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.
Participating Warbands List
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 Scenario Rules
Skipping the description, says one warband should be possessed but that's hardly important.
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.
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.
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.
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.
M 4
WS 2
BS 2
S 3
T 3
W 1
I 3
A 0
Ld 7
Equipment: None.
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!
+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: Sample League name
/TG/heim: Small BTB Test League
/TG/heim: Mordheim League (Core Only)
/TG/heim: JT and Friends Private League
Core Rules & Warbands
Main Rules
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)
Map Generator
Mordheim Annual Errata (the official Errata - newer versions of the rulebook will include most of this)
Other Errata Compilation (note sources, some are "official" GW answers, some are answers by the author (Tuomas Pirinen) while some are common community rulings.)
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.
Copy-paste this text to your wiki page to enter statlines, replacing fields as appropriate:
{| 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
Games on 3-14-13
Barrett's Privateers vs. Da Prouf Toofs (3-14-13, Finished. Proud Toofs stomp Privateers, but not before they make off with most of the wyrdstone)
The Privateers could hear the Orcs coming before they appeared, thanks to the incessant squabbling and krumping of each other, but nevertheless while the Privateers managed to get their fastest men and cabin boys out with the Wyrdstone, the orcs permanently smushed a dimwitted crewman, and while the Boss krumped Steady-hand Pete, the Helmsman, so hard he embedded into the ground, he made a full recovery, attributing his success to his 'lucky leather coat.' Nevertheless, the Privateers withdrew, leaving the choice pickings of the area to the Orcs.
Sulemain's Magnificent Menageries vs. Wicked K's Company (3-14-13, Finished. Wicked K's Company wins)
Sulemain's Menagerie, arriving at the outskirts of town, finds their path into the city proper blocked by a Liche, Karlsbad the Wicked, and his apprentice Necromancer slowly unearthing an army of the dead from the graveyards outside of town.
The newly risen dead quickly assemble into ranks and face off against Sulemain's twisted monstrosities, seeking to break past into the city proper where wyrdstone awaits. Sulemain and Karlsbad, both potent sorcerers, engage in a sorcerous duel as the Liche's zombie minions shuffle forward. Eligos, Sulemain's champion, rends a zombie limb from limb but struggles to deal telling blows to the rest. Karlsbad finally finishes his incantation a split second before Sulemain completes his attempt to enspell the Liche's bodyguards - and strikes Sulemain down with a blast of black death. His Grave Guards, sensing opportunity, rush forward and cut down one of Sulemain's mutant bodyguards. Demoralized and outnumbered on all sides, the Menagerie scatters into the back alleys of Mordheim, loyal Ose carrying his wounded comrades to safety.
Kalmar's Acquisitions, Inc vs. Hoestermann's Mans (3-14-13, Finished. Kalmar edges out a narrow victory.)
Kalmar's band of capitalist scum finds some of Hoestermann's men all alone looking for loot. never passing up an opportunity for a quick grab of coins they decide to mount a hostile acquisitions of their wealth. Things turn drastically when the rest of the Hoestermanns come in from different flanks. It started as a scrap, devolved into a fracas and then it went downright nasty. Both leaders suffered greatly in this fight - Hoestermann comes out with multiple injuries, while Kalmar is scarred badly. Will they move on and let past be past, or is this the beginning of a long rivalry?
Hoestermann's Mans vs. Blood Hoof's Raiders (3-14-13, Finished. Blood Hoof's Raiders victory).
Bloodhoof laid four of his beasts in an ambush to stop the large group from breaking through, and he took the rest of his herd north to slaughter the small group. The plan worked perfectly as bullets and bolts rained down upon them, all seemingly deflected aside. The dark gods surely favored Bloodhoof as he slaughtered two smoothskins that day. Finally the southern groups engaged in fighting and two more men went down with no casualties in return, and the battle was over as the humans limped away. Three of the musket men lay dead and were dragged back to the lair, to be devoured that night in celebration.
Games on 3-15-13
Iron Biters vs. Blackfur Horde (3-15-13, Finished. Blackfur Horde victory).
The rat swarm raced ahead, scouring the ruins for precious wyrdstone while the lumbering of the Ogres came ever closer. The giant rats fled in terror or simply froze in bestial fear when the brutes finally approached, crushing rats beneath them. Even their leader, a fearless (For Skaven, at least) assassin cowered before one of their charging warriors. However, to the surprise of everyone including the Skaven, the combination of the gnawgin magical hordes of rats summoned by the skaven seer and a particularly ferocious and tough giant rat ended up downing one of the ogres (Although not fatally), and after the venom from the assassin's blades dazed and nearly killed another Ogre, the brutes decided to retreat and leave the Skaven with their wyrdstone prize.
