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<div class="toccolours mw-collapsible mw-collapsed">'''Sergei's Soldiers vs Clan Landprecht ''' ''(3/20/2013 Treasure Hunt, Loss)'' | <div class="toccolours mw-collapsible mw-collapsed">'''Sergei's Soldiers vs Clan Landprecht ''' ''(3/20/2013 Treasure Hunt, Loss)'' | ||
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<div class="toccolours mw-collapsible mw-collapsed"> '''Roger's Raiders vs Capitalism, Ho!''' ''(3/20/2013 Skirmish, Victory to the Raiders)'' | |||
<div class="mw-collapsible-content"> ''</div></div> | |||
</div></div> | </div></div> | ||
==Notable Moments== | ==Notable Moments== | ||
''To be filled in as people trickle in...'' | ''To be filled in as people trickle in...'' |
Revision as of 05:45, 20 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.com (you can use their integrated chat client and type /join #mordheim if you don't have an IRC client).
Open 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.
Note: As the Open League is well, open, involving many different splats, unofficial warbands, and other wild craziness, expect continual discussion on and revision of houserules. The latest houserule discussion can be found in the talk page.
/TG/heim: Da Proud Toofs (Orcs&Goblins) - Warband Rating: 203
/TG/heim: Hoestermann's Mans (Reikland) - Warbanding Rating: 78
/TG/heim: Barrett's Privateers (Pirates) - Warband Rating: 100
/TG/heim: D0rf's Dorfs (Dwarven Treasure Hunters) - Warband Rating: Inactive?
/TG/heim: Sulemain's Magnificent Menagerie (Cult of the Possessed) - Warband Rating: 107
/TG/heim: General Mills' Undead Army (Undead) - Warband Rating: Inactive?
/TG/heim: Kalmar's Acqusitions, Inc (Merchant Caravan) - Warband Rating: 78
/TG/heim: Wicked K's Company (The Restless Dead) - Warband Rating: 169
/TG/heim: Van Helsing's Avengers (Witch Hunters) - Warband Rating: 160
/TG/heim: The Blackfur Horde (Skaven) - Warband Rating: 133
/TG/heim: Iron Biters (Ogre Maneaters) - Warband Rating: 203 Great for Underdog matches!
/TG/heim: Price's Outfit (Marienburg Mercenaries) - Warband Rating: 77
/TG/heim: Hungry Khagan's Thumpers (Ogre Maneaters) - WarBand Rating: 146
/TG/heim: Wu's Manchu (Battle Monks of Cathay) - Warband Rating: 169
/TG/-heim: Berthas Redemption (Sisters of Sigmar) - Warband Rating: 157
/TG/heim: The Good Company of Sir Aillas (Bretonnian Knights) - Warband Rating: 33, most like disbanding
/TG/heim: Kwikkritt's Killers (Skaven) - Warband Rating: 185
/TG/heim: Clan Bladeborne (Middenheim Mercenaries) - Warband Rating: 74
/TG/heim: Toofy Crows (Orcs&Goblins) - Warband Rating: 209
/TG/heim: Giacomo's Gravediggers (Tilean) - Warband Rating: 134
/TG/heim: The Crew of The Smoking Dog (Pirates) - Warband rating: 73
/TG/heim: Facepuncher's Punchers of face (Norse Marauders of Chaos) - warband rating: 130
/TG/heim: Clan Landprecht (Ostlander Mercenaries) - Warband Rating: 214
/TG/heim: Sergei's Soldiers (Reikland Mercenaries) - Warband Rating: 114
/TG/heim: House Lavendel (Undead) - Warband Rating: 78
/TG/heim: Amar-Sin's Slavers (Chaos Dwarfs) - Warband rating 147
'''/TG/heim: Beef Eaters (Cult of the Possessed)''' - Warband rating 81
/TG/heim: The Creatures of the Night (Undead) - Warband Rating: 78
/TG/heim: Hoedemaeker's Landmacht (Marienburg) - Warband Rating: 81
/TG/heim: The Black Gang of Arum (Reikland) - Warband Rating: 188
/TG/heim: Vade Retro Chic (Sisters of Sigmar) - Warband Rating: 94
/TG/heim: Da Burrs (Outlaws of Stirwood Forest) - Warband Rating: 104
/TG/heim: Ladies of the Night (Undead) - Warband Rating: 78
/TG/heim: The Marksmen of Gloomy Gulch (Averlander) - Warband Rating: 86
/TG/heim: Roger's Raiders (Reikland Mercenaries) - Warband Rating: 94
/TG/heim: Comrades of the Greatest Union (Cult of the Possessed) - Warband Rating: 68
/TG/heim: Zlatlan Seekers (Lizardmen) - Warband Rating: 84
/TG/heim: The Blight Lords Followers (Clan Pestilens) - Warband Rating: 71
A Word from WikiFag *PLEASE READ*
"Hey guys! Just a small request - I'm totally happy for you to use the wiki as a repository for your warband lists and organisation, and what have you. However, you guys have a tendency to spam up the Recent Changes by making a lot of minor edits over relatively short spaces of time, which can make it a bit hard to follow what's been going on in the wiki lately. I'd be much obliged if you chaps could try to cut down on the number of edits you make by using the preview function and looking at whatever else you needed to change rather than immediately committing an edit and, when you absolutely have to, marking small edits as minor changes so they can be more easily filtered out? This would just make it easier to follow the recent changes, which are currently about 95% /tg/heim-related by volume. Which is still better than 50% spam activity, mind you, so I'm not complaining too much. Cheers!" Thanks Wikifag!
