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Warden
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PostSubject: Jungleheim   Wed 18 Apr 2018 - 18:09

Greetings wary adventurers!

At the time of this initial posting, I have so far played three simple games of Mordheim, taken pics, and written up some battle reports. In the event I play more in the future I will try and keep this thread updated!

  • Mordheim Test Game (AUG17- Bretonnians vs. Bretonnians)
  • Treasure Hunt! (FEB18- Bretonnians vs. Bretonnians)
  • Sibling Rivalry: Treasure Hunt! (MAR18- Bretonnians vs. Bretonnians)
  • Attack of the Wood Elves: Treasure Hunt! (JUL18- Bretonnians vs. Wood Elves)


Last edited by Warden on Sun 15 Jul 2018 - 8:48; edited 1 time in total
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PostSubject: Re: Jungleheim   Wed 18 Apr 2018 - 18:20

Mordheim Test Game

I am definitely not an expert, but ever since I discovered the rules a few years back I had been dying to play. The first chance I got was last summer, after several months of creating some great jungle terrain!


  1. Setup and Warband Lists
  2. Battle Report
  3. Results


Setup:

The game was very simple to prepare for, I used all the jungle terrain I could fit onto the table. The centerpiece was a giant burial mound I constructed, plus the jungle plaza and road pieces. I put the main buildings around the edges and fit the jungle trees and plants wherever they could go to make the board nice and congested.



Warbands:

Since this was the first game of Mordheim I ever played (and the first Warhammer exposure my wife has ever gotten) we kept it nice and simple. I ignored the “500 gold pieces” rule in favor of a simplified warband setup using a mixture of heroes and henchmen.

Each warband was identical in construction, using the Bretonnian Warband rules. I figured using humans on our first Mordheim match would make it simpler, plus we wouldn't need to take the obligatory skink priest and need to figure out how magic worked.

- The Questing Knight was the warband leader, equipped with a sword, heavy armor, and a shield

- Knight Errant: also with a sword, heavy armor, and a shield

- 2x Squires: one for each knight in the warband, each had a sword and a bow

- Two units of 2x Men-at-Arms: each had a halberd and a shield

- One unit of 3x Bowmen: each only had a bow, but all warband members have the free dagger too

I played as the King's Men (the Red Knights), my wife was the Templars (the White Knights).

White Knights:



Red Knights:



I glossed over most of the crazier games rules for my wife, and in interest of time. The game was crazy enough without a ton of random encounters or hazards laying over the board, or surprises each turn.

(Also wow it was fun figuring out how to add pictures to this post, thank goodness for the preview button!)


Last edited by Warden on Wed 18 Apr 2018 - 18:35; edited 1 time in total
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PostSubject: Re: Jungleheim   Wed 18 Apr 2018 - 18:26

Battle Report:


We played the Wyrdstone Hunt scenario, mostly because it looked the most fun to me before we started, and I really wanted to use the wyrdstone/warpstone tokens I made. We put out seven tokens on the board (token #4 was the treasure chest). Token #2 was inside the arch in the lower right-hand corner of the map, and token #5 was inside the pyramid house.



The primary objective was to grab more tokens than the other player, the odd number ensured there were no ties!

Deployment zones were on opposite sides of the narrow-sides of the board. I rolled to deploy first, and took the side closer to the pyramid house and the other building (red zone), with my wife taking the opposite side (white zone).

First Few Turns:

Immediately starting the game I grabbed token #2, and ran out into the center of the board with my Knight Errant and a men-at-arms backup group and grabbed token #3.

My wife took a similar aggressive strategy and positioned her troops to grab token #4 on top of the pyramid and fall back. She also placed her archers on top of the pavilion to prevent me to getting to token #1, so I counted that one as a loss.



I was not expecting her to grab token #6 so fast, and I was only able to grab #7 with my questing knight before she also fell back to her deployment zone.

During this whole time we continued to exchange arrow volleys across the center of the board, her from the pavilion and me from the building and wood bridge next to the pyramid house.

One of my squires hiding from enemy fire and trying to snipe the Templars:




My wife's archers in the pavilion, one having just been knocked down:



Final Turns:

In the end, the game came down to the final brawl inside the pyramid house.

I had four tokens and she had three, but her soldiers had the exit from the inside of the pyramid covered. My knight errant and his men-at-arms bodyguard charged her troops in order to break out of the pyramid but the attack grounded out into a war of attrition. I was able to stop her reinforcements from coming into the pyramid with my questing knight, but not before she killed one of my treasure-token carriers and stole one of my wyrdstone!



