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Stories told by the Mordheim players relating their experiences of the Mordheim skirmishes.

 

Kislevites vs. the Undead

Pit Fighters vs. Skaven vs. Witch Hunters

Skaven vs. the Pit Fighters

Skaven vs. the Undead

Skaven vs. the Pit Fighters II

Kislevites vs. Skaven vs. Witch Hunters
Skaven vs. Witch Hunters  

 

Kislevites vs. Undead

The mighty Mordheim warriors of Kislev came upon a band of vile undead abominations spread out amongst the ruins, picking through the rubble for wyrdstone to enrich their evil master. The Grazhny Bratchnys had the element of surprise, and immediately set upon them. The Streltsi opened fire with their handguns, but two suffered misfires and the third missed the lone dreg at whom he was firing. As the streltsi cleared their jammed weapons, the rest of the Bratchnys closed with the foes.

Young Pietr, eager to prove himself, was the first to engage; he quickly stepped forward and charged the dreg, heedless of the danger posed by his spear. Pietr narrowly escaped being skewered as he charged,  but his own attack was rendered ineffective. As Alexei, the band's Druzhina captain, and several of his cossacks moved up to aid Pietr, a chorus of blood-curdling howls split the air - Count Garesh and his Direwolf attendants were charging from the south.

Alexei quickly dispatched the dreg, and barely had time to turn toward the sound before both wolves were upon him, slavering fangs lunging for his throat! He took a moment to thank his generations of ancestors for handing down the intricately carved plate armor that saved him from being savaged He counterattacked, but was unable to land a blow against the pair of snapping, snarling lupines.

Swinging his weapons furiously, Alexei called for a nearby Cossack to assist him with one of the wolves, but the man shied from the horrifying beast. "Move!" shouted Alexei, unsuccessfully trying to force the man to engage through sheer leadership, but the momentary diversion from the threat at hand caused Alexi to lose his footing as the wolf counterattacked. Alexei went down beneath the beast's weight, and lay on the ground stunned.

While the Streltsi, led by the newly-promoted Rickard, took aim at the shambling hordes approaching the melee from the west, Pietr called out for more challengers. His call was answered, as a zombie, magically hastened by the corrupted grave-magicks of the Count's necromancer assistant, shambled forward at a frightening pace. Pietr's youthful bravado failed in the face of the maggot-ridden corpse's charge; he barely managed to fend off the attack and was so frightened he could scarcely counterattack.

"BOOM!" roared the Streltsi handguns, bringing Pietr back to his senses. The acrid smell of burning powder mixed with the stench of the grave in his nostrils, and he looked past the zombie he was battling to see what effect the gunners' volley had had. He let out a low moan as he saw where the balls had punched through the fleshy parts of another rushing zombie without slowing it at all - then the second zombie and another dreg were upon him. Pietr went down under a writhing, shambling mass of putrefaction, but not before taking a zombie down with him.

One of the wolves raised his bloody muzzle from the fallen captain and tried to charge the Streltsi as they reloaded; a Cossack overcame his fear and intercepted. Dmitri, the bear tamer, lunged forward to try and save Pietr, but it was too late. He let out a savage roar, and lit into the dreg with axe and sword. As the dreg fell beneath the bear-tamer's onslaught, a shadow, so dark it was palpable fell over Dmitri's shoulder. As he turned, a savage bear-roar died in his throat; he was face-to-face with the undead vampire leader. Dmitri made a split-second decision - "Retreat!" he bellowed, and the remaining Kislevites gathered up their fallen comrades and fled the field.

Several hours later, back at their camp, Alexei entered the tent where Pietr lay, his newly splinted leg propped up and resting on a trunk. "Here," said Alexei, tossing a lucky charm to Pietr. "If you insist on charging every foe we face by yourself, you'll need that."

Pietr caught the charm, but could not meet his leader's eyes. "My captain," he said, " I.. I cannot accept this. I failed you today, and you were nearly killed. The shame is too great."

"Nonsense," replied Alexei. "You were possessed by the Spirit of the Great Bear today! And now that you have faced death - your own, and the undeath that brought you down, tell me - where is your fear?"

Pietr closed his eyes, and thought back to the unexpectedly rapid charge of the zombie - the panic he felt as it attacked him - and he knew. "My captain... it is gone! Neither death nor undeath hold terrors for me!"

"Da," said the captain, as he opened a flask of vodka and passed it to Pietr. "I also felt the fear flee today. We, you and I, must be the vanguard when we face horrors that our comrades have not yet come to grips with. I will count on you, Pietr, next time we face the Count and his minions. But not until your leg has healed."

"I will not let you down, Druzhina."

"Good," said the captain, rising to leave. As he exited the tent, Pietr called out to him "Wait! I still cannot accept this, Captain!" He held out the lucky charm.

The captain smiled and left the tent, but not before brushing back his furs to show Pietr the lucky charm the Captain was wearing around his own neck.

 - fin -

 

Skaven vs. The Pit Fighters

 

This week’s Mordheim update has me getting in two games.  The first skirmish or game was against the league’s leader, Keith, and his pit fighter war band.  The second was a three way game using the multi player scenarios from the 2002 Mordheim Annual.

 

For the first game, I got to pick the scenario due to the Mordheim map I had found at the end of my last game.  I chose scenario 7: hidden treasure as it could net me some much needed resources.  I had considered scenario 6: chance encounter, but didn’t want to place all of my faith in a single die roll to give me my end loot in extra wyrdstone. 