Open League Houserules and other Clarifications
General
- There is a LOT of fan-made content for Mordheim out there, since it's very campaign dependent. Moreso than other Specialist game lines (such as Blood Bowl or Battlefleet Gothic, which have rules committee oversight). Please take care when searching for "unique" or "special" warbands, as many are creations for specific campaigns with their own sets of houserules. You can never go wrong with the bands in the core rulebook.
- 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.
- Rolling should be done in the presence of a witness. Roll20 does keep chat logs for a few hours, but 2+ live witnesses are encouraged.
- Ensure diagonals are being measured via Euclidean rules. (Check the page options on the map you are using.
- Go over any changes in the regular rules you wish to use with your opponent before beginning, and ensure both of you are familiar with the scenario.
- Errata is in use in most cases, save for obvious disagreements with current houserules (such as TWF).
- Don't be a dick.
Weapons
- 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.
- Sling flurry is at S2 (the double attack). Single shots may still be made at S3.
- 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
Warband-specific
- Amazon, Shadow Hunters, Pit Fighters, Dark Elves disallowed. (discussion is ongoing regarding Amazons and Pit Fighters)
- Carnival of Chaos with Nurgle's Rot is not allowed. (havoc to keep track of in an Open League)
- Any mention of "Treasure" in a warband list refers to Wyrdstone. (Lustrian and Khemri campaigns use a different resource, hence the language)
- Mounted Combat Rules from the main rulebook are in use. Further Mounted combat rules are under review.
- Vehicle rules from Empire in Flames are in use. Wagons are always available for Merchant Caravans, but currently under review for other warbands.
- TWF penalties apply to Cathayan Battle Monk fist-fighters
- Cathayan Peasants count towards warband size for determining when to take a Rout check. They are not counted towards the number of warriors put Out of Action for the check.
- Rewards of the Shadowlord table may be used by Possessed Warbands.
- Sisters of Sigmar Righteous Fury applies to all Chaos-aligned warbands.
Buildings
Buildings are assumed to be fairly ruined and/or flimsily built. Unless otherwise noted, all buildings:
- Are assumed to be 3" high
- Are climbable to the roof/high ground from anywhere in the building.
- Can be seen *into*, but not seen *through*, unless otherwise noted, but grant cover to occupants.
- May be entered from any side.
Proposed (see main page discussion for details):
- Additional Mounts from Empire in Flames
- Wagon availability
- Amazon and Pit Fighter band amendments
- 25% armour discount during play for light and heavy armour only
- Ogre xp clarifications
- Open League/Scenario records time frame (to avoid cluttering 1d4chan)
Scenarios
Kidnapped Scenario Rules
- KIDNAPPED!
Skipping the description, says one warband should be possessed but that's hardly important.
- Terrain
Start with the attacker, each player takes it in turn to place a piece of terrain. It is suggested that the terrain is set up within a area roughly 4x4'. In the middle of the playing area you should set up a piece of scenery representing the sacrificial altar. There should be at least 6" of empty space between the sacrificial altar and the nearest building.
A model representing the sacrificial victim should be placed on the altar.
