Finished just before leaving for a holliday trip, these Flames of War StuGs are my first air brushed models. I camouflaged the more or less acceptable camouflage with mud and some snow, in line with my Waffen SS panzergrenadiers..
Feedback is welcome, holliday even more :-)
Some gamers playing mostly Mordheim. We build terrain and paint mini's. At the moment we start looking out for playing with the larger armies. Warhammer Fantasy Battle 8th edition is beckoning!
7.13.2014
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.
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.
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.
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)
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.
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.
4.17.2014
Battle report WHBF dwarfs vs Daemons 2000 pts
Note up front: pictures to be added!
With the
new dwarf army book out, I was dying to play a game with the new rules.
Recently I acquired some extra dwarfs as well and it was time to give them some
action after playing lots of games with the Ogres. Also playing a lot of
Mordheim and even Flames of War lately so WHFB was a while ago (I’m still
trying to convince everyone to play a game of triumph and treachery, but no
success to date).
We fielded
2000 pts against each other and my armylist was mostly shooting with an anvil
of longbeards. War machine wise I fielde a cannon, grudgethrower and an organ
gun. For the rest 3 blocks of 10 thunderers (because I love the models and the
fluff over quarelers) and a block of 40 longbeards. This was topped of with a
lord on shieldbearers, a thane BSB (strollaz rune) and a master engineer to
help shooting with the war machines.
The
scenario rolled was Dawn attack and with a lot of rolling it was defined where
our units would land on the battlefield. Of course this was not a preferred
scenario, but it was how the dice rolled. My block of longbeards ended all the
way to my right side and the rest ended left or in the middle. Very nice, since
my opponents daemons ended on his right side (my left) setting our main forces
as far apart as possible. Very nice when you can vanguard with your big block
of dwarfs en nothing is there to vanguard towards! Argl! Bad start deployment
wise.
Start of
the game, I shuffled here and there, mostly positioning my shooters and war
machines (pivot here and there). Now my main phase: shooting! First shot with
my cannon, direct to the great unclean one in order to knock off some wounds. A
nice hit, a nice wound and now d6 for the amount of wounds: 6! BLAM! Not saved,
great unclean one: DEAD! WOOHOO! What a start of the game for the dwarfs. The
canon is known to be the ultimate sniper and I proved this to be very right
indeed.
The rest of
the game for my dwarfs was mostly trying to shoot off the oncoming plaguebearer
squads. Thunderers doing some of the work but not that fast and a tower got in
the way. The grudgethrower managed to do mostly nothing and the organ gun was
somewhat useful (at least lots of shots were fired each turn). I also had a
gyrocopter flying around but the brimstone gun I found not that good an
investment and I didn’t get (forgot) to drop some bombs, better luck next time
here. The warmachines got swarmed over and killed by loads of fury’s. That was
one of the weak parts of my army, I didn’t get to protect the warmachines that
good. Part of the scenario and setting up, but also some bad tactics on my
side.
During the
game my huge block of longbeards and characters managed to shuffle their way to
the centre but when turn 6 arrived managed to NOT get into a single combat! How
nice. By loosing all the warmachines to fury’s and not being able to shoot of
enough plaguebearers the end of the game was a draw, VP wise. Still it was a
good game, a fun game and it was nice to see the new dwarf rules in effect.
Overall I’d
say the new dwarf army book gives a new feel for playing dwarfs. A tendancy
with new armybooks is that new = overpowered compared to “old” other armybooks,
this is not the case for us. Only played one game, sure, but I’d say the feel
for the dwarfs is balanced and inkeeping with 8th ed WHFB.
Furthermore I have 10 irondrakes waiting to be finished with paint and they
must get some action soon. Very curious to see how these new guns play out.
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!
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.
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!
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.
12.27.2013
Personal Development, No Plan
At the start of this year I (re)found work at a foundation in my beautiful home country. And as an employee in the Netherlands there's almost no escape from the compulsory ritual that's called 'persoonlijk ontwikkel plan' (personal development plan) or 'POP'. In such a plan employer and employee agree on targets and intentions for the next working year. Hammered in stone these targets are (depending on company, boss and/or HR department) used to assess the contribution toward the company's and your private goals...
Anyways, in this case the writing of my development plan was a process of filling in a excel sheet with a not entirely transparent structure, in which 'smart'goals were given 'weights' (in percentages) that resulted some work spaces and lots of excel scripts later in a very objective judgment of yours truly. Since I stepped in a few weeks after the deadline for filling in the excel, one of my first tasks was to fill in all categories satisfactory.
So I started out, sending in 'alpha' and 'beta' releases of my plan to my boss, who then returned my versions full of his remarks. This process repeated it self for quite some incarnations of my plan until it turned out all of a sudden to be 'ok'. During this workflow no goal, intention or other fiction was left untouched, except for one item, counting for one (1) percent of my personal development: Painting Waffen SS infantry for Flames of War. Being approved by my manager and HR department, I faced this challenge!
Having painted a Flames of War Czech-Russian tank army, I had become familiar with the practice of painting 15mm scale miniatures. The SS panzergrenadiers were however quite different: Instead of some tanks there were nearly 200 miniature men to be painted...
So actually it was a blessing in disguise that I managed to sneak in a little (bad) joke in my 'POP'. The pressure was on and I finished just in time!!
Let me know what you think of the paint job!
Regards and a happy wargaming filled 2014!
Anyways, in this case the writing of my development plan was a process of filling in a excel sheet with a not entirely transparent structure, in which 'smart'goals were given 'weights' (in percentages) that resulted some work spaces and lots of excel scripts later in a very objective judgment of yours truly. Since I stepped in a few weeks after the deadline for filling in the excel, one of my first tasks was to fill in all categories satisfactory.
So I started out, sending in 'alpha' and 'beta' releases of my plan to my boss, who then returned my versions full of his remarks. This process repeated it self for quite some incarnations of my plan until it turned out all of a sudden to be 'ok'. During this workflow no goal, intention or other fiction was left untouched, except for one item, counting for one (1) percent of my personal development: Painting Waffen SS infantry for Flames of War. Being approved by my manager and HR department, I faced this challenge!
Having painted a Flames of War Czech-Russian tank army, I had become familiar with the practice of painting 15mm scale miniatures. The SS panzergrenadiers were however quite different: Instead of some tanks there were nearly 200 miniature men to be painted...
So actually it was a blessing in disguise that I managed to sneak in a little (bad) joke in my 'POP'. The pressure was on and I finished just in time!!
Let me know what you think of the paint job!
Regards and a happy wargaming filled 2014!
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...
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?
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."
============ 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
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
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