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Author Topic: Mordheim campaign log  (Read 23519 times)

Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #50 on: October 03, 2009, 10:12:15 PM »
I don't want to play those skaven. If I do, I might just throw dogs at them and then voluntarily rout.

Too bad about the magister.


That reminds me - I haven't picked a skill for my witch hunter yet. It would be nice if I didn't have to spend all my money just buying back dead warband members, while all the time my alleged rating increase even though I have no equipment.
« Last Edit: October 03, 2009, 10:18:36 PM by rufus sparkfire »
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Offline Von Kurst

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Re: Mordheim campaign log
« Reply #51 on: October 03, 2009, 11:00:41 PM »
I can't buy back my leader, only the vampires can do that. Instead my new leader gets to learn spells.
My bad, I should have checked the rule book on line.  Instead I went with my half assed memory.

Rufus--I feel your pain.  My orcs are the highest rated warband in the campaign even though I have lost my last 4 games.  One of the last to a warband who was gaining +2 exp. by playing me...

Skills--What did you spend your 60 gc on?
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Offline Dazgrim

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Re: Mordheim campaign log
« Reply #52 on: October 03, 2009, 11:35:58 PM »
At the minute the skaven band is rated at 179, and is about to play the orcs.
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Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #53 on: October 04, 2009, 10:42:26 PM »
Skills--What did you spend your 60 gc on?

I felt like I had to buy back my fourth flagellant.

So do I take a skill I can't use right now (say, quick shot)? Or something I can use right away? Are those academic skills in the mordheim annual official?

I'd like to take wyrdstone hunter, but the existence of the rabbit's foot basically ruins that skill for me. Why take it when I can buy a cheap item that does the same thing? The rabbit's foot is stupid and upsets me.

Also, does anyone have any ideas for a kislev ranger other than the official model, which looks like a startled elf with two melons strapped to the front? I was looking through my Fanatic magazines, and discovered that the Kislev ranger has the same +1/-1 skill as the elf ranger, but with a lower cost and upkeep. Plus of course you can have both.
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Offline Dazgrim

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Re: Mordheim campaign log
« Reply #54 on: October 04, 2009, 11:02:01 PM »
With the rabbits foot you might remember we came to the consensus that it's re-roll was for in game only, and so couldn't be used for exploration.
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Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #55 on: October 04, 2009, 11:09:27 PM »
Oh, did we? Good!

I didn't think we actually decided on any house rules at all. But I don't really remember.
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Offline Von Kurst

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Re: Mordheim campaign log
« Reply #56 on: October 05, 2009, 01:13:30 AM »
Annual skills--I believe so.

More $=good.  Otherwise something to keep him alive is also recommended.  (Step Aside/Resilent--can Witch Hunters have strength skills?)
“Why is the rum always gone?” -Captain Jack Sparrow
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Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #57 on: October 05, 2009, 11:24:43 AM »
They can take everything but strength skills, I'm afraid. I like the idea of having academic skills though. It seems cooler.

I wish I'd gone with my original warband list, where all the witch hunters had swords and pistols. I'd definitely be doing better, thanks to the awesome themetasticism that would generate.
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Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #58 on: October 08, 2009, 11:22:10 AM »
Game 3: street fight, against the possessed.



The possessed warband, which lost its magister last game.




The witch Hunters are back up to twelve models, and are feeling good.




The possessed are leading the way, straight towards the dog-bait. So the dogs withdraw.




The two possessed move right in front of the witch hunters, so the dogs charge one and all four flagellants charge the other. Surely the flagellants and their six strength six attacks can kill a possessed?

No, they can't. They cause one wound, as do the dogs. Two flagellants and two dogs are put out of action. The witch hunters decide to rout.

Then, Sigmar pisses in my crunchy nut cornflakes yet again: one dog and both flagellants die. I have just lost one hundred and twenty five gold in models. So, I sulk and declare that I am disbanding my warband.

Later, I decide to continue after all. So, I roll my exploration dice unsupervised, but get such a low total that no one would suspect me of cheating anyway. With the money, I buy the two things that my warband really needs: a crossbow pistol, and Van Halfling!



Van Halfling will surely turn things around.

Also, I change the model I am using for my captain, because the current one is clearly not cool enough. I go for the warhammer quest witch hunter instead.

Also also also, I realise that I never did choose a skill for that witch hunter, so I pick 'eagle eyes' and give him the leader's old pistol.

New list:

Egeus Schelling Witch hunter captain with two maces and crossbow pistol
Erasmus von Miltitz Warrior priest with hammer and staff (soulfire)
Martin Volker Witch hunter with two maces
Johann von Eck Witch hunter with two maces and pistol (eagle eyes)
Titus van Marnix Witch hunter with mace and axe
Helmut Flagellant with flail ( +1 initiative)
Albrecht Flagellant with flail ( +1 attacks)
Van Halfling! Halfling Scout
Karl and Philipp Two warhounds

They are rubbish, their rating is far too high, Sigmar hates them, and they are extremely angry about it!
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Offline GamesPoet

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Re: Mordheim campaign log
« Reply #59 on: October 08, 2009, 11:41:23 AM »
Three cheers for more reports like this! :::cheers::: :::cheers::: :::cheers:::
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Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #60 on: October 08, 2009, 11:58:55 AM »
Here are some pictures I took of Dazgrim (possessed) against Ian (Marienburg):



The possessed warband (left) and their free ogre advance. One possessed charges alone against some crossbowmen.