 

I chose Keith as the opponent for this game since I had been having a bit of bad luck lately and lost a few members of my war band, all henchmen, but at this point in the game replacing them with all of their experience can be quite costly.  The main advantage of playing him would be that while I played him, I would receive the underdog bonus of +1 xp since his rating was over 50 points higher than mine.  This wouldn’t help much with end loot, I was counting on the chest and exploration to pay out in that area.  The xp would help greatly though since I hadn’t gotten in nearly as many games as some of the other players yet.

 

The set up for the scenario was sweet and simple and we crammed onto the board as many buildings as possible without hindering game play.  The object of the scenario was to find a hidden chest that was rumored to be in one of the buildings.  To find the chest a model had to end its move inside the building to search it.  They would then have to roll 2d6 and get a 12.  if no one found it by the time the last building was searched, it would automatically be found there.

 

I thought I would be going into the game with a numbers advantage, but as luck would have it, I noticed that if the model finding the chest were a hero, they would receive a bonus +1 xp.  With this in mind, I kept my war band a lot closer than I would have normally liked and divided up the search parties by heroes, hoping to get the bonus xp.  As it turned out, Keith and I had the same amount of heroes and my advantage in numbers was lost.

 

Once we decided who was going first and starting edges were decided, the game was off at a full run as each side anxiously raced toward every building in search of the chest.  It wasn’t until the war bands met in the middle of the table that the real action started.  Having had no luck finding the chest, it was assigned to be in the last building, the largest on the table, the tavern.  Even though my Skaven had the advantage of speed, luck would have it that the main door was closer to Keith’s side of the board.  He immediately sent a model in for it while the rest of his pit fighters formed up out front to ward off the advancing Skaven hoard.   It would be now or never that my advantage in numbers would prove itself a factor.  As Keith formed up I stopped my most of my war band short and hopefully within 9” of his line, while the rest tried to outflank the main line and get around and exploit the model trying to pull the chest safely off his board edge.  Keith countered by moving a hero block his flank and his pit king lumbered off to help move the chest at full movement.

 

In retrospect, I should have charged then and there while his pit king went off to help, but erring on the side of caution (Being at the head of the pack, Keith’s war band is quite formidable and pit fighters are very dangerous in melee.) I stayed at range and continued to pelt his war band ineffectually with my slings.  Keith, not being one to shy away form a good fight, broke his line and sent his models forward.  Most of the melee ensued in and around the large fountain piece of terrain just outside the tavern.  Caution had appeared to be my down fall as my rats started to go down.  Keith charged his fear causing dwarf troll slayer and I was at a loss to counter as I failed time after time to pass my moral check.  Meanwhile his skink style pit fighters moved close enough to hurl javelins at my massed war band.  All the while his pit boss and another pit fighter moved the chest closer and closer toward his edge of the board.

 

It was time to take a gamble, I had to do something or the game would be lost for sure.  I started to run my adept assassin and the pack of 4 giant rats toward the two models carrying off the chest and my sorcerer cast black fury and charged into combat along with one other model who managed to pass their moral check.  The few heroes and verminkin who failed their moral checks against the fear causing pit fighters stood in place while my remaining models unleashed what I hoped would be a lethal volley of sling stones.  Things did not quite work out like I had intended.  My slings had little to no effect and my sorcerer was dispatched quite quickly considering his buffed stats.  The only survivor of the melee was a nightrunner who managed to get into combat with his troll slayer.  My war band was now at the decimated state where I would have to start checking for moral on my next turn.

 

Keith sensed his advantage and pounced.  His pit champion who was guarding his flank against my assassin and the pack of rats charged while his skink style fighters turned their attention to the pack of rats shielding the assassin.  Two giant rats were lost and another was knocked down.  On the other side of the fountain I fared much better as I managed to not lose a single model to his slayer and missile fire.

 

On my turn, I figured it was all over, I grabbed the diced and hoped for any number better than a 7… I rolled an 8 and my war band stayed.  With the chest about to leave the board within the next two turns I charged where I could hoping to break through.  I didn’t manage to break through, but the pit champion in combat on the flank was taken out of action as was the dwarf troll slayer and another pit fighter.  I had won the turn, bust sadly, I knew I would lose the game.  Keith managed to pull back and get the chest off of the board getting him the win on his next turn.  The chest was closer to the edge than I had thought.  I vowed that on my next game I wouldn’t hold back on the side of caution.

 

The aftermath of this game was truly the victory for me.  In the end, only one verminkin left and both of my heroes who went out of action all got full recovery. I didn’t do well for loot, but the xp bonus put me in line for some nice upgrades.  On the other side of the coin, even though it was a win for Keith, he lost one of his best heroes to death and a henchman left his war band.

 

Pit Fighters vs. Skaven vs. Witch Hunters

 

I was ready for game two as soon as I finished squaring up loose ends on my war band roster.  I was informed shortly thereafter that it was to be a three way game.  I was to play against Chuck, the store’s owner, with his witch hunters and once again, Keith’s pit fighters.  The rules of the campaign don’t allow for you to play the same person twice in a row, but in a three way, as long as the others had not played each other yet, it was a valid game.

 

I once again got to choose or at least roll for the scenario since I had the lowest rating.  And yes, once again, I would be receiving a +1 xp bonus since I was playing Keith.  We consulted the great books of Mordheim to ensure we were doing the underdog xp correctly and since it was Keith’s campaign, he made the final ruling that if the criteria were met for being an underdog in the game, any and all eligible war bands would receive the bonus.  Chuck’s witch hunters were close to 50 points ahead of me and even though I had closed the gap considerably (by 19 points) Keith was still just over 50 points ahead of me.  It was also decided that if in a multiplayer game a war band met the criteria as “underdog” to more than one war band that the player could only receive the bonus once and could choose the best underdog bonus.

