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[Mordheim] Campaign 2014

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Orcs are da best
Viestit: 251
Liittynyt: Ti 28.10.2008 20:30

Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Viesti Kirjoittaja Orcs are da best »

Jarva kirjoitti: I was also wondering can they actually use that stuff. But that's an good excuse to buy those orc pirate conversion bits and make the game even more jolly!
Well we are speaking of a race that can make stuff move faster just because they think (know) that red unz go fasta. So handling a gun should not be that hard, eh?
Jarva kirjoitti:Thanks for the game again, folks. As I mentioned to Orcs are da best afterwards, the custom scenario was rather complex to play properly in just 3 hours. There were just too much stuff going on, which I noticed later. But it was nice change to a usual game play, I enjoyed - even though my sickly warband was just having a awesome woodland adventure during the whole game...
Nah, scenario is complex if you make it complex. Just stick to beating humans and you are good to go whatever the scenario is. Datz da way wez are gunna do it.
Is dere any sound better than ´ead cracin under your big axe?
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Salsa
Viestit: 740
Liittynyt: To 05.03.2009 13:38
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Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Viesti Kirjoittaja Salsa »

Indeed scenario doesn't necessarily have to be complex, sometimes it can be just single objective with "winner takes it all" style. Makes games usually lot of more straightforward and faster, but I admit that so far I've enjoyed those small twists you've put on those. ;)
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Jarva
Viestit: 606
Liittynyt: Pe 07.04.2006 18:28
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Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Viesti Kirjoittaja Jarva »

I'm writing a scenario that includes wandering monsters and smaller groups of zombies, daemons etc. so I'm asking do you have any monster-like models that we can use in the scenario? I think some less monstrous orcs and goblins, dwarf slayers, would also be an funny addition. The scenario has randomly moving markers (the hidden monsters) that are "revealed" when a player comes close. I think we'll use a monster table with 12 roll results.

Also, the friend of mine, the elf player, who wasn't able to join us at the beginning of the campaign, was asking could he still hop in. I didn't give sure answer yet, because I was wondering would the games become too long and overpacked as there are already five players. But he's quite new and eager to the hobby so it would be good chance to hook him in the local player base. But hey, what do you think? I'm ok with either option, as I'm not sure which would be an better one.
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Rune
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Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Viesti Kirjoittaja Rune »

Jarva kirjoitti:But he's quite new and eager to the hobby so it would be good chance to hook him in the local player base. But hey, what do you think?
I'm thinking you might want to show him the way to the Warhammer players! :) We're more than happy to welcome him for casual games and the league come autumn. He's got a lot of stuff already?
#Ostium
http://cabal-ostium.blogspot.fi/

For a Pessimist, I'm pretty Optimistic
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Orcs are da best
Viestit: 251
Liittynyt: Ti 28.10.2008 20:30

Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Viesti Kirjoittaja Orcs are da best »

i think we will be just fine if he hops in. Besides it somewhat reduses the chanse of two player gang up on one other player when we have even number of players.
Is dere any sound better than ´ead cracin under your big axe?
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Jarva
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Liittynyt: Pe 07.04.2006 18:28
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Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Viesti Kirjoittaja Jarva »

Scenario 3: Terrors in the Mists


Deployment:
All players roll a D6 to see who deploys first. Whoever rolls highest sets up first, within 8" of the table edge of his choice. The player with the next highest roll sets ups next and so on.

Ending the game
The game ends when one warband fails its Rout test.

Shifting Mists
The battlefield is completely enshrouded by a shifting and dense mist. This reduces visibility to 3D6 + 2 inches which will affect charges, shooting, magic etc. Determine the visibility at the start of each turn.

Hidden Monsters and Packs
There are hidden monsters and foul packs wandering in the mists. They are represented by counters. There is one marker for every warband involved in the game. Place the markers randomly on the table. At the end of every game turn, the markers move 2D6" in a random direction. When any model is able to see a counter, determine the revealed monster or pack by rolling 2D6 and check the result from the Hidden Monster and Pack table. Replace the counter with approriate model(s). From now on, the revealed monsters and packs use their own Movement value when they move and charge if there are any models in their charge distance. If there are models that the revealed monsters and packs can see, they move towards them. Otherwise they move randomly.

Spotted!
After your model(s) has revealed a counter, they may choose their reaction.
  • Nothing to be afraid of
    The models act as normally.