Iron Biters vs. Sulemain's Menagerie (3-15-13, Finished. Iron Biters victory). Notable casualties: Eligos, Possessed champion.
Sulemain's experiments on the captives his mutants have been taking in Mordheim have not gone unnoticed. Noticed by none other than a very hungry pack of Ogres. In an attempt to hold the Ogres away from the prison pens, Sulemain - still too weak to take the field - arrayed his warriors to attempt to stop their breakthrough. The fearsome Ogre Captain of the Iron Biters clashed in brutal hand to hand combat with Eligos, Sulemain's champion, and broke the possessed monstrosity in two upon his knee. The morale of the Menagerie collapsed upon Eligos's death, leaving the Ogres free to wander into the prisoner pens and help themselves to a meal.
Sulemain's Menagerie vs. Van Helsing's Avengers (3-15-13, Finished. Avengers victory). Notable casualties: Jacob Schnell, Witch Hunter.
After being evicted by a band of hungry Ogres, the Menagerie nearly blundered into a Witch Hunter ambush - another band that Sulemain's activities had drawn the attention of. Ose's keen senses however picked up the scent of hounds, and Barbados led the ragged band around to ambush the ambushers! In a brutal surprise attack the Menagerie stormed the Hunters lying in wait, taking three hounds out of action and a Flagellant.
One of the junior hunters tried to crawl clear of the ambush, only to have his throat cut by one of the Brethren. Barbados was so pleased at the recruit's bloodthirstyness he elevated him to Sworn Brother on the spot! But the Witch Hunters quickly rallied, their Captain returning to the field and their Warrior Priest rallying the rest in the name of Sigmar. Rather than risk a pitched battle with their hated foe, the Menagerie took stock and withdrew, conceding the field for the time being.
Iron Biters vs. Hungry Khagan's Thumpers (3-15-13, Finished. Iron Biters victory)
Day 1- We found way to strange ruined city we hear full of food n fun. Firstd thing we see is more ogres. Dey was surchin da place, probably for tastee snax. We rushd up to give traditnal greetin and was suprisd by how xcited dey was to see other ogres. We tradeid greetins for a bit but dey was too excited so we decided to go.
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)
Games on 3-16-13
Barrett's Privateers vs. Hungry Khagan's Thumpers (3-16-13, Finished. No blows were struck, and Khagan made off with the chest)
Day 2- Today we meet little fancy humans. Dey not so xcited to see us as other ogres, but dey try hard neway. Dey show us dem toys and one made a propa ogre boooom. We was all impresseded. Den we play game of hide'n'find wit dem to help my Thumpers wit "tac-tix". Dos nice little fancy men even let us keep a chest we finded. Afterwards dey met anoder little man wandering in da city and dere captan let him be in his cru. We met anoder ogre too. He was wandern roun da city wit no idea wat he was doin. He hunter down from da mountans hear of interestin stuff heer. We let him join da Thumpers and give him Temmu's gear. Temmu whined again for hours and hours till I finally brok down and bought him an axe. Now hes happy agan.
Anoder good day.
Wu's Manchu vs. The Good Company of Sir Aillas (3-16-13, Finished. Wu's Manchu Victory)
Wicked K's Company vs. Da Proud Toofs (3-16-13, Finished. Wicked K Victory)
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...
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.)
"A group of funny looking humans in strange clothes? And they're unarmed? And they are retrieving a treasure cache in the area? Excellent news, Barbados! Now bring me some captives and gold!" Sulemain said to his chief mutant. Unfortunately for Barbados, he had never heard of the Battle Monks of Cathay, or that their strange clothes indicated a level of unparallelled mastery in the art of fighting *without* weapons...
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).