 

With that bit of rules lawyering done, Keith and Chuck gathered around as I rolled on the multiplayer scenario list from the 2002 Mordheim annual.  I grabbed the dice and rolled a 4, resulting in Scenario 4: the wizard’s mansion.  We proceeded to read the scenario and Keith let out a sigh.  Even though he had won his last game, he was in a bind having lost 2 models, one of which was a powerful hero.  To compensate he had bought an Ogre pit fighter to buffer his losses, but was still a little unsure how this would play out.

 

Having the highest war band rating he was to be the defender of a piece of terrain that would be labeled as the wizard’s mansion while the other war bands would fight it out to be the last war band standing.  It would be a fight to the end and the last war band one the table would be rewarded heavily as the mansion held a lot of loot.  We set the table up as best we could having chosen a ruined four story building as the wizard’s tower.  The rest of the terrain was merely fluff to make it interesting getting to the tower.  It would later prove rather pointless as the only missile troops in Keith’s pit fighter war band were two skink style pit fighters who had javelins and his pursuer with a net, all models with abysmal ranges.  He chose to set up on the third floor of the building and having three players he was allowed one roll on chart to see what he had already found from being there first.  He had gotten the wooden man, an automaton with stats more power, but similar to a zombie, that would prove to worth the find for the battle’s sake, but not something he could take with him in the end as it wouldn’t leave the tower.

 

Once starting positions were determined and set up completed we had to roll off by highest die and proceed clockwise for turn order.  Chuck got to go first having rolled a 5 and by my position I was second with Keith having to go last even though he beat my measly roll of a one.  It was ok though as he had nothing better to do than wait for us to come to him since his ranges barely made it possible for him to reach any models beyond the base of the tower.

 

Chuck started by taking the most direct route to the tower, as did I.  Thankfully the creator of this lovely piece of terrain had seen fit, due to its size to create access to each floor vie the inside and the outside through a series of ladders and stairs.  Chuck had set himself up so that he would be heading toward the breached building side and the stairs and ladders within.  I chose to not confront him and settled for using the dilapidated network of ladders that would eventually lead to each floor with minimal use of my climb skills.  This was perfectly acceptable since the Skaven start with an already impressive imitative and, with my luck, had redundantly gained upgrades in their initiatives instead of something more useful, like a skill or combat stat upgrade.

 

Typical of my nature, I charged in close and unleashed my slings managing only to knock down one of the skink style pit fighters.  Chuck charged right up, foregoing the use of almost all of his ranged weapons to get into close combat fast.  He took less shots the whole game than I took in one turn with my slings and that is above 9” with only one shot per sling!!!

 

After the first few turns of us advancing and my slinging, Keith opted to withdraw his skink pit fighters and use them more effectively against Chuck.  At this point it was the law of averages.  Chuck wasn’t firing back and even though I was firing around 8-10 slings per turn with little success, I was bound to start doing some damage.  His tactic proved worth while as he quickly dispatched one of Chuck’s charging flagellants.

 

I was left with no targets and was forced to start up the ladders toward my prey.  I was fortunate that Chuck had all but forgotten about me and was concentrating solely on the pit fighters.  It wasn’t until later that he turned his wrath upon me.  With my move out stepping his Witch hunters, I was able to contact Keith’s awaiting war band.  After the outcome of the last game I had revenge on my mind, no more hanging back and waiting for the slings to do their work.  I led with my heroes while the verminkin posted themselves on defense in case Chuck had a change of heart.  There was no alliance between us and I knew at some point he would concentrate on me.  For now, I was biding my time, hoping my heroes could do their job.

 

My heroes raced up the ladders and at points had to make imitative tests to scale areas where no landings or walks existed.  I passed them all with ease.  My plan was to split my heroes into two main groups and have them assault the pit fighters through  doorways and windows.  My adept assassin and a night runner bypassed the third floor and continued scaling toward the fourth floor and the roof.  It wasn’t until my assassin nearly reached the roof that I realized the error of my ways.  I knew Keith had a witch hired sword and didn’t think much of her spells until Keith kindly pointed out that the blindness spell had a compulsory move which mean that any of my models on a rooftop could easily wander off if blinded and the dice gods deemed that that was the direction they were to go.  I had to quickly recalculate and opted to still send my assassin on to the roof while all of my other heroes would try to force their way through one door on the remains of the third floor landing.

 

Chuck continued his assault up the stairs and took at this point all of the shots he was to fire throughout the whole game as his models were congested in the ruins awaiting their chance to climb up.  He did manage to take out one of the pit fighters but on Keith’s turn, he returned the favor by taking out yet another flagellant who managed to reach the third floor.  This is where it got ugly for the rats.  As they say, hindsight is 50/50 and thank GOD that even though the dice were not favoring me well, both Chuck and Keith made some errors that cost them dearly, but not yet…

 

Keith, in response to my adept assassin gaining the roof, sent his witch, a pit fighter and his troll slayer up to the fourth floor.  From there, he could see the roof, but not onto or access it.  The witch once again tried but failed to get the difficulty 9 blindness spell off while my assassin took the chance and wandered out onto a plank that gave him an excellent view of the pit fighters of the fourth floor and most of the collapsed third floor and beyond.  On the third floor though, I wasn’t so lucky, my black Skaven and my nightrunners charged blindly through the open door only to be confronted in a small, limited area by the wooden man and his pit king.  On the first turn of my charge managed to miss horribly with 3 attacks against his pit king and my black Skaven must have been dumbfounded by the automaton he failed to wound it.

