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 PvE Mordheim Campaign

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Bolbotos
Zero2Hero-DK
SerialMoM
Zekk
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xFAZIKx
Youngblood
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xFAZIKx


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PostSubject: Re: PvE Mordheim Campaign   PvE Mordheim Campaign - Page 2 Icon_minitimeThu 26 Jul 2012 - 17:24

Turn limit 8 (which BTW is too low) in Mission 2 is still missing Smile

What happens to the unfortunate heroes who get both of their arms/legs chopped off? Or become blind in both eyes? Or one of their stats reaches 0? Normally they would have died but since they can not die in the course of PvM ...
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Zekk
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PostSubject: Re: PvE Mordheim Campaign   PvE Mordheim Campaign - Page 2 Icon_minitimeThu 26 Jul 2012 - 17:38

hah good timing, just doing my forum rounds here.

The turn limit for that scenario seems to be more dependant on terrain and how its setup. the way we had it, 8 was a good amount. 2ft x 2ft tables are quite small, 4 turns spent moving at base speed and youre across the board, leaving 4 turns for combat.

perhaps a battle report of some sort, detailing turn by turn and a pic of the terrain you use, could better help me understand the situation?

we originally had it set to unlimited turns, but it ended up that the player would sit in the sweet spot, wait an unlimited amount of turns until the dice turned up in their favor for which direction the sentries face, then they would strike. so , turn limit was placed to cause people to put some hustle in their bustle.





as for heroes and such increases. This was actually something that came up at our last games day as a hypothetical question. The rule says that they re roll death results, that is all. If a model is blinded in both eyes, the model doesnt die, its forcefully retired. Which still stands here.

HOWEVER, might I add this. In our campaigns, for the past 10 years, we have always played a house rule where no hero can die in its first 3 games. All death results get downgraded to Multiple Injury. this was just an adaptation of that house rule. Generally in 3 games, a hero wont roll Blind / Amputate three times in a row.
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crazygandalf
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PostSubject: Re: PvE Mordheim Campaign   PvE Mordheim Campaign - Page 2 Icon_minitimeThu 26 Jul 2012 - 21:04

After playnig these two scenarios (5 people the first one, and 3 guys also the second one) some clarification to the rules is needed.
Scenario 1
1. How many buildings should be on the map? We played with three buildings in every corner excpet the starting one and found that it''s almost impossible (only fast warbands may have a little chance to capture the chest or the very lucky which rolls 12 in the first building) to last no more than 8 rounds.
2. When the first scanario is won? You wrote "if their warband has control of the treasure chest". But does it mean to get the chest off the board, or just finding it and keeping in hands, reading "controlling".
3. I think increasing chances to find the treasure will be a lot better for slow warbands, giving them chances to escape. For example the treasure is found on a score of 10+.
4..I would go further to point 3 and make the game more interesting. After finding the treasure every last enemy models who stands on battlefield will move as quickly as possible (even running) to retrieve the treasure, charging every models who stands on their way and is in a charge range.

Scenario 2
We found that alarm is triggered i 1 round or being very lucky in second. There is almost no possibility not to trigger the alarm without moving.
1. When the rolls for initiative checks for sentinels should be made when shooting? After every shot? Or as just described in fifth scenario analogously, at the end of the shooting phase, making 1 initiative check for each missile weapon that was fired and missed. Playing long range warbands triggering the alarm rolling after each shot you can be almost sure that the alarm is triggered in the first round of combat.
2. The same question goes when two models fighting from the back of sentry. The test is made after the first one attacked, or after both of them?
3. Cosmetic change. It should be written that sentries are Missile Troops. Reading your rules, only last sentence "Sentry models are no longer counted as sentries for all intents and purposes of the special rule, but will remain stationary, and shoot at any Hero models within range and Line of Sight." told us that they are shooters.
4. During the Sentries Turn is the initiative check is made for every hero model in sight behind cover? For example one sentry saw 4 models in cover, so there were four rolls, and then another sentry saw the same group, and another 4 rolls. Alarm was going to sound for sure. Very Happy Or just one roll per sentry per phase (moving, shooting, close combat etc). One roll gives you more chances to avoiding the alarm. In the example above only two rolls.
5. Shooters should be more mobile I think, not just standing and waitng. We had situations when just moving 1" gave the oppurtinity to shoot. It looks strange when they are just standing.
That's all that came at the moment after playing some game. Thanks for the rules, the were quiet fun to play. Very Happy