Clan Bladeborn vs. Hungry Khagan's Thumpers (3-16-13, Finished. Khagan's Thumpers Victory) Notable Casualties: Devesh Forktongue
Day 3- Nu day, nu weerd tings to see in dis city. Today was different from past days cause we meet much less frendly humans. Dees ones just jumpd and yelld and shot me! Reely hurt too. Dey wasnt wearin much cloths for humans and maybe dats why dey was so loude. I thought about givin um some cloths but decided no when they shot me. Instead we ran around dis buildin and jumped on um a few times yelling reel loud till they rund off. Dere was dis one human female dey had to drag off cause she was yellin and foamin in da mouf tryin to get at us. Yelled her name was axe-lea. Said shed be back for us. hurhur
Games on 3-17-13
The Good Company of Sir Aillas vs. Hungry Khagan's Thumpers (3-17-13, Finished. Khagan's Thumpers Victory) Notable Casualties: Sir Aillas, Sir Aillas's Horse
Day 4- Been heer long time now. City just right excitement for us. Been seein nu tings every day. Today we see someting I hear of but never tink I see. We was all spread out ova a big bit ov city lookin for food and goin thru interestin stuff when up prances dis night like from da old storees. Ee was so sparkly we all just stood around and stared at im. Till he hit Temu dat is. Temu startd cryin and flailin about and I had to go in and settle him down. In de end we eated da night and hiz fancee horse to calm down Temu, but I feltd bad cause he was so sparklee and from da storees and all. Still, at least da horse tasted good.
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)
Kwikkritt's Killers vs. Toofy Crows (3-17-13, Finished. Toofy Crows wins. Hidden Treasure scenario.) Notable casualties: Kreep, black skaven.
The skaven and the orcs, both newly arrived to Mordheim, arrived simultaneously at the location of a supposedly large treasure cache. A battle quickly broke out, with both teams desperately searching the ruined buildings while fighting off the opposition. Eventually the chest was found, but Kreep the black skaven was eaten by a squig as he tried to make off with it. While the majority of the orcish elites were held off by simple rats, the bouncing animals managed to do enough damage to rout the ratmen and secure the treasure.
Kwikkritt's Killers vs. Toofy Crows (3-17-13, Finished. Toofy Crows wins. Skirmish scenario.) Notable casualties: None
The Killers were looking to settle the score with their new favoured enemies, and waited in ambush to attack the greenskins. Things didn't go quite as planned for Kwikkritt (again), and this time he was put out of action by the Toofy Crow's leader himself. The stoic members of Team Hiit, who had all survived after being taken out of action in the previous engagement didn't fair so well, with two of their four being pin-cushioned by sustained goblin bow fire (this ended up going to the runt's heads though, as two of the three were killed by their orc superiors for being to mouthy after the battle). Klobba, the newest member of the Killers was taken out after surviving a 4v1 combat, but all this achieved was a deep-seated hatred of the entire Toofy Crows warband. The grudges grow deeper.
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.
Amar-Sin's Slavers vs. Kwikkritt's Killers (3-17-13, Finished. Kwikkritt's Killers win. Defend The Find scenario.) Notable casualties: None
Amar-Sin was having a good day; his warband had no sooner arrived in the ruined city than they had found an untouched treasure trove of wyrdstone. His luck was about to change however, as his plunder had not gone unnoticed: Kwikkritt and his ailing Killers had been watching the dwarves for a while, and when the driver of the huge Chaos Engine went inside to join the search the ratmen pounced. A hail of rocks peppered the beleaguered dwarves, and despite Amar-Sin's best efforts his makeshift stronghold was soon overrun. Pocketing as much wyrdstone as he could, he beat a hasty retreat, leaving the majority of the spoils to the skaven.
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.
Clan Landprecht vs. Blood Hoof's Raiders (3-17-13, Finished. Blood Hoof's Raiders win. Wyrdstone Hunt scenario.) Notable casualties: None
The rumor of a wyrdstone wagon being driven out of the city made the rounds in Mordheim, search parties went far and wide to find the precious resource. Clan Landprecht and Blood Hoof's Raiders met over one such field of wyrdstone. The Ostlander family ran out first, Un-Un the Ogre scooping up some wyrdstone as Kunard and Ulrich were taken down by the vicious warhounds Maim and Murder. Un-Un kicked one of the many dogs away in return but as the second wave of hooting Beastmen arrived the Ostlanders fell back, leaving the field to the Chaos beasts. The Ostlanders used the money to heal two cousins of Ulrich who immediately volunteered to join the family's raids.