My archers on top of the pyramid didn’t wind up doing as much as I had hoped. I had positioned my archers on the top of the pyramid early in the game so that I had the high ground in the center of the board for good fields of fire. Though I tried for the last three turns to shoot down her running away questing knight (he had two treasure tokens on him that he was attempting to carry off) but his armor and the soft terrain bonuses kept him alive.
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PostSubject: Re: Jungleheim   Wed 18 Apr 2018 - 18:33

Results:

Me: 3 tokens (Loser) pale

My wife: 4 tokens (Victor) Razz

The brawl inside the pyramid house was the decisive fight. We didn’t cause many casualties throughout the game, but the combat was enough to make the crucial treasure token change hands for her to win!



The game was a lot of fun, more so than expected. The whole thing lasted maybe an hour from start to finish, including most of the rules-explaining part at the start. Initially my wife was wary of the huge amount of nerdiness approaching her as I challenged her to a battle, but her competitive spirit took over once we started and she figured out what she had to do.

I will add the next battle report later, for now here are some leftover pictures from the battle!



My soldiers, rushing into the pyramid while a squire tries to get his bow into a better vantage point atop the pyramid:



Another overall shot of the battlefield:



Army campsite next to the ruins:



Another great atmospheric shot!

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PostSubject: Re: Jungleheim   Thu 19 Apr 2018 - 3:42

Wowee, that's a strong start! Great looking board, grand warbands, & an excellent introduction for your wife -- especially since she won! (I always think winning makes for the best introduction to a game)

I can understand not wanting to use some thing like magic rules in an introductory game, but I don't think you'll find them at all difficult to use in future.

Any chance of your wife being drawn in enough to put together her own warband?
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PostSubject: Re: Jungleheim   Thu 19 Apr 2018 - 9:06

That is one heck of a battle report. Very thorough and well documented. You don't go into turn by turn detail, which I think is good.

I especially like the warband details and pictures at the start - something I'll start to do myself.
The map with deployment zones and wyrdstone markers was also nice.

I like your jungle terrain too. The camp with tents is a really nice touch.

If only I could convince my wife to try a game...

Rhydderch wrote:
I always think winning makes for the best introduction to a game

I can understand not wanting to use some thing like magic rules in an introductory game, but I don't think you'll find them at all difficult to use in future.

Both very true. I've introduced Warhammer/AOS to some coworkers here and I've only been game to go strong on one of them in the first battle - he is someone whose interest in things is generally either utterly obsessed or utterly disinterested. He had also watched about 100hrs of battle reports on Youtube before playing his first game.

The magic in Mordheim isn't as crazy as I remember it being in Warhammer Fantasy, or even AOS. I see it as an extra thing you can do in the shooting phase. Subplots or random happenings, I can understand leaving out until you both have your heads around the core rules.


Last edited by Jburns272 on Thu 19 Apr 2018 - 9:08; edited 1 time in total (Reason for editing : I knew I'd forget something.)
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PostSubject: Re: Jungleheim   Thu 19 Apr 2018 - 15:31

Rhydderch wrote:
Wowee, that's a strong start! Great looking board, grand warbands, & an excellent introduction for your wife -- especially since she won! (I always think winning makes for the best introduction to a game)

I can understand not wanting to use some thing like magic rules in an introductory game, but I don't think you'll find them at all difficult to use in future.

Any chance of your wife being drawn in enough to put together her own warband?

Much appreciated! Not having magic did help simplify things, but I am looking forward to adding it in once I start running with my Lizardmen again.

Though I doubt she will put together her own warband anytime in the near future, she is willing to play a game with any of the potential warbands I have lying around. We both tend to be "competitive" when we play games with each other, to include everything from dominos to catan, to even solitaire, so even though she doesn't have much of a background in wargaming she has enjoyed the little bit she has played so far. I know she also does it to humor me Very Happy


Jburns272 wrote:
That is one heck of a battle report. Very thorough and well documented. You don't go into turn by turn detail, which I think is good.

I especially like the warband details and pictures at the start - something I'll start to do myself.
The map with deployment zones and wyrdstone markers was also nice.

I like your jungle terrain too. The camp with tents is a really nice touch.

If only I could convince my wife to try a game...


Rhydderch wrote:
I always think winning makes for the best introduction to a game

I can understand not wanting to use some thing like magic rules in an introductory game, but I don't think you'll find them at all difficult to use in future.

Both very true. I've introduced Warhammer/AOS to some coworkers here and I've only been game to go strong on one of them in the first battle - he is someone whose interest in things is generally either utterly obsessed or utterly disinterested. He had also watched about 100hrs of battle reports on Youtube before playing his first game.

The magic in Mordheim isn't as crazy as I remember it being in Warhammer Fantasy, or even AOS. I see it as an extra thing you can do in the shooting phase. Subplots or random happenings, I can understand leaving out until you both have your heads around the core rules.

