Showing posts with label Mordheim. Show all posts
Showing posts with label Mordheim. Show all posts

9.08.2014

Mordheim: Battle for the temple

It was Friday night Mordheim Night. 6 players were initially lined up to visit my place and play a hefty game of Mordheim. We’re playing once every 4-6 weeks now regularly for a couple of years. A couple of months ago we decided to pick up the Border Town Burning campaign again and have been playing it with loads of fun. A list of 6+ war bands entered the competition and more often than not the Mordheim nights are visited by these 6 players! We’ve split up game play so 2 or 3 player games were run simultaneously but also 6-player games have been seen on the gaming table with loads of fun.

Large multiplayer Mordheim game interaction
I think 6 player Mordheim (or 4+ player for that matter) Works really well because you can all set your own agenda and try and work towards it. Since everyone has its own agenda you tend to bother each other less than in a 2 player game. In a 2 player you of course have your own agenda but it becomes clear quickly what your opponent is going to do.  Therefore it is easy not only to work towards your own agenda but is also easy to work against your opponents goal. Always fun to block plans and wreak havoc  at the same time to see your opponents frustration grow.
With more than 4 players it is more difficult to spot all other goals and even more difficult to work against all these goals. You cannot split up that much with your war band. In large multi player battles you see that opponents quit quickly find each other and multiple battles within the large battle occur. All in all a large multi player field is not much different than separate parallel game sessions.


The battle report
Ah well, enough for introduction ranting, on with the battle report of the Battle for the temple. We ended up with 5 war bands playing since one fell asleep at home! J

We decided to line up the table with the temple at one end and the starting position of the war bands all at the long end of the table lined up next to each other. A sort of sprint starting line! All war bands lifted their ladders, ready for the starting queue and started running! A set of hedges and bushes were in the way (dangerous terrain test!) and then it should be climbing up the temple as fast as possible. For each war band this should be the basic plan and with 3 ladders in each unit movement was somewhat challenging. All kinds of different movement rates made the distribution of ladders a science in itself! Does the big Ogre get to carry the big ladder or should 2 dwarfs carry it since their movement was reduced to begin with.  Maybe just average your movement out and have the fast moving models as bodyguards around it? Maybe use the Ogre bodyguard actually as a bodyguard or would that be silly?
All kinds of tactics could be followed here, in the end you need your ladders to get up to the 3rd level of the pyramid and claim the prize, if no war band routs in the mean time of course! So there we have it, a starting line with war bands, a temple at the far end, a bunch of ladders and some difficult terrain in the middle
J GO!
For me the tactic was to let my Ogre bodyguard not act as one and let him run with the big ladder towards the temple. He should outrun pretty much everyone, except for the other Ogre war band of course. The rest of my war band (Marienburg mercenaries) were there only to wreak havoc amongst the other war bands in order to delay everyone in getting to the temple.
 
I started shooting at the nearest target being some Nurgle dudes. My marksman shot at point blank range right through one of these fellows killing him instantly. The slayer in my war band was not to be restrained and charged the nearest group of undead. He was in such a rage! Swinging his axe around it inspired the dwarf treasure hunter to  get into close combat as well as the rest of the war band to get into combat with one of the nearest enemies.


Other war band tactics
The other war bands (undead, Carnival of chaos (Nurgle), Ogres, Witch hunters and Marienburg mercenaries to be complete) were starting to run (or limp or crawl or lurch) towards the temple as well. Some small skirmishes broke out here and there. The Ogres were running towards the temple just as my bodyguard did. They were running along the other table edge out of reach of my Ogre. I got over the hedges with no problems but the other Ogres turned out to be more engaged with ladders and each other instead of jumping the hedge.
The Carnival of chaos started to take revenge for killing their fellow war band member and with a nice aimed barf attack my marksman went down and out. I started fighting amongst the undead some more, taking down more and more of those rattling bones. The ogre bodyguard reached the temple and was making up his mind for climbing the first level. At the same time at the other end of the pyramid the other ogres reached the base as well. The other war bands were still struggling to get their ladders in one piece forward and more undead fell down.