Games on 3-18-13
Sergei's Soldiers vs. Da Burrs (Outlaws of Stirwood Forest) 3/18/13 (Sergei's Soldiers Victory)Surprise Attack
Clan Landprecht vs. House Lavendel (3-18-13, Finished. House Lavendel win. Surprise Attack scenario.) Notable casualties: Johan Wasserfell
The Landprechts while patrolling the slums near where they live, stumble upon some wandering undead. Quickly they try and organise an attack to repulse the fiends. They catch Ofelia Stolven and Marrowtooth the Ghoul! immediately they gang up on the undead servants to overwhelm them. Then the groan of many throats emerges from the South as a zombie horde shumbles towards the Ostlanders. A trap! The Vampire and her lieutenants appear all around, their necromancer slinging dark winds. The twins and Un-Un try to hold off the Vampire as the rest of the family makes for Lady Alicia von Lavendel's lieutenants. They down all but one but the Vampire cuts through Kunrad and Un-Un like hot knife through Halfling butter, taking Kunrad's eye for the trouble. Riel manages to cave in Johan's skull before they are forced to retreat by an advancing horde of undead.
Clan Landprecht vs. Wu's Manchu (3-18-13, Finished. Clan Landprecht win. Occupy scenario.) Notable casualties: None
The Landprechts investigate a tavern rumor of a intersection surrounded by buildings filled with Wyrdshards while Wu's Manchu hunt down a possible comet impact site. The two sides collide at the intersection, the Landprechts occupy two of the four buildings and hold out as bolts wizz by their heads. Eventually the attack comes in the form of Eastern warriors led by Master Chun. A dirty street fight in alleyways and ramshakle buildings commences near the intersection which leaves wounded on both sides. The Priestess of Rhya who had struck the first blow of the fight is almost taken out by accurate crossbow fire. However the tide turns when Un-Un the Ogre and Ulrich Landprecht join the fight. Dong Long whistles for a retreat and the Landprechts luck turns around for their first successful encounter on the streets of nefarious Mordheim.
Bertha's Redemption vs. Sulemain's Menagerie (3-18-13, Finished. Bertha's Redemption successfully Defends the Find.) Notable casualties: None
The Menagerie and Bertha's sisters clash in a ruined graveyard over the a Sigmarite relic deep in an ancient graveyard. The sister's faith in Sigmar holds, and none of them are tricked by the illusions Sulemain attempts to weave, forcing him to commit his mutants to vicious close combat. Bertha herself, channeling the righteous wrath of Sigmar, cuts her way through the melee like the fist of an angry god, slaying Moloch the Beastman and knocking Brother Crowley senseless. In the haste of the retreat, Barbados is stuck behind enemy lines. Not willing to lose his trusted lieutenant, Sulemain redirects the Menagerie to recover him, but is forced to give up even more of the area to the Sisters.
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
Da Proud Toofs vs. Toofy Crows (3-18-13, Finished. Toofy Crows win. Hidden Treasure scenario.) Notable casualties: None
Two orc warbands, unaware of each others' existence, learned of a cache of gold seperately. Figuring that they could use something shiny, or at least a potential good scrap in case someone else was looking for it as well, the two of them ended up on a collision course, much to the joy of the orcs on the both side (the goblins, however, were not as happy about it). After a big, messy scrap in the middle, Toofy Crows ended up beating down most of Da Proud Toofs. After a gentleorc's agreement and a firm handshake, Da Proud Toofs left to heal their wounds, leaving the treasure for the Crows. As the only real casualities were a few goblins, there was no animosity on either side and both grounds departed on friendly terms.
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.
Giacomo's gravediggers vs. Kalmar's Acquisiton Inc. vs Amar-Sins Slaver's
Playing Wyrdstone Hunt, ended in a draw.The three parties met in a ruined Morr's garden on the outskirts of Mordheim, there according to rumors, parts of the rocks of a bigger impact nearby rained down and desolated the graveyard.The three met each other coming from different sides, their price in the middele, several chunks of warpstone.
Giacomo and kalmar had fought together before and Giacomos band of mercenaries were hired with the gold of Kalmar and together rained down death on the dwarfs in which one of theire bow wielding slaves was killed.The dwarfs, who had captured to shards of wayrdstone, tried to secure a defensible position while they were charged by the Tileans.During this Kalmar had secured 5 wyrdstone shards and decided to capitalize from this and proposed to the dwarfs that an armistice could be bought if the dwarfs were willing to proccur a blunderbuss for him. The deal was made, the merceneries of Giaccomo were called back and were payed by kalmar with three shards. The chaos dwarfs proposed that they would smith an obsidian Greataxe for kalmr to a good price instead of the Blunderbuss.kalmar payed them for their work and now is in possession of a weapon that i worth a small fortune.
