Showing posts with label Battle Report.. Show all posts
Showing posts with label Battle Report.. Show all posts

Saturday, 6 June 2020

The Battle for Dirk's Compound - Part 5

The Battle for Dirk's Compound - Part 5 - All on edge.

Previously
Pt 1 The cast.
Pt 2 - Pre game Info, House rules.
Pt 3 - Mission Briefing 
Pt 4 - The scrap starts.

Hi all,
         A bit more to my battle. It would have been more, but I banged my foot and could not put any weight on it, so moving around the board was a non starter. Here is what I had left over from the other day to keep you going.

Turn 3



Activation (PEF Rep 6 NW)
Roll 1 successes - Move towards Rep5, at minimum range so stays still.

Activation (PEF Rep 5 - Middle)
Roll 1 successes - Move 8” towards enemy through cover. (Checked when he broke cover, Hank was looking the other way).

Activation (PEF Rep 2 - Right)
Roll 1 successes - Move 16” towards enemy through cover. (Checked when he broke cover, Hank was looking the other way and still raining cats and dogs).


Activation  - SA
Major Vance gets cover behind some cargo. Wanda moves right to cover the lake and Landing Pad. Andy comes out of the Habitation module. Vicky moves forward and left on the catwalk. I checked her movement inch by inch and both forces were still in cover, although it would have been close at times, if not for the storm going on. Thumper waits at the corner.

Turn 4
Activation  - SA = 15, O = 4.  - SA  go first.
Turn 4
Major Vance checks out the Cargo. Hank moves forward. Thumper moves towards the ruined wall. Andy covers the water.

Suddenly Wanda’s voice comes over the Com. ”Contact ! Contact ! I have movement at the end of the road.”

Vicky “I have Negative contact, repeat Negative contact. It was the trees swaying in the storm casting shadows, Wanda. In this storm you can hardly see past the end of your arm.”

Major Vance - “Hank, move up to the left gantry and watch with Vicky, stay alert and observe.”

An ork looks down the road
"Can't we go down that nice flat road?"

"You just want to keep your boots clean so you don't have to polish them tonight."

"So.... is that a yes ?"

"No, get back in line. and for asking dumb questions you are on cook duties as well."


The Orks to activate next.....


Sorry it was just a short post. I put together what I had from before, minus the stuff that was not applicable  due to the first contact that did not count due to the weather. I left it in so you could see where it was originally going to happen.

Regards all,

Ivor Cogdell


Monday, 14 October 2019

A Mordheim four way rumpus.

A Battle Report

A four way scrap from Mordheim



Hi all,
           For your delectation, here is another Mordheim Brawl for you, with not two, not three, but four gangs eager and willing to make a mess of the place.

I have just found my notes for this scrap, so I have updated them to the game's conclusion, I thought it was high time I posted a battle of some sort anyway, so I described the action from what I could see, but they are slightly sketchy in one or two places.

This battle features His Right Royal Majesty, King Charlie V, who is the rightful ruler of Mordheim and its environs, or so he claims.....

King Charlie V is pitting his mighty force against a bunch of disloyal upstarts, those being - ( temporary names - The Marauders, The Gangsters, and The Looters. - actually, they were;

                                                                      Rated        Corner
Mikes Mad Manglers (Richard)                       109           NW
The entourage of Geoff Botkham (Steve)        68            NE
Marrianberg Marauders (Martin)                      90            SE
King Charlie V  (Ivor)                                       86            SW


Tonight's Scenario: Breakthrough.


Here are King Charlie and his men.

King Charlie's Starting point - SW corner. Giving his men a pep talk.

Mikes Mad Manglers / Gangsters to the NW.

Geoff Botkham  How quickly can they flee?

Turn 1


Move

Marrianberg Marauders begin to move from the SE.

Marauders appear from the SE.

A rough-looking lot.

King Charlie's brave boys move out.
Turn 2

Move

King Charlies forces move out

More brigands from the NW.

Geoff Botkham in the graveyard, being very cautious.

The Marauders advance past the graveyard.
Shooting

Dave in the Botkhamites Shoots Sgt. Ernie. A Hit, but no wound.

Turn 3

Move

King Charlie checks out the opposition

He can see some Gangsters in the open.

The Looters move through the graveyard.

The Marauders move into cover from the Looters.

The Looters planned to attack from the rear.
Shooting

Four of Mikes Mad Manglers Shoot at the Botkhamites, one Hit, but no wound. The others missed.
The Botkhamites return fire, 2 misses.

Turn 4

Move

The looters are poised for action

Marauders move to counter-attack

King Charlie Looks set for action

The Gangsters charge King Charlie
Shooting

The Botkhamites fire, 2 misses.
 Mikes Mad Manglers Shoot at the Botkhamites, Oscar shoots Bernie, Hit, wounded, failed to parry, Knocked Down.
Tom shoots at  Mikes Mad Manglers. Critical Hit, Wounded, Captain Insane Mike Out Of Action.
Charlie shoots Ted, Ted returns fire, both miss.
                                                                         
Turn 5

Recovery


Bernie recovers and gets to his feet. (Half move available.)

