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Koyote

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  1. I've updated the Cry of the Bansee pdf file attached to the November Campaign Scenarios post on page 7 of this thread. You will find the revised rules for how the Banshee operates on page 3 of the Cry of the Bansee pdf.
  2. Generating Exploration Dice I forget how or who convinced me that I was generating exploration dice incorrectly, but somehow I was convinced that one rolls a D6 for each hero who didn't die rather than a D6 for each hero who didn't go out of action. This is incorrect. I was doing it right at the start of the campaign. Doh! Looking back, the confusion appears to stem from the GW's inconsistent terminology (surprise surprise). In the paragraph above, a hero generates an exploration dice if it "survives without going out of action," and two sentences later it plainly states that you don't roll for heroes who went out of action. However, when you read another couple sentences down, GW uses the word "survives" in its example of how to generate dice, but this time it does so without including the without going out of action qualifier. Finally, if you look at the exploration summary on the right side of the page, it states that you "[r]oll for each of your Heroes who survived the battle[.]" Once again, the without going out of action qualifier is missing. In this instance, I prefer the rule as written, as it requires players to make some tough choices once their heroes start to go out of action. Go for the win or take the safer route and retreat? Moving forward, heroes who go out of action do not generate exploration dice. Multiples Another good catch Kevin, but I like the idea that exploration dice can give players two or more results from the Exploration Chart. This is similar to how it's done in TNT, and I feel that it makes the Post Game sequence more interesting. I'm going to preserve our mistake and make it a new campaign rule. As with the other changes I've made, I've added a copy this rule to the first page of this thread. NEW RULE: On page 93 of the Mordheim rulebook, replace the second paragraph under the title rolling multiples with the following language: If your exploration roll produces two or more multiples, you receive the benefits of each multiple. You may not divide a large multiple (e.g. five 2s) into two or more smaller multiples. For example if a player were to roll four 6s and two 3s, his warband would get both the quadruple 6 encounter and the double 3 encounter. The player would not be permitted to divide the multiple of four 6s into two multiples of two 6s each.
  3. No worries. After rereading rules for how the Banshee operates, it was clear that they needed to be fixed. Ambiguities in the rules has the potential to turn what is supposed to be a fun beer and pretzels game into something much less enjoyable. I appreciate your input and thoughtfulness.
  4. Excellent questions, Kevin. I don't have Acrobat writer on my home computer, so I will make the following changes to the pdf Monday. Replace the first paragraph under the title, Special Rules, with the following language: "The Banshee does not begin the scenario on the table. When a model from a warband ends a move, compulsory move, or charge, within 4 inches of the treasure chest, place the Banshee on the table, in base-to-base contact with the treasure chest, but as far away as possible from the model that triggered the Banshee's arrival. Each turn after the warbands have completed their turn sequences, the Banshee has its own turn sequence which it shares with any Roaming Dead on the table. Neither the Banshee nor the Roaming Dead will charge or attack one another, but both will charge or attack undead models controlled by a warband. The Banshee will perform its move or charge before any Roaming Dead. Resolve any melee that includes the Banshee before those involving the Roaming Dead. If not engaged in hand-to-hand, the Banshee will charge the closest warband model. The Banshee is drawn by the life force of its victims (both living and undead), so it does not require line of sight to charge a model. If the Banshee is not engaged in hand-to-hand or in charge range of a warband model, it will move its normal move (remember, the Banshee cannot run) towards the closest warband model. If two or more warband models are the same distance from the Banshee, roll randomly to determine the Banshee's target. Each turn the Banshee begins a Hand-to-Hand Combat phase engaged with 2 or more models, determine randomly the target of the Banshee's melee attacks. The Banshee will not split its attacks. The Banshee will use its Ghostly Howl during each of it's Shooting Phases, targeting the closest model (again, line of sight is not required). Charging does not prevent the Banshee from using its Ghostly Howl. If, at the beginning of its Shooting phase, the Banshee is engaged with 2 or more models, determine randomly the model targeted by the Ghostly Howl."
