Sivu 4/8

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ke 16.07.2014 18:26
Kirjoittaja Jarva
I'm fine with either option. One possible choice would be that you use the treasure hunters list and just swap the slayer for bull centaur, engineer for daemonsmith/sorcerer/whateverspellcastertheyhave and beardlings for hobgoblins, using their profiles from the mentioned CD warbands. The list would have the characteristic CD fellas and also be somewhat balanced.

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ke 16.07.2014 20:52
Kirjoittaja Sutenööri
Jarva kirjoitti:I'm fine with either option. One possible choice would be that you use the treasure hunters list and just swap the slayer for bull centaur, engineer for daemonsmith/sorcerer/whateverspellcastertheyhave and beardlings for hobgoblins, using their profiles from the mentioned CD warbands. The list would have the characteristic CD fellas and also be somewhat balanced.
I think hired ogres would be better choice for bull centaur, since well, you just can't justify it having a Movement 3 :D, ogres are atleast little more swifter.

BTW Ogres have option for armor, (they wear light armour) can I give that bastard gromril armor?

-Juha-

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ke 16.07.2014 21:25
Kirjoittaja Jarva
Ah, I meant that you could use the rules for them that are in those Chaos dwarf lists. For example, dump the slayer and use this profile for the bull centaur etc:

0-1 Bull Centaur
100 gold crowns

M8 WS4 BS3 S4 T4 W1 I3 A2 Ld9

Weapons/Armour: A Bull Centaur may be equipped with weapons and armour chosen
from the Chaos Dwarf Equipment list, but may never use any missile weapons.

Large target



But the gromril ogre is also ok. Do as you see fit.

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Su 20.07.2014 19:57
Kirjoittaja Jarva
Scenario 7: Fowl Play

During foul times of Geheimnisnacht, the imperial troops use carrier pigeons to relay information between different posts.
These pigeons carry important intelligence, describing stratetic plans and also the threatening sights and happenings
of the eerie night. For this to fall into the wrong hands could spell disaster. For this reason, important messages are divided
amongst several birds, to minimize the risk of key information being intercepted.

Unfortunately there’s been a mix-up at the despatch office. A series of vital messages have been inadvertently sent out
strapped to a flock of pigeons already fitted with the legendary Herstel-Wenkler Pigeon Bomb!

Now the warbands must attempt to catch these unfortunate fowl – perhaps to return them to the imperial outposts or
to use the intelligence carried by the pidgeons for their own benefit.


Deployment

At the centre of the board should be placed D6 + 10 tokens to represent the pigeons.

Special Rules

Pigeon Movement: Once a model is within 8" of the pigoens they will begin to move randomly. At the start of each player’s turn, roll a scatter dice and a artillery dice to determine the distance of the pigeons movement. Roll separately for each pigeon. The pigeon will always land upon the highest terrain feature beneath it, e.g. if the dice indicate that the pigeon is to fly above a building, it is assumed to be on the roof or the highest storey.

Should the artillery dice indicate a misfire then the poor pigeon has exploded in a flurry of feathers and charred message. Any model within 3” of the bird (i.e. a small template) will receive an automatic S3 hit

Catch The Pigeon:
A model may catch the pigeon by finishing his Movement Phase in contact with the pigeon token. The model will carry the bird with message, bomb and all – there is no time to remove these in the heat of battle. While carried there is no risk that the pigeon will explode.

Any model carrying a pigeon who becomes Knocked Down, Stunned or Out Of Action will drop it. The bird will fly away as described above at the start of the following player’s turn.

Fly my Beauties:
The carrier may opt to use his pigeon offensively, lighting the fuse and sending it out with the aim of blowing up the enemy. The player should nominate a visible target and roll on the following table:
  • 1 - Oops! The confused pigeon returns to its
    handler! Place the template over the initial
    carrier and resolve the explosion.

    2-4 - Boom! A poorly cut fuse means the bomb
    explodes harmlessly in mid air (harmlessly for
    everyone except the pigeon)

    5–6 - Huzzah! The pigeon lands exactly on the head
    of the right target. Place the template over the
    target model and resolve the explosion
Winning the game
The game ends when one warband fails its Rout test. Due to the importance of the mission, voluntary routs are not permitted.