Again, thanks! I love looking through battle reports with lots pictures, there are a bunch on this forum that I need to go through in detail! It also encourages me to get projects finished so they can be included in games. I am not puritanical enough in my own games to not include unpainted models or terrain, but it always looks so much nicer when everything is complete.
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PostSubject: Re: Jungleheim   Thu 19 Apr 2018 - 15:40

Next up, game #2: Treasure Hunt! (FEB18)

1) Setup and Warbands
2) Battle Report
3) Results & Endgame, plus some critiques

Setup

This match was the inaugural game for my new gaming table, and (hopefully) for a future Mordheim campaign I intend to keep going with my wife. The full table is 4x6 feet-ish, but we played in a 4x4 blocked off space in the center of the board. I used some jungle fortress walls (badly in need of some repair work) to shorten the actual playing surface.

Unlike the last game we played, this time we actually followed the rulebook for terrain setup, by each taking turns to place one terrain piece at a time. This made setup actually pretty fun and unique; the setup was way different than anything I would have setup on my own!

The board:



Warbands:

Doing an inventory before the battle, I determined that in my collection I have enough minis to make a few different types of warbands, including Bretonnian Knights, Lizardmen, an Outlaws Warband (Outlaws of Stirland Forest rules, using my Merry Men), and a Restless Dead warband (thanks to my newly painted Wight King and Skeletons!).

For simplicity however we decided to stick with Bretonnians again since it had been a while. Warband construction also was nearly identical at the start (pretty sure we cheated again on the 500 coins rule, can't remember), with some of the squire’s weaponry slightly different:

- The Questing Knight was the warband leader, equipped with a sword, light armor, and a shield.

- 2x Knights Errant: light armor and a shield plus a mix of weaponry including greatswords (double-handed weapon), ax (count-as mace for the knight), and a morning star.

- 2x Squires: all had bows, and had either axes or swords as a secondary weapon.

- One units of 2x Men-at-Arms: each had a halberd and a shield

- One unit of 3x Bowmen: each only had a bow, but all warband members have the free dagger too. None of the bowmen ever made it into combat in this skirmish though.

My band of the King's Men:



My wife's warband, the Templars:

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PostSubject: Re: Jungleheim   Thu 19 Apr 2018 - 15:48

Battle Report:

Because we were already familiar with it I decided we would play the Treasure Hunt (Wyrdstone Hunt scenario). Seven tokens were scattered across the board, to ensure that someone would walk away with more tokens at the end of the game.

Wyrdstone/Treasure Tokens:




Sorry for the blurry pics, some of them didn't turn out very well. Lighting in the room isn't the best either Suspect



The locations of the treasure tokens are listed left to right, as according to the picture above:

1) Far left edge, in the tower above the Tuloom temple

2) Lower left-hand corner; third level on the House of the Pigeons

3) Center of the board, hiding by the luggage cart and between the Arch of Labna and the high pavilion taking up the direct center of the board

4) Sitting on the edge of the well, bottom of the board closest to the lower right-hand corner

5) Above-center, hidden below the gallows on the plaza (you can see the plaza from other pictures better)

6) Right side of the board within the roof (fourth level) of the Tower of Palenque

7) Last token was in the upper right-hand corner of the board, on the second-floor of the Rattlesnake house.

You can also see the deployment zones on this map. Since I won the roll to deploy I picked the upper left-hand corner of the board (Red Zone), while my wife got the lower-right (White Zone). We deployed from a 1x1 foot square in the corner of the board for simplicity’s sake, basically within the two buildings on either corner.





Turn 1 and 2:


The first few turns was just a scramble to grab as many tokens as possible. Token #6 in the Tower was out of reach for everyone at the moment.

My wife got first turn and quickly grabbed token #4 by the well, and sent all three of her knights to flank up to the upper right-hand corner of the board towards token #7.

Token #4 at the well:




In my first turn I was able to move my archers up the ladder on the Tuloom Temple and grab token #1, and spread my forces out within striking distance of tokens #2, 3, and 5.

One of my archers on top of the House of the Pigeons:



My Questing Knight and his squire, preparing to sneak around the cart to grab the wyrdstone:



Lucky for me I got to go first on the second turn, and was able to grab all three open tokens in the center of the board.

By the end of turn 2, I had secured four tokens, while my wife only had two. However I was painfully aware that in the upper half of the board she had all three of her knights staring across the plaza at my single Knight Errant and two men-at-arms flunkies .

Hiding behind the gallows:





Turn 3 and 4:


Turn 3 didn’t go very well for me. While my archers up in the House of the Pigeons had great fields of fire over the entire battlefield, they only were able to take one of her squires out of action.

The rest of her forces charged my knights guarding the wyrdstone tokens. One of her men-at-arms succeeded immediately at knocking down my questing knight on the first try! Not good to have your warband leader go down so easily… the only thing that kept him alive was one of my knight’s errant running over from the other side of the board to save him from getting killed on the ground.