View from the Carnival of Chaos (Sacha)
Scenario 62 – Ladder chase
Since we were with 5 players and there was no way to divide the rectangular table in equal parts with the temple in the middle. So we decided to start from one table end and race to the other side of the table where the three story temple and treasure was.
One other change we made to the rules was that you could still run if an opponent was within 8”, it was a chase after all. That and we had to deploy within 2” to 4” of each other.
We started out from 30” and rolled for the starting positions. I rolled a 3 which landed me dead smack in the middle. Flacked on one side by Arjan’s Undead and further away Ludo’s Ogres, and on the other side Tom’s mercenary crew and on the far side Ruud’s witch hunters of chaos.
My ladder teams looked like this: Two tainted ones with the sprint skill with the biggest ladder up front. Two plaguebearers and two Brutes with the small ladders behind them.
Nurglings on the flanks to run interference and my movement 3 carnival master at the back as support.  
I badly wanted to win a scenario for once, so my whole focus was on getting to the temple as fast as possible. That strategy got shot immediately when Tom won first turn and killed one of my big ladder carrying tainted ones with a point blank range head shot.
In my turn my other tainted one exacted revenge by killing Tom’s engineer with a vomit attack in the face.
From that point on my strategy consisted of running to the temple and catching whomever would arrive there to try and steal their large ladder. Most likely candidate were Ludo’s ogres, so my nurglings chased after them.  My brutes, plaguebearers and single tainted one raced to the front of the temple.
However by the time the nurglings were delaying Ludo’s support ogres and the bulk of my force were trying to climb over the hedge the game ended.
I ended up with a single experience point for killing the engineer during the game. My surviving heroes got an experience point, 1 campaign point for participating and 3 wyrdstone shards.
In hindsight it would have been better to adopt Tom’s strategy of going for experience points by killing then trying to win a single treasure. I guess that shows my newness to the game.

The end of the battle
At this time the undead war band took so much casualties, they routed the battlefield finishing the game. So actually nothing happened, no one reached the top to claim the chaos artefact, not too much casualties (aside from the undead), almost everyone survived in the end. Safe to say that my ogre bodyguard won the ladder handicap sprint for the temple but other than that it was lots of experience war all. The battle was fun however. Tactics were formed and a tactic of running towards the end goal was definitely something new in all the battles we played.


An evening of miniature nerding
The battle time was not too long especially when looking at 5 player multi Mordheim. On the other hand this Mordheim game night was ideal for discussing miniatures, painting, war games and whatnot. Everyone was discussing newly acquired games and mini’s, painting and scenery building techniques. It was maybe more of a miniature nerd evening with a beer on the side that game evening itself. And that is a good thing in my opinion, it is the one time your amongst fellow enthusiasts and you get to share stuff and as a bonus everyone understands what you’re talking about J

6.23.2014

BTB: Avalanche

BTB: Avalanche
In previous posts on Mordheim I mentioned the fact that we started a new Border Town Burning campaign. In the posts it is not recognizable as such so we added the BTB prefix here. I believe the tagging is still correct. Next to posting on BTB campaign games the score board on this blog is restored and no w reflects the current status of all participating warbands for the new campaign.
This weekend we played with 5 participants and of course this situation was not accounted for. We already played 5 player multi battle for the campaign, but always multiplayer battles is not really in keeping with the BTB campaign set. We have to address the available scenario here and there. In order to this we split up in a 2- and a 3-player battle. I ended up with the 2-player battle and our scenario was rolled: Avalanche. The other 3 rolled the Manhunt(?) scenario that by chance can be played multiplayer quit easily.  We installed on 1 big table and split up the scenery and started playing.