  5. NOVEMBER CAMPAIGN SCENARIOS Attached to this post the the November scenarios. Both have been modified, so don't use the versions found on Broheim or elsewhere. Scenario #3: Cry of the Banshee I have added some clarifications to the rules for picking up and carrying the treasure chest. I have also made one change to the items in the treasure chest and increased the Banshee's weapon skill to 4. Please pay careful attention to the Banshee's Ethereal rule. The Banshee cannot be 'beaten back' by attacks from missile weapons (including pistols used in melee). Banshees can only be driven back by iron (or steel) weapons, so club, staves, bone weapons, gromril weapons, ithilmar weapons, and unarmed attacks will not drive back the Banshee. Magical attacks, even if they are made by an iron(steel) weapon, do not drive back the Banshee, but rather inflict wounds normally. If a Runesmith has successfully inscribes a rune on a weapon, that weapon counts as a magical weapon (dwarfy magic). Holy weapons that confer a bonus against Undead and items that inflict wounds on Undead, such as Blessed Water, will affect the Banshee in the same was as magic weapons. Scenario #4: Frenzied Mob of Zombies! This scenario, originally titled 'Frenzied Mob,' has been extensively modified, so please read through it carefully. Frenzied Mob of Zombies.pdf Cry of the Banshee.pdf
  6. Just a reminder. These are the Sylvanian Scout's stats. Please note that with the exception of the Imperial Assassin, a Hired Sword's weapons and armor are fixed. As such, a Hired Sword is equipped with a dagger only if its Weapons/Armor entry includes a dagger.
  7. Looky what Studio Tomahawk posted on November 3rd! The blue battleboard reads "Kingdoms" and the red battleboard reads "Shadowlands".
  8. I broke down and bought it as well. It's essentially Zombicide Black Plague with rules borrowed from Frostgrave and a much more in depth campaign system. I think it'd be more interesting if bad guys were controlled by a GM, in a manner similar to the Conan boardgame. Either way, I like the idea and would be willing to give it a try, but given my druthers, I'd rather play Frostgrave.
  9. Anyone interested in game of Mordheim this Tuesday? Korval Grimdark and his Corsair Raiders are looking for slaves and plunder. How the hell they made it this far up the river Stir is anyone's guess, but they must be either very desperate or insane to venture this far inland. It's a brand new warband, so if haven't played a game yet or if you've decided to reboot your warband, they'd be a good opponent for you. Dark Elves are expensive, so to get this many models in a warband, I had to give each only a minimal amount of equipment. The warband: Highborn -sword & axe, Sorceress -sword, Beastmaster -halberd, Fellblade -2H axe, Fellblade -sword, Corsair -sword, 2 Cold One Beasthounds, Pitfigher, and Sylvanian Scout.
  10. I've had this half painted Empire Hero gathering dust on my painting table for almost two years now. I started it in December of 2016 for another Mordheim campaign, but the campaign ended before I had finished with it. Putting paint on the foot Road Warden (who had been assembled for the same campaign), gave me the nudge I needed to brush off the dust and finally finish the Averlander hero. Over the years I've purchased models from quite a few recasters (mostly on eBay from sellers trying to pass them off as the original models), and overall the quality of the minis has been pretty good. The only issue I've had with quality involved this model, which I purchased on eBay from a Chinese recaster who sold these minis, prepainted. After stripping the paint from my purchase 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 them. Even if the recast was 100% true to the original model, the model's short, skinny little bird legs would have warranted a leg swap. Using some GS and legs from a plastic Empire Greatswords kit, I made the legs a bit longer and more muscular.
  11. Truer words have never been spoken.
  12. MORDHEIM CAMPAIGN NIGHT SCHEDULE Please note that Mordheim Campaign Nights will be held on the second Tuesday of each month. A such, the "official" schedule is as follows: October 9th November 13th December 10th January 8th This gives everyone almost two weeks to catch up, start over, or if like me, you've decided to start a second warband, time to get in your second warband's first two games.'' Please remember, players can play 'make up' games at any time during the campaign. So, for example, if you haven't played any games by November 13th, you are free to play four games (Scenarios #1-4) in November, instead of only two. SERIOUS INJURY ROLLS A month in the benighted county of Sylvannia has culled the weakest members of each warband, leaving behind a core of hardened fighters. As such, starting with Scenario #3 (which will be announced the week of November 13th), your warband(s) will be subject to the following rule modifications. The Henchmen With Serious Injuries rule (p.79 of main rulebook) shall be modified by adding the following paragraph: If, during any Post Battle Sequence, a Henchman is permanently removed from the roster sheet by a D6 roll of 1 or 2, then each subsequent roll for Henchmen taken out-of-action receives a +1 bonus to the die roll (a modified die result of 7 is treated as a 6). Thus, after your first Henchman "dies", any remaining Henchmen casualties are permanently removed on a D6 roll of 1, rather than a D6 roll of 1 or 2. The warband receives this bonus until the end of the current Post Battle Sequence. The Heroes With Serious Injuries rule (p.79 of main rulebook) shall be modified by adding the following paragraphs: If your Leader was taken out-of-action then it must be the first hero to roll on the Heroes Serious Injury Chart. A player may roll for any additional heroes taken out-of-action in any order the player desires. If, during any Post Battle Sequence, a non-Leader Hero rolls an 11-15 result (Dead) on Heroes Serious Injury Chart, then each subsequent roll for Heroes taken out-of-action is modified by adding 10 to the result. Thus, and unmodified roll of 11 becomes a 21. A modified result that exceeds 66 is treated as roll of 41-55 (Full Recovery). The warband receives this bonus until the end of the current Post Battle Sequence.