A player failing a rout test must roll D6 for each pigeon being carried. On a result of 1-3, the pigeon manages to fly off as the warrior scrambles for safety.

Players gain +1 Victory Point (VP) for every pigeon still carried at the end of the game. The winner is the warband with the most VPs.


Experience

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

+1 Winning Leader. The leader of the winning warband gains
+1 Experience. In the event of a draw, either leader receives this bonus.

+1 Pigeon Fancier. Any Hero still carrying a pigeon at the end of
the game gains +1 Experience

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: Su 20.07.2014 20:01
Kirjoittaja Jarva
There's always time for some bird chase! Even if there are bombs strapped to them.

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: Ma 21.07.2014 10:15
Kirjoittaja Sutenööri
Can the pigeons move out of the board? If they move at the start of each player they will quickly be out of the table or blown up.

-Juha-

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: Ma 21.07.2014 11:51
Kirjoittaja Salsa
Gonna miss this fight I'm afraid. :(
Hopefully in next time there is also something cool and/or absurd.

Also, to clarify in future, "within 1,5" " would mean small base as it's total of three inches wide.

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: Su 03.08.2014 22:53
Kirjoittaja Jarva
Late info, but I got sick and can't join the game tomorrow. Feel free to pick a scenario and play by yourselves, if you want.

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: Ma 04.08.2014 06:52
Kirjoittaja Sutenööri
We could choose and play one basic scenario from the rulebook, so atleast I will be at the store ready to play today! (I want my money for the ogre!)

-Juha-

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: Ma 04.08.2014 06:55
Kirjoittaja Salsa
Well I'm there today, but playing Warmachine unfortunately.

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: Ma 04.08.2014 08:10
Kirjoittaja HeresyBrush
I will also be over there.

Juha, I'm so sorry, but only can be an ogre, like the immortals :P.

Good luck Jarva!

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: Ma 04.08.2014 08:21
Kirjoittaja Sutenööri
HeresyBrush kirjoitti:I will also be over there.

Juha, I'm so sorry, but only can be an ogre, like the immortals :P.

Good luck Jarva!
Yay! So we will be playing together if JP doesn't also arrive, so the rulebook missions should work nicely.

Also this guy will be proxying as my ogre, hes on a too big base but it will only be hinderance in mordheim so hope it wont be a problem?

Kuva

-Juha-

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: Ma 04.08.2014 18:06
Kirjoittaja Sutenööri
We played a rulebook scenario Breakthrought today, and woo! Second victory for Black Bastards, slayers even managed to get the ogre out of action, though they just gave it a light pat so it wouldn't be too badly hurt! too bad my proud bannerbearer got shot at turn 1 fatally, oh well, gotta send petition to Zharr naggrund for a new runt to carry my pole.

Next match I will be bringing my "ogre" to protect my shooters!

-Juha-

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: La 16.08.2014 22:37
Kirjoittaja Jarva
Scenario 8: And the Sky Rained Fire, Part 1 of 2

Sudden loud boom breaks the somewhat calm moment at the warband's camp. As you try to locate the source,
you notice that your fellow members' eyes are locked at the green-hued night sky. At first, seems like the sky is
dotted with green stars, but no – the supposed stars are moving and growing in size. Your body is filled with
disturbing sensation: the twin moon Morrslieb's gone mad! The sky itself is twisted as the chunks of pure wyrdstone
make their way down. You soon come to your senses as the sickly colored meteors start to crash in the camp's vicinity,
filling the nightly horizon with green wildfires and continuous ear-splitting blasts. Through the dancing silhouettes of
nearby trees, you see malformed shapes approaching your camp, howling with unhuman voices in the fickle darkness.



Kuva


Objective
The scenario works as a basic ”Wyrdstone Hunt” but with the added twists!

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.

Special Rules

Meteor Shower:


Start of every turn D3 wyrdstone meteors rain down from sky. Roll scatter and artillery dice: the artillery dice depicts the distance and scatter dice the direction the meteor falls, measured from the table's center point.