With the table split in 2, this left us with a smaller playing area than usual. Not too bad and with a small adaption to the advancement of the avalanche (1D6 inch iso 2D6 inch) this was a really cool and enjoyable scenario. We built up scenery with a lot of snowcovered pine trees and some ruins to the side reflecting the mountainous area of the northern wastes. After a lot of city battles this was a nice change for once.
As said I played against only the 1 opponent and this was our much respected Carnival of Chaos player with “Papa Noigal's fingers”.  Both warbands are at the opposite ends of the spectrum for experience. Pappa Noigal and its followers only just started and my Marienburg Mercenaries were battle hardened for a long time. This resulted in a big underdog position for Carnivale. It’s good to see that system working for once. In the end it gained Pappa Noigal a lot of experience and a big step to catch up with some of the longer playing warbands in this campaign.
The scenery set up gave a good feeling of winter and the avalanche started to advance and the game commenced! My strategy was to delay some of the Carnivale members with a sacrificial ninja gnoblar to get them all covered under the avalanche. However the game thought otherwise . The avalanche only progressed relatively slowly and I got a lot more warband members cought up in hand2hand combat. The marksman in my band was trying to get a good position in the woods to start sniping of rival warband members, taking care not to come too close to an edge. With his blackpowder weapon he might trigger an extra avalanche or two and these are unpredictable! In the end the marksmen didn’t fire a shot the entire game: aarrgh! He moved and moved and moved out of the way of the moving avalanche and then saw all his targets move behind some snowcovered trees or buildings walls. His game was only to keep the Carnivale moving I suppose.
The dwarfs in my warband were moving slowly out of the range of the moving avalanche only just outrunning the thing. They didn’t get much fighting either.
The Ogre bodyguard however was getting caught up in huge fight and was only relieved from the pressure when the mercenary captain joined the fray with his brace of duelling pistols. Luckily no extra avalanche was triggered by shooting his guns and the Ogre finished the resulting fighters. OK, he had a little help from my witch that after some tries cast “The dust of the blind” on one of the Strongmans that are part of the Carnivale.
The ogre remained caught in battle with a small Nurgling that for 3 turns kept the Ogre busy. The rest of the Carnivale warband was now thinned down a bit an route tests started. Pappa Noigal was cold as ice and didn’t budge but in the saw a wall of snow and ice coming his way and thought better of the situation, fleeing the field, leaving the victory to the Marienburgers.
In the end I think both sides gained a lot from this battle result. The Carnivale gaining 4 extra experience points per surviving warband member (in the end all but one survived!) and progressed nicely with new skills and characteristics increases. My Marienburgers gained an extra campaign point, they tried poisoning some of Pappa Noigal’s fingers but these nurgle powers prevented poisoning just as easy. There was a chance of getting more CP’s but this is nice for now, increased some characteristics here and there as well so all in all the Marienburgers did good.
Actually the best of this Avalanche scenario was the scenario. We really had the feel of the setting in the snow with an avalanche approaching, getting out of the way of all the snow and ice and trying to trap the opponent in the mounds of snow with the occasional fight. The fact my marksman didn’t get a shot fired was due to the fact he had to move to keep in front of the snow and everyone else moving as well. He needed to be able to predict moves and find a good sniper spot but didn’t get a chance in all the fray. We really got a feel for the border town burning setting. Exploring in the end left us with all kinds of borderland equipment found.

Let me finish by saying it was a great game.