- Warbands
The Defenders warband is deployed first and they can be placed anywhere on the table except within 8" of any of the table edges. The warband attempting the rescue (Attackers) must place all its models within 4" of a table edge, out of the sight of any of the Defenders models, with at least one model next to each of the four sides of the table.
- Starting the game
The warband attempting to rescue the sacrificial victim automatically has the first turn.
- Freeing the Sacrificial Victim
As long as at least one model in the defenders warband is in base-to-base contact with the victim, the ritual carries on and the sacrificial victim may not move. Note that models Knocked Down or Stunned do not count.
If there are no standing Defenders in base-to-base contact with the sacrificial victim, he (or she) may try to escape. The victim can move freely, controlled by the player attempting the rescue. The victim may make an immediate move as soon as there are no defenders in base contact and after this will move normally in the movement phase of the rescueing warband. The victim escape if he (or she) moves off any table edge. In this case the game ends.
- Recapturing the victim
If any defender moves into base contact with the victim (via charge, normal move, or running) then the defender has recaptured the victim and may move the model alongside the warrior who captured him/her. Note that when trying to recapture the sacrificial victim the normal interception rules apply, so the defender may not charge the sacrificial victim if there are other enemies in the way. If the defender mange to recapture the victim and mover him or her back to the center of the altar then the victim is sacrificed and the defenders win.
- Sacrificial victim
M 4 WS 2 BS 2 S 3 T 3 W 1 I 3 A 0 Ld 7 Equipment: None.
- Ending the game
in the end of the 6th turn if the victim has not been freed the defenders automatically win as the victim is sacrificed. Otherwise the game ends when either band is wiped out, the victim is recaptured and sacrificed or the victim escapes via any of the table edges. Note that neither warband routs in this scenario! The stakes are to high!
- Experience
+1 survives
+1 winning leader
+1 for possesion of the victim [this is a single point that can be given to any hero in the warband]
+d6 if victim is sacrificed [defenders get d6 exp that can be freely distributed between the heroes. [For possessed: In addition you may roll for rewards on the shadowlord for any Two heroes you wish]
+d6 if the victim excapes [distributed freely among the heroes and an additional 50gc to the bands treasury]
+1 per enemy out of action
Sub-Leagues
With the large number of players now available in the Open League, players may want to put together smaller and more highly-organized invitation leagues of their own, either with their own restrictions, specific themes, or locations different from Mordheim. This section collects links to individual sub-league pages. Please ensure that your league has a list of houserules (with allowed bands), optional splats used, number of player slots (and list of players/warbands), and time commitment/game schedule as appropriate.
/TG/heim: Small BTB Test League
/TG/heim: Mordheim League (Core Only)
/TG/heim: JT and Friends Private League
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
Spoils of War - additional items for Mordheim campaigns
Weapon/Armour/Equipment PDF Arms & Equipment Guide (Reference Only, check respective splats for more detailed info)
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. All warbands use the same advancement scheme, but some (like Ogres) have penalties to the xp they earn.
- Heroes: 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83, 90
- Henchmen: 2, 5, 9, 14
(For Ogre bands, cut gained xp in half and count in increments of 0.5. So an Ogre hero who earns 1 xp would only gain 0.5xp, but would count the original 1 towards warband rating)
Printable Roster Sheet (useful for tracking advancements)
Getting Started
Mordheim is set 500 years before the "present" Warhammer Fantasy timeline, and is centred around the ruined city of Mordheim, destroyed in a night of fire by a warpstone comet. It is a dark time, with prophets speaking of Sigmar bringing judgement to his people, and of dark cults springing up around the civil-war wracked Empire in the wake of Sigmar's abandonment. In Mordheim, you lead a small warband of adventurers, treasure-seekers, and fortune-finders that race through the streets of the city searching for shards of wyrdstone to either sell them to the highest bidder, use them to gain greater power, or lock them safely in the vaults of Sigmar!
You'll need to create a Roll20 account to join one of the current game tables and chat with existing players. Feel free to ask questions or ask for comments there or in the /tg/ thread (but try to avoid cluttering the chat while a game is in progress).
First off, make sure to read through the entire ruleset, including rules for Campaigns. Then you can start brainstorming warband concepts. Mercenaries are a solid all-round pick, but most of the warbands in the Core book are solid picks. Remember that fluff and creative use of tokens can go a long way (you don't necessarily need to use a specific army list for an army - you can represent Brettonnians with Middenheimers if you so choose). Follow the rules in the warband list for generating a starting warband - note that rare equipment, if available for purchase at warband creation, will not be as easily available once the warband is active in the campaign(the same generally applies to other things like mutations for Chaos factions). Starting spells and other random attributes should be rolled in the presence of a witness (preferably a few) on Roll20.