The Crew of The Smoking Dog vs. Van Helsing's Avengers (3-18-13, Finished, Smoking Dog victory)
Playing Occupy, ended in victory for The Crew of The Smoking Dog.
Drawn to one of the many neighbourhoods, looking for loot, Van Helsing and his compatriots found themselves suddenly beset by pirates, looking for treasure themselves! The Pirates lost two Gunners to bow fire and a pack of Wardogs, but Crewman 'Batshit', First Mate 'Pork Belly' and Captain 'Smoky' D'Jure managed to defeat two Flagellants, one Witch Hunter and stirke down a Warrior Priest and another Witch Hunter between them. The Witch Hunters, feeling Sigmar was not with them, fled the battlefield, although carrying a sizeable stash of accursed Wyrdstone. The Pirates rejoiced and after pilfering the remaining wyrdstone, discovered a map of the city, although obviously meant for tourists, not treasure hunters. Hans Belshek found himself facing down a formidable Pit Fighter, but bested him, escaping with gold and new skills, while Thomas Cruise found a wound from the crazed Batshit's mace had not fully healed. But, they discovered another Flagellant to serve in their cause. The Crew, on the other hand, found themselves with a new Crew Member in their ranks and The Captain indulged himself in purchasing a new pet.
Da Burrs vs Hoestermann's Mans (3-18-13, Finished. An exceptionally actionless game of Occupy, with a victory to Da Burrs.)
The two bands crept towards each other, each hiding behind cover to avoid the other side's extensive shooting capabilities. Towards the end, a bit of a fight broke out, with a lot of arrows failing to hit anybody and a marksman stabbing Brian Urlacher (he was fine).
Sergei's Soldiers vs. House Lavendel (3-18-13, Finished. House Lavendel is Victorious in an Occupy scenario.) Notable Casualties: Lady Alicia takes a bullet to the heart and is rendered dormant. Jasper is shot by his own team and subsequently eaten by zombies.
In an area of the city rumoured to have stashes of Wyrdstone, the forces of House Lavendel encountered Sergei's Soldiers. Both forces quickly seized two buildings. Lady Alicia, however, was not content with sharing. Leaving her human minions to secure one of the buildings she rushed ahead of her zombie horde to assault one of the ones held by Sergei's Soldiers, back up by the Necromancer Anselm Mayerstein. Lady Alicia defeated the guards posted there... only for a shot to smash through the window, right into her vampiric heart, laying her low! The Pistollier Maxmillian had defeated the vampiress, and then used his skills to bring down Anselm Mayerstein as well, severing the leadership of the undead band. However, the horde of zombies was not dismayed and continued their assault on the building - eating the young Jasper (who had been laid low by his own ally's blunderbuss), and ripping open Maxmillian's skull to get at his brains (though he survived). Sergei's men abandoned the building, giving victory to the undead - but a bitter one, Anselm crawled away with a terrible wound, preparing to gather the expensive ingredients to resurrect his mistress.
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.
Bertha's Redemption vs. The Black Gang of Arum (3-18-13, Finished. Bertha's Redemption Victory) Notable Casualties: The Sharpshooter Charles of Egmond.
Shortly after arriving in town and setting up a base of operations to start harvesting the valuable wyrdstone, The Black Gang of Arum was raided by the Bertha's Redemption group of the Sisters of Sigmar. During their brutal raid the Sisters took almost all of the Gangs acquired wyrdstone and severely injured Lord Donia, with the Black Gang being forced to retreat from their new home base. Though flawlessly executed by the Sisters, their cunning raid claimed only one member of the Black Gang, the brave Tilian sharpshooter Charles of Egmond who stayed behind to fight a one man staling action so the others could escape. Though the recovering Lord Donia sent out in search of a new sharpshooter soon after the battle, the whole gang mourns the loss of the brave Tilian.
Barrett's Privateers vs. Amar-Sin's Slavers (3-18-13, Finished. Slavers steal the chest before the Privateers even knew it was there) Notable Casualties: No blows exchanged.
The Privateers were getting excited when they heard about the hidden chest of loot in a nearby alleyway. While there were rumors of a chaos dwarf warband in the area, they paid it little heed and just had Deaf Johnson watch over them with his handgun from a rooftop, where he promptly moved into position and fell asleep. The rest of the crew were alerted to the location of the chest when they heard the distant cries of glee from the dwarves' human slave, and all they got was a brief glimpse of it way down an alley before it was gone, much to their dismay. However, the lack of and kind of injuries led Captain Barrett to believe that Deaf Johnson had expertly kept them at bay, and so he was promptly shaken awake and promoted over a keg of grog they found in a ruined house.