 

During Keith’s next turn, his wooden man hit my black Skaven and took away one of his two wounds while his pit king proceeded to swat my nightrunner right out the door and into the out of action pile.  His ogre also managed to take out yet another flagellant while one of his pursuers knocked down another.  Unlike me, Chuck had led with his henchmen.  He also relocated his models on the fourth floor to out of sight from my assassin and tried yet again unsuccessfully to cast blindness on my assassin.

 

Chuck’s next turn was spent vying for position and nothing significant happened as most of his war band was crammed and waiting in line to ascend the ladder that reached the third floor where the pit fighters awaited.

 

On my next turn another nightrunner charged into the pit king while the rest of my war band started repositioning themselves to better defend against Chuck’s changing positions.  My assassin was still on the rooftop with targets now only on the third floor below.  The only real shots were into a melee between one of Keith’s pursuer and one of Chuck’s flagellants.  Since I wasn’t in the melee, the ruling was made that I could fire into the melee.  To be fair I chose to shoot one stone at each since I was under 9 inches away and would get the benefit of 2 shots.  The assassin managed to take the pursuer out of action and missed the flagellant.

 

During close combat, the black Skaven continued hacking ineffectually at the wooden man.  It was at this point that I reread the spell description for black fury.  As I mentioned, the doorway was small and limited what figures I could bring into combat, but according to the spell description I could cast it and if successful I could ignore all terrain and interposing models to charge a target of my choice.  I announced my intent and held my breath as I tried to and successfully cast black fury.  I placed my Eshin sorcerer behind the pit king and commenced my attack.  This meant I would have a total of 7 dice on his pit king!!!  Well, it started out very well, I managed 5 hits, but after step aside and his lucky charm, all I managed to do was really piss him off with a knocked down result.  From this, all I had to do was roll to wound him with the two attacks that had hit from the nightrunner.  Only one succeeded, but with Keith’s pit king wearing gromil armor, even at a -1 save for the strength of the attack, the pit king survived.  I was sure I would be less two more heroes by the end of Keith’s next turn when the king stood up.

 

Well, it was time to pay the piper, my turn was over and it was now Keith’s.  The only obstacle in his path was a moral check he had to make because the loss of the pursuer put him over the limit.  He grabbed the dice and cast them hesitantly… 11!!!  He would route and I would be saved the death of two heroes.  Disgusted, he started to clear his models, knowing that had he passed, it would be the Skaven making their check and most likely failing next turn.

 

Chuck followed, now concentrating everything on the rats.  He charged into combat with the models that were just previously in combat with the pit fighters and rearranged his other models to bring them to bear against the new foe.  He managed several hits in close combat but failed to wound as the shots were either parried or his roles weren’t high enough to do any damage.

 

Once again it was the Skaven’s turn and game play continued as it had the past few turns.  Two verminkin situated on the second floor balcony managed to shoot through a window  and take a witch hunter out of action that was headed to the third floor melee, while on the roof the assassin managed two shots at the flagellant he failed to hit before taking him out of action.  The combat on the third floor remained unchanged as the rats failed to hit or wound any models and couldn’t bring any more into the fights since the doorway was still congested.  The two models taken out of action would prove to be enough though.

 

On the witch hunter’s next turn, Chuck realized that he also had lost enough models and now needed to take a moral test.  He casually threw the dice… another 11!!!  The witch hunters were on their way off the board leaving the Skaven victorious in the wizard’s mansion to loot and pillage.

 

Finally, a victory, which brings the Skaven to a 3 and 3 record.  Far from first place, but with  added bonuses from being the underdog, the victory xp and the hoard of loot from the mansion, it would be a different game from now on for the Skaven.  In the end, I failed to get the best loot form the wizard’s mansion, but with the tome of magic getting the sorcerer another spell, the upgrades form the xp won and the loot that was sold, that brings the Black Death’s rating to a whopping 183 (still lower than Keith’s 208) and an increase in size to 15 members… not counting the giant rats summoned at the beginning of each battle by the sorcerer’s children of the horned rat spell.

 

 

Another week, and we have another battle report from the once great city of Mordheim.  This week I was able to get in a whopping four games!!!  I went in with a 4-3 record and came out with a 7-4.  It was a good week!!

 

Skaven vs. The Pit Fighters

 

Game one was against the campaign leader Keith and his pit fighters. I honestly dreaded going into this battle.  Even after a few setbacks, his pit fighters are still quite substantial. I got to roll for the scenario again since he still has a higher warband rating, but this time I would not be receiving any bonus experience for being an underdog. I rolled a three, scenario 5: street fight, a straightforward scenario where the two warbands meet along a long street and must fight their way past, with extra experience going to the first warband to get models off the opposite board edge before the other routes.

 

After a quick set up, we set right to confronting one another.  Keith had won the roll and he got to go first.  He started right up the street at a full run while sending two of his pursuers through the buildings.  I noticed that this time, to compensate for the hero he had lost, he had purchased a pit fighter ogre.  He would be a tough opponent.  My first turn was spent mirroring and trying to counter his moves.  I did not want to be flanked or have his pursuers be unopposed to escape off the board and win him the game. For this force I chose my giant rats and a well experienced henchman group of verminkin for a total 5 models to oppose his 2.  I knew I could regret sending the giant rats along as they might very well be needed to put the balance of the battle in the street in my favor.