My troubles grew much worse as I attempted to flee the upper region of the map onto the center high pavilion. Thanks to our first random encounter, an Ogre Mercenary in the form of one of my new Gatormen showed up, and agreed to lend his aid to my wife’s warband (at a price of course). He along with her knights proceeded to attack my men-at-arms, knocking one down and contesting the wyrdstone of another.

Gatorman Mercenary joins the Templars:



Neither of my men-at-arms soldier lasted very long and she stole the treasure token… Embarassed

But it did give enough time for my morning-star knight to hold off the rest of her soldiers while one of my squires sprinted his way to the top of the tower, grabbing the last treasure token (#6). This was just at the end of turn 4, right before I needed to take my mandatory route test for 25% of my warband out-of-action.

Sadly my brave knights were not very brave, and I failed my route test, forcing me to yield the field to my wife’s knights and her reptilian ally!
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PostSubject: Re: Jungleheim   Thu 19 Apr 2018 - 15:59

Results:

Me: 4 tokens No

My wife
: 3 tokens queen

Victor: Templars (my wife), thanks to me routing from the field!



Securing four tokens was nice, but not enough to stop me from failing a route test. In the end it was clearly a victory for the White Knights, especially the way things were going at the time. While at the end of turn 4 I did have the most tokens, considering where her soldiers were I was going to be hard pressed to keep my advantage in turn 5 and 6, especially with that Gatorman hacking his way through my knights. The only chance I would have had was to have all three of my knights converge on him at once, but the odds of being successful were probably not very good…


Endgame:

King’s Men:

Sadly I lost one of my men-at-arms in the battle , but I hired two more men-at-arms henchmen with some gold gained through selling some wyrdstone.

I also almost lost one of my squires, but he survived his trip to the fighting pits after a ferocious fight with an amazon (count-as pit fighter, I used my new amazon model to stand in). He did loose the fight, but only got all his stuff stolen. I had to buy him a new bow instead.

Current warband is standing ready for the next fight with 2 wyrdstone, 11 models, and a 66 warband rating thanks to the new recruits.


Templars:

My wife’s Templars survived the skirmish with no casualties, and after paying off the Gatorman mercenary she spent a few more coins on extra gear for her soldiers, including some light armor for her squires.

Currently her warband stands at 3 wyrdstone, 9 models, and a 54 warband rating.

She is currently winning the campaign too, thanks to three wyrdstone, and though my warband has a slightly higher rating this just means she gets the extra experience bonus next battle.


A few quick critiques of the game:


Positives: It was a fun one

1) Overall the game was fun. The random terrain emplacement at the beginning was interesting; we really crammed the board full of terrain, and having the tall terrain pieces served to make the board even more interesting to play on. Hopefully by the next time we play a game I have even more buildings complete, and maybe a few more road sections.

2) The gameplay in Mordheim is a lot of fun, its quick and fairly easy to explain, especially since I have most of the to-hit and to-wound charts from old Warhammer mostly memorized.

3) I am very glad I more knights on foot recently to add more potential figures to the game. Having only a small group of skirmish figures is relatively easy to convert up really quickly, especially since I have so many bits and pieces lying around.

Negatives: Too much book-keeping, not enough MORDHEIM!

1) The book-keeping for a Mordheim campaign can be rough. From setting up the warbands at the start, to all the tiny little experience point/treasure hunting things you need to do at the end, it takes a lot of time away from bashing away at your opponent’s figures on the board. I am glad we started the campaign and have a solid list of minis left for the next game, but it took a long time to get through all the extra steps, while the battle itself was only four turns! Definitely a bit detractor for us both, so I hope to figure out a way to speed it up on any future games. 

2) Mrs. Warden was displeased with the lack of gloating about her exploits in this battle report… afro



In closing, here are two more bonus board shots as a parting salvo!



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PostSubject: Re: Jungleheim   Fri 20 Apr 2018 - 3:54

Now I've never found the Mordheim campaign rules to be too complicated or time-consuming at all -- but then I was more used to the Necromunda rules, which were... involved. That said, I think after a couple of games you'll hit your stride with it & be able to run through the post-battle very quickly. In the past, I've managed to play three games in an evening, each with a full post-battle, so it might just come with practice.

Another great battle report though! Even if Mrs Warden doesn't want to build her own warbands (yet), it'll be interested seeing how she customises one over a campaign.
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PostSubject: Re: Jungleheim   Sat 21 Apr 2018 - 11:05

Wonderful reports and an excellent choice of campaign location. Lustria is my favorite, though I find we spend less and less time in the Cities of Gold and more time getting to them as my campaigns progress.

I envy the added details of labels, etc. Hope to see more.
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PostSubject: Re: Jungleheim   Sat 21 Apr 2018 - 13:09

Thank you gentlemen!