5.12.2014

6 player Mordheim


Our gaming Group consists of about 8 people playing several different gaming systems. We started with the border town burning campaign and most gaming nights a max. Of 4 people can attend the gaming session. No problem since the campaign system provides the right mechanism to cope with this. However the other night a total of 6 players applied and actually turned up for gaming night! Now what! Multiplayer scenario’s are cool but 6-player is taking long turns and how do they all interact? Headaches all over the places.
Fortunately mister Akrimpen and I were running our weekly km’s and during these runs we come up with the best game systems you can dream of. Usually we forget them when finished running (probably only during the runners high you can conceive these brilliant ideas) but now we noted them down and confused our fellow gamers with this system.
The system
The 6-way Mordheim system is loosely based on the Triumph&Treachery ruleset for WHFB. We came up with a turn system based on playing cards. Each turn the cards define an alliance and a turn sequence. A set of 6 cards is needed with the suits defining the alliance (2 of each) and the numbers define the turn sequence. Each suite has a high and a low number (for example: 6 Clubs and Ace Clubs, 5 harts and 2 harts, etc.). Highest number goes first and then along the numbers.
First turn:  the cards are dealt randomly. After the first turn the player who went last (the Ace) gets the 6 cards and may choose the first card, then the player before him, etc. Now you can choose/guess your alliance but also determine the order of play (when you want your warband to have its turn). At the start of the turn all cards are revealed and the alliances are shown. If for some reason you are in H2H combat with your alliance partner at the start of the H2H combat phase the members are set 1 inch apart.
Scenario
Our scenario was fairly simple: 1 artefact in the middle and all warbands equal distances from the centre in 12 inch bubbles at the edge of the field. A more or less city playing field with a big plaza in the centre (lots of room for the big battle. Preferable a plaza with 4 entry gates and further fenced off.
Goal of the scenario is to get the artefact off the table. Only a hero can pick up the artefact standing next to it for 1 turn. If multiple heroes stand next to the artefact for 1 turn and you want to make a move first do a strength check to see if you can take the artefact and run. If not, you remain standing.
The rest of the battlefield has 6 weirdstone shards to pick. Just moving aside a shard, you can pick it up and continue your move.
Win conditions the usual (winning leader +1XP, surviving hero + 1XP, +1 CP playing the scenario, etc.) but we added the following conditions:
+1 CP winning warband alliance (both allied warbands get this even if 1 warband member got the artefact, this makes working together more interesting)
+1XP for the hero who got the artefact of the table
Battlereport
So far the scenario! Now for the batllereport, did it all go as planned and how good was this system!??
The 6 warbands were: Marienburg mercenaries, Beastmen, Carnival of chaos, Marauder horsemen, Ogres and Witchhunters.
The game started of with the beastmen running towards the artefact and the beastman shaman actually flying its first turn and landing on the artefact. A quick start here! The other warbands moved tactically towards the middle. Immediately it was clear the Ogres were more going for the weirdstone and the Marauders leaving their spawn alone to hunt Mercenaries.
The next turn the beastmen were shot at heavily, taking some losses and the shaman was taken out, no direct retreat move with the artefact here. The mercenaries positioned themselves with shooters in a tower and they let a hired Ogre bodyguard make a run for the artefact. Meanwhile the beastmen were picked of by the carnival of chaos, while withchunters were stalking some Ogres.
Next turns made it clear that the Ogres were only leaving with weirdstone if they were lucky and in their haste of retreating one Ogre fell of a ledge tripping his foot and crashing down heavily taking it out of action. Marauder horsemen were not faring too greatly being heavily outnumbered here. Only 3 on horse entered the fray letting the Spawn take on a Dwarf warrior.
At this point route tests were taking its toll and the playing field rapidly became more empty. The Ogre stood its ground and was apparently scary enough to start walking with the artefact. By now turn 6 arrived and the scenario ended, letting the Marienburgers have the victory and the artefact.

Awesome game in retrospect. The game system with the cards worked like a charm and all players were busy scheming to go first or last and plotting alliances they (might) get each turn. This time we played without weather rules and random events (BTB ruleset) since with 6 players the turns were already long enough. We had good fun and a lot of game in games were played (some going for weirdstone, some fighting out personal vendettas and some going for the artefact). Good clean fun I’d say.

