Post by Deleted on Apr 12, 2018 16:16:02 GMT
Welcome everyone! I've decided to keep the Mordheim stuff separate from my 8th stuff as I'll be painting and collecting Mordheim for the forseeable future.
I'll start out with a batrep!
The scenario: defend the find.
The opponent: Outlaws of Stirwood Forest. His army consisted of 5 heroes (a bandit leader, two champions, a cleric, and a petty thief) and SIX marksmen. I was clearly going up against a shooty army...
Here's some pictures of the game and the highlights of what happened:
The table:
The setup: He has to deploy inside the central building or within 6" of it; he elected to put 4 of his heroes on the ground floor and his six marksmen and a petty thief on the upper floors of the ruin. I set up a pincer, deploying my army on three sides.
Turn 1: No combat and no shooting on my part; everyone ran up taking cover where available in anticipation for an assault of the building next turn. The pincer formation worked as my opponent split up his fire all over the place and so shooting was ineffectual - he either missed or couldn't wound my T4 models.
Turn 2: My beast Chieftan and an ungor engage a champion on one side of the ruin. A Gor and a Great Weapon Bestigor engage his bandit leader, and a Gor engages his other champion. My shaman manages to successfully cast Dark Blood on his cleric - for those of you unfamiliar: the Chaos Mage cuts his palms and jets of burning blood scorch and maim his opponents. This is a shooting attack with an 8" range, it causes D3 S5(!) hits on the first target in the chosen direction of the spell. You then have to make an injury roll for the Chaos Mage. I managed to stun my opponent! But I also stunned myself in the process. That's okay as it kept the cleric out of the fight(s) and from casting spells. It also eventually led to his being taken out of action (more on that later). In the combat phase my Gor/Bestigor combo managed to take out his bandit leader! UNFORTUNATELY it was the Gor that killed him, he managed a critical hit on both his club and his dagger attacks! Poor guy didn't stand a chance. His leader fully recovered of his injuries and is ready for the next game. My single Gor engaged with his champion managed to miss with both club and dagger! My Gor was then stunned for his troubles (uh oh). My Chieftan and my ungor both managed to either miss or not wound the champion they were fighting. The enemy champion also missed with his attack.
During his turn he did some shooting and managed to knock down my Centigor! In combat he stepped on the neck of my stunned Gor with his champion; the Gor would fully recover though and be ready for the next battle. His Champion engaged with my Chieftan and ungor managed to stun my chieftan! Things aren't looking good for the Beastmen...
Turn 3: All in! Luckily for me I have some reserves/a wave 2 so I fully commit. Except my Centigor. He stood up and was unable to charge; he also managed to drink himself into stupidity so...double whammy there. My double axes Bestigor charges his downed cleric. I throw another ungor into the ungor/chieftan vs champion combat. I double down on the downed cleric and charge a warhound into him as well. I charge a warhound, a Gor, and my great weapon Bestigor into his champion that killed a Gor last round. No shooting as my Shaman is recovering from his earlier wrist slit.
Combat sees things go my way, although it wasn't all aces My ungor/ungor tagteam actually managed to knockout the champion! Good ol critical hit with a club. He would fully recover from his injuries and be ready for the next fight. My double-axe bestigor laid low the cleric. The cleric would suffer a deep wound from those double axes and be forced to miss a game as he recovers. The Hound/Gor/Bestigor vs Champion combat saw the hound miss, and the Gor take the champion out of combat. The champion made a full recovery and would be able to participate in the next fight.
Exploration saw me receive 4 wyrdstone tokens which I immediately cashed out into 60 gold. I also found a straggler! I tried to convince everyone to let me sacrifice him as I'm a chaotic warband but I was outvoted and deemed an "everyone else" and so instead I interrogated him (unfluffy) and will have an edge in exploration during my next game. I bought another Gor with my 60 gold and gave all my Gors axes so they're now armed with an axe and a club.
