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Made in gb
Joined the Military for Authentic Experience





On an Express Elevator to Hell!!

That's a lovely looking board there filbert!

mcbogus you could take a look at 4ground - depending on how much you wanted to spend on terrain, it's expensive but really lovely stuff https://www.4groundpublishing.co.uk/fabledrealms/mordanburg




Epic 30K&40K! A new players guide, contributors welcome https://www.dakkadakka.com/dakkaforum/posts/list/751316.page
Small but perfectly formed! A Great Crusade Epic 6mm project: https://www.dakkadakka.com/dakkaforum/posts/list/694411.page

 
   
Made in us
Longtime Dakkanaut







Did some in-person games yesterday, three-player matches using the "Taking it To The Streets" rules.

I quickly assembled a Reiklander warband, with Sword&Duelling Pistol captain, two sword&Pistol Champs, two Mace&Buckler Youngbloods, two Sword&dagger swordsmen, two crossbowmen, and a Spearman. Inversely, there was a Tomb Guardian and an Ogre Maneater Warband.

We noticed that most the scenarios ultimately ended up devolving into mosh pits of some sort or another. I had a general run of extreme luck. On one hand, I managed to get more criticals than my opponents to the point I could feel frustration on the opponents' ends, and on the other hand I managed to accidentally shoot one of my henchmen in the first game...I was shooting through a melee to hit a model behind, and 'missed by 1', and the cover was my spearman.

Where it really got a bit extreme was that I hired a Warlock after my first match, and maybe failed three spellcastings out of maybe 12 casting attempts. Said Warlock rolled Fires of U'zul and Silver Arrows as his spells, and that's when we noticed a few idiosyncracies with the magic. Mainly, Fires doesn't actually pick a target like a normal shooting attack, but 'hits the first model in its path' almost akin to a Blunderbuss. The immediate implication was that my otherwise weedy melee became deadlier because I could 'run' the Warlock into a flank and set up a KD/stun for the subsequent melee sequence. Furthermore, I generally rolled well on the number of arrows fired by Silver Arrows, as it continually tended to plink off wounds/machinegun its way through enemy models piecemeal.

Likewise, we noticed that Mordheim does better with lots of terrain and that 'high ground' sniper alleys are deadly. This was particularly notable since Mordheim doesn't allow 'climb&charge" in most cases; what would happen is the Ogres would speed towards the main building my guys were on, roll Initiative to climb up, and then subsequently get shot point-blank. Since they're taking injury rolls while near a ledge, they would subsequently take an Initiative check to not fall over, which odds are they would likely fail, only to 'splat' on the ground below. In hindsight, we felt that having more ramps or 'portable ladders' would have given more options to make verticality less of a horrid deathtrap.

Finally, the objectives felt like they were more risky to go after compared to just bum-rush/mosh-pitting as a single horde. The main thing we agreed on was that most the 'secondary objectives' didn't actually end the game, leaving it to be "25% casualties/rout checks".

As far as post-battle sequences went, we were mostly fortunate. In four games, I had a henchman and Youngblood die, while the Ogres either had a single model 'miss a game', or subsequently have two models gain Hatred versus my Warband. One of the Acolytes in the Tomb Guardians warband gained a 'nervous condition', resulting in -1 initiative and amusing mental imagery.

In the end, it was fun despite the hiccups. We know the game is broken and that was liberating to give us the freedom to play around with ways to patch the game to our hearts content.
   
 
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