My next battle report (last one I got for now) was fought last month against my sister when she came by for a weekend visit. She had never played Warhammer before, so like my wife I had to explain how the game works and the basic rules. I did a better job this time because I taped some abbreviated rules on the wall of the game room for easy reference.


Sibling Rivalry

1) Setup and Warbands Lists

2) Battle Report Part 1: First Few turns

3) Battle Report Part 2: Last Few turns

4) Results & Endgame, plus Critiques


Setup:

The match was played with the entire 4x6ish board space this time, since I really didn’t want to use my broken-down fortress towers and walls until they are fixed. We took turns placing out the buildings and other terrain elements to satisfactory results. I was able to use my new Xochicalco and El Tanjin terrain platforms, plus two more terrain buildings that were new since the last jungle battle.





Warbands:

I let her pick the warbands involved, and we continued the trend of Bretonnian warbands jousting each other in the jungle.

- 3x Knights: heavy armor and a shield plus a sword, one of hers had a greatsword. They just used the basic Knights Errant statline this time.

- 2x Squires: longbows.

- One units of 3x Men-at-Arms: each had a halberd and a shield, one for each knight

- One unit of 3x Bowmen: each with a longbow.

Green Knights (my warband):





White Knights (my sister's warband):



We picked a random assortment of knights from my Bretonnian foot knight collection, so no Templars graced the field this time. I was the Green Knights (led by knight with the double-crossed axes) while she took the White Knights (knight with the eagle).


Last edited by Warden on Sat 14 Jul 2018 - 19:13; edited 1 time in total
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PostSubject: Re: Jungleheim   Sat 21 Apr 2018 - 13:19

Battle Report:

Another game of capture-the-flag Mordheim- since scenario we played was Wyrdstone Hunt!



I tried drawing a map so you can see where the treasure tokens were deployed better. This also shows you the names of some of my terrain pieces (most are roughly based on real-world Mayan structures)



The buildings are blue (platforms dark blue), with terrain pieces in green (trees are round). The road pieces and the plaza are grey, and for the sake of having them stand out the wyrdstone/treasure tokens are red. Deployment zones are also marked.


Locations of the treasure:

1) On top of the Palenque Tower.

2) On top of the Chicanna Temple in the corner.

3) On top of the main House of the Pigeons building along the side of the board.

4) Center of the board, hiding behind the statue on the El Tanjin platform.

5) Hidden inside a jungle terrain piece in the Plaza

6) Top story of one of the houses on the far side of the board

7) Top story of the house that was on top of the Xochicalco platform.

My sister deployed her knights and soldiers in the White Zone, while I deployed opposite her long ways on the table in the Green Zone.



First Few Turns:




The first two turns ended with our warbands being just out of contact with each other. We immediately raced towards the center to grab the unattended treasure, with my warband quickly securing tokens #7 and #5 in the plaza. Meanwhile my sister’s minions had captured three, securing #2 at the Chicanna temple in the corner, #1 on top of the tower, and #3 in the center of the board on top of the platform. This put her in superior position for commanding fantastic archery fields of fire across the entire board.

Her archer on top of the tower preparing to rain down arrows on my warband:



My sister’s lead knight takes control of the wyrdstone in the center of the platform:



In contrast I had only two tokens, with #6 just out of reach and #3 within easy grabbing distance of her archers. I planned to rush her knights on the platform during turn 3, but the jungle had other plans during the Random Encounters phase…



A pack of feral dogs appeared on the board, and as luck would have it they spawned directly behind the main thrust of my warband!



It was at this point I knew I was in trouble. I had to sacrifice one of my archers to deal with two of the dogs, while a long men-at-arms was brought down by the third one. We technically needed to have a pack of 6 dogs appear, but I only have two actual dog models on hand. The third dog was represented by an undead skeleton dog that came with the Kings of War skeletons box.

My poor archer attempts to fight off the dogs: No



With the pack of dogs behind me, the rest of my warband prepared to engage the brunt of her fighters in the center of the board by the plaza:



The only true victory (for me) during the first few turns for me was the fact that two of my archers, having taken up a good position in one of the outlying buildings, succeeded in taking down her lead knight while was celebrating his treasure!



Definitely a very fortuitous set of dice rolls on my part, as he was in cover and had heavy armor.
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PostSubject: Re: Jungleheim   Sat 21 Apr 2018 - 13:24

Battle Report (continued):

Last Few Turns:

By the start of turn 4 my sister had lost one knight to my archers, while I had already lost two peasant soldiers to the rabid dogs that were still closing in on the back of my warband. One of my squires was able to sneakily scramble up and grab token #6, bringing our wyrdstone counts up to 3 for me and 4 for my sister.