Some photos should be possible, cause Fazik made some as we played.[b]
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Zekk
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PostSubject: Re: PvE Mordheim Campaign   PvE Mordheim Campaign - Page 2 Icon_minitimeThu 26 Jul 2012 - 21:12

lots to read, thanks for the feedback!
right now Im working on the scenarios for Part 2 of the campaign. once I get through that, ill go over your feedback with greater detail and address / update where I can.
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PostSubject: Re: PvE Mordheim Campaign   PvE Mordheim Campaign - Page 2 Icon_minitimeFri 27 Jul 2012 - 0:40


Scenario 1:
1 - as many as needed for a 2'x2' table. I think we had about 7 or 8 on our table.
2 - Control = Has the chest. Capture = Escaped with chest. escaping takes place when you return it to the deployment zone. this isnt meant to be accomplished by everyone, its a bonus, so to speak.
3 - Agreed. It was originally supposed to be 10+ starting roll, with a +1 added to the roll after each failure. (if that makes sense) This is a copy.paste typo from stealing rules off the original scenario
4 - Being scenario 1, its meant to be painfully easy. They get harder as they go on. Swarming the warband at the end might be a tad over kill?

Scenario 2:
1 - I think you may have mis interpretted how / when the alarm is sounded. When we play, the alarm usually isnt triggered till mid-way through, at the end, or at all even. However, placement of Sentries is key here. Perhaps with your terrain, it might be best to reduce the amount of sentries by 1, or throw a few more buildings on. With our terrain, ti was so busy that rarely would a model be able to be spotted by more than 1 sentry at a time. Sometimes, 2.
The rolls versus shooting are made After each shot. Roll to Hit, Miss. Roll Alarm Check. We never had any shooty warbands in our group, most players simply avoided the sentries best they could. So this is definetly something worth changing. Im thinking one roll per sentry that was shot at, that turn, regardless of how many shots missed. yah, that sounds solid. gonna update it.

2. At the end of the close combat phase. However at this point, no checks would be needed. If the sentry isnt dead, he knows theres enemies and will shout out!

3. Will add in that Sentries are missile troops. Thanks!

4. Correct. One check for each model that can be seen by a Sentry. Stay out of sight better! this is where the Hidden rule comes in quite useful.

5. Mobile sentries was something we thought of, but, again, this is meant to be an easy scenario for breaking in players. Too much difficulty and people will get frustrated. Creating a set of rules that Sentries would follow for movement is harder than it sounds, without creating more issues. Think of the movies, when you see goobers at their posts. usually theyre sitting down, playing cards with each other, havin a few drinks. etc. Thats the kind of sentries we're using here, minimum wage government-employed Sentries.


Ill look into updating the PDF soon with some of these changes! thanks for the feedback guys! keep it coming. My group hasnt gotten to Scenario 5 yet, so Im sure there will be some more updates to come once we do. That one hasnt been tested at all.
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PostSubject: Re: PvE Mordheim Campaign   PvE Mordheim Campaign - Page 2 Icon_minitimeThu 9 Aug 2012 - 23:37

sorry for the lack of updates folks. Its been a very busy and painful past two weeks. But, my gaming group has completed the PvE section of the campaign. Not many changes were required in the final two scenarios, but there were some changes none the less. An updated version of the rules will be posted shortly for anyone still interested in this.

Part 2 of the campaign is almost finished. Finalizing all the scenarios and proof reading, etc. anyone interested in that stuff, lemme know. I ll spare the mordheim community from yet ANOTHER fan-made campaign. lol
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Zero2Hero-DK
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PostSubject: Re: PvE Mordheim Campaign   PvE Mordheim Campaign - Page 2 Icon_minitimeFri 10 Aug 2012 - 12:07

Still very interested in your take on the campaign rules Wink so please don't hesitate to update this thread! If your done with the rules I'll take a look at it with feedback intended!
Keep up the good work!

btw, are you implementing campaign objectives in part 2 of the campaign?
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crazygandalf
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PostSubject: Re: PvE Mordheim Campaign   PvE Mordheim Campaign - Page 2 Icon_minitimeWed 15 Aug 2012 - 13:27

Also still interested. Very Happy And waiting or changes to the last scenarios.
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PostSubject: Re: PvE Mordheim Campaign   PvE Mordheim Campaign - Page 2 Icon_minitimeWed 15 Aug 2012 - 15:43

check out this thread:
https://boringmordheimforum.forumieren.com/t6697-campaign-hunt-of-the-great-white-buffalo

its the next part of the campaign, as well as updated rules to the first part (This PVE stuff !)

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