Then you'll need to create a page for the warband on 1d4chan, which is done in the regular way. Be sure to include a link back to /tg/heim, and a link on this home page! 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
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 "Euclidean" so it measures the diagonals 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, stuns, and/or facing. Sample Tokens can be found here (note you will have to resize these to 70x70.)
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. You can also make a "ruler" token for measuring distances by resizing a token in increments of 70 pixels - a 4" ruler would be 280 pixels wide, for example.
Mordheim Outskirts - (Quinze's Table, for /tg/heim general league discussion and game-finding here.)
Draxxon's Game Table (Mordheim)
Coffee's Game Table (Mordheim: Coffeerush!) (actually fixed)
Draxxon's Second Table (Mordheim: Second Room)
Guy's Game Table (Mordheim Table)
MILLANDSON's Game Table (Mordheim - Dare you enter?)
Funk's Game Table (Bunbun Mordheim)
Wicked K's Game Table (Mordheim - Tales from the Crypt)
Comrade Skuggs' Game Table (People's Republic of Mordheim)
Please update this with any other Mordheim tables you are aware of! For whoever made the campaign, please make your campaign LFG so anyone can join, and keep up on promoting any new players to GM (Hover over their player name on the main campaign page to do so) so they have an easier time playing and loading images.
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).
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. Avengers' Victory. Van Helsing's Avengers hounds harry the Ogres into a rout during a Skirmish).
Iron Biters vs. Sergei's Soldiers (3-17-13, Finished, Iron Biters victory) Ambush (Defenders) Scenario.
Iron Biters vs. Wu's Manchu (3-17-13, Finished, Iron Biters victory)
Berthas Redemption vs. Facepunchers Punchers of Face (3-17-13, Finished, Facepunchers victory) Skirmish Scenario. Notable casualties: Hilda Thrice-Blessed, the blind sharpshooter.
Wicked K's Company vs. Iron Biters (3-17-13, Finished, Iron Biters victory) Skirmish Scenario. "Notable" casualties: A zombie. Highlights include Wicked K. Jumping off a roof onto an Ogre, and a Wight archer almost taking down an ogre all by himself. Not quite.
Facepuncher's Punchers of Face vs. Hungry Khagan's Thumpers (3-17-13, Finished. Khagan's Thumpers victory)
Iron Biters vs. Sergei's Soldiers (3-17-13, Finished, Iron Biters victory) Wyrdestone Hunt Scenario.
Sergei's Soldiers vs. Da Burrs (Outlaws of Stirwood Forest) 3/18/13 (Sergei's Soldiers Victory)Surprise Attack
Wicked K's Company vs. Blood Hoof's Raiders (3-18-13, Finished, Wicked K's Company victory) Wyrdstone Hunt Scenario. Notable casualties: Gnarl, beastman hero. Highlights include Wicked K. Jumping off a roof AGAIN, and this time, successfully choking a beastman unconscious
Face Puncher's Punchers of face vs. Da Proud Toofs 3-18-13, Finished, Da Proud Toofs victory) Defend the find Scenario. Notable casualties: Marauder Chieftain's mind. The Face punchers had heard rumours of a valuable treasure in a certain area of Mordheim, and set off to find it. Find it they did, but as they prepared to loot it, a cacophony of voices and noise came towrds them. There was no mistaking it's origin; there were orcs in the area. As soon as the orcs saw the marauders, they gleefully charged forwards. Fortunately for them, the boss had learned his lesson after their humiliation at the hands of Wicked K's company and ordered his orcs into a battle line. The marauders hit them like a storm, and for a few minutes the battle hung on a knife's edge. Several orcs dropped and they seemed poised to flee... but then the Shaman, Toofsnatcha, hurled himself at the closest marauder, slying him with a single blow from his magic weapon. The chieftain of the marauders identified him as a threat and charged him, along with a champion. but the cackling shamn proved impossible to hit, dancing between their blows, before landing one on the chieftain's head. the blow was so mighty that the chieftain's mind never recovered. The battle was turned and the marauders were routed, leaving the best of the pickings to the orcs
Kwikkritt`s Killers (Skaven) vs. Berthas Redemption (Sisters of Sigmar) (3-18-13, Finished, Kwikkritt`s Killers victory) Occupy Scenario. Notable casualties: Gertruds left arm. Highlights include Kwikkritt`s Skaven taking out three Sigmarite Heroes in a single charge after a rocky start.
