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 Blow up the Promethium Refiner

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Da Bank
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PostSubject: Blow up the Promethium Refiner   Blow up the Promethium Refiner Icon_minitimeWed 24 Dec 2008 - 4:31

Mordheimer and I played a new scenario for our Mordheim 40K Skirmish Game-Death Squads.

It involved one side under staffed to protect the Promethium refiner from the rivals.

The Orks were the defenders and liked their GO-GO Juice as it made their vehicles go fast and their Scorchas to Scorch.

The Orks started with 50% of his warband on the board and then they would randomly come in after that.

Colonel Commisar Dabank rose to the challenge to take the Promethium refiner back or blow it up if all else fails.

The Orks routed and the IG was able to capture the Refiner to be used for the IIG Invasion fleet.
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Chad
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PostSubject: Re: Blow up the Promethium Refiner   Blow up the Promethium Refiner Icon_minitimeWed 24 Dec 2008 - 13:29

Yay! Go IG!
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DeafNala
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PostSubject: Re: Blow up the Promethium Refiner   Blow up the Promethium Refiner Icon_minitimeWed 24 Dec 2008 - 13:34

Thank God the Humies didn't get the Mushroom Distillery! Blow up the Promethium Refiner 665330
MERRY CHRISTMAS, Da Bank! Elf
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Da Bank
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PostSubject: Re: Blow up the Promethium Refiner   Blow up the Promethium Refiner Icon_minitimeWed 24 Dec 2008 - 14:08

Thanks.

We had demo charges ready to go and if I would have blown it up I would have gotten 4D6 Credits.

It was basically ran like the Ambush scenario.

We have some things to add after playing it.

Merry XMAS to you Deafnala
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Mordheimer
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PostSubject: Re: Blow up the Promethium Refiner   Blow up the Promethium Refiner Icon_minitimeFri 26 Dec 2008 - 10:24

We played our 2nd Campaign game last Tuesday. Again, lots of fun. DaBank has been busy making scenarios to move the game from "I kill you, You kill me" to a great story base game (if players want to!) One thing I never liked about Mordheim ( affraid) was the ridiculous lack of Scenarios included in the main rules. Thankfully, great players made great Scenarios. I started a compilation of them (can be found on the site)... so we want to include MANY Scenarios.

Like DaBank mentioned, he brought the 'Pump Station Sabotage' Scenario for us to test. LOVED IT! Attackers try to destroy a Pump Station, Defenders... errr... defend it! They start with less models, the rest (and some extra) arrive as Reinforcements!) This forces the Attacker to move hard and fast... the longer they take, the harder it is! We rolled randomly, and my Orks were the Defenders. Very well balanced game and scenario... yet after play-testing we made few changes to increase the level of difficulty... balanced difficulty I may add! Instead of just destroying the thing, Attackers can claim it by making the Defenders rout and get more XP. To balance this out, Defenders rout at 50% instead of 25%...

Also, to avoid the 'Dwarf Crossbowmen Effect' (remember those guys in a 3rd floor firing 36" away?) we devised that reinforcements enter randomly on a D6 (one # per side) and on a 5-6 is Defending Player Choice. Basically... move or be moved! The scenario is action packed, to say the least!

Congratz DaBank, for a superbly played game!

Here is my battle report....

==================================================================

Game 02: The Re-Take of Promethium Pump Station Kappa-42.
Xeno
Magus Biologist Holcade was very sneaky. All those years following Xeno-Fauna had trained him in many unorthodox methods to place trackers and remain undetected. Humans were no different. While on their sleep cycles, he had sent Tobias to implant some short range transmitters on some of the men. He would learn who they were, and what they would do to confront the Ork menace. It took almost a week of senseless waiting, but eventually it was moment for action.