 

Turn two was much the same on both sides as both warbands advanced rapidly down the street toward each other. The only shots fired were from his pursuers in the building which managed to stun one of the giant rats in the doorway trying to enter.  Even though this was not a kill, it prevented me from bringing the rest of the band sent to intercept the models inside the building as the giant rat model was now blocking the door.

 

On turn three the action really started as both warbands pretty much met at the center of town and the board.  Separated by a large fountain Keith kept his warband together and continued to advance while his witch tried, but failed to cast any spells.  On his turn he again managed to hit and stun the giant rat in the doorway, but did not kill it.

 

On my turn I came to an abrupt halt and unleashed every sling in range.  I didn’t get the 2 shots for being under 9 inches since I moved, but I did manage to bring 10 unsuccessfully to bear while my sorcerer tried to and successfully cast gnawdoom on the rapidly advancing ogre.  I rolled and got a 9 for hits, but being only strength 1, I would need to roll 6’s to wound on anything with a toughness of 3 or 4 and have no effect on toughness 5 or greater models.  I breathed a sigh of relief when Keith told me the ogre’s toughness was only 4!! I manages 2 wounds, leaving the brute with one.  Now he wasn’t as scary.

 

On Keith’s next turn, he charged the ogre at my assassin and sent a pit fighter champion against my sorcerer, but I intercepted with a night runner.  The combat did not go well for him.  In fact, his dice had betrayed him the whole game and would continue to do so to my advantage.  The ogre managed only a single hit on my assassin which was lucky charmed away and on his return he managed to take the ogre out. The brave night runner was hit multiple times, but saved once by a lucky charm and the next hit stunned him down.  Inside the building one pursuer missed the knocked down giant rat while the other moved into position to help her comrades outside the building.

 

On my turn, the Skaven went into battle full force.  I opted to take advantage of the close range and unleashed a total of 20 sling stones while my other night runner charged into combat with the pit fighter champion to prevent him from wounding the fallen night runner and take him out of action.  The missile fire was wicked all around as models were dropped all around.  I tried to but unsuccessfully cast gnawdoom at his pit king.  The sling stones were enough to take three more models out of action, including the pursuer who had tried to come to their aid from inside the building.

 

It was all over on the next turn.  Keith, with no faith left in his dice, withdrew and voluntarily routed, giving the Skaven a win.  He had lost 5 models and had not managed to take out a single enemy.

 

Skaven vs. The Undead

 

Game two was against John and his vampire counts warband.  He got roll for the scenario as his warband rating was lower.  What comes around, goes around, and like my battles last week, John would be receiving an underdog bonus of +2xp for fighting me.  He rolled a six, scenario 8: occupy, a scenario that runs 8 turns and the winner is the warband that manages to occupy, uncontested, the most of the selected buildings by games end. John picked up the dice and threw a 6 on a d3+2, which gave a total of 5 building to be selected in the center of town for occupation.  I got to set up first while John got to move first.

 

Turn one found both warbands racing towards the center of town. No combat ensued and John teamed his vampire count up with his two dire wolves to flank toward his right and one of the buildings while the rest of his warband advanced through the middle toward the clustered bulk of the selected buildings. I sent half of my warband, including 4 of my 6 heroes directly toward the center of town, while 2 heroes and the rest of my warband mirrored his counts actions and attempted a flank on my right.

 

On turn two John already managed to occupy 3 of the 5 buildings and his ghoul was within range of the fourth.  His necromancer cast call of Vanhel and managed to hurry one of his zombies up to keep pace with his dregs.  I had managed to only occupy the fifth building and started to set up to advance and clear the undead building by building.  It would be a hard fight since aside from my assassin’s leadership of 8, the next highest was a 6!! I would have to plan quick as I only had 8 turns to dislodge him from the other 4 buildings. Fear could be a devastating factor on a low leadership warband like the Skaven.  The other half of my warband, due to their speed, had already managed to flank his warband and was in position to move in.  My sorcerer was in range and successfully cast gnawdoom on one of John’s dregs occupying building two.  It was to no avail though as I didn’t manage to wound the model.  The rest of my models would have to wait until next turn as running left them with no other options this turn.

 

 

On turn three John continued his relentless advance.  His ghoul had secured building 4 and went into hiding, awaiting any model which dared to contest his occupancy.  Meanwhile, John rolled for and passed his leadership for stupidity on his dreg occupying building 2 and charged my sorcerer, hoping top dispatch him before his spells could become a real nuisance.  The dreg managed a two hits which were negated by a lucky charm and a successful parry roll.  The sorcerer struck back with three dice for two attacks and one additional for his other sword and managed to dispatch the dreg.  On his right flank, his vampire count and dire wolves left building 3 secured and continued to flank my warband.  In the center his dregs and zombies advanced and contested my sole occupancy of building 5.  One of his other dregs fired a shot at the occupying verminkin failing to wound and another entered melee with another verminkin.  No one was hurt as his only hit was dealt with by a lucky charm and I failed to wound in return after passing the required fear test (using my leader’s value of 8, of course!!).  The melee would continue on to my half of the turn.