If the artillery dice result is misfire, the meteor has exploded while in the air and rains down as a burning hail of broken wyrdstone. Roll the artillery dice again (until you get a number) and place a large template in the spot. Every model under the template takes single S1 hit as the falling wyrdstone dust scorches their exposed and lightly covered skin areas

If the meteor didn't explode, it falls down as explained earlier. After the meteor has hit the ground roll D6: if the result is 5, the meteor bounces off the ground, moving D3 inches in random direction. Roll D6 again, if the result is 6, the meteor bounces again. The meteor keeps bouncing if you roll more 6's. Any model hit by a meteor takes S6 hit. After every bounce meteor's Strength value is reduced by one.

Model may try to evade meteors by making an initiative test!


When meteor has successfully landed, roll D6 to see what became of it (or with it!)
  • 1 - 2 Warp Fiends!
    The meteor has caused an anomaly between the dimensions, weakening the barriers of the worlds. Foul beings of Realm of Chaos tear and mangle their way into the living world from the meteor crater! Place two Warp Fiends in the landing spot.

    2 - Single Warp Fiend

    3 - Warp Flames
    Overheated wyrdstone meteor crashes in the ground, exploding and causing its landing spot to erupt into wildly colored flames. Any model trying to pass through the flames takes Strength D3 hit and has to roll for a mutation (list is below). At the end of each turn while the flames are still burning, roll D6: on a roll of 1 the flames go out, on 2-6 they keep burning. Use token etc. to mark the burning spot.

    4 - Nothing
    The meteor either sank too deep in the ground or was completely pulverized in the crash. Nothing is to be found.

    5 - Single Wyrdstone
    Place a single wyrdstone token on the table. When model tries to pick it up, do a Toughness test: if it fails, the wyrdstone meteor is still too hot and burns its unlucky picker's fingers! It's like a hot porridge! (You shouldn't try to eat it, though!). The counter stays on the ground and you may try to pick it up with another model or same model in his next turn.

    6 - 2 Wyrdstones and single Warp Fiend


Experience

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

+1 Winning Leader. The leader of the winning
warband (most wyrdstone) gains +1 experience.

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

+1 Fiendslayer. Any model that puts one or more
Warp Fiends out of action gets a bonus +1 experience.

Re: [Mordheim] Campaign: 21.7. Scenario 7 "Fowl Play"

Lähetetty: La 16.08.2014 22:41
Kirjoittaja Jarva
Yay, fluff-tastic scenario! I was going to add random mutating effect to the warp flames but then I thought the scenario would become too lengthy (but fancy!) if you had to roll for the mutations and mark them in the roster every now and then. I'll post Warp Fiends' profile tomorrow.

Re: [Mordheim] Campaign: 18.8. Scen.8 "And the Sky Rained Fi

Lähetetty: Su 17.08.2014 21:09
Kirjoittaja HeresyBrush
Nice mision!
It's like a hot porridge! (You shouldn't try to eat it, though!)
Hahahahhaha . Best meal ever!

Ok, about the mutations I think it could be nice!. I don't know, but we will probably be three players tomorrow, won't we?. So the game won't be so long anyway. And this is my last game before going to Spain for a couple of weeks (I'm going to miss two games), so I prefer to enjoy this one as much as I can!.

Regards.

Re: [Mordheim] Campaign: 18.8. Scen.8 "And the Sky Rained Fi

Lähetetty: Su 17.08.2014 23:27
Kirjoittaja Jarva
The Warp Fiends!


Warp Fiend

Profile M D6 - WS 3 - BS 3 - S 3 - T 3 - W 1 - I 3 - A D3 - Ld 10

Twisted creatures from incomprehensible corners of Ruinous Powers' fel domain. They are formed of pure chaos, still immature compared to their more distinguishable kin, Bloodletters, Plaguebearers and such. They come in many forms : from multitentacled horrors to skinless monstrosities; one might have hundred spider-like eyes and the other might completely miss its facial features; from bulky powerhouses to scrawny and long-limbed oddities. Such is their fate that they are in constant flux. In second they might overwhelm their victims but in a blink of an eye they might vanish back to their bale home, Realm of Chaos.

Mindless Hunters:
Warp Fiends completely lack logical thinking and the only thing goading their daemonic minds is the thirst and hatred for the living creatures. Thus they always move towards the nearest models. Warp Fiends move at the start of every game turn.