3.02.2014

Eminem of my eminem

Last friday we played a 2 vs 2 battle, the third round in our Border Town Border campaign (which keeps on creeping like a ancient turtle on the Galapagos). We chose the 'enemy of my enemy' scenario that after some beers soon was called the 'eminem' scenario. Sides were chosen according to alliances, with a 'good side' (Ogres and Marienburger) and an evil (or even better) side (Beastmen and Possesed).

The battle turned out rather one sided, caused by some brilliant tactical manoeuvres from my side: First I rolled fully intentionally and controlled a 'blizzard' result on the BtB weather table (chagne of 1 in 12, can't go wrong) nullifying the shooting weaponry of the Marienburger warband. Secondly I moved my warband away from Tom's on rushing warriors and marched toward the other flank, creating a supremacy of Chaos on that side. (Brilliant, despite some people interpreting this as 'cowering Nurglies').

By the time my warband arrived on the left flank, Hans' beastmen had already caused mayhem and victims within Ludo's Ogre warband. My excellent warrior Scorpio managed to add some more damage to the Ogres by spilling some black blood on his opponent (after having missed all his attacks, once again, brilliant tactics). Seeing that my commitment was not longer needed on that flank, I commanded my warband to turn against the Marienburger. This warband was a bit stretched out because of the diversity in race and tempo of their warriors. A marksman presented a tempting offer, manageable even for the elite forces of Nurgle. Off course, brilliant tactics once again payed off as the charges were intercepted by a big mercenary Ogre.

However after a few rounds of fighting, the Marienburger warband got surrounded and walked over fighting two warbands and decided to call it a day. This decision was made easier for Tom by Greatclaw, who single handedly smashed some of his warriors, including his captain. Did I mention the brilliant tactical plan that was behind this all?

Post battle income and experience rolls went quite nice. Once more the brilliant tactical plan was rewarded, when a meager henchman who had almost sneaked up behind enemy lines and almost had attacked a lone witch and by doing all this almost made an impact on the battle got the 'lad got talent' result. A fine hero indeed!

Mind the pig

Unfortunately my loyal fighter 'Flyhead, son of Flyhead, son of Flyhead' was, despite the tactical masterplan, taken out of action, rolled a 'dead' result on the injury table. So next battle his son 'Flyhead, son of Flyhead, son of Flyhead, son of Flyhead' will replace him, looking for revenge.

10.14.2013

Post battle report

Last friday our second Border Town Burning campaign started off with a four player battle..

Ogres, Witch Hunters, Marienburger mercenaries and my Possessed battled for treasures hidden in chests, spread around the ruins (sorry, forgot the name of the scenario :-). There was a small chance that a chest contained a 'deamonic dog' instead of gold... So, in line with the laws of logic and statistics, every chest that was opened during our battle contained such a creature...


A Ninja Gnoblar with one of the fearless doggies.


Can the Witchhunters crack open one the dog infested crates?

It was though a bit surprising that the only warband with a 'normal' mix of heroes and henchmen managed to snatch the victory. That in spite of the endeavours by well thought-out warbands lead by veteran Mordheim players as for example a one hero all hired swords Marienburg gang, a all hero a bit on the shore side for henchman (just one) bunch of Possessed and a Ogre quartet supplemented by a Halfling. What could go wrong?


Here the fearless Marienberg hirelings!


The Halfling looking for trouble, can he see that withchunter, can he be shot?


Not shot, but bitten by dogs he can!

In the post battle events Scorpio, my unlucky Possessed who met two Ogres and went out of action, had to fight for his freedom in the Rind (Entry 65 on the Border Town Burning injury table). Because of a lack of time I went home without finishing this event. Few days later I used PBE Game Dice Roller to play the fight between Scorpio and a nasty Chaos Warrior:

Roll One
Generating 1 rolls of D2, 1 per line.
Comment: 1: Chaos Warriors gets the charge, 2: ST charges in...