From the perspective of the true heroes: With Sergei wounded, Alex had to lead the Soldiers during this fight. Upon approaching another section of the ruined city, they encountered a group of undead. Alex and Clyde setup their position in a collapsing hovel on the right flank, while three marksmen took up position on the roof of a larger building in their center. The two warriors Maximilian and Jasper went up the left to secure a building. Soon after entering it, they were assaulted by a ferocious vampire the likes which have never been seen before. In its first assault it laid the warriors to waste with a mere three blows. Never one to waver in the face of adversity, Maximilian drew out his dueling pistols and shot it twice between the eyes, the shot was so lethal the Vampire did not rise again, even after the battle was over. The rest of the undead horde began to surround, and Max still keeping his cool, drew out his pistols once more crippling the Necromancer, who had tried and failed several times to destroy Maximilian with his dark spells, and leaving him with a chest wound from which he would never recover. Seeing how his comrades were in trouble, Clyde ran too their aid, but they fell under the undead onslaught before he could reach them. With one last desperate hope, Clyde unleashed the power of the blunderbuss he carried, knocking down several zombies, and destroying a fourth. Jasper however, was caught in the blast and never rose again. Directing the actions of his men from the right flank which he held by himself, Alexander noted that they all fought exellently, aside from the three Marksmen perched atop a building in safety who failed to do anymore than wound a single zombie during the entire conflict. In the aftermath, several corpses where found on both sides, and while Maximilian escaped death, his psyche was scarred; which lead some to call him Maximilian the Mad, while other remembered his heroism and lethality calling him Maximilian Necrobane.
Roland-Sama (Kalmar's Acqusitions, Inc.) vs Master Jeet (Wu's Manchu) (3-19-13, Finished. Victory. Duel Scenario.)
Wu's Manchu vs. Blood Hoof's Raiders (3-19-13, Finished. Blood Hoof's Raiders Victory. Breakthrough Scenario.)
Sulemain's Menagerie and Hoestermann's Mans - two bands that have not had an easy going in Mordheim and have been worn down and ragged. The mercenary company was pushed out by Blood Hoof beastmen and strangely garbed men with bright block numbers on their livery to the east while at the same time the Menagerie's retreat from the Sisters forced them west. Both warbands, eager to avoid further clashes and stake out new territories, blundered into each other in a ruined tenement. The experienced Hoestermann quickly sent his troops into defensive positions, crossbows ready. Quarrels rained down as the Menagerie, with no clear line of retreat, rushed forward.
Ose took a crossbow bolt to the gut in the rush, but the remaining Menagerie closed and engaged Hoestermann's mercenaries in ferocious hand to hand combat. Hoestermann's two champions cut down the initial wave of crazed Brethren, but Barbados put an axe through the skull of Bellegarde while he grappled with Crowley. Attempting to save his comrade, Romm leapt from the rooftop upon Crowley, but mistimed his jump and the two went sprawling. In the grapple that ensued Crowley put a dagger into Romm. The loss of two champions and the ferocity of the Menageries creatures forced Hoestermann to order a withdrawal.
They waited as the Tileans methodically dropped the Cultists with their Crossbows and even shot their monstrous Possessed in close combat with a pistol. As the Cult retreated they saw the time was ripe and they attacked, they killed one beastmen who had unwisely hidden himself in a near building.Thisfinally was too much for the Cult and they routed. Then following fight was long and ardous, both parties used the many buildings to hide from the others Arrows, Bolts and in case of the chaos dwarfs sorcery.Seemingly tired of waiting the chaos dwarfs attacked after swapping bolts and arrows and got the enemy captain in a close quarter fight in a building up north. From the sides otherh umans quickly advanced but were intercepted by the dwarfs.The battle was one of attrittion and finally the stubbornes of the chaos dwrafs won them the day as they cut down enough enemies to demoralize the enemy enough that Giaccomo ordered the retreat.they left behind on of their own who was captured by the dwarfs.
The art full, they sent it to Zharr-Nagrrund to reap theire reward.Notable Moments
To be filled in as people trickle in...