Unstable:
Rabid materialization into the living world has caused Warp Fiends to be very unstable. After every Warp Fiend turn or combat phase they have taken part, roll do a Leadership test. If it fails, Warp Fiend is removed from the game.
HeresyBrush kirjoitti: Ok, about the mutations I think it could be nice!. I don't know, but we will probably be three players tomorrow, won't we?. So the game won't be so long anyway. And this is my last game before going to Spain for a couple of weeks (I'm going to miss two games), so I prefer to enjoy this one as much as I can!.
I don't about Salsa but elven J-P just told me that he's (probably) coming tomorrow. So 4-5 players I suppose.


Well, if you demand! Here's the mutations:

Random Mutation Table

The table uses a D66 roll, just like the Heroes Serious Injuries table in the rulebook. If the mutated model rolls a mutation that it already
possesses, re-roll it until a new mutation is generated.

Note!: The great danger of mutation is that it will ultimately overwhelm the victim with the corrupting power of Chaos, reducing them to a monstrous and mindless Chaos Spawn. To represent this danger, if a warrior ever has a characteristic reduced to zero as the result of a mutation, they immediately degenerate into a loathsome Chaos Spawn.

Roll a D66
11 Acid Spray*
The mutant can spit acid at its foes. The acid spray uses the mutant’s Ballistic Skill to hit, just as if the mutant were firing a missile weapon. The spray has a range of 8", and a Strength of 4. The mutant does not suffer any penalty for spraying a target at long range, nor does the mutant suffer any penalty for moving and spraying in the same turn.

12 Atrophy
A part of the mutant’s body has become shrivelled and atrophied. Roll a D6:

  • 1 - Head. The mutant is now subject to
    stupidity.

    2-4 - Arm. The mutant loses the usage of one
    arm. The mutant may only use a single onehanded
    weapon from now on. If both arms are
    lost the mutant must be retired from the
    warband unless it possesses a tail or bite attack
    of some kind.

    5-6 - Leg. The mutant loses the usage of one leg.
    Divide the mutant's Movement in half,
    rounding up. If both legs are lost, the mutant
    must be retired from the warband.
[/size]

13 Beaked*
The mutant has a beak like that
of a bird or octopus, though its other facial
features remain unchanged. Unless the
mutant already possesses a bite attack, the
mutant may make an additional attack in each
hand-to-hand combat phase due to its vicious
bite.

14 Beweaponed Extremities*
The mutant’s hands are turned into weapons! The mutant
may no longer use other weapons or equipment that would require the usage of
hands. On the plus side, it no longer has to worry
about being caught without a weapon! The
mutant will gain the normal extra attack in
hand-to-hand for using an additional hand
weapon, and the weapon extremities follow
the normal rules for weapons of their type
(i.e. sword extremities may be used to parry).
Roll a D6 for each arm to see what it
becomes:

1-2 sword, 3-4 mace, 5-6 axe. If the mutant
grows two sword extremities, it may re-roll
failed parries just as if it had a sword and a
buckler.

15 Blackblood.
If the model loses a wound
in close combat, anyone in base contact with
the model suffers a Strength 3 hit (no critical
hits) from the spurting corrosive blood.

16 Brightly Patterned Skin*
The mutant's skin becomes brightly coloured with
contrasting stripes, spots, or other patterns.
No effect on play, but a great excuse to paint
an interesting new model!

21 Burning Body*
The mutant's body is constantly burning with flickering tongues of
hellish flame and burns with unnatural light.
The warrior may not carry any weapons or
armour unless they are magical, or forged
from Gromril or Ithilmar. The mutant does
not suffer the usual penalties for fighting with
his fists (no -1 to the mutant's Strength,
enemies do not add +l to armour saves). The
mutant always counts as having a lantern. Any
model in base contact with the mutant suffers
an automatic Strength 2 hit at the beginning
of each close combat phase. The flames
cannot cause critical hits.

22 Cloud of Flies
The mutant is permanently surrounded by a great swirling
mass of flies. Opponents in close combat with
the mutant are at -1 on all to hit rolls, as the
flies buzz into eyes, noses, and mouths.

23 Cloven Hooves*.
The warrior gains +l Movement.

24 Crystalline Body*.
The mutant's body becomes living crystal, which is tough, but
easily shattered. The mutant's Toughness
becomes 6, while its Wounds become 1.
Neither of these attributes can subsequently
be altered by experience or mutation. If an
experience advance indicates a change in one
of these characteristics, re-roll the advance
until a different characteristic advance is
obtained.