 

On my half of turn three, I charged my black Skaven into combat with one of John’s dire wolves and then attempted to and successfully charged the other with my assassin.  I then advanced my flanking party to take and hold building 2 while my sorcerer, once again being the only one able to act after running, turned his attention to a lagging zombie which he successfully cast gnawdoom upon and quickly dispatched with 7 hits, 4 of which wounded and eventually led to the zombies demise.  In the center, missile fire managed to take another zombie out action while the melee went on unresolved.  Even after entering another verminkin into the fray, I managed no successful wounds and on the dregs attack he came up empty handed also.  The daring charge against his flanking count and dire wolves resulted in the assassin taking his target out of action while the black Skaven unhappily missed and then blew his luck charm on the dire wolves attack.  At the end of turn three John had uncontested control of three buildings, while I had one building and was in dispute of the last.  The vampire counts were winning the game, but I was closing in with the bulk of my warband.

 

By the beginning of turn four, John had lost four models: 2 zombies, a dreg and a dire wolf.  He had to take a morale test, but opted to just voluntarily rout, giving me the win and taking his count and remaining warband away to lick their wounds and see what bonuses the extra underdog experience would bring.

 

Skaven vs. Witch Hunters

 

On to game three, once again I was pitted against Chuck and his band of witch hunters.  Having the lower rating, he got to roll for the scenario, unfortunately for me, he rolled a 9, scenario 9: surprise attack, one of my most hated.  In this scenario the largest warband, not the one with the highest rating is the defender, being Skaven, of course I am always the defender.  The premise is that the defender’s warband is scattered across Mordheim looking for wyrdstone and is surprised by the opposing warband.  The defender starts by rolling to see which, if any members of his warband are present and those that are have to be set up no closer than 8” from each other or any table edge.  The remaining models, not present at the start of the game can enter beginning with turn 2 and only if the player (me) rolls a 4+ on a d6.  It’s not as easy as it sounds!!! I was bringing guys on the whole game practically. At the beginning of the game, all I had managed to get onto the board were 2 henchmen groups, both slingers groups of 2 and 3 models and 2 heroes, my sorcerer and a promoted verminkin hero.  I chose to set up as defensively as possible and tried to keep at least one hero with each henchmen group which meant separating the two groups into the largest two buildings, unfortunately they were on opposite side of the board.

 

Well, with me set up, Chuck had to roll for a random entry point and luckily got to come in on the same edge as part of my scattered warband, not so lucky for me.  Getting to go first, he immediately entered at the most advantageous place on the board’s edge.  By the end of his turn, I was already down 1 verminkin.  On my half of the turn I started gathering and grouping my forces.  The models on the edge that were already engaged fired back after going for cover. I managed one hit on the witch hunter who who killed the other verminkin, but it was lucky charmed away.

 

On turn two, Chuck sent his three flagellants racing for stairs and ladders to engage my meager force.  I managed to survive his crossbow and bow fire, but he was closing in fast. My half of turn two resulted in only 2 successful rolls for oncoming remnants of my scattered warband.  I got my giant rats and a night runner and they entered on the same edge as my sorcerer and that group of slingers.  I chose to keep the whole group back another turn as I gathered them together, not thinking how precious the time was to get them across the board and into the melee there.  I didn’t want to just run my models in all piece meal to be butchered by Chuck’s organized force.

 

By turn three Chuck’s witch hunters were closing fast, in fact, he was able to successfully scale the ladders and engage the pitiful force on that side of the board in melee.  He had lost the angle of fire for most of his troops as they hurriedly closed and he only managed two unsuccessful shots with his missile troops.  In melee however, one of his charging flagellants took another verminkin slinger out of action, leaving a lone hero and one remaining verminkin to withstand his onslaught.

 

On my turn I only successfully rolled to bring on my assassin and he was on the threatened table edge.  Throwing caution to the wind I entered him as close as possible to Chuck’s warband and charged the witch hunter who had been firing at my remaining verminkin.  The gamble paid off.  On the other side of the table I finished reassembled my warband and started quickly and directly toward the battle while my remaining verminkin on the embattled side fired ineffectively at the onrushing witch hunters.  During the melee, my assassin threw his three dice and managed to get through a lucky charm, parry and step aside to take the witch hunter out of action while my hero engaged with one of the flagellants failed to take any one out of action, he too survived the returning blows.

 

Turn four saw a predictable turn of events.  Chuck had already committed three zealots to running down and slaughtering the last verminkin alive on this side of the board and by next turn, they would be there.  In the other building, Chuck’s now free flagellant charged the hero making it a 2 to 1 fight.  On the ground, he charged his two war dogs and the last flagellant who was still ascending the ladder toward my now unengaged assassin while his witch hunter captain, warrior priest and another witch hunter started toward the lonely assassin.  During melee his two flagellants quickly dispatched the lone hero.  The dogs were ineffectual, but managed to remove the lucky charm around my assassin’s neck.

 

My half of turn four brought my running Skaven horde ever closer to Chuck’s warband.  If lucky, in a turn or two I would split his warband in two with the bulk of my force.  This turn, luck was once again on my side I successfully brought on another group of 2 verminkin, my most experienced and well armed, with spears and shields. And, they entered on the side with all of the fighting!!!  They immediately charged his warrior priest. I had no missile fire as everyone in range was engaged.  When close combat arrived, the melee with the assassin was once again a stale mate as hits were landed ineffectual or just plain missed.  The fight with the 2 verminkin and the warrior priest at was just as ineffectual, and the last verminkin readied himself for the zealot’s charge.

