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Koyote

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Everything posted by Koyote

  1. But, but, but, what about the Ruffian, Brian Boitano.
  2. Here is where we can post our lists, photos of our warbands, and discuss any warband list specific topics, questions, and ideas. The purposes of this thread isn't to play list-hammer (which I hate), but rather to see what everyone's doing and chat about toys. I'll start with the Beastmen Raider's list Kacy posted in the Warhamsters Winter Mordheim Campaign thread, followed by my 'bearless', Kislevite warband. Kislevite Warband Captain Yuri - Druzhina (80) dueling pistol (13*), sword (10) = 103 gcs Sergeant Ludvig - Esaul (35) sword (10), shortbow (5) = 50 gcs Oleg - Bear Tamer (35) sword (10) = 45 gcs Boris - Youth #1 (15) mace (3) = 18 gcs Yana - Youth #2 (15) hammer (3) = 18 gcs Roman - Warrior #1 (25) shortbow (5), axe (5) = 35 gcs Petr - Warrior #2 (25) shortbow (5), axe (5) = 35 gcs Dmitri - Streltsi #1 (25) crossbow (25) = 50 gcs Lavr - Cossack #1 (30) sword (10), shield (5) = 45 gcs Vasily - Cossack #2 (30) sword (10), shield (5) = 45 gcs Sasha - Kislev Ranger (35) = 35 gcs Lastro Lupintal - Arabian Merchant (20) = 20 gcs * Ancestral item (i.e. ½ price) TOTAL: 499 gcs Why an Arabian Merchant you ask? Because they are fun and inexpensive (I had only 20 gcs to spend), but mostly because I just purchased this little fellow, and he's awesome!
  3. Are you ready to have your mind blowns? The text below was copied from the FAQ found in the Mordheim Annual 2002. I always assumed that the intercepting model moved to intercept the charge. I had no idea that the rule was meant to stop a charging model from moving. Crazy.
  4. Perhaps what you meant was that it's winter in Mordheim? Speaking of pirates. I'm disappointed that nobody is playing the Pirate warband. If anyone is looking for a whacky warband, then Pirates may be the warband for you. In addition to being the only warband that gets to bring a cannon to Mordheim, albeit a very small one, the Pirates have access to rules for peg legs, hook hands, pirate treasure maps, and parrots.
  5. Here's the modified voluntary route rule Joey mentioned.
  6. If we were to play a six game campaign starting on November 15th, then our winter campaign would end on Tuesday, December 20th, the last day of Autumn. I will lend the campaign the 40K terrain that I stopped working on when I quit 40K in disgust. I should have enough time to spruce it up some before the 15th. If players want to play wilderness encounters outside the city, I can lend the shop my Malifaux mining wilderness terrain (minus the steampunk pieces) and the generic wilderness terrain that I built for another project. If we combine all the Malifaux wilderness terrain into one table, we should be able to squeeze from all this at least 3 tables worth of terrain ( the ruins, the Malifaux wilderness, and the generic wilderness), that is properly dense enough for Mordheim games. I am willing to leave all of this terrain at the shop so campaign players can make use of it at any time. The only thing that I ask is that when it's not being used for Mordheim, it should be stored away. I will also be making use of the fancy 4Ground buildings and the Malifaux ruins that I'm gathering for my Frostheim table, but that terrain stays with me. It's a bit too fragile and expensive to leave at the shop for public use. Together, my contribution is four 4' x 4' tables of terrain.
  7. I'm won't argue with you about how poorly GW writes rules. No one will ever accuse GW of writing a tight ruleset. The details of the Intercept rule must be pieced together from the diagrams. Thanks Tuomas Pirinen. The last sentence of the forth paragraph states: "When hidden, a warrior cannot be seen, shot at or charged." Also, the Charge rule explains how the Hiding rule interacts with charges.
  8. Here's some photos of a diorama published in North Star Magazine.
  9. We were not happy either, so we stabbed a voodoo doll bearing your likeness and then burned it in effigy.
  10. We are at 15 (maybes) and counting. Just a heads up. For those players who wish to run "unofficial" or experimental warbands, Joey may tweak your rules to preserve game balance. Wiccus - Ostlanders Koyote - Kislevites Sherbert - Norse JMGraham - Witchhunters Smashthedean - Beastmen Gailbraithe – Possessed Sounder – Skaven Gabado – Bretonnians Duskseer – Dark Elves Munkie – Dwarves Fix - Samuri (Nippon) Scipiano - Shadow Warriors TW_Haines - Black Orcs Intrizic - Skaven Greenwood - Tomb Guard
  11. Two more WIP Frostheim models. The first is Skoll the Protector, my Witch's Troll bodyguard, bound to her by powerful enchantments. If you play Zombicide Black Plague you may recognize this model. Skoll is a Survivor from the Paolo Parente special guest box. Dust Studio and Anastyr partnered to cast copies of two of the models from Paolo's ZBP box in resin (along with two alternative versions) and sell them as numbered box sets. Here I've armed Skoll with the alternative weapon. The blade is ridiculous large, but that's part of the model's charm. I thickened the weapon's handle so that it's not quite so spindly. Skoll the Protector (counts-as Bear Animal Companion) My second WIP model is Pol the Gnoblar Trapper. The way I see it Pol isn't a hireling in the same way other soldiers are, but rather a pet trained to sniff out and set up traps. I gave Pol this particular Gnoblar head for no reason other than I really like it. I figure that Pol is screaming for one of two reasons. Either he's celebrating his triumph over the trap or this pose is Pol a fraction of a second after he realized that he's triggered the trap and he's about to have a really bad day. Pol the Gnoblar Trapper (counts-as Trap Expert)
  12. Wanted Two to five intrepid zombie hunters to join our final quest to save the City of Wulfsburg from its cursed dead and their dark masters. Terms for your professional services: - One fourteenth of total profits - Traveling expenses guaranteed - Funeral expenses if necessary Sincerely, Koyote & Company The spirits of the Crimson Twins flew away through the sky. A moment later, the Fire God sent his thanks with a gift, creatures of flame, vengeance and indiscriminate destruction. Half of Wulfsburg is already in flames. If we cannot banish the Fire God's envoys, Wulfsburg will be lost. To make matters worse, the district where we will make must our stand is the territory of the Evil Troy, a Necromancer which is rumored to be impervious to normal weapons.
