/TG/heim: Difference between revisions
Line 283: | Line 283: | ||
<div class="mw-collapsible-content">Fresh from their relatively bloodless victory over the privateers, Da Proud Toofs were aimlessly wandering the streets of Mordheim when they heard a terrible moaning. With a gleeful roar they charged towards it's origin. Unfortunately for them, the undead had long since heard them coming and had organised themselves accordingly. The orcs ran face first into a volley of arrows and a line of disciplined (if somewhat decomposed) infantry. Toofsnatcha spotted the thin form of Karlsbad the wicked some way off from the main combat, and charged straight for him. Despite managing to floor his bodyguard, the grave guard know as Zigmund Yorschleit, he was quickly dragged underground by the many dead buried under Mordheim. The battle only went downhill for the orcs after that. Although they finally managed to batter Zigmund into insensibility (permanently damaging his nerves) the undead won by quite a margin. The orcs fled, vowing revenge...</div></div> | <div class="mw-collapsible-content">Fresh from their relatively bloodless victory over the privateers, Da Proud Toofs were aimlessly wandering the streets of Mordheim when they heard a terrible moaning. With a gleeful roar they charged towards it's origin. Unfortunately for them, the undead had long since heard them coming and had organised themselves accordingly. The orcs ran face first into a volley of arrows and a line of disciplined (if somewhat decomposed) infantry. Toofsnatcha spotted the thin form of Karlsbad the wicked some way off from the main combat, and charged straight for him. Despite managing to floor his bodyguard, the grave guard know as Zigmund Yorschleit, he was quickly dragged underground by the many dead buried under Mordheim. The battle only went downhill for the orcs after that. Although they finally managed to batter Zigmund into insensibility (permanently damaging his nerves) the undead won by quite a margin. The orcs fled, vowing revenge...</div></div> | ||
''The Good Company of Sir Aillas vs. Blood Hoof's Raiders''' ''(3-16-13, Finished. Results? Surprise attack on the Beastmen by the Bretonnians).'' | '''The Good Company of Sir Aillas vs. Blood Hoof's Raiders''' ''(3-16-13, Finished. Results? Surprise attack on the Beastmen by the Bretonnians).'' | ||
'''Wu's Manchu vs. Sulemain's Menagerie''' ''(3-16-13, Finished. Wu's Manchu victory. The Menagerie unearths a hidden treasure, but are unable to escape with it before the Manchu rout them.)'' | '''Wu's Manchu vs. Sulemain's Menagerie''' ''(3-16-13, Finished. Wu's Manchu victory. The Menagerie unearths a hidden treasure, but are unable to escape with it before the Manchu rout them.)'' |
Revision as of 19:48, 16 March 2013
Basically, /tg/ plays Mordheim over Roll20, with all the associated tales of tragedy, horror, and cursing at the fickle nature of the dice gods. Aside from Roll20, you can also try to contact players through #mordheim on sup/tg/'s IRC server: irc.thisisnotatrueending.net (you can use their integrated chat client and type /join #mordheim if you don't have an IRC client).
League Overview
League format is pick-up-and play - play as many games (or as few) as you want or can manage. Even if you're outmatched, battles in Mordheim usually end at the 25% casualty mark due to the Rout rules, and inexperienced warbands gain extra experience when going up against much stronger ones. And while more games might bring in more experience and loot, they also bring in more risk. It's also a good idea to try and avoid playing against the same warband twice in a row, especially if you gave them a particularly bad thrashing. Finally, you're free to retire a warband at any time at start from scratch with the default 500gc limit - nothing carries over, of course. But we recommend sticking with a band even if you have a couple of bad games; the underdogs rule means that recovery is always possible.