    Whoa!
    Make Initiative test (using the lowest value if there are many models). If passed, you may move your models behind any obstacle within 4 inches of them. If failed, they just stand still.

    RUUUUUNNN!
    The situation is too dangerous and the warriors start to run away from the threat. They move 2D6 inches away from the monster or pack. In the following turns, they'll have to pass a Leadership test if they want to stop running. If they fail, they'll just continue to run. If they reach any table edge, they count as out of action. The warband leader may automically stop running in his next turn. Any model within 6” may use his Ld value in their Ld test and reroll failed tests.


Experience

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

+1 Winning Leader. The leader of the winning
warband(s) gains +1 Experience.

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

+1 Takes Hidden Monster or Pack out of action
Any Hero who takes a hidden monster or pack out of action gets
+1 Experience (yes, this is cumulative for the +1 for taking an enemy out of action!).

+1 For Wounding the Giant. Any Hero or Henchman earns +1 Experience for each wound he inflicts on the giant.




Hidden Monster and Pack table


2 - Huh?...AIIIEEEEEE!
After a high-pitched scream, a wild griffon swoops down from the mist-covered sky and grabs one of your ill-fated warriors with it, trying to carry him away. Somebody's having a good meal tonight!

3 - Spiders! Why it has to be spiders?!
You have been stalked by giant spiders that quickly emerge from their hiding spots after they are discovered! Place 2 Giant Spiders on the table.

4 - *Loud Dwarfish Cursing*
You hear disturbing dwarfen insults through the mist and in seconds see a mad Slayer loping towards your warriors, frothing and spitting odd sentiments on the way.

5- Zombies
You come by a moaning group of zombies, who slowly turn their hanging heads towards you, their lifeless eyes (if they had one!) peering at the fresh snack. Place D3+2 zombies on the table.

6 - Troll
Standing still, a lone troll looks at your warriors, wondering its find. After this short dumbstruck moment (and perhaps some drooling) the troll charges the tasty- looking warriors.

7 - Plaguebearers
Morrslieb's close position to Old World makes it possible for daemons to materialize in the real world. Place two Plaguebearers on the table

8 - Slaver Party of Zharr-Naggrund
You hear bark-like shouts and a chaos dwarf slavemaster pointing at you. Place a D3 + 1 chaos dwarf slavers on the table

9 - Da Doom by Gork (or possibly Mork)
Nasty group of goblins threatens you! Place D3 + 1 goblins on the table.

10 - BLRGNLGRLLNGRGBL!
Flailing chaos spawn appears!

11 - Pack of Skaven
Squeaking pack of foul verminkin surrounds you! Place D3 + 1 skaven on the table.

12 - NOPE NOPE NOPE NOPE NOPE
As the earth tremors more and more powerfully under your feet, you start to recognize a great figure in the mist, tall as a building. Unluckily to you, it's revealed to be a wandering giant!




Monsters profiles:
Griffon

When the griffon appears and grabs its hapless prey, any model may try to attack the griffon before it flies out of reach. If succesfully wounded, the griffon lets the warrior loose and tries to fight the attackers. If the griffon is not wounded, it starts to fly towards the farthest table edge with its victim, D6 + 3 inches per turn. The grabbed warrior may try to attack the griffon in the player's turn and other models may also try to shoot it. The griffon doesn't hit back while it's holding the warrior. If any model manages to wound the griffon, the grabbed warrior is dropped down and takes automatic Strength D3 hit and the griffon flies away. But if the griffon reaches the table edge, the warrior is removed from the game and warband's roster.

Profile M 6 – WS 4 – BS 0 – S 5 – T 4 – W 4 – I 3 – A 3 – Ld 8


Fear

Skull of Iron:
The Griffon’s skull is much too thick for normal blows to penetrate. It is immune to the effects of being stunned. Treat any stunned results as knocked down instead.
Mad Slayer

Profile M 3 – WS 4 – BS 3 – S 4 – T 4 – W 2 – I 3 – A D3 – Ld 9


Weapons/Armour: Slayer is dual-wielding gromril dwarf axes

Berserker:
The Slayer may add +1 to his close combat ‘to hit’ rolls during the turn in which he charges.

Utterly Mad
The slayer has completely lost his sanity and thinks everybody is an enemy. He may re-roll failed ”to hit” rolls. He also has D3 attacks. Roll at the beginning of each Close Combat phase to determine number of Attacks for that phase.
Goblin

Profile M4 - WS2 - BS3 - S3 - T3 - W1 - I 3 - A 1 - Ld5


Weapons/Armour: Goblins are armed with spears and short bows. They don't have any armour. The goblins always prefer to shoot instead of moving towards the enemy.