This is when the battle became more of a slog. Our forces collided at the side of the plaza, and for the next two turns our knights and men-at-arms battered each other for supremacy of the treasure token in the hands of my green foot knight:



Since this was the first battle my sister ever fought we didn’t take any route tests where all the warband members flee off the board when loosing 25% casualties. We had both lost enough models by this point, due to the combat and the dogs, but during one of the turns (turn 6?) I scored another random happening roll. Instead of a hindrance this one actually gave me an extra wyrdstone token, bringing our totals to a tied 4 to 4.

This meant that the only token that was contested was the one carried by the knight in the middle of the melee in the center of the board… so we decided to fight it out and see if my sister could wrest a victory away from my heroic knights!



After SEVERAL more turns (we went all the way to turn 10!) and totally forgetting about the archers because they were shooting abysmally, my warband finally started falling apart. On the last turn all my troopers were dead, with only the green knight himself remaining. After surviving another few rounds of combat in which he was alone and unafraid, fighting her knights and men-at-arms in the front and simultaneously fighting the feral dogs in the back, he succumbed to his wounds and was taken out of action... pale

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PostSubject: Re: Jungleheim   Sat 21 Apr 2018 - 13:31

Results:

Me: 3 tokens No

My sister: 5 tokens cheers

Victor: the White Knights! (my sister)


A few critiques/things we learned from the game:

Positives:

1) I am glad I made more ladders before this game, they add a lot to the “height” of the table, giving the minis more places to explore:



2) The growing collection of Mayan/Lizardmen terrain looks great on the table! Very Happy







3) Having the rules posted on the wall were super helpful for quick and easy reference during the game instead of constantly flipping through the book. study You can kinda see them posted on the upper-left of the last picture.


Neutral:

1) Technically it’s a negative because it did make the game drag on, but deciding to prolong the game and forgo the route tests was still a good decision in this case because we had the satisfaction of fighting out a duel in the center of the board. It was a ton of dice rolls, but my knight was able to achieve a glorious demise, and my sister was able to secure her first Warhammer victory!

2) ALSO I realize that now I am posting this that one of the reasons this dragged on so long was because I completely forgot about the critical hit rules!


Negatives:

1) Deploying the huge board was fun, but next time I would deploy the opposing forces along the short edges of the table. Having to run across 6 feet of space meant that essentially nothing happened the first three turns… Suspect

2) Other than taking out her knight early in the game, archery didn’t do too much as we were constantly dealing with long ranges and cover. I think if we had made the board smaller it would have mitigated this. Or deploying opposite the short ends of the table.


Overall, the game was a lot of fun!, I hope you enjoyed the battle report. Very Happy
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PostSubject: Re: Jungleheim   Mon 23 Apr 2018 - 4:06

Those are all good lessons to learn. For Mordheim, you can never have too many ladders. 4'x4' is a good size for a two player game -- like you say, anything more just means more running around until you reach the 1/4 of the board you'll actually fight across! Having rules posted on the wall is also handy; personally, I always make sure to have a couple of copies of the original playsheet (read cheat-sheet) on hand, & a summary of different weapons posted up (it saves checking the rulebook each time you need to know the range on certain weapon). Duels are fun & cool, & worth extending a game for. Shooting is... unreliable, though some people swear by it. I'd say the noble knights of Bretonnia would rather fight by hand though.

The playsheet & my weapon chart are in here if you want them: https://drive.google.com/drive/folders/1WRh1FsoeXYKBYETFA5Bno1IAJnL69TLx

& that is really nice scenery! Even more impressive that you can fill a 4'x6' board while still refusing to use an entire fortress' worth because you want to make it better!
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PostSubject: Re: Jungleheim   Mon 23 Apr 2018 - 8:41

Great looking table Warden. Usually when you see a Lustrian themed board it is mostly jungle; the dense ruins are unique.
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PostSubject: Re: Jungleheim   Mon 23 Apr 2018 - 10:53

You have some SPLENDID looking miniatures & some LOVELY terrain to place them in. OUTSTANDING WORK! thumbsup
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PostSubject: Re: Jungleheim   Wed 25 Apr 2018 - 16:24

Great report. Love the terrain. thumbsup thumbsup
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PostSubject: Re: Jungleheim   Sat 14 Jul 2018 - 19:12

Fellow Mordheimers it has been some time since my last game, however I was able to play two great games of Mordheim last weekend while my brother and sister visited. Here is the first of the two games!

Battle Report: Attack of the Wood Elves

1) Setup and Warbands Lists

2) Battle Report Part 1- First Few Turns

3) Battle Report Part 2- Mid and Endgame

4) Results, plus Critiques



Setup:

The match was played over the entire 4x6 playing space. Even though this is a bit too large for only two Mordheim warbands, we were really excited to use my brother’s river segments and swamp terrain pieces for the first time.



The canal pieces looked fantastic amongst my jungle terrain collection, giving the effect of giant canals running through the ruins of a lost Temple City!