2 ==> Scorpion Tail gets the charge(YEAH!)
CW: Fear check: 2 (he's cool..)
ST: 2 bare handed attacks
ST: To hit (WS 4 vs WS5: 4+): 5, 6 (two hits)
ST: To wound (S4 vs T4: 4+): 5,5 (two wounds)
CW: Armour saves (3+ -> 4+): 3, 1 (two fails!)
ST: OutOfAction: 5, 5 (OUT OF ACTION!!)

Scorpion Tail kills the Chaos Warrior in the first round of combat .....
And by the Border Town Burning rulebook: "He gains the mutation blackblood (!!), +2 Experience, +1 campaign point and evades
detection to rejoin his warband with all his weapons and equipment."

In the end on of the hirelings left was of course the dwarf Trollslayer.



============ For accountants and wargame auditors only =======================

Results sent via email and displayed via web.
Summary: Scorpion Tail gets in the Ring (injury: 65) (genereer 30 dice rolls voor iedere kant, die ik op volgorde van rol zal interpreteren tot uitkomst...)

--------------------------------------------------
Roll One
Generating 1 rolls of D2, 1 per line.
Comment: 1: Chaos Warriors gets the charge, 2: ST charges in...

2

--------------------------------------------------
Roll Two
Generating 30 rolls of 1D6, 1 per line.
Comment: Attacks of Chaos Warrior (2a with Sword)

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

--------------------------------------------------
Roll Three
Generating 30 rolls of 1D6, 1 per line.
Comment: Attack of Scorpion Tail (2 barehanded, 1 tail)

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









7.27.2013

Some random ogre's appear!

A short while ago we decided to start a new campaign in Mordheim. I decided to go with Ogre's this time. This post is the first update on the progress of creating the models for my warband.

I really had some fun creating these guys! Not included is the Halfling btw.

Mind you, this is also my very first attempt with milliput ever!

All I made tonight.

A random base with tiles.

The full group thus far, front view.

Full group thus far, rear view.

Mountian Guard and Boss, I guess.

Again, but front view this time.

9.30.2012

Mordheim: the writing on the wall

posting on the blog has started again. I have been very busy painting the last few months. I didn't post to this blog however. Also have been playing some warhammer battles but again no posts. The medium twitter I have used for posting paint stages and quick progress during battles. However, from now on new posts since the blog can handle way more text and thoughts and pictures than a single twitter post can. This weekend started with an evening of playing one of our favorite games: Mordheim. We are trying to come up with a quick version of Mordheim so it will be easier to attend a game. No more lengthy pre and post Mordheim sessions. Just show op and start playing.The scenario was quickly chosen: the writing on the wall (already played this one a while ago, but it seemed a good one considering the 3 warbands).The warbands attending this night were the Inquisitors, the orcs&goblins and my new war band the Marienburg Mercenaries.
The writing on the wall was dead centre of our city gameing board. Each band started in its own corner and it was a run towards the writing!The big mansion in the centre had a massive square in front. The one squig from the greenskins bounced first on the square and one of the Ogres (both mercenaries and inquisitors had one!) managed to immediately flatten the bouncing ball of teeth (baseball style).
The ogres moving forward with the gobbo arrerz taking position, gave the inquisitors opportunity to let loose the dogs. Ferocious as the dogs are they tear apart 2 orcs! A shaman gets into contact with the mercenary ogre, this was short lived...for the shaman.
The gobbo arrerz are shooting away and manage to pincussion the inquisitor Ogre. Arrows hitting home some flesh and wounding the Ogre, but also one by chance entering the eye, lodging in the tiny brain and flattening the ogre outright! What a shooting there!The greenskins are losing members each turn now and eventually they route the battlefield. Almost one of the orks read the writing on the wall (or its equivalent of reading that is!)
In the meantime the mercenaries had 2 marksman on a walkway shooting away. One with a hunting rifle realy taking out some orks here and there. The inquisitors saw this threat as well and sent out 3 'commandos' to get up there and silence the marksmen. This proved difficult since climbing up the building was no easy feat. The witch casting a curse was also not helping in getting some stuff done. The marksmen keep shooting away!
Now the rest of the inquisitors get into the alley direct in front of the marksmen. The one with the hunting rifle even singled out the grand master in killed him with a master shot. This proved a turning point in the battle. The dogs try to disturb the concentration of the mercenary captain while reading, but his Ogre bodyguard proved a real bodyguard and the dogs were no match. The bodyguard was a very good investment since he really got all harassment for the captain out of the way. The mercenaries were kitted out with marksmen and a lot of (dueling) pistols, so very shooty. Some muscle (ogre) and magic (the witch) proved the perfect combination for the warband because they won the game and not losing a single member!