Animosity
Zombie

Profile M 4 – WS 2 – BS 0 – S 3 – T 3 – W 1 – I 1 – A 1 – Ld 5


Weapons/Armour:
Zombies don't have any weapons or armour and suffer no penalties for this.

Cause Fear

May not run:
Zombies are slow Undead creatures and may not run (but may charge normally).

Immune to Poison

No Pain: Zombies treat a stunned result on the Injury
chart as knocked down.
Troll

Profile M 6 – WS 3 – BS 1 – S 5 – T 4 – W 3 - I 1 – A 3 – Ld 4


Cause Fear,
Stupidity,
Regeneration
Plaguebearer

Profile M 4 – WS 4 – BS 3 – S 4 – T 4 – W 1 – I 4 – A 2 – LD 10

Cloud of Flies,
Immune to Poison,
Immune to Psychology,
Cause Fear,
Daemonic Aura
Slaver Party of Zharr-Naggrund

Profile M 3 – WS 4 – BS 3 – S 3 – T 4 – W 1 – I 2 – A 1 – Ld 9

Weapons/Armour: The chaos dwarf slavers are dual-wielding clubs.

Captured!:
If the slavers manage stun or put any model out of action, the model count as captured and can't do anything unless he's freed. Place him near the slavers and use counters etc. to mark him as captured. Killing all the slavers will free the captured warriors. If the slaver party isn't in combat and they have captured models with them, they begin to move towards the nearest table edge. When they reach the table edge, the slaver party leaves the area and the captured models are lost. Remove them from the game and warband rosters.
Skaven

Profile M 5 – WS 3 – BS 3 – S 2 – T 2 – W 2 – I 4 – A 1 – Ld 5


Weapons/Armour: Claws, teeth etc. (no modifiers).
Giant Spider

Profile M 7 – WS 3 – BS 0 - S 3 – T 4 – W 1 - I 4 – A 1 – Ld 4


Paralytic Poison:
The spider has a sharp sting on its rear that strikes with paralytic poison! If 6 is rolled in the spider's hit turn and the opponent fails his armor saves, the opponent is poisoned and can't fight anymore. Jump into Ill-fated afterparty in the player's next turn.

Ill-fated afterparty:
If the attacked model's wounds are reduced to zero or he was poisoned and there aren't other models fighting with the spider, roll D6:
  • 1 What was that?!
    The spider is intimidated by nearby sounds and quickly scuttles back in the shadows and leaves its target alone. Remove the spider from the game. The attacked model count as knocked down, or stunned if he was poisoned.

    2-6 Lemme go, monster!
    The spider grabs its defeated victim and starts to wrap him in a sticky web – but not without a (another) fight! The victim may attack the spider with -1 hit modifier. If the victim was hit by paralytic poison, he can't fight back at all and moves to phase 2 in the player's next turn. This phase can be interrupted if other model charges the spider.

    Attack results:
    If the spider is killed, the lucky victim is saved and counts as knocked down.
    If the attack hits but doesn't kill the spider, repeat Lemme go, monster! phase again in the player's next turn.
    If the attack misses, continue on the phase 2 in the player's next turn.


    Phase 2: Webbed
    The victim is completely covered in web and can't do anything. Count him as stunned. Another model may release the victim if he moves into contact with him. If the model isn't released, the spider isn't killed or in combat with another model, continue on the phase 3 in the player's next turn. If the spider is slain after phase 2, the victim will remain stunned until other model moves into contact with him. That's very tough web!

    Phase 3: NOOOOOOOOO!
    The hapless, tightly packed victim is dragged into underground caverns and is never seen again. Remove the model from the game and the warband's roster. All his equipment are also lost.
Spawn

Profile M 2D6 – WS 3 - B 0 - S 4 - T 4 - W 2 - I 3 - A D6 - Ld10

The player who kills the spawn receives Disturbing Amulet.

Fear

Psychology

Movement:
The Spawn moves 2D6" towards the nearest model in each of its Movement phases. It does not double its movement for charging, instead if its movement takes it into contact with a model it counts as charging and engages that model in close combat.

Attacks:
Roll at the beginning of each Close Combat phase to determine the spawn’s number of Attacks for that phase.