Not a bad first game in this Mordheim campaign! Unfortunately most of my kills were from my henchmen, who don't receive experience for killing the enemy so I lost some chances for XP on my heroes but..oh well.
I'll start out with a batrep!
The scenario: defend the find.
The opponent: Outlaws of Stirwood Forest. His army consisted of 5 heroes (a bandit leader, two champions, a cleric, and a petty thief) and SIX marksmen. I was clearly going up against a shooty army...
Here's some pictures of the game and the highlights of what happened:
The table:
The setup: He has to deploy inside the central building or within 6" of it; he elected to put 4 of his heroes on the ground floor and his six marksmen and a petty thief on the upper floors of the ruin. I set up a pincer, deploying my army on three sides.
Turn 1: No combat and no shooting on my part; everyone ran up taking cover where available in anticipation for an assault of the building next turn. The pincer formation worked as my opponent split up his fire all over the place and so shooting was ineffectual - he either missed or couldn't wound my T4 models.
Turn 2: My beast Chieftan and an ungor engage a champion on one side of the ruin. A Gor and a Great Weapon Bestigor engage his bandit leader, and a Gor engages his other champion. My shaman manages to successfully cast Dark Blood on his cleric - for those of you unfamiliar: the Chaos Mage cuts his palms and jets of burning blood scorch and maim his opponents. This is a shooting attack with an 8" range, it causes D3 S5(!) hits on the first target in the chosen direction of the spell. You then have to make an injury roll for the Chaos Mage. I managed to stun my opponent! But I also stunned myself in the process. That's okay as it kept the cleric out of the fight(s) and from casting spells. It also eventually led to his being taken out of action (more on that later). In the combat phase my Gor/Bestigor combo managed to take out his bandit leader! UNFORTUNATELY it was the Gor that killed him, he managed a critical hit on both his club and his dagger attacks! Poor guy didn't stand a chance. His leader fully recovered of his injuries and is ready for the next game. My single Gor engaged with his champion managed to miss with both club and dagger! My Gor was then stunned for his troubles (uh oh). My Chieftan and my ungor both managed to either miss or not wound the champion they were fighting. The enemy champion also missed with his attack.
During his turn he did some shooting and managed to knock down my Centigor! In combat he stepped on the neck of my stunned Gor with his champion; the Gor would fully recover though and be ready for the next battle. His Champion engaged with my Chieftan and ungor managed to stun my chieftan! Things aren't looking good for the Beastmen...
Turn 3: All in! Luckily for me I have some reserves/a wave 2 so I fully commit. Except my Centigor. He stood up and was unable to charge; he also managed to drink himself into stupidity so...double whammy there. My double axes Bestigor charges his downed cleric. I throw another ungor into the ungor/chieftan vs champion combat. I double down on the downed cleric and charge a warhound into him as well. I charge a warhound, a Gor, and my great weapon Bestigor into his champion that killed a Gor last round. No shooting as my Shaman is recovering from his earlier wrist slit.
Combat sees things go my way, although it wasn't all aces My ungor/ungor tagteam actually managed to knockout the champion! Good ol critical hit with a club. He would fully recover from his injuries and be ready for the next fight. My double-axe bestigor laid low the cleric. The cleric would suffer a deep wound from those double axes and be forced to miss a game as he recovers. The Hound/Gor/Bestigor vs Champion combat saw the hound miss, and the Gor take the champion out of combat. The champion made a full recovery and would be able to participate in the next fight.
Exploration saw me receive 4 wyrdstone tokens which I immediately cashed out into 60 gold. I also found a straggler! I tried to convince everyone to let me sacrifice him as I'm a chaotic warband but I was outvoted and deemed an "everyone else" and so instead I interrogated him (unfluffy) and will have an edge in exploration during my next game. I bought another Gor with my 60 gold and gave all my Gors axes so they're now armed with an axe and a club.
Not a bad first game in this Mordheim campaign! Unfortunately most of my kills were from my henchmen, who don't receive experience for killing the enemy so I lost some chances for XP on my heroes but..oh well.