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Koyote

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Everything posted by Koyote

  1. Oh well. If I can get the rules read today, I'll bring The Walking Dead: All Out War.
  2. What's your alternate Mordheim warband? I was thinking about giving Dark Elves a try. Not because they are good, but because I believe they kinda suck and thus challenging to play. Plus, I played the DE back in the day, so the Druchii make me nostalgic for a simpler time when I didn't hate Games Workshop, quite so much.
  3. So, who's playing what on Tuesday? Is there going to be another game of Conan? In between the years when the oceans drank Atlantis and the rise of the Sons of Aryas, there was an age undreamed of, when shining kingdoms lay spread across the world like blue mantles under the stars. Hither came Joey, the Cimmerian: a thief, a slayer, a Warhamster born of battle.
  4. 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.
  5. Human Scout and Freelancer
  6. My daughter's school went on lockdown today because some jack@$$ decided it was a good afternoon to take his AR-15 for a walk. I will be staying home with my family tonight.
  7. Yup. Count me in. I want to play Akiro 'The Wizard'. Mako Iwamatsu rocks!
  8. 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. 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.
  9. 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
  10. 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. Here's a shot of the cobblestone styrene base that I'm going to add to all of my ruined buildings.
  11. My Roadwarden turned out pretty good. Roadwarden
  12. 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. 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. 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
  13. Hmm... . How about this? My proposal is to apply a rule similar to the Characteristic Increase rule to henchmen groups that have reached their capped WS or BS. If a henchmen group's WS or BS is capped and a subsequent advance roll result is a 6 or 7, then the player can elect to increase that henchman groups' uncapped WS or BS stat or simply roll again. If a henchmen group's WS and BS are both capped and an advance roll indicates a WS/BS increase, then roll again.
  14. The second sentence is poorly written. Fortunately, the third sentences clarifies what the author is getting at in the second sentence.
  15. Almost perfect. Because they are henchmen, the halberdier Mountainguard henchman group cannot get two initiative increases. Please re-roll the second initiative increase for the remaining Mountainguard halberdier. Please reroll strength, initiative, WS/BS and Lad's Got Talent.
  16. "If a characteristic is at its maximum, take the other option or roll again if you can only increase one characteristic." So, if your beastman hero rolls a 7 you get to choose WS or BS. If your hero reaches is WS racial maximum and you roll another 7, then you may elect to add to your BS or roll again.
  17. Heroes and Hired Swords already benefit from a similar rule.
  18. Cool. Thanks, Joey. Can someone with some dice on hand or access to an online random number generator roll my corrected henchmen advances for me? My two Mountainguard armed with greatswords need 1 roll on the table, my two Mountainguard armed with halberds need 2 rolls, and my one Halfling needs 1 roll. Please roll for the advances in the order that I've listed. Please reroll a 6 or 7 result until you get a result that isn't WS or BS. The Mountainguard armed with halberds are capped on strength, so please reroll their strength and WS/BS result. I have only 5 heroes, so if you roll Lad's Got Talent, I will accept it. If this occurs a second time, please reroll. If you roll a Lad's Got Talent, please roll on the heroes table to determine my new hero's first advance. Each Mountainguard Henchmen group numbers two models, so If a Mountainguard group gets Lad's Got Talent, then please also roll on the Henchmen table in order to determine the advance received by the henchman who was not promoted to a hero. Now that I've taken the time to write all of these instructions, there's no way that you'll roll Lad's Got Talent. Thanks in advance.
  19. I've made a mistake. I forgot that henchmen cannot add more than +1 point to any of their characteristics. My two Mountainguard henchmen groups started at WS 4 and they are currently WS 6. Similarly, my Halfling henchman started at BS 4 and is currently BS 6. The good news is that these increases occurred just before my last game and during my last game, the improper stat increases had no effect. My Mountainguard didn't fight anyone and, if memory serves, my BS 6 Halfling either failed to hit or failed to wound with his bow. Obviously I need to adjust my stats, but before I do so, I have a question. The Henchmen advance rule states that a henchman can never add more than +1 point to any of their initial characteristics and that if a dice roll indicates an increase of a 'capped' stat, roll gain until an "unincreased" stat is rolled. The 6-7 result on the Henchmen advance table is the only advance that provides two results, WS or BS. So my question is, if a henchman groups' WS or BS has capped and a subsequent advance roll is a 6 or a 7, must the henchmen group increase the non-capped stat or may the player "choose" to increase the capped stat and thus reroll the dice? At first this sounds like a pretty weaselly interpretation of the rule, but this interpretation is based on a related rule. Moreover, I believe that the reroll option clears up an oversight in the core rules. The Characteristic Increase rule addresses racial maximums, not limitations on henchmen stat increases, but it does give us some insight into the game designer's thoughts on the issue of stat increases. This rule states that if an advance roll provides two possible stat increases and one of those increases is at its (racial) maximum, then the player can elect to take the non-maxed stat option or roll again. Sound familiar? Players grumble when they get an advance roll that doesn't appear to provide much benefit, but for some models (e.g. Ghouls, Flagellants, Beastmen, Ungors, Saurus, etc.), a BS advance provides absolutely no benefit because they cannot be armed with missile weapons, even if they later become heroes. Now I understand that Mordheim is supposed to be zany, unpredictable game, but a rule mandating that a Ghoul increase its BS is truly pointless. My proposal is to apply the Characteristic Increase rule to henchman groups that have reached their capped WS or BS. Thus, if a henchmen group's WS or BS is capped and a subsequent advance roll result is a 6 or 7, then the player can elect to increase that henchman groups' non-capped WS or BS stat or simply roll again. This change gives players a little more control over their henchmen groups' stats and ensures that henchmen groups that cannot be armed with missile weapons won't get stuck with a stat increase that provides absolutely zero benefit.
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