Disturbing Amulet
Among the bloody and hacked mess of tentacles and other parts you can't even recognize, an peculiar looking amulet catches your eye. The thing is highly captivating and urges you to wear it. The Disturbing Amulet is a wearable item and forces its carrier to roll a D6 test at start of the carrier's every turn. On a roll of 1 the carrier suffers of a failed Stupidity. On roll of 6, he gains +1 WS, +1 BS, +1 I and +1 A until start of his next turn. After every game, the carrier also roll a D6: if it's 1-3 nothing happens but on 4-6 carrier's Leadership value is reduced by 1 or 2, determined by D6 (on a roll 1-3 Ld is reduced by 1 and roll 4-6 it's reduced by 2), as the amulet takes its toll on the carrier. If the carrier's Ld is reduced to 1 or if any of his Ld test results 2, he is turned into a chaos spawn! The spawn stays in the current battle if he is in one, and after it he disappears into the wilds, joining the other foul beings in the shadows. If the warrior unequips the amulet, he permanently gains Stupidity special rule.
Giant

Profile M 6 – WS 3 - BS 0 – S 5 – T 5 – W 4 – I 2 - A 3 – Ld 8

The player who kills the giant receives 3D6 gold and Frostwyrm Cloak (-1 WS to all models in base contact with the wielder). The item counts as armor. (Rules below)

Fear

Thickheaded:
The Giant's skulls is sa thick as a rock and such it can never be stunned, treat any stunned results as knocked down instead.

Ungainly:
If a giant is knocked down roll a scatter dice to determine the direction it falls in, then place the model on its back. Any model underneath the giant must pass an immediate initiative test or suffer S5 hit as the brute crushes them. The giant automatically picks itself up next turn.

Rampage:
When the giant attacks it's rampage of varied assaults. Roll a D6 to determine what it does.
  • 1-2 Clubbed. Attack as normal.

    3-4 Swipe. Attack as normal. The hit models are also tossed D3 +1 inches away from the giant. If they land against any obstacle, they take automatic Strength D3 hit.

    5 Stomp. Makes a single attack at S7 inflicting double wounds.

    6 Shout and Bawl. All models within 4” of the brute must pass an immediate Strength test or be knocked down.
Frostwyrm Cloak:
The giant was carrying a ripped hide of a mighty Frostwyrm in one of his stinking baggages. Smaller creatures can easily use it as a cloak. The Frostwyrm Cloak has a magical aura of cold that is enough to freeze the blood of any nearby creature, though the wielder isn't affected. Any model in base contact with the wielder reduce their Weapon Skill by 1. Frostwyrm Cloak counts as armor so the model can't wield light or heavy armor with it.
Viimeksi muokannut Jarva, Ma 26.05.2014 12:31. Yhteensä muokattu 3 kertaa.
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Jarva
Viestit: 606
Liittynyt: Pe 07.04.2006 18:28
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Re: [Mordheim] Geheimnisnacht, the campaign: 12.5. Scenario

Viesti Kirjoittaja Jarva »

Phew, too little time to write too much stuff. I apologize for any grammar errors and blunt writing style. I should start to write these a lot earlier...
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HeresyBrush
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Liittynyt: La 24.08.2013 11:32
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Re: [Mordheim] Geheimnisnacht, the campaign: 26.5. Scenario

Viesti Kirjoittaja HeresyBrush »

It's perfectly fine, thanks for the effort!.

This game looks too interesting :D
"Santiago y cierra España!"
My blog: www.HeresyBrush.com
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Salsa
Viestit: 740
Liittynyt: To 05.03.2009 13:38
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Re: [Mordheim] Geheimnisnacht, the campaign: 26.5. Scenario

Viesti Kirjoittaja Salsa »

About Slaver Party and models they have possibly captured when leaving the board. Does the "lost" mean they're removed from your Warband in same manner as they would've died when rolling injuries. Just wanted to be sure and asking this. :)
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Jarva
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Liittynyt: Pe 07.04.2006 18:28
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Re: [Mordheim] Geheimnisnacht, the campaign: 26.5. Scenario

Viesti Kirjoittaja Jarva »