25 Elastic Limbs*
The mutant's arms can stretch out, allowing the mutant to attack
from a distance. If the mutant is not in base
contact with an enemy model at the beginning
of the hand-to-hand combat phase, it may
make one hand-to-hand attack against a single
visible enemy within 6" of the mutant. The
enemy does not get a chance to fight back.

26 Enormously Fat
The mutant becomes enormously fat and bloated. Divide its
Movement in half, rounding up; add +1 to its
Toughness; and reduce its Initiative by 1.

31 Extra Arm*
The mutant may use any single-handed weapon in the extra arm, giving
him +1 attack when fighting in hand-to-hand
combat. Alternatively, he may carry a shield or
buckler in the extra arm. If a mutant who is
unable to use weaponry (i.e. Possessed, Chaos
Spawn, etc.) gains this mutation, they simply
gain an extra attack; they are still not
permitted to use weapons.

32 Extremely Thin
The mutant becomes a matchstick figure, sickly thin and bony. Divide
its Toughness in half, rounding up.

33 Eyestalks*
The mutant has stalked eyes, similar to a crab. The mutant now causes fear.

34 Fangs*
The mutant grows huge fangs, giving it an extra bite attack (unless it already
has one) in each hand-to-hand combat phase. The bite attack uses the mutant's normal
Strength.

35 Furry*
The mutant grows a covering of
long, dense fur. The mutation changes the
mutant's appearance only; and has no effect
on its profile.

36 Great Claw*
One of the mutant's arms
ends in a great, crab-like claw. He may carry
no weapons in this arm, but gains an extra
attack in hand-to-hand combat with a +1
Strength bonus.

41 Hideous
The mutant causes fear, and is seldom invited to parties.

42 Horns*
The mutant's head grows horns,
and it gains an extra gore attack in hand-to-hand
combat at the mutant's normal Strength
The mutant may no longer wear a helmet.

43 Iron Hard Skin*
The mutant's skin is covered in iron and steel scales. The mutant's
armour save is improved by +1 (i.e. a 5+ save
becomes a 4+). Note that a warrior's armour
save may never improve to better than a 1+
save. If the mutant has no armour, their skin
alone gives them a 6+ armour save.

44 Mace Tail*
The mutant grows a flexible
tail with a mace-like bony tip. Unless it already
has a tail, the mutant gains an extra tail attack
in each hand-to-hand combat phase at the
mutant's Strength +1. If the mutant already
has a tail, it will have to decide at the
beginning of each hand-to-hand phase
which tail it wishes to use.

45 Moronic
The mutant's mind shrinks. The mutant is now subject to stupidity.

46 Plague Bearer*
The mutant carries a hideous, Chaos-tainted disease. The mutant's
limbs are covered in open sores, and the mutant is dramatically weakened by its
condition.

Reduce the mutant's Movement and Initiative
by -1. Any time the mutant hits an enemy in
hand-to-hand combat, there is a chance they
have infected their foe with this debilitating
disease: the enemy model must roll equal to
or less than its Toughness on a D6 to avoid
contracting the sickness. If the roll is higher
than the model's Toughness, they suffer the -1
to Movement and Initiative penalty for the rest
of the battle, (after which it is assumed they
get immediate herbal remedies and plenty of
rest to keep the disease from setting in
permanently!). The Plague Bearer may not
infect the same model more than once in a
single battle. In addition, the Plague Bearer's
ghastly appearance means it now causes fear.

51 Poisonous Bite
The mutant grows small fangs which can secrete a potent poison.
Unless the warrior already has a bite attack, it gains an extra attack in each
hand-to-hand combat phase due to its deadly bite. The poisonous bite is a
Strength 5 attack, but is reduced to Strength 2 if the target of the bite is
immune to poison. If the mutant already possesses a bite attack, it is simply
upgraded to include the poisonous effect described above.