 

Witch hunters turn five.  With the arrival of my 2 verminkin right in his flank, Chuck turned his attention partially away from my assassin. His captain and the witch hunter charged one of the verminkin engaging the warrior priest and a zealot made it into combat with my verminkin on the roof while the other two waited their turn on the ladder to enter combat should the first fail in battle.  One flagellant managed to reach my assassin and joined the fight with the 2 war dogs while the other two flagellants started back down to the ground floor and the battle that raged there.  It was then on to close combat and the melee with the assassin remained unchanged.  At three to one odds, his models managed no successful wounds as I luckily stepped aside from any hits.  I did however manage to dispatch one war dog and even the odds… a little.  His witch hunter and captain didn’t manage to take the verminkin they charged out of action but did stun him.  His zealot didn’t manage to wound the slinger either.

 

On my half of turn 5 I managed to bring in my black Skaven on the far side of the board. With luck, he might get into combat this game.  The verminkin in combat with his captain and witch hunter rolled over, face up, knocked down.  The rest of my unengaged warband edged ever closer.  In close combat, the melee continued between the dogs and my assassin with ending with a favoring outcome. I rolled 2 6’s and a 5, three hits!!  I managed to automatically wound the dog with a roll of a 6 on my weeping blades and critically wounded the flagellant taking them both out of action.  The Skaven fighting the warrior priest managed to stun him.  The battle on the roof with the zealot resulted in another stalemate.

 

At the end of turn 5 the losses were beginning to mount.  Chuck had now lost 4 models thanks to my assassin and would require a leadership test to stay in the game while I had only lost four and needed to lose 5 to make a morale check.

 

On turn six, he grabbed the dice and easily passed his moral check with a 5.  His warrior priest rolled over to face up, knocked down.  One of the flagellants from upstairs was now almost close enough and charged the assassin along with the witch hunter while the captain stayed in contact to dispatched the face up verminkin.  The witch hunter’s charge fell short, but the flagellant made contact.  The other flagellant from upstairs was not close enough to charge the assassin yet and ended his move one step closer to the battle.  The other two zealots waited patiently for the outcome of the battle on the roof while his captain advanced toward the assassin.  His zealot on the roof managed to wound the Skaven slinger and I was no longer safe from having to take a morale test.

 

I started my turn by using the unholy relic of my assassin to pass the required moral check and my warband arrived to do combat, but I still failed to bring in my last model, a night runner, who sadly wandered somewhere else in the streets of Mordheim and my black Skaven trailed way behind.  My giant rats and remaining heroes were now close enough to get into a fight.  My sorcerer failed to cast gnawdoom on the unengaged flagellant and the rest of my verminkin unleashed a hail of sling stones.  No one else went into combat and during shooting 2 Skaven slingers fired slings into the back of the witch hunter whose charge fell short of the assassin.  The shots landed no blows as the one hit was lucky charmed away.  The remaining Skaven slinger from that group had no target and had to wait until the next turn and the verminkin failed to wound the warrior priest as he made his armor save.

 

Turn seven, Chuck reached for his dice and cast them hoping his warband would stay… a 7, his morale was holding.  His warrior priest stood up and his last flagellant charged the newly arrived Skaven and got into combat with a night runner. His witch hunter finally made contact with my assassin.  The captain took a shot with his dueling pistol at the oncoming hoard of Skaven and missed and then it was back to melee.  The zealots on the roof now rushed back down to the ground to join the melee.  The witch hunter and flagellant dispatched my assassin after wounding him once then taking him out of action.  I was awestruck.  I managed to knock down the warrior priest again, but the same could not be said for the last flagellant the night runner… the dice were being very uncooperative for both warbands as no wounds were inflicted there either.

 

Turn 7 and another moral check….  It was now my turn and after franticly searching my heroes section only came up with a high leadership of 6.  I was sure that I was doomed!!!  While we both chanted versions of “high” and “low” I cast the dice…. A five and a one, for a total of 6!!!!  Amazingly I had passed!!!  And finally, the last of my warband had arrived and with luck, he entered on an adjacent table edge, within charging range of Chuck’s zealots who had just descended from the roof top.  Two of my giant rats joined combat with the night runner and flagellant and the third entered combat with the verminkin and the warrior priest.  My sorcerer had to decide what spell he would try to cast and where would I send it.  I decided to try my luck and cast black fury and go for his captain as I felt my assassin could handle himself as he had already taken four models out of action.  I anxiously grabbed the dice knowing that a failed cast could cost me the game.  I started to doubt and thought about casting gnawdoom, but I took the chance and stuck to my guns… a 9, and a success!!!  My sorcerer went into combat with his captain and I would be throwing 5 dice with strength 4.  And so it began, my vermin kin failed to wound the warrior priest due to another successful armor save, but the giant rat managed to score a wound and take him out of action.  Now it was on to the newly arrived night runner and his fight with the zealot and with luck, he managed another out of action.  The two giant rats and the other night runner also managed to take out their flagellant.  Things were looking good until the battle between the assassin, witch hunter and final flagellant sadly ended with the demise of my leader.  He had fought well and I sadly put him aside.  And now the moment had arrived for the sorcerer and his captain to fight it out.  I started grabbing the dice to use against his captain.  Three of the five were hits and one was a critical.  The end result, with the luck of some failed armor checks, was that my sorcerer stood victorious and had managed to take the captain out of action in one swift attack.  I took a deep breath and it was on to turn eight.

 

Turn eight and Chuck once again started with a leadership check which he had to make with the witch hunter since his captain was now out of action.  He needed a seven and that’s what he got.  I gritted my teeth and waited to see what he would do.  He was excessively light of figures having only 2 zealots, a flagellant and the witch hunter remaining.  His strategy at this point was to hold on and see if I would fail my next moral with the loss of my assassin.  His witch hunter and war dog stayed safely out of combat while the two remaining zealots charged the nearest night runner.  The combat was swift, with multiple hits which blew through all defensive charms but failed to take him out of action. In return, one of the zealots fell to the night runner’s fighting claws.