Salsa kirjoitti:About Slaver Party and models they have possibly captured when leaving the board. Does the "lost" mean they're removed from your Warband in same manner as they would've died when rolling injuries. Just wanted to be sure and asking this. :)
Yeah, I meant that they are removed completely. I also considered the idea that player could buy them back from the slave market. But then I thought that it's very unlikely that chaos dwarfs would sell their slaves in "common" slave markets.
HeresyBrush kirjoitti:This game looks too interesting :D
Good, I just hope the monsters aren't too overwhelming. I already had to reduce their spawning numbers because for example, 6 skaven or goblins could haven been rather challenging if they suddenly pop in your flank.
Rune kirjoitti:
Jarva kirjoitti:But he's quite new and eager to the hobby so it would be good chance to hook him in the local player base. But hey, what do you think?
I'm thinking you might want to show him the way to the Warhammer players! :) We're more than happy to welcome him for casual games and the league come autumn. He's got a lot of stuff already?
Well, at the moment he doesn't have any models and because he's student he doesn't have so big budget to start an army any time soon. But he has been asking about 40k, or as he says "the modern stuff". So shamely, he might jump in the wrong game in the future. Nobody seems to heed my opinions of the truest truths of truth, when I say the grim dark future is lacking the romance, princesses, silly wizards, puffy pants, burly beards, comfortable armor....
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Rune
Peliporukkavalvoja
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Re: [Mordheim] Geheimnisnacht, the campaign: 26.5. Scenario

Viesti Kirjoittaja Rune »

Well, at the moment he doesn't have any models and because he's student he doesn't have so big budget to start an army any time soon. But he has been asking about 40k, or as he says "the modern stuff". So shamely, he might jump in the wrong game in the future. Nobody seems to heed my opinions of the truest truths of truth, when I say the grim dark future is lacking the romance, princesses, silly wizards, puffy pants, burly beards, comfortable armor....
Nooooooo!! :O Not the FUTURE!!?

I thought about the chaos dwarves myself, but it's kinda 50/50 if they would actually bring everything they catch back to the Black Mountains if they're about with such a small force. Then again if they're pro slavers, even though they might sell some of the stock off on the way, it would be stupid to sell people back to where they're from. Too many things could go wrong.

So, unless they're pro slavers, they MIGHT make the mistake of selling the guys back to their parties. And would they be pro in such a small raiding party? And if they're part of something bigger, shouldn't there be rumours or news flying about of a chaos dwarf regiment?

I mean, whatever, I just thought about it :D

Oh, btw, are you coming to Fantsulandia before four o'clock? I could drop by 'round half past three to pick up my guys if you don't need them anymore. :)
#Ostium
http://cabal-ostium.blogspot.fi/

For a Pessimist, I'm pretty Optimistic
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Jarva
Viestit: 606
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Re: [Mordheim] Geheimnisnacht, the campaign: 26.5. Scenario

Viesti Kirjoittaja Jarva »

Actually the next scenario will be in the fiery furnaces of the chaos dwarf citadel itself! At first everybody is captured but then you manage to free the leader of your warband. Then you'll have to sneak around the heavily guarded citadel alone, avoiding falling into the glowing lava and catching the attention of K'daii. Then you hijack too manly-looking chaos dwarfen war mobile and have to team up with another players, so that the one could drive, another one shovels the coal (or what ever human-parts-fuel those dwarfs use) and the rest use the turrets and other heavy weaponry mounted on the mobile. Then you cruise midst the hundreds and hundreds of chaos dwarfs who are making their way to you, and you try to annihilate those stunties while shouting like Rambo all the time. Then you make your way to the heart of the citadel where you meet the foul bull-headed avatar of Hashut. But eventually you win him by using the Virtuous Red Cloth of Hashut-Taunting that you acquired earlier and thought it was useless and planned to sell it at the tavern for D3+1 gold and one dagger. The avatar of Hashut falls epicly into the lava and starts a sequence of explosions and you'll have to escape the citadel before it self-destructs! After you have escaped the citadel, you are chased by ogre longstriders that were roaming around the citadel's surroundings. Then you remember that you forgot the rest of your warband in the citadel and have to repeat the whole thing again.


But quite surprisingly, our underdog elf player was the winner of today's game. And unfortunately we didn't see any giants - the game would have been a lot funnier if we did.
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Salsa
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Liittynyt: To 05.03.2009 13:38
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Re: [Mordheim] Geheimnisnacht, the campaign: 26.5. Scenario

Viesti Kirjoittaja Salsa »

I'm really sad that I missed this week's fight due other hurries. :<
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Rune
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Re: [Mordheim] Geheimnisnacht, the campaign: 26.5. Scenario

Viesti Kirjoittaja Rune »

#Ostium
http://cabal-ostium.blogspot.fi/

For a Pessimist, I'm pretty Optimistic
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Jarva
Viestit: 606
Liittynyt: Pe 07.04.2006 18:28
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Re: [Mordheim] Geheimnisnacht, the campaign: 26.5. Scenario

Viesti Kirjoittaja Jarva »

Hey ho. Sorry for the late notification - I just returned home after a busy weekend in Desucon. Tomorrow's scenario will be a casual wyrdstone hunt. So nothing special this time.
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Sutenööri
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Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Viesti Kirjoittaja Sutenööri »

So, yesterday was quite hard for Jarvas warband, death of a leader and few pesky daemons were sent reeling back to the warp.