  13. ... Joey, this is Houston. Do you read me? Do you read?
  14. Empire Mercenary Captain (counts-as Captain) When planning my colors for this model's uniform I knew that I wanted to use red so that the model would fit in well with most of the models in the warband, but I struggled with the second color. I settled on tan because I don't want his livery to tie him to any particular city-state or province. One can tell from his bearing, ruthlessness, and grasp of military tactics that he was a veteran line officer in one of the Empire's provincial state armies, but where he served or under what circumstances he resigned his commission is a mystery. He's not a taciturn man, but he is conspicuously tight-lipped about his past.
  15. Check out the 2016 SAGA FAQs. My Irish got a nice little windfall and a kick in the nads. The SAGA gods giveth and the SAGA gods taketh away.
  16. New Factions Obviously, you will find new factions for this new period. Six new battle boards are contained in this supplement, so you could play the fall of the Western Empire on the continent, and the invasion of the island of Britain. On the continent, you will find the Romans themselves, the Goths (you will have the choice to play an Ostrogoth or Visigoth warband) and the formidable Huns. In Britain, there will be Britons (the heirs of Roman civilization), Picts and Saxons. Of course, you can play all those factions against each other (some of them were equally present in Britain or on the continent) and against factions from other supplements. New mercenaries Aetius & Arthur contains some mercenaries, who can be hired only by factions of the Great Invasions era. You will see again some old friends, like the steppe nomads, but also new ones as Roman deserters or Foederati. New options for existing factions A chapter is entirely dedicated to some already existing factions. They are given new game options for the Great Invasions era. It is some kind of sub-list for the concerned factions: it gives them a new Hero or Legendary unit, an access to some mercenaries of Aetius & Arthur and, for some ones, new equipment options.
  17. You won't begin the campaign with any skills, so you needn't worry about them just yet. During games your heroes and henchmen will gain experience points. Once you've gained enough to 'level up', you will make an advance roll. This will determine whether your hero gains a stat increase or a skill. The main rulebook contains the rules for weapons, armor and equipment. 1) The Black Orc warband rules are from GW's Nemesis Campaign, so they are not on the list of "official" warbands. I put official in quotes because GW no longer supports this game system so who is to say what is official and what's not. Regardless, before you proceed with your Black Orcs, I recommend getting Joey's ok. If Joey says no to da Black Orcs, I strongly suspect that he will say ok to the standard Orc & Goblin warband. 2) I don't know if Joey wants to use the Blazing Saddles rules, so I can't say whether or not mounts will be an option. The Black Orc warband does not include mounts as an option for new warbands. 3) There are no general rules for musicians. If Joey permits the use of the items from the Ye Olde Curiosity Shoppe, then after your first game you can send your heroes to the trading post and in order to locate a Warhorn. A war horn may be used once per battle at the beginning of any turn. It allows the warband to increase its Leadership by +1. The effect will last from the start of one turn to the start of the next. The war horn can be used just before a warband is about to take a rout test. 4) The Black Orc warband does have access to two-handed weapons. https://www.hong-crewet.dk/Mordheim/Warbands/Blackorcs.pdf If you have any other questions about how to build a warband, I recommend that you begin by reading Starting a Warband section of the main rulebook. If, after reading the rules you still have any questions, I'll be more than happy to help you out.
  18. Thanks. I think that the monkey's eyes make him look a bit sleepy. It's not what I was trying for, but I know that if I try to fix them, I'll just screw em up. Looks like I'm stuck with a sleepy war-monkey. :)
  19. Okay, so this is what it looks like so far. Wiccus - Ostlanders Koyote - Kislevites Sherbert - Norse JMGraham - Witchhunters Smashthedean - Beastmen Gailbraithe – Possessed Sounder – Skaven Gabado – Bretonnians Duskseer – Dark Elves Munkie – Dwarves Fix -Grumpy old trolls who live under a bridge I count 11 interested persons. Not bad. This should translate into 5 or 6 players, which should give all the participants a chance to play a different person each scenario.
  20. Tuesday is my daughter's birthday. Sorry guys, no Zombicide Black Plague this week. We'll finish The Fire God campaign next week.
  21. Yorick the War-Monkey (counts-as Warhound)
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