2.05.2012

Mass Mordheim scenario: Treachery

The regular war-games group that you find on this blog, each have contacts to other players. We decided it was time to get everyone Mordheim-enthusiast together for a big game! The turn out was very good with 6 players. Even when not intended to play you were forced a war band an join in.
The scenario was Treachery and suited a large battle the best. All warbands start with some members in reserve so the battle field is not completely crowded from the start and reinforcements are dosed through the next turns.

This post will not be a direct battle report but just an impression on the night of gaming. It was a good point all our new scenery was finished and ready for playing since we needed a large battle field. My game table seems to becoming too small for these kind of games!


All six war bands started out very carefully hiding behind all buildings. Sneaking about a bit here and there some shots were fired but nothing big happened. The first hits exchanged were from some witch hunters. On the far ends some orcs and goblins were lurking and also the feathery chaps Averlanders were starting to show up here and there. The sturdy dwarfs were walking into the battlefield with no real fear. Confidence is everything.

Eventually more shots from crossbows, longbows and the black powder weapons were fired all over the battlefield, causing enough wounded to halve the war band members present. Clashes here and there eventually lead to the routing of 2 war bands after each other. THe remaining war bands exchanged some blows and all of a sudden only 2 war bands were left: the dwarfs and the orcs and goblins. Since the treachery scenery is one with alliances based on a deck of cards: the remaining war bands turned out to have an alliance (how unlikely this may seem).


It was a cool battle with lots of fun scenes everywhere on the battlefield. A good evening with all war-game fanatics. The future holds a lot of promising new opponents for Mordheim, Warhammer, maybe even 40K, necromunda and all other games we all play! The first game of the year gave us a good setting for the rest of this year. It will be good (maybe we even have to start a club?!).

1.18.2012

Building progress

Tom already posted some messages about our scenery building day, so here's a little follow up about my results.

Lately my paint and modelling works have been a bit delayed by the stream of incoming books of the local library. The current system of online searching the catalogs of several libraries combined and ordering books (for free!) has an increasing impact on my spare time. (Currently I'm reading 'Song of Wrath'). The system however contains a level of unpredictability: Books will arrive, but you never know when. Last weeks several books I ordered months ago all of sudden arrived together, claiming lots of time...

Despite this, I managed to finish two buildings for Mordheim that are showed here below. Other overly ambitious plans concerning Warhammer, Carpathia and above all Flames of War models were delayed...


The first building is a sort of small temple like structure, located on a peninsula. The building has a typical shape that just 'happened to be' when I was playing around with the Hirst Arts blocks.

Perhaps "temple of the A's" is a good name for this piece(?). I hope the construction will prove to be strong enough to withstand all violence that will take place here :-)

The second piece is also on a 'standard' 20 * 20 centimeters square; it's a main road guarded by four small 'towers'. A smaller path crosses the main road in the middle of the board. This path has two doors the sides, that can be opened (or smashed in for that matter).

What I really like is the look of the entrances to the small path from the outside of this building. A nice place for a nice ambush or a daring opportunity for a pick pocket expert...

Enter at your own risk!!