/TG/heim: Da Proud Toofs (Orcs&Goblins) - Warband Rating: 124
/TG/heim: Hoestermann's Mans (Reikland) - Warbanding Rating: 78
/TG/heim: Barrett's Privateers (Pirates) - Warband Rating: 93
/TG/heim: D0rf's Dorfs (Dwarven Treasure Hunters) - Warband Rating:
/TG/heim: Sulemain's Magnificent Menagerie (Cult of the Possessed) - Warband Rating: 94
/TG/heim: General Mills' Undead Army (Undead) - Warband Rating:
/TG/heim: Kalmar's Acqusitions, Inc (Merchant Caravan) - Warband Rating: 78
/TG/heim: Wicked K's Company (The Restless Dead) - Warband Rating: 128
/TG/heim: Van Helsing's Avengers (Witch Hunters) - Warband Rating: 129
/TG/heim: Blood Hoof's Raiders(Beastmen Raiders) - Warband Rating: 119
/TG/heim: The Blackfur Horde (Skaven) - Warband Rating: 133
/TG/heim: Iron Biters (Ogre Maneaters) - WarBand Rating: 88
/TG/heim: Hungry Khagan's Thumpers (Ogre Maneaters) - WarBand Rating: 94
/TG/heim: Wu's Manchu (Battle Monks of Cathay) - Warband Rating: 140
/TG/-heim: Berthas Redemption (Sisters of Sigmar) - Warband Rating: 89
/TG/heim: The Good Company of Sir Aillas (Bretonnian Knights) - Warband Rating: 59
/TG/heim: Kwikkritt's Killers (Skaven) - Warband Rating: 109
/TG/heim: Clan Bladeborne (Middenheim Mercenaries) - Warband Rating: 86
/TG/heim: Toofy Crows (Orcs&Goblins) - Warband Rating: 120
/TG/heim: Giacomo's Gravediggers (Marienburg) - Warband Rating: 82
Houserules and other Clarifications
- Using two melee weapons at once incurs a -1 to-hit penalty. This does not apply to characters that have multiple attacks, but applies to all attacks in a round if the character chooses to gain a bonus attack from an extra weapon.
- Slings are S2
- Light armor and Heavy armor are half the listed price, rounding up. This also applies to Gromril and Ithilimar armor as well. *Only during warband creation
- Amazon warband is not allowed
- Any mention of "Treasure" in a warband list refers to Wyrdstone. (Lustrian and Khemri campaigns use a different resource, hence the language)
Unless otherwise noted:
- All buildings are assumed to be 3" high
- All buildings are climbable to the roof/high ground from anywhere in the building.
- All buildings can be seen *into*, but not seen *through*, unless otherwise noted, but grant cover to occupants.
- All building may be entered from any side.
- Unlike Warhammer Fantasy, you do not have to charge in a straight line in Mordheim (you can charge models behind corners with an Initiative test). You still need to take the shortest possible route to the target.
Proposed (see main page discussion for details):
- Mounted Combat Rules
- Additional Mounts from Empire in Flames
- Shadow Hunters, Dark Elves, Carnival of Chaos, and Pit Fighter Bands amendments
- TWF penalties apply to Battle Monk fist-fighters
- Cathayan Routing clarifications
Core Rules & Warbands
Core Warbands
Includes 3 Mercenary Companies, Cult of the Possessed, the Undead, Skaven, Witch Hunters, and Sisters of Sigmar.
Scenarios, Experience, Income, and Long-term Injuries
Weapon/Armour/Equipment PDF Arms & Equipment Guide
Swords of the Empire (Hired Swords Compilation)
Carnival of Chaos (Nurgle warband), page 58
The Black Dwarves (Chaos Dorfs)
The Restless Dead (Skeleton-focused Undead, lead by a Liche)
Pit Fighters (Note: Some consider them OP, so you may get flak for using them)
Shadow Warriors (Note: Some consider them OP, so you may get flak for using them)
Outlaws of Stirwood Forest (Robin Hood & Company)
Tomb Guardians (Tomb Kings warband)
Feel free to add other GW-released warbandsif you have a link to the pdf.
Advances
These are just for normal warbands. Some warbands (Namely Ogres iirc) have different advancement schemes.
