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Warhamsters Winter Mordheim Campaign


Wiccus

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Let me preface this by stating that I hope Joey doesn't feel like I am stepping on his toes. If so, then I withdraw the following suggestion and I will refrain from any further toe-stepping. Also, let me assure you that my feelings will not be hurt.

In general, multi-player fights are my favorite way to play skirmish, tabletop wargames.  As such, if there's a big turnout tonight, I'd like to invite 3 players to join me in a multi-player version of Joey's first campaign game.  This will help us maximize our use of table space and terrain.  Multi-player play will follow the Chaos on the Streets rules, minus the Allies rules.


MERCHANT ESCORT

Set-up and Starting the Game

SEE the Chaos on the Streets rules.


Special Rules

The Merchant is placed in the center of the table. No terrain may be placed within 6" of the Merchant. 

Each warband is deployed within a 12" wide corridor that extends, perpendicularly from the middle of each warband’s table edge.  No model may be deployed within X number of inches of the merchant, with X being equal to the model’s movement characteristic multiplied by 4.  Thus, an Elf with a movement characteristic of 5, cannot be deployed within 20 inches of the Merchant.  If X would prevent the model from deploying on the table, then the model is deployed within the warband’s 12” wide corridor and with its base touching its warband's table edge.

The Merchant’s stat line is identical to a Human Mercenary Youngblood. The Merchant is armed with a sword, but it will only use the sword to parry.  He’s too scared to do anything else.

Models may move into base to base contact with the Merchant without engaging in melee, but any movement that would bring a model into base to base contact with the Merchant and an enemy model, requires a charge move.

The Merchant will only move when ‘controlled’ by a Controlling Model or when required to do so because of a compulsory movement.  A model is a Controlling Model if said model: 1) is capable of earning experience points: 2) is in base to base contact with the Merchant; and 3) there are no enemy models, of any type, in base to base contact with the Merchant.  A model must meet all three conditions to be a Controlling Model, so if any one condition is not met, the Merchant is not ‘controlled’.

The Merchant will move at the speed of the Controlling Model, but the Merchant cannot exceed its own maximum movement (4" walking or 8" running) each player’s turn.

If the Controlling Model is required to flee, then the Merchant is left in place and the fleeing model is moved its fleeing distance, as normal.

While the Merchant is being 'controlled' it is immune to psychology.

If the Merchant leaves the table due to its own compulsory movement, the game immediately ends in a draw.

Shooting directed at any model in base to base with the Merchant suffers a -1 to hit penalty due to the shooter exercising extreme caution.

If a model in base to base with the Merchant is engaged in melee and a model from a third warband shoots into the melee, hits will be randomized as if the Merchant was taking part in the melee.

If a Merchant is charged while 'controlled', then for the purposes of the “Intercept” rule, treat the Merchant as belonging to the Controlling Model’s warband.

If the Merchant is killed, either intentionally or unintentionally, the warband that killed the Merchant suffers a -1 penalty to finding rare items, for the duration of the campaign.


Ending the Scenario

The scenario is won by the warband whose Controlling Model moves the Merchant to the warband’s own table edge. Alternatively, if all but one warband routs, the remaining warband wins the scenario.

Should the merchant survive the battle he will reward the winning warband with 5d6 gcs, 1d3 wyrdstone, and, for the duration of the campaign, a +1 bonus to finding rare items.

 

Experience:

Survives.
If a Hero or a Henchman group survives the battle they gain +1 Experience.

Enemy Out of Action.
Any Hero earns +1 Experience for each enemy he puts out of action.

Winning Leader.
The leader of the winning warband gains +1 Experience (+3 Experience if the warband won by moving the Merchant to the warband’s board edge).

Mission Accomplished.
If a Hero or a Henchman, acting as a Controlling Model, moves the Merchant to the warband’s board edge they gain +1 Experience.

The Penultimate Warband.
If the scenario is won because 3 of the 4 warbands rout, then the last warband to rout gains +1 Experience awarded to the surviving hero with the lowest experience points total at the start of the scenario.  If there is a tie for lowest experience points total, then randomize which eligible hero gains the +1 Experience.

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Sure people can play that if they wish. For most other scenarios I would have said use the chaos in the streets rules. For this one though I was wanting to try out an attacker and defender scenario. I also didn't want to make it too much like the lost prince scenario. This version works for multiplayer though and I'm fine with people playing it.

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It's true that the defender could get wiped but I guess in my experience particularly with this group people start stabbing eachother in the back almost immediately

Why do I get the feeling that's a dig at me? I was just testing the incendiary properties of Nathan's car! I can understand how that might appear to to be betrayal to the scientifically illiterate.

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I'm going to drop out of the campaign.  After reviewing my warband, I realized Dark Souls aren't Heroes so all my post game rolls were wrong, and after trying to build a band with more than one hero it's just impossible to make an effective warband with Cult of the Possessed.  Their heroes are so godawfully expensive and are pretty crappy for their cost due to the ridiculously overpriced mandatory mutations, and with the Empire Militia box no longer available I can't easily put together an alternative warband, so I'm just going to bow out.

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Sad to hear that. You could always have them be a counts as something else. Do some sort of human mercenary band but with a cultist theme.

 

And thanks for the big turnout so far guys. I hope everyone had fun. I know the scenario needs a few tweaks but I'm learning.

 

Please post feedback and any questions or ideas you have to improve things.

 

Also a small addendum. After discussing dark elves I've decided to remove the added gc cost for them. Shadow Warriors will remain as is for now.

 

Also dwarves can't be March blocked or I guess run blocked. They can always move their full 6" even if an enemy is within 8"

 

Great weapons now strike in initiative order when charging rather than first. They seem a bit too good otherwise.