  13. My Kislivite Henchman armed with a halberd received a strength increase, so I've decided to add a second Henchman to his group. Like my first Kislev halberdier model, I shortened the top section of he halberd so the weapon no longer looks absurdly long. I've decided to start a second warband -Dark Elves. The rules for Dark Elves aren't very good, so to give my starting warband some added punch, I've added a Pit Fighter hired sword to the list. It goes without saying that the Pit Fighter was not actually hired by the Dark Elf corsairs, but rather purchased at from the slave pits at Karond Kar: The model is the classic Mordheim Pit Fighter. I've always liked everything about this model except for the ridiculous Orc skull mounted on the top of the morning star's haft, so I removed it and replaced the haft-cap with a bit that I cut from a plastic Flagellant's flail. I then added the skull to the model's base, to keep all of the original model's components together. My Kislivites have recruited a Road Warden hired sword. We are Blazing Saddles rules in this campaign, so the Road Warden has the ability to dismount. This has motivated me to FINALLY paint the foot-version of the mounted Road Warden model that I converted and painted in 2016 (see old photos below). Like the Pit Fighter, there is an Orc skull on the model's base. I added the Orc skull to the base when I first assembled and converted it in 2016. It was only after painting all three off these models that I realized they all have skulls on their bases, in approximately the same place.
  14. What is the "Book of Battles"?
  15. WARHAMSTER MORDHEIM CAMPAIGN PAINTING RAFFLE Each player is free to experience the campaign in their own way, but I think that most would agree that games involving two fully painted warbands can improve both player's gaming experience (plus these games are fun to photograph and post online). Da Roolz: To encourage players to put some paint on their warbands, I will hold a raffle for campaign participants who have a fully painted qualifying warband as of January 1st, 2019 (our fourth and final Campaign Game Night). The campaign ends on January 31st, so you will have another month to show off your painted warband to other players. You enter your warband into the raffle by showing me your warband and roster, in person, on January 1st or by sending a photo of your warband and roster to me via Ordo's Private Message system or my cell (425-330-6079) between December 26, 2018 and January 1st, 2019. A " qualifying warband" is a Mordheim warband that: (1) belongs to a campaign participant; and (2) has been involved in 6 campaign games by the end of the third campaign month (December 31, 2018). To be "fully painted", a qualifying warband must have each model on its roster represented by a painted model. A model is considered painted if it meets the standard tournament '3-color minimum' requirement. All eligible participants will have their names put into the Mordheim SKULL OF DOOM and the winner determined by random draw on January 2nd(ish). I will not be eligible to participate in this raffle. The winner will receive a $25 Dark Tower Gift Certificate. One of the great things about Mordheim, is that it lets players repurpose miniatures from other tabletop wargames, but I want this raffle to encourage and reward players who paint a new warbands for this campaign. As such, if at least 50% of your qualifying warband was painted expressly for this campaign, two scraps of paper with your name on them will go into the Mordheim SKULL OF DOOM. More comics: http://www.dorktower.com/tag/miniatures/
  16. Are you using the Avatars of War dwarf rangers kit?
  17. @Munkie: I love that model. It's my favorite GW Maneaster mini. For years, I've been meaning to put paint on mine, but never really had a good reason. I tried to give myself that reason by searching for an Ogre Bodyguard during my most recent post-game sequence, but sadly, I failed. @Nathonicus: Are you playing Dwarf Treasure Hunters or Dwarf Rangers?
