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Koyote in Mordheim


Koyote

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I figure I should stop hijacking the Warhamsters Winter Mordheim Campaign List thread and create my own thread for my Mordheim minis and terrain.

 

In 2010 I painted an Averlander Warband but never quite finished it.  Below is a photo from 2010.  I have since added some additional highlights to the models and did a bit more work on some of their faces.

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Since Joey allows mounted models, a Road Warden as well. The Captain is a converted standard bearer from FW's Manann's Blades Command kit and the Road Warden is the Mordheim Reiklander Captain (foot & mounted). I own the actual Road Warden models, but they are kinda boring. Plus, I've waited a long time for an excuse to paint the Reiklander Captain, who's an ugly fella, but has tons of character.

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Averlander Mercenary Warband (500 gcs starting warband)

Luther Axtmann Captain 60 sword 10 dueling pistol 25 = 95 gcs
Ludwig Sergeant 35 2H sword 15 = 50 gcs
Oswald Bergjaeger 35 longbow 15 = 50 gcs
Otto Bergjaeger 35 longbow 15 = 50 gcs
Tomas Young Blood 15 halberd 10 = 25 gcs

Hertwig Mountainguard 30 2H sword 15 = 45 gcs
Dirske Mountainguard 30 2H sword 15 = 45 gcs
Gregor Mountainguard 30 halberd 10 = 40 gcs
Hugo Halfling Scout 20 bow 10 = 30 gcs

Old Witch Witch 30 = 30 gcs
Conrad Horstmann Road Warden 40 = 40 gcs

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A reinforcement from the Moot has arrived to bolster the ranks of my Averlanders. I'm still on the fence about whether a T2 henchmen group is a good idea. The Halfling henchmen start off at BS 4 and LD 8, but their toughness makes them a liability.

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Here's a shot of the cobblestone styrene base that I'm going to add to all of my ruined buildings.

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During week 2, both of my Bergjaegers and one henchman group advanced.

 

The first Bergjaeger gained a skill, so I selected Weapons Expert and bought him a crossbow.

 

I rolled WS or BS for second Bergjaeger. To make him a more well rounded fighter, I chose WS (he's now WS 3) and equipped him with a sword.

 

I rolled +1 Str for the henchmen group of Mountainguard armed with a halberd, which makes the henchmen group quite good, so I added another model to the group.

All three upgrades warranted new models, so over the long holiday weekend I painted a new model for each. I knocked them out pretty quick (for me), so they are pretty basic.

 

The Bergjaegers' heads are Lykan Tribal heads, made by Mad Robot Miniatures.

 

Bergjaeger, Bergjaeger, and Mountainguard

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The figure on the left is going to replace my captain's current model. Now that he's clad in heavy armor and has a half dozen games under his belt, I figure he deserves and upgrade.  It's an Avatars of War Imperial Captain. The triple barreled pistol (eat your heart out Ostlanders), comes from Black Chapel Miniatures' Altreich Engineer model.  I did the headswap so he'll better  fit in with my other Avers. The heart on the model's chest has been replaced with a skull and I converted model's feet to represent my Captain's fancy new iron shod boots (+1 attack at a -1 to hit).

Several weeks ago I f'd up the paint job on the FW Manann's Blades conversion. The soak in Simple Green made most of my GS work detach from the model, so I pulled it all off and started from scratch. Now that I have a new model for my Captain, this fella is going to represent my newest hero, a former Halberdier henchman.  The new hero has a WS 5 and S 4, but still only one attack, so he's traded in his halberd for a sword and axe.  

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My Mordheim/Frostheim table is coming along quite nice, but I still need more buildings.  I already have at least two of each of the ruined building kits that 4Ground sells, so to add a bit more variety to my board, I've purchased some of 4Ground's intact Mordanburg buildings.  I created the discolored roof tiles and charred edges with a lighter -easy peasy.

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I added 5 more 4Ground buildings to my 4' x 4' Frostgrave/Mordheim board. I want the terrain to be a bit denser and I want to phase out some of the stone ruins, so it looks like I need to place another 4Ground order.

 

Since, for the most part, I'm not placing buildings on the roads, I also need to add more road debris. e5017366.gif

 

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This model turned out ok. Painting plate armor has always been a challenge for me, and this model's armor is no exception.  The only part that I really like is the model's head.  

I'm still on the fence as to whether or not to use this model as my Averlander Captain. Without any yellow and black, he doesn't really fit in with the other models in the Averland warband..

Armored Captain

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Kacy, thank you for the High Medieval Cottage. It's a nice addition to my SAGA/Empire in Flames (Mordheim in the countryside) terrain. In fact, it's the perfect building for the Empire in Flames Bounty Hunting scenario.