 

I guess that's several small addendums. But we'll count it as one because as always I am the arbiter of time, truth and justice.

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I had a great time last night. Thank you Joey for organizing this.

 

There was a question last night about what is meant by the term "surviving the battle," with regards to earning experience points and exploration.  I was as confused as everyone else, so this morning I cracked open the rulebook and did a bit of research.

 

Under the heading "earning experience" on page 120 of the rulebook, the rules state that a warrior earns the +1 experience for surviving the battle, "even if they are injured -so long as they live to fight again!"

 

Under the heading Income on page 134 of the rulebook, the rule states that you "[r]oll a d6 for each Hero in your warband who survives without going out of action."

 

So there you have it. The same term has at least two different definitions. :unsure:

 

 

 

 

Out of the four players in my multi-player game, I was the only player to use Hired Swords.  Whether one uses of Hired Swords depends on a number of factors including personal taste and one's warband building strategy.  I suspect that at least some players may not be using Hired Swords because they don't know what's available or where to find their rules.  Below is a list of all the hired swords that appeared in a GW publication.

 

If you are interested in hunting down the rules for the different Hired Swords, you can find them  HERE.   read-1.gif

 

I don't know if Joey wants to place any restrictions on any particular Hired Sword, so please consider this list an information resource rather than permission to use any of these Hired Swords. As always, please direct any questions to our Game Master and part-time super villain, Joey.

 

evilgenius_zpsfz7syhcr.gif

 

 

"Official" Hired Swords

 

Arabian Merchant -Town Cryer 22

Beast Hunter -Empire in Flames

Dwarf Troll Slayer -Rulebook

Elf Ranger -Rulebook

Freelancer -Rulebook

Halfling Scout -Rulebook

Highwayman-Empire in Flames

Imperial Assassin -Mordheim Annual 2002

Ogre Bodyguard -Rulebook

Pit Fighter -Rulebook

Roadwarden -Empire in Flames

Tilean Marksman -Mordheim Annual 2002

Warlock -Rulebook

 

Others

 

Bard -Town Cryer 13

Big Game Hunter -Town Cryer 13

Bounty Hunter -Town Cryer 13

Chameleon Skink -Town Cryer 12

Clan Skryre Rat Ogre -Town Cryer 25 Dark Elf Assassin -Town Cryer 12

Duelist -Town Cryer 13

Dwarf Treasure Hunter -Fanatic Magazine 8

Elf Mage -Fanatic Magazine 5

Halfling Thief -Fanatic Magazine 7

Kislev Ranger -Fanatic Magazine 6

Mule Skinner -Town Cryer 14

Nomad Scout -Town Cryer 19

Norse Shaman -Town Cryer 12

Pathfinder -Town Cryer 12

Priest of Morr -Town Cryer 12

Shadow Warrior -Town Cryer 13

Snake Charmer -Town Cryer 19

Thief -Town Cryer 19 30gc

Tomb Robber -Town Cryer 19

Warrior Priest of Sigmar -Town Cryer 28

Witch -Town Cryer 13

Wolf Priest of Ulric -Town Cryer 8

 

Nemisis  Crown Campaign

 

Black Orc Overseer - Fanatic Online 91 and Nemesis Crown rules

Dwarf Pathfinder - Fanatic Online 91 and Nemesis Crown rule

Human Scout - Fanatic Online 91 and Nemesis Crown rule

Old Prospector - Fanatic Online 91 and Nemesis Crown rule

Runesmith Journeyman - Fanatic Online 91 and Nemesis Crown rule

Witch Hunter - Fanatic Online 91 and Nemesis Crown rule

 

 

 

Lastly, if it's been a while since you've read the campaign rules on post #1 of this thread, I suggest you do so.  I noticed that some of the players whose heroes suffered injuries forgot that if a hero is taken out of action, that hero may make an armor save (no shield bonus) to ignore the 11-35 results on the injury table. blackeye_zpshvwwmx4v.gif

 

 

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Sad to hear that. You could always have them be a counts as something else. Do some sort of human mercenary band but with a cultist theme.

 

And thanks for the big turnout so far guys. I hope everyone had fun. I know the scenario needs a few tweaks but I'm learning.

 

Please post feedback and any questions or ideas you have to improve things.

 

Also a small addendum. After discussing dark elves I've decided to remove the added gc cost for them. Shadow Warriors will remain as is for now.

 

Also dwarves can't be March blocked or I guess run blocked. They can always move their full 6" even if an enemy is within 8"

 

Great weapons now strike in initiative order when charging rather than first. They seem a bit too good otherwise.

 

I guess that's several small addendums. But we'll count it as one because as always I am the arbiter of time, truth and justice.

 

Joey, will you please update the first page post? Otherwise it is going to get really confusing if rules are being updated throughout the thread.

 

I had a good time, thought it took me a while to relax and remember that this is a different type of game than I've been playing, where the rules are loosely defined and the wacky results of the dice are part of the fun. 

 

That first mission was a bit brutal for the defender. 

 

I'm scrapping lizardmen and will probably have to buy or borrow figures for a mercenary warband... Toughness 2 heroes reallllllllly suck.

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Yeah I meant to update the post last night but decided to sleep instead. It's fixed now. I would recommend that everyone read the initial post each week as there may be new tweaks. Also just keep up with the thread in general.

 

People are free to swap equipment out or sell it for full price if they decide the changes aren't for them.

 

Restarted or swapped warbands can do make up games to try and catch up to other warbands. I know this mostly applies to Nathan and Kevin.

 

In regards to mercenaries I agree. There are a lot of good hired swords out there. I personally never or very rarely hire them as I'm just kind of a stubborn faction purist. Plus Ostlanders don't trust uppity city folk and can only hire ogre mercenaries.

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