(Everyone... excuse the low quality photos. Deaf Nala... excuse the unpainted... everything.
The news of the lost band of elves in Mordheim caused concern in the ranks of the Shadow Warrior. Another band of Shadow Warriors scouting on the edges of Sylvania were commanded to enter Mordheim to investigate and to report back on the growing influence of chaos. The victory of chaos also rippled through the followers of chaos. The rotten god, Nurgle, was pleased with the success and blessed the marauder chieftain with his rancid mark. He has seen Mordheim as an opportunity to strengthen his grip on the world and so has sent his carnival of chaos into the city. The days are growing darker indeed.
The promise of riches and power is tempting but still out of reach for those warbands in Mordheim. Therefore news of a monster (and its treasure) was too much to resist. The Marauders of Chaos (LS) and the Carnival of Chaos (JF) joined forces to hunt for this beast for Nurgle's glory. The blood god, Khorne, was not about to let Nurgle get an easy victory and sent his Beastmen Raiders (NG's Khorneflakes
) to claim the victory for himself. They came across the ragged band of Reiklanders (BN) and 'convinced' the humans to help them. The threat of Nurgle temporarily outweighed the desire for further bloodshed but in the end it is an alliance in name only. Meanwhile the Shadow Elves (MD) saw an opportunity to extract revenge on the forces of chaos who slaughtered their brethren. They swallowed their pride and approached the Dwarf Treasure Hunters (AR) for an alliance. The lure of treasure was enough for the dwarfs to agree to the deal.Set Up
This game was a two-versus-two-versus-two battle. The warbands in each of the three allied teams moved simultaneously with their fellow warband to save time. The scenario was Monster Hunt from the 'Chaos on the Streets' article found in the Mordheim Annual 2002 and was played on a 6' x 4' table. The type of monster was unknown until the first encounter.Round 1
The Carnival convinced the Marauders to take out the humans first before focusing on the monster. (JF didn't realise that the victory condition was simply to kill the monster and have no enemies within 6" of the lair. He thought that the other warbands had to be routed.) The followers of Nurgle advanced towards the humans.
The four Reiklander Marksmen formed a defensive line on the nearby hill. Meanwhile the Captain, Kristof, with a Champion, Bo, advanced forward towards the lair while the other Champion, Jo, headed towards a nearby hut with an intact roof. The Beastmen remembered the delicacy of elven guts and headed towards the four elves who were defending the second floor of a nearby building. The Shaman, Grox Farsight, used his Wings of Darkness to dart ahead into the complete open.
The nimble elves climbed up top of the walls on the roofless building and spotted the advancing beastmen. The dwarfs down below also lined up the shaman in their sights. It was obvious that Grox Farsight had already seen this part of the battle previously and not one of the two arrows nor three bolts touched him.Round 2
The Marauders half-heartedly moved forward while the Carnival advanced with determination. The performers could not avoid coming into view of the Marksmen. Two heroes (a Strongman and a Tainted One) fell in quick succession. The Champion, Jo, came to the dreadful realisation that the hut would be difficult to climb after losing his footing on his first attempt.
Grox Farsight flew up to charge one of the elves on the top of the two-story building. A second elf nearby charged in to assist his comrade. The three warriors danced upon the narrow wall trading blows. Grox's wings obviously gave him the ability to balance better than expected for a beastman.
The remaining beastmen and the dwarfs enter the building from opposite ends.Round 3
The Marauders realised that they should not divide their forces and rush forward in support of the Carnival. Three warhounds of chaos advance towards Campion Jo and move into the open space to draw fire away from the other warriors. A single warhound is lost. Jo starts to get desperate but fails to climb up again.
Meanwhile, the beastmen finally engage the dwarfs in battle on the first floor of the elves' starting building. Two warhounds of chaos for the beastmen are quickly taken out of action. The shaman, Grox Farsight, takes out one of the elves before the elf, Cúel, takes Grox out of the battle.Round 4
The Marauders and Carnival finally realise that victory lies with the monster and its loot rather than fighting the other warbands. (BN reads the scenario rules for victory out loud again and JF and LS realise that if they move quickly to defeat the monster then they might be able to win while the dwarfs, elves and beastmen are locked in battle. LS tells JF "I told you so".) They head to the opening of the monster's lair. A warhound of chaos charges the Champion, Bo, who is saved by a lucky charm. The last Strongman for the Carnival attempts to charge the Champion, Jo, but misjudges the distance and fails. Jo finally climbs to safety.
Unfortunately the Khornflakes voluntarily rout leaving the Reiklanders without an 'ally' (not that the beastmen were of much use as allies anyway). Kristof the Reiklander Captain counter charges the warhound of chaos attacking Bo. The Reiklander marksmen let off another deadly volley of bolts and scored a head shot to instantly kill Hannibal, the Carnival Master, while also taking the Freak out of action (the Marauders' Condemned hero).
Free of the beastmen, the dwarfs and the elves set their sights on the monster's lair. The three remaining elves climb down although on loses his footing and falls. He is only knocked down but one of the dwarfs comments to his fellow clansman that it was like "watching a leaf fall to the ground and hurt itself". Both warbands are unable to get close to the lair though.Round 5
The monster charges forth into the Marauder Chieftain and is revealed as a young wyvern. The wyvern fails to injure the chieftain who was blessed by Nurgle after the previous battle and is now Toughness 6. The chieftain retaliates and gets a lucky master strike to wound the wyvern twice.
The appearance of the wyvern and the lost of their Carnival Master is too much for the rest of the Carnival who routs. The Marauders realise that they only have a brief period of time before the dwarfs and elves approach the lair and calls out for an alliance with the Reiklanders which is greatly accepted. The remaining Marauders charge into the wyvern and one of the Marauder Champions also scores a master strike to take the wyvern out of action. The battle is won by the Marauders and the Reiklanders.Aftermath
The alliance between the Marauders, Carnival and Reiklanders was surprisingly honoured and the young wyrven's hoard was shared. The forces of chaos must have been wary of the line of marksmen who had them in their crossbow sights. Three shards of wyrdstone was found and split evenly between the warbands. After that the Marauders were satisfied with a suit of Heavy Armour and the skull of the wyvern to put on the mantle in their cave or something. The Carnival scored a suit of Light Armour and 30 gold crowns while the Reiklanders found a shield and 25 gold crowns. It appears that a sword that was also found was misplaced while the goods were being split up between the warbands.
During exploration the Marauders found a Fletcher (3 3 3) but the only item of worth was a bow which no one knew how to use. They also found another 4 shards of wyrdstone. The Carnival found a Straggler (4 4) which was sacrifice to initiate their new leader, one of the Strongmen. It is not yet sure whether the Strongman is talented enough to lead the Carnival and there are rumours that this may have been their final performance. They also found a Jewelled Sword and Dagger in an Overturned Card (5 5) and 4 shards of wyrdstone. The Reiklanders forgot that they had a map of Mordheim to help them and only found 2 gold crowns in a Ruined Hovel (6 6) along with 4 shards of wyrdstone. The Beastmen found 3 shards of wyrdstone and 1 gold crown and a Lucky Charm in a Shop (2 2). The dwarfs freed some Prisoners (3 3 3) and surprisingly one was a young dwarf who agreed to join the warband alongside another Beardling. The elves quickly melted back into the shadows and it is not known if they found anything of note.