Thanks!
Game two:
I now had to play the Marienburgers. They had lost their last game, and were down to nine members (including a warlock and halfling scout). Unfortunately, the Marienburg player rolled up the 'choose the scenario' result, and selected the fairly unbalanced 'surprise attack.'
My captain, two flagellants and one witch hunter decided not to show up straight away. The remaining members of the warband dispersed around the central tower. The picture looks yellow, by the way, because there was no natural light. At night. Strangely
enough.
The Marienburgers came after my warband, which was trying to get back together. One witch hunter (the replacement for Dead von Crossbowguy) was by himself in full view of the enemy heroes and crossbowmen. He tried to jump from the building in order to escape, and promptly fell to his doom. Or his out-of-action-ness, at least.
But the captain and the other flagellants arrived, so everyone had a 'let's hide from the crossbows' party behind the tower.
Next, I did my favourite thing in Mordheim, which is setting the dogs on a lone hero who hasn't realised they are all in range.
The warlock (who had combat spells) joined in. But the dogs eventually ate the hero.
The Marienburg captain didn't fancy his chances, and moved away. The wizard was knocking dogs all over the place.
So a witch hunter and the priest joined in. The witch hunter stunned the warlock, and the priest clubbed him in the head with the Hammer of Sigmar.
The captain soon found himself fighting the witch hunter captain and three flagellants. The Marienburgers passed their rout test. 'Great,' I thought, 'I can kill the captain now.'
Except I didn't (he made two saves with his heavy armour! On sixes because of the flagellant's strength four!), and he somehow took two flagellants out of action. I failed my rout test!
This time though, no one died permanently and five gang members gained a level:
Egeus Schelling Witch hunter captain with mace and pistol
Erasmus von Miltitz Warrior priest with hammer and staff (new skill)
Martin Volker Witch hunter with two maces
Johann von Eck Witch hunter with two maces (new skill)
Titus van Marnix Witch hunter with two maces
Helmut Flagellant with flail ( +1 initiative)
Albrecht Flagellant with flail ( +1 attacks)
Konrad Flagellant with flail ( +1 weaponskill)
Karl, Philipp and Max Three warhounds
So, I have two new skills to choose. Should I take a prayer for the priest this time (he has 'step aside' already)? Should I take 'Wyrdstone Hunter' for the witch hunter, so that I can do better on those exploration rolls?
Also, I have sixty gold to spend. I could buy a flagellant with a flail for fifty-five. Or, I could hire the halfling scout and also two more warhounds. Any thoughts?
The next game is against the possessed, I think.