The Fourteenth AmbushPlayers and Warbands
Chris--Skaven
Jim L--Pit Fighters
Jim S--The Cult of the Possessed
John--Da Noob Mob
Kevin--Da Old Mob
So we played one big game this week. I got to the store late and only Chris and Jim L were there already. So Jim L had set up one table... We were getting ready to play when John arrived. Since he had a brand new warband, we decided to just do a four player game: "so John won't get too beat up in his first game".
John rolled a '2', which meant he got to choose the scenario. John chose
Ambush... So the Cult rolled right over Da Noob Mob.
Of course it wasn't quite that simple. The weather was Dead Air, which meant NO magic. No lucky charms, no Rabbit's Feet. No Witch's potions, no
Eye of God. No SUPER HANSEL to save the day. That was a bit grim.
BUT, the Cult found Catacombs last week! So three wyrdstone laden heroes were going to escape no matter what...if I didn't end up going last on top of everything else.
About the battlefield. The center area was a one foot by two foot raised platform two inches tall. There was another one foot by two foot platform to the south that was only one inch tall. To the north were two eight inch by one foot platforms two inches high. There were no stairs to the east at all, which meant a defender would have to jump to get down, while attackers had to climb. I did not intend to head east. The Ratz of Doom!Doom! infested the east.
There was one ramp leading down in the northwest corner of the platform and one stair on the northeast. The stair was on the wrong side of the height though so warriors would have to travel a winding route to find themselves trapped in a
cul de sac that faced east. The Arm Pits deployed in the north.
The south had no stairs but the elevation change was only an inch, which we don't require climbing and jumping to navigate (even though we should). However the south was broken up by large ruins, which would provide cover, but also prevented a simple direct exit. There was no enemy to the south, but the Ratz loomed from the east...
The west is the best. There were a ramp and a stair to the west. At the bottom of the ramp and stair was da Noob Mob. Tons of experience for the taking...
After I moved for turn one (I went second), Kevin arrived. It was decided he should join the battle rather than wait around and do nothing. The south is open for Da Old Mob to set up in. There is no path to the south...
Turn two.
The Arm Pits make an attempt to stop the Catacombs heroes from fleeing the table.
The fast heroes and beastman smash into da Noob Mob.
Only the beastman takes down his opponent. Hansel whiffs the stupid troll. (The poor Noob troll was NEVER not stupid. Actually of the two trolls on the table, only two turns saw a troll NOT go stupid.)
The Cult's snipers. I always deploy shooting henchmen and hired swords to cover my retreat in Ambush. What's the term for doing the same thing over and over and expecting different results?
Da Old Mob push straight forward. Never mind that the only thing in front of most of them are the Ratz...
Turn 3.
I forget to move Herman and the beastman... Hansel doesn't wound the troll... Horst takes a wound but defeats the orc hero, who falls stunned to the pavement below.
Faceless the warlock is not doing well without spells.
Da Noob shaman kills him...(body removed for decency's sake.)
Turn 4(?)
Horst breaks da Noob Mob's back by killing the hapless Big Un. Its too late, the Arm Pit's ogre is looming to the north of Horst...
Da Old Mob gang up on a poor pit fighter random encounter...
Arm Pits and Ratz squabble over the bodies (not pictured) of the Cult's snipers.
Horst was taken out of action by a critical wound from the pesky Arm Pit ogre bodyguard. However Hansel fought on, unscathed. ALL of the Cult's minions fell as usual.
Da Noob Mob fled from the carnage. A Big Un was murdered by Horst. Other minions of no account may or may not have died or been fed to trolls. Da Noobs gain +4 underdog consolation.
I might be wrong, but I believe that only
Crazy Legs, Da Old Mob's frenzied boss was out of action. He died. (He charged Meanie...)
The Ratz suffered the most casualties of the attacking warbands. Meanie was shot by Guido II then attacked by Garrrgh!! the beastman as he lay stunned.
Meanie suffers a Nervous Condition (-1 I!). Meanie is a dangerous, but pale, shadow of his former self. The Sorcerer fully recovered. Other minions may or may not have died. As usual it is of no matter.
The Arm Pits lost only one Skink Pursuer, forgot his name. Killed by Hansel on the LAST Turn.
The Unspeakable Cult lost one wyrdstone to the Arm Pits, but recovered nine this week (for
13 total).
Horst survives against the odds(!) which is too true.
Faceless the Warlock dies. The Cult loot a corpse for +3 gc just because they can.
Arrgh!!!! gains +1A.
Horst Wissel gains +1T.
Joseph Gibbers gains
Web of Steel.