASANTNESS & THE YELLOW PERIL!   thumbsup
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSat 27 Feb 2016 - 13:35

Thanks Al, its the little things.
______________________________________________________________________________
A Skirmish
Da Mob meet the Arm Pits

Da battle field.
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Orcs in da house.
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Save da troll!
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Tough fight.
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The hired ogre is gone, but so is Old Blue.
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Da Mob runs. Some deaths may have occurred. The Arm Pits win another game!
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSun 28 Feb 2016 - 7:48

At Two Months of Mordheim Cont'd

A Chance Encounter
The Cult bust up Da Mob again

Da Mob was carrying three wyrdstone, the Cult had two.  Festivities started with an orc boy killing one of his mates.  Then Old Blue just decided to stop and smell the mold.

Things continued in that vein for a bit.  DE III took down the Orc Boss with one volley of poisoned bolts...  Old Blue packed it in permanently after that.  No one to encourage him, I guess.  The Shaman cast nothing...  Da Mob fled as soon as possible.

The victorious Cult.  The orcs have fled...
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Two boyz died.  Da Boss wuz hardened.

The Cult accumulate eight wyrdstone and find the Fletcher's as usual.  This time they found a bow in the ruin.  The Fletcher was really careless.

Horst Wissel gains +1 I.
Arrgh!!!! gains +1 I.
Blarrgh!!!! gains +1 Ld.
DE III gains +1 W.
____________________________________________________________________________
Defend the Find
The Cathayans defend a ruin

The Pits close in.
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The sacrificial ogre goes down again!
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Once again a battle between the Arm Pits and the Cathayans results in no deaths.  The Pits win, the Cathayans collect 3 wyrdstone.
____________________________________________________________________________
Standings after eight weeks:
The Unspeakable Cult--14 Wins/5 Losses
The Ratz!--------------------10 Wins/8 Losses
The Arm Pits----------------9 Wins/9 Losses
Da Brusmashas------------4 Wins/7 Losses
The Cathayans------------4 Wins/ 9 Losses
Da Mob----------------------4 Wins/10 Losses
The Greedy Gimps---------3 Wins/7 Losses
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeTue 8 Mar 2016 - 17:59

Looks like the cult is cleaning up, with the rats not too far behind. Need to get down there for a game now that I have a fully painted orc band!
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeTue 8 Mar 2016 - 19:38

Jeez, its like raining greenies lately. Come on down!


So a Night Goblin warband joined last week and Kevin just sent me photos of his 'new look' Mob:
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Guess he got tired of us calling his ogre/troll an ogre. Looking good though, hey?
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeSun 13 Mar 2016 - 10:35

Da Real Life Blues

Players and Warbands
Andrew--Cathayan Reiklanders
Chris--Skaven
Jim L--Pit Fighters
Jim S--The Cult of the Possessed
Kevin--Da Mob
Brandon--Night Goblins(?)*

*Last I heard he was going with Norse...

So the best laid plans and all that... The last couple of weeks have been a trial for getting a game in.  Kevin and Andrew each played a game with Brandon last week.  The assumption is that the new guy lost (just an assumption, but it seems safe).   The Doomed Nights gained +9 in underdog bonus.

This week the Men's Big Ten Basketball tournament is in Indianapolis.  Horrible traffic, work and life events cut the number of attendees again.  When the dust clears we'll see what next week brings.

The Wizard's Mansion
The RATZ occupy a Wizard's Mansion.  Da New Mob and the Cult kick them out of it.

The RATZ had looted Cathayan silks before they were interrupted. Da New Mob won the roll off and closed in. The RATZ charged toward Da New Mob while some giant rats ran interference with the Cult.  

The Witch (Gretel) gave Hansel a potion of strength.  The Cult moved forward with the intent of killing all the giant rats on the next turn.  Screaming, explosions and general mayhem erupts to the west.

Naturally one giant rat survives util turn three.  Verminkin and orcs go OoA at an alarming (to Kevin and Chris anyway) rate.  More orc heroes go down than skaven heroes.

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The little white dot in front of all those Possessed is a giant rat...
The Troll charges the skaven sorcerer!
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A bloody mess with orcs and rats.
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The RATZ held on for one last punishing charge against Da New Mob, then fled when Hansel showed up.
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Da New Mob fled with eight orcs down.  Two boyz die.  One hero makes a full recovery, one is captured and one will miss a game.  Da New Mob pay over all their gold (25 gc) to get the hero back.

The RATZ fled right after the orcs with eight or nine down themselves including the sorcerer.  Some minions die.  The sorcerer gets better.

The Unspeakable Cult captures the mansion, but fails to find a Tome of Magic.  Naturally much other loot is acquired so all is not lost.

Hansel Hemlich gains the skill Combat Master.
Horst Wissel gains +1 T.
Herman Boering gains the skil Ride Chaos Steed.
Joseph Gibbers gains the skill Unstoppable Charge.

No cultists become heroes...

A Chaos Steed is found and purchased.
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PostSubject: Re: A Mordheim Interlude   A Mordheim Interlude - Page 2 Icon_minitimeMon 14 Mar 2016 - 18:57

A Skirmish
The Arm Pits try The Unspeakable Cult again.

Remember Guido the Tilean Marksman? He's back.
The marksman shot The Faceless One, The Pict and tried to shoot DE III.

In the meantime the Cult (bolstered by a Ogre Bodyguard returning a favor) smashed into the Pit's own hired ogre target (I mean bodyguard...)
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The Pits were trying to get into the center building, but the Cult wasn't having it. (Knowing that the entire Pit Fighter warband would gain +1 WS and +1 A, no thank you.)

Jim L (aka playtable) wrote:
Original warband member, the Skink style Pursuer Flounder, died.
But skink style Pursuer Bubbles III rolled L.G.T. Yay, after 18 games I finally have 6 heroes now!
(I had 2 more L.G.T. rolls right after that)

Heroes are not faring too well though...
Pit King Sir Edward has an Old Battle Wound and seems to miss every other game.
Dwarf Troll Slayer Gatekeeper got a chest wound tonight, T3.
Chaos style Pit Veteran Victar has leg injury, M3.
Undead style Pit veteran Kamahl is T2 and misses the next game.
L.G.T. Witch Elf style Pursuer Kamish II got a leg injury tonight, M3.
That makes 1/2 my heroes movement 3.
Still only 1 hero with an extra wound.
With only 2 heroes not OOA tonight I only made enough money to pay upkeep on the Ogre bodyguard and Tilean marksman.
So I'm down to 11 members, 2 hired swords, and dropped to 309.5 rating

The Cult report the death of The Pict. The Cult elected to not hire the ogre, however another Hired Sword returns a favor, so he might be back...

Green Hood, the sole surviving brethren, gains +1 Ld as his last advance.
Gretel the Witch gains -1 to the difficulty of Dust of the Blind.

The Cult invest in heavy armor for Herman, so he looks the proper knight.
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