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Thread: Mordheim Online-Test Game. Grumbaki (dark elves) v Danny (pirates)

  1. #1

    Mordheim Online-Test Game. Grumbaki (dark elves) v Danny (pirates)

    Faelion the Highborn
    M-5 WS-5 BS-4 S-3 T-3 W-1 I-6 A-1 Ld-9
    Weapons/Armor: Light Armor, Sea Dragon Cloak, Shield, Crossbow Pistol, Dagger
    Leader: Any models in the warband within 6" of the High Born may use his Leadership instead of their own.
    180gc
    20xp

    * When charged, gets 1 stand and shoot attack that hits on 5's and is str 4
    * When charging, gets 1 missile attack pre-combat that hits on 5's and is str 4

    Thalean the Fellblade
    M-5 WS-5 BS-4 S-3 T-3 W-1 I-6 A-1 Ld-8
    Weapons/Armor: Light Armor, Sea Dragon Cloak, Shield, Spear, Dagger
    Melee Specialists: Fellblades live by a strict code of close quarter fighting. Fellblades may not use missile weapons of any sort.
    125gc
    12xp


    * When charged, gets 1 ASF attack

    Saelyth the Beastmaster
    M-5 WS-4 BS-4 S-3 T-3 W-1 I-6 A-1 Ld-8
    Weapons/Armor: Light Armor, Sea Dragon Cloak, Shield, Beast Lash
    Cold One Beasthound: The Beastmaster may be accompanied by up to two Cold One Beasthounds, these are bought as henchmen and follow all rules for listed for them.
    130gc
    8xp

    * When charging, gets +1 attack
    * When charged, gets 1 ASF attack and then 1 normal attack.
    * Both attacks are at -1 str

    Davy and Jones, the Beasthounds (2x)
    M-6 WS-3 BS-0 S-4 T-4 W-1 I-1 A-1 L4
    * Weapons/Armor: Cold One Beasthounds are animals and do not need any weapons save their claws and massive jaws.
    * Animals: Cold One Beasthounds are animals and all animal rules apply to them, they never gain experience.
    * Beastmaster: Cold One Beasthounds are nasty viscous brutes that are barely kept under control. If the Beastmaster dies the beasts will immediately escape from the warband and they are removed from the warband roster. If the Beastmaster is unable to participate in a battle, then neither will the beasts.
    * Stupidity: Cold One Beasthounds may use the basic Leadership of the Beastmaster if they are within 6" of him. They may never use the Leadership of the warband leader, nor may they benefit from the Beastmaster’s increased Leadership if he is within 6" of the leader.
    * Scaly Skin: Cold One Beasthounds have tough scaly skin, and are considered to have a 6+ armor save. This save cannot be modified beyond 6 due to strength modifiers but any result of ‘no save’ on the injury chart will negate the unmodified 6+ save.
    Fear: Cold One Beasthounds cause Fear.
    60gc

    Total: 495gc (5gc remaining)
    Rating: 65

    Note: All heroes have a 2+ AS against shooting and a 3+ As in CC



    versus

    Pirate warband
    Pirate captain with cat o’ 9 tails, cutlass and toughened leathers 83
    Ships mate with cat o’ 9 tails, cutlass and toughened leathers 58
    Ships mate with cat o’ 9 tails, cutlass and toughened leathers 58
    Cabin boys with 2 clubs and toughened leathers 26
    Cabin boys with 2 clubs and toughened leathers 26
    5 pirates with sword, club and toughened leathers 215
    Pirate with 2 clubs
    Last edited by grumbaki; 05-08-2012 at 04:13.
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

    Quote Originally Posted by Chem-Dog View Post
    In the grim darkness of the far future, there is no fiscal overview.

  2. #2

    Re: Mordheim Online

    Click image for larger version. 

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    Attachment is my deployment. As seen by the dice rolls sent to Danny's email...

    Scenario rolled was Surprise attack. To keep things moving I claimed defender (usually an instant loss, but hey, it meant that I had the chance to make sure that paint worked for me!)

    Because my paint skills suck, I copied images from the test game (thanks Danny for helping with that).
    S1 is the highborn
    C1 is the fellblade
    C2 is the beastmaster
    M1 and M2 are the cold ones

    Each hero/henchmen groups starts on the roll of a 4+

    1: 6
    2: 3
    3: 1
    4: 5

    The highborn and the cold ones start. A poor start, seeing as how the cold ones are stupid and can only use the beast master's leadership! The captain can't do shyt with them and they are Ld4.

    Danny, it is your go from here.




    "Damnations! Where is that imbecile? He said that he would be back by now."

    Faelion swore again as he kicked a loose rock. The self-stylized 'beast master' told him that his cold one beast hounds could sniff out anything, even gold. They knew that the pirates had hidden their stash of treasure somewhere around here, and as there were no large 'x' marks anywhere around, they had to rely on the beasts to do the work for them. It wasn't like the small group of druchii were going to actually do any digging if it wasn't needed. The problem was that Thalean, the group's fellblade, had lost Faelion's sword somewhere on the journey from the sea. Naturally Faelion wouldn't admit to losing the sword himself, and neither of the other elves saw fit to argue the point. It had been two hours since Thalean went back to look for it. Saelyth 'the beast master' went to find their comrade, leaving the hounds with Faelion. And without the beast master to look over them, they were busy marking their territory. Faelion had tried to kick one, but all it did was snap at him. Not wanting to lose his leg, he settled down and waited for the two other elves to come back, all the while wondering how long it would take for the pirates to come.