Clan Landprecht vs. The Black Gang of Arum (3-18-13, Finished. The Black Gang of Arum Victory. Chance Encounter scenario.) Notable Casualties: None
The Landprechts drunkenly stumble their way down the streets of Mordheim as they hear the scuff of feet and the sound of human voices. The Ostlanders divide into two groups, each one with an Ogre and charge across an open field to attack. Out of the shadows of the far buildings and over window sills came a barrage of bolts and arrows. pin-cushioning Un-Un and Uncle-Un. As Cousin Emil breaks into a room he is plucked in the heart by a bow shot while Cousin Ingel is stabbed to death by three men in a gutter. Ulrich calls off the attack on the obviously well trained proffessional soldiers holding out in the slums nearby. The next day the Ogre's were forced fed beer until they fell unconscious so the family could pull out all the arrows and bolts from their hide safely.
Games on 3-19-13
Blood Hoof's Raiders vs. Toofy Crows (3-19-13, Finished. Toofy Crows Victory. Surprise Attack scenario.) Notable Casualties: Splatter Horn
As the orcs were celebrating their last victory and looting around the town for things to fight and food to eat, the Beastmen carefully ambushed them, catching the Toofy Crows boss, Bad Skabfang, with only his right-hand orc and a few little goblins. Toofy Crows charged bravely back, slaying Splatter Horn, but Blood Hoof beat them down fast and mercilessly right after. However, the tides turned when the orc reinforcements arrived: exercising surprising cunnin', they hid in nearby houses and led them towards them, charging them and eventually routing the beastmen in a very close match. Mud-Fang of the Blood Hoofs ended up getting shanked by a lone goblin that he charged, much to the surprise of everyone. Esepcially the goblin.
Da Burrs vs. Da Proud Toofs (3-19-13, Finished. Da Proud Toofs Victory. Chance Encounter Scenario.)
Da Burrs unsurprisingly heard the orcs coming, and hid themselves among the ruins. The orcs advanced, unaware of the danger. Eventually Da burrs revealed themselves, and launched a hail of arrows at their green opponents. However, luck was not on their side as most of the arrows missed and not a single orc was downed. The orcs roared and charged towards the men on the rooftops, but Da burrs managed to fire another volley first. This time they succeeded in felling the orc warboss, but no-one else. Once battle was joined, the orcs superior strength made the fight a short one. Da burrs were routed, but not before they were relieved of their wyrd stone.
Kalmar's Acqusitions, Inc. Da Proud Toofs (3-19-13, Finished. Da Proud Toofs Victory. breakthrough Scenario.)
Kalmar's Acqusitions inc. were in the middle of excavating a find when da proud toofs (loudly) snuck up on them. Kalmar's men formed defensive positions. They lasted about 10 seconds once the weight of the orc mobs bore down on them. The first tragedy struck when the troll smashed through the house occupied by Olaf, Bashheart and Olson. The brave Bashheart led a short offensive on the troll who promptly smacked him and olaf to the ground. The orc boss came in after the troll and casually stomped Bashheart. Meanwhile, on the other side of the battlefield Honda was having a scrap with two orcs and Hamsun the pikeman was charged and brutally beheaded by an orc. Roland-sama kdid not let the orcs get away with this easily and in a flurry of blades and shrill, unmanly cries he cut his opponent to ribbon. At this point Kalmar called a retreat and the orcs merrily stole all the wyrdstones rightfully belonging to Kalmar's Acqusitions, Inc.
Later, the orcs bought a relic from kalmar. No point in letting these scuffles get in the way of business
Roland-Sama (Kalmar's Acqusitions, Inc.) vs Master Jeet (Wu's Manchu) (3-19-13, Finished. Victory. Duel Scenario.)
City at noon,
Wind is howling.
Those abs of steel!
New warrior born.
-- Last poem of Tian Zhen, dead poet.
The Black Gang of Arum vs. Amar-Sin's Slavers (3-19-13, Finished. The Black Gang of Arum's Victory. Chance Encounter Scenario.)