You can see his swamp tiles in the corner of this picture:




Warbands:

During this battle I fought with my Bretonnians once again under the leadership of Sir Boran the Undying (heraldry: two red axes crossed on field of green), while my brother took to the field with his Wood Elves. This battle marked the first time my brother has ever played Mordheim, and the first time either of us have experimented with the Wood Elf Mordheim rules.

Here is my Bretonnian list:

- Sir Boran (Questing Knight): sword and shield
- 2x Knights Errant: one with greatsword, the other with a sword and shield
- 3x Squires: all with longbows
- One units of 2x Men-at-Arms: each had a halberd and a shield
- One unit of 2x Bowmen: each with a longbow




I am not sure exactly what everything was using on the Wood Elf side other than a healthy assortment of elf bows for extra range. One of the heroes also had Birch Wine to give his elves extra bravery/immunity to stunned during the battle (which I am pretty sure we forgot about as soon as the battle started):

- Way-Warden: the leader of the bunch, also head a greatsword I am pretty sure
- Spellwalker: basic wizard
- 2x Pathfinders (heroes)
- Two units of 2x Glade Guard
- 1x Hunting “Cat”: proxied by one of my Bretonnian wardogs since we didn’t have any cat looking models in either of our collections.




My brother didn’t realize until after the game was over that he technically could not have brought the hunting cat unless he also had a Wild Hunter hero in his list, good to know for next time we play! He also hopes to convert up an actual hunting cat model, maybe out of a mountain-lion or something similar. If I ever make a jaguar for my jungle terrain setting that could work too.
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PostSubject: Re: Jungleheim   Sat 14 Jul 2018 - 19:20

Battle Report:

The scenario we played was Wyrdstone Hunt!



Since my overhead shots didn’t turn out well, this was the best long-view to give you a good idea of what the board looked like. Also here is the top-down drawing:



Buildings and platforms are in grey, surface roads are brownish. I had to change them from blue due to the addition of water features in this map! Green is of course small jungle terrain features or trees.

We took turns setting up the treasure tokens first:

1) Top floor of the House along the top of the map
2) Top floor of the Palenque Tower
3) Top floor of the Uxmal Long House, which was on top of the Sayil Platform
4) Top floor of the House of the Pigeons, which was also on top of the El Tanjin Platform
5) Hidden under the Rattlesnake House
6) Sitting in a jungle terrain feature on top of the Snake Pit.
7) Top floor of one of the side sections of the House of the Pigeons at the bottom of the map.

When building the map we tried to give lots of movement options both on the group and especially up high above the canals down below with a liberal use of ladders connecting between the buildings, platforms, and towers. We also deployed some of the roads over the canals to allow faster movement. We decided before the battle started that any figures (that did not have the aquatic special rule) would have to move at half speed if they decided to move or run through any water feature, canal or swamp.

After the map was set up and treasure tokens hidden, we deployed our forces along opposite long edges of the map (I was in the green zone on the left, my brother deployed his wood elves along the red zone on the right).



First Few Turns:



Because of the large size of the playing area, little happened during the first few turns as our warbands raced to secure as much treasure as possible. My warband seemed to have an advantage of being closer to more tokens, but my brother’s wood elves had a lot of speed on their side, especially with his hunting cat.  He raced to move over the archway over the canal first to secure the token within the Rattlesnake House (token #5), while at the top of the map his archers moved to secure token #1 across the swamp.



In my turns my valiant Bretonnians moved towards of the Palenque Tower, hoping to be able to secure its high vantage point and token #2:



My largest contingent of forces, including two Knights Errant and two Squires, rushed up the platform ladders to reach token #4 before the Wood Elves make it across the arch. Since this location was near the center of the map, I figured it was the best place to make my stand against his superior speed.



Meanwhile a lone Men-at-Arms takes a plunge into the waters of the canal to secure token #7 at the bottom edge of the map, which luckily for him the Wood Elves decided to ignore for favor of massing their firepower in the center of the map:



At the start of Turn 3 the first Random Encounter occurred, unleashing a Storm of Chaos onto the map. The Storm Gods decided that two of our heroes (randomly selected) would be their champions and were ordered to fight to the death. However our close combat heroes were ignored in favored of one of my squires (Friar Tuck) and his Spellwalker (the wizard)… two of the weakest heroes on the board, let alone each warband. The storm gods have an interesting sense of humor…

My squire and his wizard now rushed towards the center of the map to meet each other in single combat.

However by the end of Turn 3, fortune favored the Bretonnians. I had managed to secure 4 out of the seven tokens (2, 4, 6, and 7), while my brother’s wood elves had only secured 1 and 5. Token #3 still unclaimed, and my men-at-arms in the bottom of the map had managed to secure both token 6 and 7 from the wood elves.