  18. Played another campaign game last night. This time my opponent was Jake and his accursed Norse Explorers. It was Jake's first game of the campaign, so we played the Wyrdstone Hunt. Predictably, Jake and I cleared away the zombies and each claimed two of the five treasures (wyrdstone). The fifth treasure was located on the walkway of my Mordheim table's new centerpiece, the Tueden League Windmill. Even though the walkway creates a bit of an overhang, we mutually agreed that models could climb up to it from all sides. Once this was decided, the rest of the battle involved our two warbands slugging it out on and around the windmill. We battled up and down stairs and on the walkway. At one point, I even attempted one of the most ridiculous actions in the game, a diving charge, but poor Oleg wasn't up to the task and he ended up landing badly and suffering a wound. Jake's Norse made it up onto the windmill's walkway first. Once he was in place, the narrow walkway made it difficult for me to use my numbers to my advantage. Near the end of the game he moved his insanely powerful Beserker (4 strength 6 attacks) to the top of the stairs. From that point the battle began to resemble the Battle of Stamford Bridge, with a single Norseman champion back holding back a flood of attackers, but instead of defending a narrow bridge, he was defending a narrow stairway. In two turns that evil Norseman took out 4 of my models. Just like my first game of the campaign, my opponent voluntarily routed, but took with him 3 of the 5 treasures. Both warbands ended the scenario pretty bloody. I took out-of-action the Norse's Jarl, his Ulfwernar, and several henchmen. All of the Norse except for a single henchmen recovered. Jake took out-of-action two of my heroes and three of my henchmen. All but a single Cossack henchmen recovered, although some of the latter ended up with a permanent injury. The zombies dragged down and killed Durt, my wretched Sylvanian Guide. Post game, both Jake and I did quite well. We both got quite a few rolls on the Advance tables and each earned a nice pile of gold crowns. I continue to be disappointed by Kislev Ranger, so I think I'll send her back to Kislev and hire a different hired sword. I need a fighter with a bit more punch.
  19. That's great news! Remember, you can play Infinity any time, but the window to play Mordheim at DT opens up only once per year and typically doesn't stay open for very long.
  20. This is a good opportunity to discuss how one finds opponents to play. SCHEDULING GAMES Typically, campaign players begin trickling in to Dark Tower shortly after 5 pm on Tuesdays (this includes me). The next wave (ripple) typically shows up shortly after 6 pm and the last of the arrivals typically get there around 7 pm. Players generally pair up on a first come first serve basis, and if everyone is paired up by the time the last person shows up, the late arrival doesn't get a game. After a week or two of this, 'late arriver' gives up on the campaign. This isn't how it has to be. If you plan to show up later in the evening, say 6:30 pm or 7 pm, I recommend that you proactively reach out to other players via phone, text, PM, or this thread, and try to reserve a game. Below is a list of players who have stated that they want to participate in the campaign. Please note, that if you are not on this list, you aren't excluded from the campaign. Anyone can join at any time. I've highlighted the names of players who either showed up last week or indicated that they will show up tonight. If you want to reserve a game, these folks are your best bet. If your regular schedule prohibits you from showing up early, PM me your normal ETA and I will put it next to your name. This way others with similar ETAs will know who to reach out to. Of course, campaign games aren't restricted to Tuesday nights. If you can find a player who wants to play on a different day or hour, feel free to schedule a game with him. LIST-O-PLAYERS DuskSeer - Middenheim Mercenaries GalaxyChief - Bretonnians JMGraham -Witch Hunters Koyote -Kislevites Munkie - Pit Fighters Nathonicus - Human Mercenaries Scipiano -Human Mercenaries or Chaos Marauders Sherbert -Witch Hunters Sigurd BC - Dwarf Treasure Hunters Smashthedean - Undead Sounder - Skaven The Moat -Undead The Rat Catchers - Pirates VonVilkee -Night Goblins Wiccus -Ostlander Mercenaries
  21. To get started, please read the first post of this thread and the attached Setting and Campaign packets. Next, create a 500 gc warband per the standard rules. Each hero that begins with experience points (e.g. Mercenary Captains and Champions), gets one free advance roll at the beginning of the campaign. This roll must be witnessed by another player. Your warband will begin the campaign with a Sylvanian Guide (Beggar) hired sword, at no cost. In addition, you may begin the campaign with up to one additional hired sword, at normal cost. Typically, starting warbands can access only the equipment listed in their warband's rules. Due to the setting, starting warbands may purchase torches (1 gc each) and lanterns (5 gc each). Don't forget to print the last page of the Campaign Packet. You will use this roster to keep track of your warband's opponents, win/loss record, and campaign points. Now get to work you lousy Grot!
  22. I will be at Dark Tower tomorrow with my Mordheim stuff, including the unclaimed Sylvanian Guides. Hopefully, others will show up with their warbands, but if we don't get enough people for everyone to pair up, I'd be happy to host and referee a multi-player scenario. If I have time to complete it, my new centerpiece will make its first appearance. It's 4Ground's Tueden League Windmill. I doubt that I will have time to add fire damage to it, so if it does appear it will likely be in its pristine state, as pictured below.
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