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Here's a peek at the second floor and part of the ground floor. The partial second floor and connecting eaves can be removed for better access to the ground floor.

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I've stumbled upon the ultimate Mordheim scenario, Down at the Docks (TC 25).  This scenario has it all: both standard and multiplayer rules, attacker & defender rules, pirates, swivel guns, ship rules, loot that can be carried off, a great table for determining the contents of each stolen crate, and PIRATES.  Oh, did I mention pirates?

A river smugglers' (pirates) ship has tied up at Mordheim's crumbling quays, waiting for the buyer's agents to arrive to claim the clandestine cargo (7-10 crates).  When the warbands arrive, half the cargo is already on the docks and half is still on this ship. The smugglers crew consists of a captain and 6 crewmen, armed to the teeth and pointing two small cannons at the shoreward. If the crew suffers 25% casualties, it will attempt to cast off and escape down river. It takes 4 turns to cast off.  After which the ship moves 6" per turn along the board edge.

In standard play the two warbands start on one board edge and must make their way to the dock on the opposite board edge to steal the cargo from the smugglers (and from one another).  The smugglers have their own turn and they will shoot at or charge any warband member that comes within range of the ship.

In multiplayer play, the warband with the highest rating has been hired by the smugglers to safeguard the cargo.  The defending warband begins deployed within 12" of the dock.  The defending player controls the smugglers. The other players operate independently from one another, each trying to steal as much cargo as they can.


I have already placed an order with Ainsty for this beauty.  I think it's just the right size (12" x 4") for river smugglers.

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Next, I need to find me some pirates. There are so many great model lines of pirates to choose from. Argggh! pirates5B15D_th.gif
 

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Following my last campaign game before the x-mas break, I rolled 'Lad's Got Talent' for my  Mountainguard halberdier henchmen group. My new hero has a WS 5 and S4, but only one attack.  I sold his halberd and equipped him with a sword and axe to make him a bit more 'fighty'.

Corporal Emrich

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There are quite a few recasters selling OOP Mordheim and WFB minis on eBay right now.  One sells from Serbia, one or two from China, another from Brazil, still another from Canada, several from the UK (I think the UK folks are working with the same supplier or they are the same person), and one selling from a New York address.  You know that their models are recasts by the depth of their supply and the fact that all of their minis are really, really shiny.  Almost like they were cast yesterday.  The Serbian recaster is a bit more clever. He advertises and sells his minis coated in white primer.

I've purchased models from a few of these folks, and overall the quality of the minis is pretty good.  The only trouble I've run into is a purchase I made from a Chinese recaster who sells his minis-prepainted. After stripping the paint from my purchase, an Empire Captain with Gory Sword, I noticed all the flaws. The model's feet and legs were in the worst shape, but it didn't bother me much because I was already planning to replace the model's skinny little bird legs with longer and more muscular legs. Also, I wanted to swap out the Orc head for a Beastman head.

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Ten gold crowns (5 gc upkeep) will get you a Human Scout Hired Sword (rules in the Nemesis Crown Campaign). He has human stats (plus an I4), and is equipped with a sword, dagger, and bow. His low price reflects his Not a Fighter rule. If he goes out of action, he leaves on a a roll of 1-3, instead of a 1-2. If he sticks around long enough to get a skills, he can get infiltrate and/or the ability to shoot his bow and remain Hidden.

 

Human Scout

 

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I still have more scatter terrain left to paint, but I managed to get a dozen pieces painted in time for tonight's gaming.

 

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 I got a pretty good haul (and a lousy availability roll)  from my last scenario, so I've hired some green henchmen, including a Marksman armed with a blunderbuss.

 

If this fella looks pensive, it's because he knows he has only one shot per game.

 

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A few weeks ago someone pointed out that my Mordheim terrain could use some wooden walkways to connect some of the buildings to one another.  After a bit of searching I found some terrific, pre-painted resin cast walkways made by the UK company, Apocalypse Miniatures.

And yes, I know, walkways are simple to make and paint, but I would rather spend my hobby time elsewhere. Plus, they are painted quite nicely.  I like that the planks vary in colors.

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GW's Dreadstone Blight ruined tower is my next terrain project. It will make a nice centerpiece for my Mordheim table.   

My modifications are are fairly simple. I added to the third floor some additional rubble to create cover on three sides. I can see getting this model painted and then accidentally breaking off the third floor, so I added a vertical support to strengthen GW's poor design. I also added a ladder.

Down on the bottom floor I covered up the shallow pit to make the floor a bit more level. Tippy Model Syndrome in pain in the @ss.  I also created a 28mm man-sized breach on the backside of tower to let more light in and to give models an additional entrance/exit.

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