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.