After fully securing their new hideout and driving off the interlopers the Black Gang started pushing their patrols out further and further to gain a sense of the city around them. Upon seeing how things were developing in this chaotic town Lord Donia ordered that a large mission be taken to locate a surviving local to give them information. The search was a surprisingly long affair since the ruins of the city slowed movement most movement to a crawl. Additionally, the gang was slowed by a brief run-in with a band of dark dwarves. However, thanks to some clever positioning on order of Wijerd Jackson and a show of marksmanship the gang was able to avoid a major confrontation. The intelligence mission was ultimately successful, finding a useful if crazed local, but having the unintended benefit of bringing a traveling hunter to the bands attention.
Wu's Manchu vs. Blood Hoof's Raiders (3-19-13, Finished. Blood Hoof's Raiders Victory. Breakthrough Scenario.)
Hoestermann's Mans vs. Sulemain's Menagerie (3-19-13, Finished. Sulemain's Menagerie scatter Hoestermann's men in a Chance Encounter.) Notable Causalties: Siegfriede Bellegarde
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.
Wicked K's Company vs. Sergei's Soldiers vs. Barret's Privateers (3-19-13, Finished. Barret's Privateers Victory. Occupy Scenario.) Highlight of the match is definitely Wicked K., all by himself, parkouring across the rooftops towards the central occupy target, after his Company got devastated in a hail of lead, and trying to capture it from Cackles, a lone Swabbie, on the last turn of the match. He failed to put down the swabbie in time.
With the crack and hiss of gunfire and arrow-shot in the distance, and the occasional sphincter-clenching "Boom!" of a blunderbuss, the Privateers advanced. Occasional glimpses of men with elaborate firearms and terrible undead monstrosities could be seen, but for the most part they remained comfortably distant. The Privateers bit back and hid in the shadows, hoping to avoid undue attention from the men with doubtlessly-better firearms. Only a lone creature, a terrible undead mage, dared come even close to the buildings they were holding, only to be unpleasantly surprised by Cackles, who the captain had said should explore it to find "shinies." Overall, the secured buildings offered a valuable supply of wyrdstone, and a decent map of the area under an old cart. The Privateer's luck was starting to look up at last.
From Sergei's Soldiers Perspective: While searching a small ruined town for more of the ever popular wyrdstones, Sergei and his Soldiers encountered two other roving warbands. The one that arrived to his east was composed of pirates, who also shared his love for firearms. The other warband, approaching from the north was composed of the undead, though with significantly fewer zombies than the last, though it was lead by a Lich. Sergei lead his many north towards the center of the town, his goal was to occupy one of the several buildings believed to have wyrdstones within. He placed the marksmen withing a tower to provide covering fire, while he lead the warrior and Mad Max up the right flank, and Alexander led Clyde and Kyle up the left. While the Pirates moved into the western portion of town unopposed, the undead descended upon Sergei and his men. Up until now, Max had managed to keep his madness in check, but once he saw the approaching undead horde he could not help but draw out his pistols to try to bring them down. Unfortunately either luck or the wind was not on his side, and he did not hear Sergei's command to regroup with Alex, and was left alone on the right flank, when an undead archer made a lucky shot that brought him down. Not wanting Max to suffer the same fate as Jasper had in the previous fight, Sergei ordered both Clyde and Kyle to fire their blunderbusses into the approaching undead horde. The maelstrom of lead and shrapnel that was unleashed was truly a sight to behold. Three of the undead were immediately taken out of the fight, including the archer that had wounded max. Several other zombies were also knocked of their feet by the blast, only to get right back up and continue their shuffle towards Sergei and his Soldiers. Before tactically withdrawing his men from a fight he knew they could not win, Sergei had his marksmen let fly 2 additional volleys into the undead army, taking out a zombie, another of their heroes, and injuring their leader in the process. Aside from Maximillian, who ended up making a full recovery, the rest of Sergei's Soldiers escaped from the battle unscathed.
Amar-Sin's Slavers against Giaccomos Gravediggers against the Beef Eaters ( Finished. Amar Sin's Slavers win)
Amar-Sin's Chaos dwarfs drrudged through the muddy streets of inner Mordheim when they suddendly came into contact with Beast men and cultists.They fortified their position only to see that the horde threw themselves against Giaccomos Gravediggers, whom they had fought against before.They still kept a grudge for it were Giaccomos men who destroyed their property(an enslaved bowman)and had driven them into a corner at the mercy of the merchant Kalmar who had bought the sellswords.
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.
Games on 3-20-13
Sergei's Soldiers vs Clan Landprecht (3/20/2013 Treasure Hunt, Loss)
Roger's Raiders vs Capitalism, Ho! (3/20/2013 Skirmish, Victory to the Raiders)
Klamar`s Aquisition, Inc (Merchant Caravan) vs Berthas Redemption (Sisters of Sigmar) (3/20/2013 Chance Encounter, Victory for the Sisters) Notable casualties: Grieg the Pikeman Highlights: Seven 1s out of eight dice rolls on the Sisters main charge.