The Magus became aware of Intelligence reports from the main base had arrived to Colonel DaBank. While Melkor was virtually deprived of human life, auto-sensors of Promethium Pump Station Kappa-42 reported activity. Initial process for refining the precious fuel began few days ago. DaBank decided to investigate. That afternoon, over a barren building the Last Chancers observed the pump station below.
    - ‘Maggo! What are they saying?’
    - ‘Sir? With all due respect, the Albino is over 750 meters away.’ Complained the Private. ‘I know I can read lips, but they are hum lips at close range. What you are asking is just impos…’ his voice trailing low at the sight of his Commander.
    - ‘With all due respect, PRIVATE.’ Said the Colonel with any sign of emotion, while pulling his Bolt Pistol. Looking at the gun, like if it were the only thing in the Universe besides The Emperor, he continued. ‘I said, what are they saying?’
    - ‘Uhhh…’ Magoo knew well that he had overstepped the familiarity and camaraderie of the Squad.
      ALBINO: Go-Go Juice makes Wartrakks go!
      ONE-EYED ORK: Red makes Wartrakks go fasta!
      BOY: Boyz don’t care for Juice. We go now to…
      muffled explosion
      ALBINO:
      Boyz do as Boss says. I am Da Boss! Boyz no like, Boyz die! Guard Go-Go
      Juice. It makes Wartrakks go! Will talk to Mekboy fer my Wartrakks.
    - ‘That is it, Sir. They are scattering.’
    - ‘Accuracy of transmission, Maggo?’ inquired DaBank.
    - ‘70%, Sir. They are far away, and as I tried to say before, they spe…”
    - ‘Shut up. 70% is good enough for me. Lieutenant Dan, the Intelligence was right for once. This filth is attempting to steal the Promethium and mechanize. We must take the Pump Station back, or destroy it. The Orks cannot have it.’
    - ‘Very well boys. You heard the Man.’ Muttered the Lieutenant. ‘We will approach from the north end. George will provide flame cover while Alpha and Beta team will flank the enemy. If the Greenskins do not move, you will be authorized to use the Demolition Charges. If the Charges fail, shoot at the controls. No matter what, we cannot fail!’
With that said, Tobias recorded how the Last Chancers moved silently into positions. The Orks had a small patrol of eight brutes close to the station. The Guardsmen move in a classic horseshoe maneuver; the flanks running forward while the center barely moved providing cover fire. George Michael attempted to cook some Orks, who even when out of range got super-heated by the weapon. Angrily, the Ork Kommando moved to charge his attacker, only to find out he was too far away. Meanwhile the other Last Chancers forced the Orks to spread out for cover with their lasguns. Without any effective leaders, the Greenskins were at a lost.

The Colonel ordered to hold their positions and double their rate of fire. Some Orks fell… only to stand up again. They showed their resiliency, but the Guardsmen were inspired by The Emperor himself. It was a matter of time; the first Ork did not stood up. Luck was with DaBank, and no other reinforcement arrived. Sergeant Pepper opened fire, and with help of his Team, dropped two more. The Flamer burst once more, incinerating for the third time the same initial Kommando. This time, even other Orks could figure out he was dead.

The Orks looked nervous. When any of the Boyz found the courage to move forward, DaBank ordered for it to be surgically removed. From the east side, a fairly big Ork arrived with the Weirdboy. The Colonel would not make the same mistake as the last time to underestimate this crazy bastard. With a hand signal he ordered Lieutenant Dan to keep the situation under control. He took three men, and charged him. Surprised, he became overwhelmed easily. Meanwhile the large Ork engage with an Infantryman, but neither Gork nor Mork favored his battle skills. From the far south, the Albino appeared. He roared angrily and shouted for retreat.
    -‘Lets go, Boyz. We got no Wartrakks to make go. The humies can keep the Go-Go Juice… fer now…’
The
Boyz moved out of the area quickly. With the Orks on retreat, the Last Chancers had won the day! These were the strange holo-images Tobias brought his Master. Indeed behavior for Orks. He knew that the Albino was very different. He proved to be more intelligent and resourceful than the average Boss. He was capable of organizing and making tactical retreats; planning for future encounters. His problem was not the lack of resources and the limited amount of Orks at his disposal… but the Imperial Guard. Any other regular group would have been wiped out by now; but Colonel DaBank was a hard-pressed veteran and his men understood how to work at a Team. Under his guidance, the Albino would most probably be defeated.

What is Colonel DaBank was killed in action… or better yet… assassinated? Only the Holy Emperor knows what the future departs for Melkor.

==================================================================

For those at a lost... check https://boringmordheimforum.forumieren.com/sci-fi-wargames-f16/photo-game-1-t1060.htm The intro to the campaign is there. Until the next game... WAAAGH! Blow up the Promethium Refiner 387809


Last edited by Mordheimer on Fri 26 Dec 2008 - 10:35; edited 2 times in total (Reason for editing : Format...)
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PostSubject: Re: Blow up the Promethium Refiner   Blow up the Promethium Refiner Icon_minitime

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