- Heroes: 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
- Ogre Heroes: 4, 8, 12, 16, 20, 28, 34, 40, 48, 56, 64, 72, 82, 92, 102, 114, 126, 138, 152, 166, 180
- Henchmen: 2, 5, 9, 14
- Ogre Henchmen: 4, 10, 18, 28.
Printable Roster Sheet (useful for tracking advancements)
Making a Page for your Warband
Your Warband's 1d4chan page should have your warband's name and rating, your warband's heroes (and their experience, advancements, equipment), as well as henchmen (and their experience), current gold in the treasury, any remaining wyrdstone, and weapons/items in the inventory. Adding in a characteristic profiles for each model is recommended. Try to update it after every battle, or at least before the next battle so your opponent has a reference.
{| border="1" cellspacing="0" cellpadding="5" align="left" ! M ! WS ! BS ! S ! T ! W ! I ! A ! Ld |- | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |- |} Don't delete the newlines above!
and you should get a result that looks like this:
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
(Note that the large blank space is for some reason important to make sure shit doesn't get messed up)
Playing on Roll20
Since the chat window isn't different for each new page in the same campaign, games are spread out over several campaigns on Roll20, or "Game Tables." You will need a Roll20 account to join one of the following tables. Contact the table's GM to be promoted to GM status. This will allow you to upload tokens to your own personal library, manipulate tokens on the board, and also edit the map in use. Randomly generated urban maps can be found on Wizard Dawn
Note: When setting up a table and making the Roll20 map, be sure to make it 48x48 units (Size of normal Mordheim board in inches), and set diagonal measurement to "3.5 D&D/Pathfinder" So it measures it correctly.
Tokens should be sized at 70x70pixels, be of a square shape, and hopefully represent the character in some way (nameplates can be toggled on in Roll20, but being able to tell at a glance is helpful). A border is recommended for convenience of checking edges and base-to-base contact. Similar pictures for henchmen and unique pictures for heroes are also recommended to help with differentiation. An image with an easily visible orientation (like a face) is also helpful, because tokens are often rotated and flipped to represent knock-downs and stuns.
Note: Roll20 measures auras starting from the token edge. For a 70x70pixel token, the distance you need to compensate for is 0.5 - adjust aura distances by this amount. For a 45x45 pixel token (standard measuring template size), the distance adjustment is 0.3.
Sample Tokens (note you will have to resize these to 70x70
List of Skirmishes
Jinn thougt maybe he was hert cause two of da big ones jummpd up and down on him for a bit, but it turned out it was just dirt. Temmu did get one of his eyes taked by um and whined for hours about it beein his luky eye, so we sol one o dese weerd rocks we found and baut some dinner from little humans.
We all agre, pretty good day.
Wicked K's Company vs. Kalmar Acquisitions. (3-15-13, Finished. Kalmar Acquisitions Victory) Notable casualties: Sir Henry Twospook, Grave Guard. Honourable mention to Bard Magnifikusson for getting run over by a wagon and surviving unscathed.
Iron Biters vs. Blood hoof Raiders(3-15-13, Finished. Blood Hoof Raiders victory)
Wu's Manchu vs. The Good Company of Sir Aillas (3-16-13, Finished. Wu's Manchu Victory)
The Good Company of Sir Aillas vs. Blood Hoof's Raiders (3-16-13, Finished. Results? Surprise attack on the Beastmen by the Bretonnians).
Wu's Manchu vs. Sulemain's Menagerie (3-16-13, Finished. Wu's Manchu victory. The Menagerie unearths a hidden treasure, but are unable to escape with it before the Manchu rout them.)
Iron Biters vs. Da Proud Toofs vs. Kalmar Acquisitions, Inc. vs. Skugg's Marienburgers (3-16-13, Finished. Iron Biters sneak off with the treasure while the Proud Toofs rampage among the humans.)
Iron Biters vs. Van Helsing's Avengers (3-16-13, Finished. Van Helsing's Avengers hounds harry the Ogres into a rout during a Skirmish).
Notable Moments
To be filled in as people trickle in...