While searching the nearby Swamps for a band of mutants that they had chased there, thes Sisters under Matriarch Bertha chanced upon Kalmar`s merchant caravan that was busy pulling their wagon through the muck. When Gertrud spotted the crazed Warlock Pluudinius Excellent among the Merchants the Sisters prepared for battle. Securing favourable terrain, they let the merchants advance on them through a hail of sling-bullets. When Bertha and her most trusted Lieutants charged the enemy formation alongside the Ogre Wun-Wun, a short and brutal melee followed, that scattered the merchants. While the mad Warlock escaped, Bertha was able to capture some wyrdstone Kalmar had gathered.
Da Proud Toofs vs. The Black Gang of Arum (3/20/2013 Finished. The Black Gang of Arum's Victory. Defend the Find Scenario)
The black gang of Arum happened upon the orcs as they were half way through excavating a sizeable lump of wyrd stone that was lodged in what was once a village green. The orcs hurried to defensive positions, but the accurate and disciplined fire from the black gang forced them to flee. Snazzchomper, the orc boss, was captured before the escape could be implemented and was ransomed back to his gang for the sum of one wyrd stone and the promise that he would one daty help the black gang in their fight against 'the man'. Upon arriving back at their camp, the Proud toofs found a huge ogre waiting for them. Rather than attack it, Snazzchomper rushed forward and embraced the hulking figure. He was an old comrade from the boss's pit fighting days, and had come to repay an old debt.
Wu's Manchu vs. Giacomo's Gravediggers (3/20/2013 Finished. Giacomo's Gravediggers Victory. Wyrdstone Hunt Scenario)
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Kwikkritt's Killers vs. Da Proud Toofs (3-20-13, Finished. Da Proud Toofs Victory. Wyrdstone Hunt Scenario.)
Both groups had heard about a large amount of wyrd stone in the area, and had come to investigate. Upon sight of their enemies, the rats were horrified to see that they were accompanied by an ogre and a troll. Some slings and arrows were exchanged before both sides involved themselves in the bloody business of combat. The troll and ogre both made short work of the giant rats and verminkin sent to block them, and Sneek was struck so hard by the troll that he entered a state of permanent rage (rolled madness, frenzied, on the injuries chart). Eventually the rats fled, deciding that discretion was the better part of valour.
Kwikkritt's Killers vs. Clan Bladeborne (3-20-13, Finished. Kwikkritt's Killers Victory. Wyrdstone Hunt Scenario.)
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Capitalism Ho!(Dwarfen Treasure Hunters) vs Horst`s Outlaw Gang (Outlaws) (3/20/2013 Skirmish, Victory for the Dwarfes) Notable casualties: none Highlights: Four Outlaws with two weapons each piling on a knocked down Trollslayer without being able to harm her.
As the Outlaws venture into the outskirts of Mordheim for the first time they chance upon a band of Dwarfen Treasure Hunters. Unwilling to share the Wyrdstone deposit they just found with anyone, the Dwarfes open fire with their crossbows. The outlaws quickly take up position amongst the buildings and pepper the oncoming Dwarfes with arrows, to small effect. The Dwarfen Noble and his two Trollslayer companions wade through the hail of arrows unfazed and and force a long and winding close combat on the Outlaws. Even vastly outnumbered, the Dwarfes prevail by pure stubborness and the Outlaws make a hasty retreat after securing some of the Wyrdstone. The melee takes its toll on Father Josef, who gets half his face choped of by a dwarfen sword and the Dwarfen Noble, who suffers a deep chest wound when Horst`s blade pierces his Gromril Armour.
Amar-Sin's Slavers against the ladies of the Night (3/20/2013 Occupy, Victory for the Vampire) Notable casualties: Ekur the gaoler Highlights: The vampire and the Ghuls critical wounded and killed ekur as well as they crippeled Shulgi's hand.The enslaved necromancer was bought back by his Lady
The chaos dwarfs arrived early and tried to secure their new claim as they were surprised by lady Escher and her ghould horde, confident in their prowess they stoo their ground but were supriesd by the savagery of the attacks the vampire and her ghouls unleashed upon them.°will be continued°
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Notable Moments
To be filled in as people trickle in...