    Click image for larger version. 

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    The isle of Orctuga. A well known 'secret stash island', used by pirates for generations. Many a fortune has been buried and lost here, but true to the form, many pirate crews refuse to insult the memory of their forebearers by using different islands. These are usually from the more famous crews, those so famous that the crew has had so many replacements over the years that often the only thing left from the original band is the ship (and even that may be vastly different due to repairs!) Examples of such pirate crews are the famed 'Squigbeard Pirates' (now on their 7th captain), 'Pieces of Eight' (now on their fourth captain and fifth ship), and 'The Lucky Seven' (the crew of which now numbers nearly a hundred). It is on this island that the hapless band of dark elves have landed. Shall the meet the pirates who buried the treasure? Another band of treasure hunters who have come to pillage as did they? Or perhaps ship wrecked sailors desperate for supplies? Only time will tell!
    Last edited by grumbaki; 05-08-2012 at 16:50.
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

    Quote Originally Posted by Chem-Dog View Post
    In the grim darkness of the far future, there is no fiscal overview.

  3. #3

    Re: Mordheim Online

    Turn 1:

    Pirates move onto the table. No shooting, no magic.

    Both hounds fail their stupidity tests. The one that is further away stumbles forward an inch.
    The highborn moves back and fires his crossbow pistol, missing with an impressive 1.

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    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

    Quote Originally Posted by Chem-Dog View Post
    In the grim darkness of the far future, there is no fiscal overview.

  4. #4

    Re: Mordheim Online-Test Game. Grumbaki (dark elves) v Danny (pirates)

    Pirates Turn 2:

    Pirates 1-3 on highborn
    2 club hits, 1 sword hit
    1 club wound, 1 sword wound
    1 AS failed
    Knocked down

    (Coulda sworn I had him out of range. Ah well, live and learn)

    Cabin boy on hound
    1 hit - no wound

    2 pirates on hound
    2 sword hits, 1 sword wound, hound saved it

    Hound hits cabin boy but fails to wound.

    Dark elves turn 2:

    Beastmaster comes in from north

    Highborn v. Pirates (HB just got up so goes last)
    Pirate 1 hits twice, wounds once but is saved
    Pirate 2 hits once, fails to wound
    Pirate 3 misses
    Highborn attacks pirate 1
    Hits, forgot parry but fails to wound

    Beast v Pirates/Cabin
    Pirate hits once, wounds and takes beast OOA

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    Note: I forgot to gray out turn 1 moves, which let the highborn get charged. I opted to suck it up. Test games are for learning!
    Last edited by grumbaki; 06-08-2012 at 06:06.
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

    Quote Originally Posted by Chem-Dog View Post
    In the grim darkness of the far future, there is no fiscal overview.

  5. #5

    Re: Mordheim Online-Test Game. Grumbaki (dark elves) v Danny (pirates)

    Pirates Turn 3:

    captain and ships mate 'charge' high born
    the guys who killed the hound, carry on

    Highborn on (you chose) 1 hit, 1 wound, 1 knock down (either way 2 pirates back an everyone at the back)
    Pirate captain on highborn- hits but doesn't wound
    2 pirates on highborn 2 hits, no wound
    ships mates on him 2 hits, no wound

    Dark Elves Turn 3

    Beast fails stupidity test (with a 10!)
    Fellblade fails to come on
    Beastmaster charges knocked down pirate and takes him OOA
    Highborn attacks next pirate, hits and wounds, but armor save made
    Pirate 2 v highborn: Hits with hammer but fails to wound
    Pirate 3 v highborn: Hits, critical, stuns highborn

    (this will be over soon...ouch. But at least I took someone ooa!)

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    Last edited by grumbaki; 06-08-2012 at 15:38.
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

    Quote Originally Posted by Chem-Dog View Post
    In the grim darkness of the far future, there is no fiscal overview.

  6. #6

    Re: Mordheim Online-Test Game. Grumbaki (dark elves) v Danny (pirates)

    Turn 4

    Pirate 4 and 6 charge
    Pirate 5 and CB1 fail charge

    P2-3, charge C1
    CPT, SM1, SM2 CB2 hits highborn (just need to hit and you fail save to kill him)

    Captain 2hits, 2 armour saves
    SM 1 2 hits, 2 armour saves
    SM 2 1 hit, 1 failed armour save SM2 kills highborn!!!

    pirate 2-3 attack
    Beastmaster with whip
    1 hit, critical, 1 wound=2, kill and stun
    both failed pirate dies

    pirate 3 attacks beast master
    1 hit no wound

    pirate 4 and 6 attacks beast hound
    1 hit, no wound

    rout check on DE
    leadership failed- DE rout

    Good game!
    My Battle Reports
    The Power of Ale
    The Campaign for Argalis
    The Order of the Broken Lance
    Clearing the Fiefdom

    Quote Originally Posted by Chem-Dog View Post
    In the grim darkness of the far future, there is no fiscal overview.

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