52 Prehensile Tail*
The mutant grows a prehensile tail. Unless the mutant already has
a tail attack, he gains an additional attack with
this tail in each hand-to-hand combat phase.
The mutant may hold and use any single-handed
weapon in the tail, or alternatively, he
may carry and use a shield or buckler with it.
If a mutant with other tail attacks does use an
equipped prehensile tail in a hand-to-hand
combat phase, he may not use any of his other
tail attacks during that phase; a single tail
must be selected for use at the beginning of
each hand-to-hand phase. If a mutant unable
to use weaponry (i.e. Possessed, Chaos
Spawn, etc.) gains this mutation, they simply
gain an extra attack (unless they already
possess a tail attack); they remain unable to
use weapons.

53 Regeneration
The mutant can often heal instantly from wounds it suffers in battle.
When the mutant suffers one or more
Wounds, it may try to regenerate the damage.
Roll a D6: on the roll of a 4+, the mutant has
instantly healed itself back to full Wounds. If
less than a 4 is rolled, the mutant's
regenerative powers have been temporarily
exhausted, and it may not attempt further
regenerations for the remainder of the battle.

54 Resilient
The mutant's skin thickens, or
becomes scaly, or otherwise increases its
resilience to damage. Increase the mutant's
Toughness by +1.

55 Scorpion Tail*
The mutant has a long
barbed tail with an envenomed tip, allowing
him to make an extra Strength 5 attack in each
hand-to-hand combat phase (unless the
mutant already has a tail attack, in which case
it will have to select a single one of its
available tail attacks in each hand-to-hand
phase). If the model hit by the tail is immune
to poison, the Strength of the hit is reduced
to 2.

56 Skull Face*
The flesh of the mutant's face
dissolves, leaving a skull. The mutant now
causes fear.

61 Spines*
Any model in base contact with
the mutant suffers an automatic Strength 1 hit
at the beginning of each close combat phase.
Spines will never cause critical hits.

62 Stunted
The mutant's body becomes
hunchbacked and stiffened. Reduce the
mutant's Movement and Initiative by -1.

63 Suckers*
The mutant's limbs are covered
in adhesive suckers. The mutant automatically
passes Initiative tests when climbing.

64 Tentacle*
One of the mutant's arms ends
in a tentacle. He may grapple his opponent in
close combat to reduce his attacks by -1, down
to a minimum of 1. The mutant may decide
which attack his opponent loses.

65 Warts
The mutant is covered in repellent
warts. The mutant's profile is unaffected.

66 Wings*
The mutant grows a pair of feathered or bat-like wings. The wings are not
strong enough to allow the mutant to fly in
the proper sense, but they do allow the
mutant to glide down from an elevated
position. If the mutant is above the table-top
surface (on a roof, walkway, etc.) it may glide
down at a rate of 2" horizontally for each inch
of downward vertical movement.
I know, everybody wants some funky suckers!

Re: [Mordheim] Campaign: 18.8. Scen.8 "And the Sky Rained Fi

Lähetetty: Ti 19.08.2014 09:05
Kirjoittaja Salsa
Oh the raining wyrdstones... and daemon things.
Gotta admit I was so scared from those raining enemies with human stats and potentially killing any regular human fairly easily but personally having harder time to survire (we both would hit 4+, wound 4+ without special weapons and 5+ OoA). Because they were such potential threat I kinda missed half the fun what's fighting against other warbands. I were incredibly lucky with wyrdstones what kinda compensated things.

Re: [Mordheim] Campaign: 18.8. Scen.8 "And the Sky Rained Fi

Lähetetty: La 23.08.2014 14:48
Kirjoittaja Jarva
Well, I purposefully made them challenging because I relied on the fact that our warbands would easily outnumber them and also 4 of 5 players are quite heavy shooters. I'm that kind of player who likes when the game/board is additional enemy and fights back equally. But unluckily all fiends rained on your side which was unpleasant thing.

Re: [Mordheim] Campaign: 18.8. Scen.8 "And the Sky Rained Fi

Lähetetty: Ti 26.08.2014 12:46
Kirjoittaja Salsa
Jarva kirjoitti:Well, I purposefully made them challenging because I relied on the fact that our warbands would easily outnumber them and also 4 of 5 players are quite heavy shooters.
Focus on terrain! You're the creative director and one with the least shooty warband, so you can absolutely plan terrain arbitrarily favor melee. Alternatively victory conditions can be looked at too, but generally I wish to focus on being playing against players, not random effect. :)