Monday, November 28, 2011

Thanksgiving Prison Break

We had a fun and entertaining game of Mordheim over the weekend, with the special Prison Break scenario being played by five bands on the table at once. Showing up to try and recapture the prisoners were Steve's (AKA Helmet of Justice) Orcs (Nazgut's Teef Takas), Andy's Dwarven Tresure Hunters, Luke's Witch Hunters, Edwin's Marienburgers (Falcula's Fine Goods and Curiosities), and Nate's (AKA Count Lucius/Count Chetcula) Sisters of Sigmar (Mother Wiligifordias' Righteous Fury).

To make a long story short, Edwin's Marienburgers shot to pieces much of Luke's Witch Hunters, but never managed to take down their Captain Ragnar. As these two unscrupulous human bands tore each other to pieces, Steve's Orcs slowly approached from the opposite table edge. On the other side of the table the Dwarves and Sisters immediately mixed it up, with mixed results for both sides.

Despite the valiant efforts of Sister Philomena the Unbreakable (she singlehandedly eliminated an Imperial Assassin and a full fledged Witch Hunter encroaching from the opposite flank), the Sisters routed most righteously after Mother Wilgifordias and the formidable Sister Brigette were taken out of action by a lucky shot from a Dwarf Engineer and a mad Slayer repsectively.

Next to route were the Witch Hunters, having lost nearly 2/3 of their number. The remaining three bands were near fully strength, despite the cruel fates shining their light upon the Marienburgers Ogre Bodyguard, who met his end at the hands of a very mad and diminutive goblin.

With no end in near sight and time pressing on, the game was declared a draw victory for the three remaining warbands. At least there was the gargantuan buffet to offer solace to the losers.

Man of the Match: Tie - Sister Philomena for her heroic efforts against the vile Witch Hunters; and the nameless goblin wretch for taking out the Ogre all by himself in two turns; & the Dwarf Engineer for taking out two Sister heroes, including Mother Wilgifordias as well as one other poor soul who is not worth remembering.

Pathetic Excuse for a Model of the Match: Drool the Troll, who failed 8 consecutive stupidity tests, and managed to only move forward 6 inches the entire game. Honorable Mention goes to Kadrak McGillis, the Dwarf mercernary, who was taken out in the second turn by an Assassin without having even attempted an action.

Here are some photos of the action as it happened.

The City of the Damned

More City of the Damned, from another angle.

The warbands advance on their first turn, note Drool the Troll in the center of the board staring at a wall.

The Sisters Advance under the shadow of a plotting Assassin.

The Dwarves make quick work of the Sisters.

The Witch Hunters gather around a fire to roast some marshmallows, and then some heathens.

The Orcs advance on the Marienburgers.

The Marienburgers use their cover and superior crossbows to pelt the Witch Hunters.

Sister Philomena shows a Witch Hunter who Sigmar truly favors.

The Marienburgers turn to face the Orcs after the Witch Hunters Route.

And Grogtak Kneesmasher meets his end at the fingernail of a goblin.

Friday, November 25, 2011

New Scenario - Prison Break


The annual Thanksgiving Mordheim Madness event is in two days, and I have written up a special scenario for it, Prison Break.  I am really excited to play this with 6-8 people, which is what we should have as a group, making for one of the most hectic multiplayer games I will have ever been involved with.  I wrote this scenario originally back in 2003, but haven't played it since.  But the time has come to bring it back from its dusty corner in the library and onto the table for play.  The usual crew will be in attendance, plus some other friends, and we should be able to get a 4x6 table completely kitted out thanks to the magnificent scenery of Helmet of Justice and my own pieces.  I'll have some photos up after the game for sure. 

Prison Break

The Mordheim Gaol was badly damaged by the comet, and in the immediate aftermath many of the inmates escaped.  However the most dangerous prisoners were in the better constructed solitary cells, and only after further building deterioration did they manage to escape.  Some blame it on chaos cultists, but nobody knows for certain.  But now the inmates are on the loose, and the few remaining powers that be either want them dead or in chains, or working for them if they are unscrupulous.  

Terrain
Each player takes it in turn to place a piece of terrain, either a ruined building, tower, or other similar item. The only terrain constant is that a ruined building representing the prison is in the center of the table.  I suggest that the terrain is set up within an area roughly 4' x 4', larger if more players are involved.

Warbands
Players setup according to multiplayer rules.

Special Rules
Prisoners: There are many deadly inmates who escaped from the prison, but the worst were saved for last.  Sensing an opportunity to make good on their escape, the prisoners will attempt to work with the warbands to ensure that it happens.  Each player will choose one inmate from the selection to control for the game.  This prisoner will have all the abilities and stats listed on his card profile.  The controlled prisoner will be able to attack on the players turn.  The prisoner has no qualms about attacking other inmates as well.  The prisoner will be setup within 4” of the prison building closest to the controlling players warband.  At the end of the match the prisoner may be hired by the warband as per hired sword rules.
Rewards: At the end of the game for every prisoner a player takes out of action, they may receive an additional shard of wyrdstone from the authorities for turning them back in.  Or if they are evil aligned, they may sacrifice them for an additional +1 experience point per prisoner for the warbands leader.  

Ending the Game
The game ends when all but one warband fails its Rout test. The routers automatically lose.

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 gains +1 Experience.
+1 per Prisoner taken out of action
+1 Per Enemy Out Of Action: Any Hero earns +1 Experience for each enemy he puts Out Of Action.