Also we had some argues about the possibility to hire a new leader, and that Jarvas brute would become a spellcaster :O, since the original rulebook didn't have these (becouse it was printed waaaay before any carnivals were happening), but as it happens the PDF version says that Sisters of Sigmar, Possessed or Carnival of chaos get a new wizard if the old one dies!

Also the rules say that you may not hire a new leader, does this mean you cannot buy new model with the leader ability, or you can buy a new magister but it will just not get the ability?

-Juha-

PS: I should propably stop using the old rulebooks since the pdf:s have been updated many times after they were printed :p
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Salsa
Viestit: 740
Liittynyt: To 05.03.2009 13:38
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Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Viesti Kirjoittaja Salsa »

Gonna be excited events ahead. Rudolf and his Blackarrows convinced greedy Marienburgers to band up with them and wipe out Chaos from their own turf!
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Jarva
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Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Viesti Kirjoittaja Jarva »

sutenööri kirjoitti:Also the rules say that you may not hire a new leader, does this mean you cannot buy new model with the leader ability, or you can buy a new magister but it will just not get the ability?
I read other forums and they generally said that warband can't hire new leader (except undead). So the follower rises from the existing ranks and in my warband it will be the turbocharger brute (most experience). Although it's quite silly concept that he also gains option to magic in his next advancement, having in mind that he doesn't represent the typical caster in the lore context. But well, perhaps he's transforming into a bonebreaking and plague spreading Great Unclean One! Hmmm... I should get the FW's GUO model....

I think the most notable drawback is that my hirable heroes are now limited to four - unless the leader brute isn't counted as "actual" brute anymore, and I can't get academy skills.

But in my opinion, the last game wasn't too bad for me: I expected the daemons to blow up at some point and the death of the starter leader wasn't too big drawback because he doesn't have any unique skills compared to tainted ones and brutes (well, except higher BS, option to academy skills and the magic but the new leader can also learn magic).
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Sutenööri
Viestit: 1122
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Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Viesti Kirjoittaja Sutenööri »

Jarva kirjoitti:I read other forums and they generally said that warband can't hire new leader (except undead). So the follower rises from the existing ranks and in my warband it will be the turbocharger brute (most experience). Although it's quite silly concept that he also gains option to magic in his next advancement, having in mind that he doesn't represent the typical caster in the lore context. But well, perhaps he's transforming into a bonebreaking and plague spreading Great Unclean One! Hmmm... I should get the FW's GUO model....

I think the most notable drawback is that my hirable heroes are now limited to four - unless the leader brute isn't counted as "actual" brute anymore, and I can't get academy skills.

But in my opinion, the last game wasn't too bad for me: I expected the daemons to blow up at some point and the death of the starter leader wasn't too big drawback because he doesn't have any unique skills compared to tainted ones and brutes (well, except higher BS, option to academy skills and the magic but the new leader can also learn magic).
First of all, Thumps up for FW GUO model! I want one too!

Too bad the brute has even more limited arsenal than the magister, now it cant get any kind of armor and well the fact that you cant get more than 4 heroes unless you start getting lucky with lad's got talents!

Well, lets just "merge" the carnivals like those puny humans did in the last game!

-Juha-
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Jarva
Viestit: 606
Liittynyt: Pe 07.04.2006 18:28
Paikkakunta: Koivistonkylä, Tampere

Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Viesti Kirjoittaja Jarva »

sutenööri kirjoitti:Too bad the brute has even more limited arsenal than the magister, now it cant get any kind of armor
But hey, he can now learn Scabrous Hide spell! AS 2+, great weapon and triple movement will be rather interesting combination! An if I understood the rules correctly, the brute gains the same equipment options as the original leader.
Well, lets just "merge" the carnivals like those puny humans did in the last game!
Oh yes, let's just sit and watch as the immense Nurgling tide washes over them!
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