Here, my Men-at-Arms cowers behind some soft cover with his treasure, fully aware the Wood Elves on top of the arch have him in their bow sights:



Token 7 is secured, and this Men-at-Arms ponders his situation: stay put behind a solid stone wall or risk running out into the open to be pelted by the Wood Elves now sitting on the high terrain just outside the building?

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PostSubject: Re: Jungleheim   Sat 14 Jul 2018 - 19:30

Midgame:

My Bretonnian were in a great position at the start of turn 4, but here is where things started to fall apart. I decided to play things a bit more aggressively by splitting my forces. Friar Tuck the Squire was already on his way to engage the elven wizard, so my second squire followed him along with a Knight Errant for backup.

My other two knights meanwhile were directed to move toward the center of the board and capture token #3 before the Wood Elves reach it. I was gambling that if I could deny my brother a third treasure token my victory would be assured.

Here is my other Errant charging across the ladder over the canal:



My Questing Knight exited the relative safety of the Palenque Tower in order to cut off the Wood Elf Way-Warden from reaching token #3 first. I assumed that if the Way-Warden did charge up the ladder, he would be easy prey for my heavily-armored knight.



Friar Tuck, my squire still en route to engage the Spell Weaver, stares him down in this picture, preparing to charge next turn:





Unfortunately things did not go as I had planned.  Embarassed



One of my brother’s Pathfinders peeked out from his hiding spot behind a stone and with a precise shot and perfect set of dice rolls, sniped my Knight Errant crossing the canal:



Meanwhile the Way-Warden, spotting the obvious trap of climbing the ladder and challenging my Questing Knight in single combat, made a dash for the Tower of Palenque instead. One of my bowmen valiantly attempted to stop him from climbing the ladder, but failed to stand up to the wood elf’s great weapon attack on the next turn.  




To top everything else off, my brother’s wood elf firing line was commanding great fields of fire in the center of the board atop the archway, and were raining deadly accurate bowfire over my troops positions.



Their accurate elf bow fire took out my other peasant bowman and a squire, and managed to knock Friar Tuck off his feet just as the Spell Walker reached him to engage in their storm-appointed duel.



At the end of turn 5, I still had four treasure tokens in my possession, but things were not looking good as I had lost 3 warband members in a single turn, and the wood elves were getting closer!



Final Turns:

At the start of turn 6 the wood elves successfully exploited their initiative.
The hunting “cat,” with treasure token in tow, charged into my Men-at-arms hiding by the snake pit to contest his treasure token:



In the center of the board, my Questing Knight attempts to finally secure a fifth treasure token, but he is knocked down by concentrated Wood Elf firepower (in fact he was hit so hard his shield accidentally failed off when he failed his armor save):



The following turn, against all odds Friar Tuck was still alive, but my Men-at-arms was mauled by the hunting cat, meaning that total treasure tokens were now tied at 3-3:



At this point things did not look good for me, with my brother’s Way-Warden racing up the Palenque tower to steal another token from my Squire, I was about to drop down to 2 tokens. In order to save him I decided to gamble once again, this time with the fate of my Questing Knight. At the start of the next turn, he got to his feet, grabbed token #3, and jumped from the top of the Uxmal Long House onto the platform below, in order to rejoin his comrades and make a last stand…

… and failing his jump test, he promptly stunned himself at the edge of the platform. affraid

This made him an easy target, and he was again sniped by one of my brother’s pathfinders, at almost the exact location his fellow Knight Errant had met his doom a few turns earlier...

I was back down to three tokens, tied to my brother’s 3, with at least two more ready to be contested in the next turn.

At the start of turn 7 I elected to voluntarily route with my battered Bretonnians to head back to base came and lick our wounds, and surrendered the field to the valiant and hard-fighting Wood Elves!
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PostSubject: Re: Jungleheim   Sat 14 Jul 2018 - 19:32

Results:

Me: 3 tokens
My brother: 3 tokens

Victor: ceded to the Wood Elves! Elf

A few critiques of the game:


Sustains:

- Trying out a new warband, the Wood Elves, was a lot of fun! It was really interesting to see the dynamic difference, not only in shooting power, but also in sheer speed as the Wood Elves moved across the battlefield. The Bretonnians will have to be much more strategic next time they encounter them.

- The addition of water features looked great on the table! I hope to make some of my own at some point following portions of my brother’s construction methods.


Improves:

- Technically my brother’s warband roster should not have included the hunting cat due to the lack of wild hunter, but that is an easy fix by swapping out one of the pathfinders next time instead.

- The board was a bit too large for only two armies… but we were having fun so this one really doesn’t count either. Plus the board looked great!


I hope you all enjoyed the report!
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PostSubject: Re: Jungleheim   Sun 15 Jul 2018 - 5:44

That is a SPECTACULAR gaming board, WONDERFULLY imaginatively made. I'm more into the visual aspects than the actual game. OUTSTANDING STUFF! thumbsup
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