 

I was down 6 models, two of which were heroes, leaving me 10 figures to continue the fight against his three.  I knew my chances of rolling a 6 or less again would be nothing short of a miracle.  I grabbed the dice and once again the chanting of “high” “low” rang throughout the store… I rolled an 11… I had failed and the game was a loss, my first this week.  Even the aftermath was bad, I lost 3 henchmen and my verminkin hero died of his wounds… it was a sad day in the warrens for sure.

 

Kislevites vs. Skaven vs. Witch Hunters

 

Game four found me a little more apprehensive about my strategy.  It was to be a three way game, once again including Chuck and his witch hunters and Rob and his Kislevites.  Rob, having the lowest warband rating got to roll for the scenario selection and got a 6, scenario 1: treasure hunt.  In this scenario we would be fighting it out to retrieve pieces of wyrdstone scatter throughout the board.  After all was said and done, there were 7 pieces of wyrdstone to be placed randomly throughout the tabletop.  The object was to collect the most and be the last warband on the table.  I was to set up first followed by Chuck then Rob.  After dicing off, the turn sequence started with Chuck, proceed to me and then finally Rob. Also, for this game we were going to use the random happenings tables form the Mordheim Annual 2002.  I set up in a large building containing 2 pieces of wyrdstone placed by Chuck, while Chuck and Rob both started on open table edges to race toward the remaining wyrdstone.

 

Turn one and Chuck was off across the table after a piece of wyrdstone in a small building on the second floor.  He sent his captain toward the piece while the rest of his warband headed for the center of the table and the piece I had placed in the large fountain located there.  On my turn I successfully rolled for an encounter and wound up with swarms of flies descending upon all of the warbands.  This was good as it gave an additional -1 to all missile fire and combat.  It would last for 3 turns.  I gathered the two pieces of wyrdstone and moved my warband towards the doors and windows.  Rob spent his turn moving into town and the wyrdstone close to his board edge.

 

Turn two Chuck attempted to climb up to the second floor with his captain and failed while his remaining warband fanned out to engage both Rob’s and mine.  He also sent his witch hunter armed with the crossbow up to a second story to better shoot any targets should they become visible.  The model had trick shot and eagle eyes, giving it a clear advantage with the flies buzzing around.  For my turn I sent my giant rats, black Skaven and my assassin after Rob’s warband, hoping to use the flies as cover.  I also sent 2 slingers scurrying across the rooftop to try and pin down Rob’s Streltsi should they turn their attention my way.  Meanwhile my models in the windows facing the witch hunters opened fire.  I only managed to stun the nearest flagellant.  Rob took advantage of this during his turn and took and his streltsi too the stunned model out of action.  He also managed to recover a piece of wyrdstone and roll for a random happening which netted him another piece of wyrdstone.

 

On turn three, Chuck’s captain finally climbed up the ruins to get the piece he was after and the rest of his warband continued to move closer and his zealots were one turn out of charging Rob’s Kislevites.  A shot from his crossbow missed his intended target, the streltsi who just shot the stunned flagellant.  On my part of the turn, I managed another random happening.  My assassin found a reflecting pool and promptly looked in.  He was granted immunity from his first successful wound!!!  This would give him 3 wounds for combat.  He and the black Skaven advanced to get even closer to the Kislevites while the rest of my warband opened up on Chucks advancing dogs and flagellants.  One of the verminkin managed to take out one of the advancing war dogs.  Rob spent his turn pulling back to get out of the zealots range and he took a few more shots at flagellants in the courtyard below.

 

On turn four, Chuck’s captain fell from the second floor stunning himself.  His models continued to advance and one of the zealots attempted to charge one of Rob’s models and failed.  Shots were once again fired in the now fly free environment, but none landed.  When my time came, I once again rolled a random happening, damn ones!!! And a swarm of rats, how appropriate entered my board edge and headed 5” toward the center of town.  I opened up with my slings once again on Chuck’s flagellants and remaining war dog and managed to  stun another flagellant while my models moved yet closer to Rob’s warband.  Rob ignored the stunned model this time and concentrated his efforts on Chuck’s advancing zealots.  He took one out of action with missile fire and still managed to stay out of any melees.

 

On turn five, Chuck routed his witch hunters having taken only 3 casualties, leaving Rob and I to battle it out.  On my turn I charged my 4 giant rats bringing one into combat with one of Rob’s Cossacks.  The combat was uneventful. I fired slings from my assassin and black Skaven to no avail at the streltsi and Cossack on the second floor of the building.  The rats also ran another 5” towards the fountain in the center of town.  On Rob’s turn he fired both the Cossack and the streltsi at my black Skaven as he remembered my assassin would have 3 wounds.  One hit and was luck charmed away.  In melee my giant rat managed to take out his Cossack on the ground floor.

 

Turn six started with me charging another giant rat into combat with Rob’s Cossack on the ground and my assassin managed to get a sling shot off that took his streltsi on the second floor out of action.  When melee came, between the two giant rats in combat, they were able to finish off the Cossack.  When I was finished and passed the turn to Rob, he began his turn by voluntarily routing his warband before I could get into any serious close combat with him.  It was a cheap win, and I’ll take it.  The end results for me were not anything spectacular, but Rob cut and ran with 2 wyrdstone shards and an underdog bonus of +2 xp.

 

 

 

 

 


 

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