The drug-using Marienburg captain takes on the ogre, while the possessed is killed by crossbowmen.




The Marienburgers fail a rout test.
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Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #61 on: October 08, 2009, 12:44:49 PM »
So anyway.

My witch hunters entered Mordheim with the intention of cleansing the city of the damned in the name of Sigmar. But it has become clear that Sigmar is the kind of god who would tell you to kill your son just to see if you'd really do it, or would kill your wife and children to find out how much you really liked him.

So he's got one more game to sort out his attitude, or I'm going to renounce him and turn to darkness.

And by that I mean the undead.

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Offline GamesPoet

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Re: Mordheim campaign log
« Reply #62 on: October 08, 2009, 12:48:57 PM »
Maybe Sigmar just doesn't like witch hunters? :icon_wink:
"Not all who wander are lost ... " Tolkien

"... my old suggestion is forget it, take two aspirins and go paint" steveb

"The beauty of curiosity and creativity is so much more useful than the passion of fear." me

"Until death it is all life." Miguel de Cervantes Saavedra

Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #63 on: October 09, 2009, 09:53:40 AM »
That's probably what it is.

Anyway, tonight the witch hunters take on the orcs, who I think have also lost all their games so far. It should be interesting...
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Offline Fandir Nightshade

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Re: Mordheim campaign log
« Reply #64 on: October 09, 2009, 09:59:22 AM »
I agree turn your witchhunters to vampires with Van Halfling as the Vampire who leads them....you could name him Van Helfling.

Offline MrDWhitey

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Re: Mordheim campaign log
« Reply #65 on: October 09, 2009, 10:31:28 AM »
I agree turn your witchhunters to vampires with Van Halfling as the Vampire who leads them....you could name him Van Helfling.

Or how about not doing that.

Crush the orcs, rufus, crush them!
I thought he should act responsibly and just kill himself.

Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #66 on: October 09, 2009, 11:13:47 AM »
Thanks for the encouragement!

If I still lose with Van Halfling on the roster, then I'll know for sure that the witch hunters are cursed.
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Offline Fandir Nightshade

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Re: Mordheim campaign log
« Reply #67 on: October 09, 2009, 11:19:27 AM »
I told you that they are one of the weaker lists (still one of the coolest!)

Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #68 on: October 09, 2009, 11:27:14 AM »
I had to play them because the models are so awesome. And they are themetastic.

Even now I know they are rubbish, it's hard to let go.
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Offline Fandir Nightshade

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Re: Mordheim campaign log
« Reply #69 on: October 09, 2009, 11:29:29 AM »
Well even though I have great love for the vampires too I would say stick to those witch hunters and you will rise over all the evil doers. If you fail because of the lack of power of your band you will learn to play better and exploit the rules and after a while you will return all the love you received during the beginning.

Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #70 on: October 09, 2009, 01:23:59 PM »
Also, only witch hunters can use crossbow pistols without a special skill. Crossbow pistols are the best thing ever.


That reminds me of another baffling thing about Mordheim: the morning star costs the same as the flail, even though its only advantage is that you can use a shield in the other hand. It even costs the same for flagellants, who can't use a shield and thus have literally no reason to take a morning star over a flail.

Why, Mordheim rules, why!
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Offline warhammerlord_soth

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Re: Mordheim campaign log
« Reply #71 on: October 09, 2009, 01:47:37 PM »


Mordheim rules.



Because it can.
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Offline Gneisenau

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Re: Mordheim campaign log
« Reply #72 on: October 09, 2009, 02:52:15 PM »
I had to play them because the models are so awesome. And they are themetastic.

Even now I know they are rubbish, it's hard to let go.

They are rubbish indeed.

Start an Undead warband and send your Witchhunters to me.

Offline rufus sparkfire

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Re: Mordheim campaign log
« Reply #73 on: October 09, 2009, 10:59:17 PM »
Ha! Good one.

I love the miniatures far more than any game. So there.
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Offline Pistol Pete

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Re: Mordheim campaign log
« Reply #74 on: October 10, 2009, 03:54:49 AM »
Quote
That reminds me of another baffling thing about Mordheim: the morning star costs the same as the flail, even though its only advantage is that you can use a shield in the other hand. It even costs the same for flagellants, who can't use a shield and thus have literally no reason to take a morning star over a flail.


I'm working on some mordheim house rules, at the moment.  This is the sort of oddball BS I'm trying to fix.

A simple houserule for this would be that a flagellant may use two morningstars in combat.  This gives him an extra attack in addition to the +1 str on the first turn of combat.  I'd say 20 gold for a pair of morningstars would be fair.

What do you guys think?
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