Move


The looters start digging up bodies while they can.

The gangsters, noticing the Marauders, pepper them with arrows.

King Charlie is wary of an ambush

A lull in the fighting
 Shooting

Charlie shoots at Mike. 5, a hit, 2 Glancing blow off armour.
Bhothkam shoots at Mike. 5, a hit, 2 Glancing blow off armour again
.
Turn 6

Move

The marauders charge the Looters
Shooting

Bhothkam shoots at Mike
Bhothkam shoots at Mike. 6, a hit, A critical wound. Holibut is   Out Of Action.
Mike shoots at Prince Eric, missed him.
Combat

Charlie charges the Marauders.

The gangsters want a fight

Charlie gives them one.
Spotty rolls 3 miss.
Speedy Hit, Critically, but it was parried, so no wound.
King Charlie missed.
Ginger and Kung Po hit, but it was a glancing blow, no wound.
Archer hit Kung Po, wounded, Knock Down.
Archer Tom Auto hit Kung Po, Automatic Out Of Action.
Archer Tim hit Ginger, 6 critical, 5  Out Of Action.
Simon Hits King Charlie with his two attacks, 3 + 3, both miss.
Archer attacks Speedy with 2 attacks, Both hit, but glancing blows.
Will attacks Spotty Hit 6, Crit Wound 6, no armour, 6 Out Of Action.


Turn 7

A Rout Test


King Charlie passed with 8.

Move

King Charlie is charged.
The Bothamites move to the west.

                                                                       
Shooting
King Charlie's crossbowman misses.
The Bothamites shoot three times and miss every time

                                               Combat
Ted and Neo scrap.
Pete and Ted ? scrap. 6 hits, 5 wounded, Parry failed to stop the blow. Knock Down.
Ted is auto-hit and goes  Out Of Action. Someone gains 1 xp.
Prince Eric is Hit. He fails to Parry, is wounded, he fails his Armour save and goes Out Of Action. 
Happy hits 6, no wound.
Happy's second attack with dagger hits, wounds, and Stuns Tom.
King Charlie Hits an Archer, critical wound, Knock Down.
Dave hits King Charlie, wounded him, Knockdown, the second attacker renders him Out Of Action. 
Bernie is hit and wounded, fails his armour save.5 Out Of Action. 
A right Royal scrap. 4 Out of Action, what a bloodbath.

Turn 8

Rout Tests

For King Charlie's Forces - (Voluntary fail the rout test). Since King Charlie and Prince Eric have both been captured, their forces just melt away into the rubble. They are hopefully going to get some ransom money somewhere in the ruins.
One Knock down.

Turn 9

Move


Mikes Manglers go SE, the Bothgamites go South and the Mariembergers go west.

Turn 10

Move

 The Mariembergers continue west, get off the board and win the game.
.
Looters I Think after the Marauders
                                                          Shooting

Mad Mike's Manglers and the Bothkamites peppered each other with arrows to no avail, a few hits but no wounds.

  Turn 11

Move

Mikes Manglers went NE by the middle wall.
The Manglers head NE by the middle wall.
The Botkamites made a pincer move, the Warriors went North, the Archers went west.

                                                         Shooting

Mike's manglers shoot at the warriors, all miss

  Turn 12

Move

The Botkamites Warriors went SW, the Archers went west.
The Manglers move against the middle wall.


  Turn 13



Move


Both teams make it off the table.
                                   Game Over

                                   Aftermath

The Botkamites get 17 xp, Captain gains +1 on Initiative, 1 Henchman gets promoted, with 14 xp a Crossbow and +1 Initiative. Gains 3 Wyrdstone. Rating = 85.

King Charlie and his men all recover, but Kung Po gets robbed of all of his kit. Sold 1 Wyrdstone and saved one. Bought a sword, light armour, dagger. 35 Gc for everybody.

Mike's Mad Marauders, Neo recovers, Captain Mike now immune to Fear.A well was found, Marksmen +1 initiative, Swordsmen +1 to Ballistic skill. Dick gains auto step aside. Rating 127.

Marriamberg Marauders, 3 wyrdstone found, plus a halberd in a smithy. Bought Marksman Dick. 2xp for each man +1 xp for Tom. Rating = 111.

We did have a good time. Thanks again to Richard for his hospitality.

Ivor Cogdell


Monday, 27 May 2019

Project Z Battle Report 3 - Campaign Pt.1

Hey folks,
                I had another scrap over at Martin's place with our mate Richard. The table was set  out for Project Z - Zombie Apocalypse Battle Report 3.

Project Z pt 1 - The Bunker.
Project Z pt 2 - The Wilds.

This time we are starting a campaign.

Ivor was sporting the Female Survivors again, Richard was Grooving On Down with the Biker Gang and Martin was shambling along with the Zombies.

The objective was to search the tavern. There are also circular "Loot Tokens" on the table. That's the good news, the bad news is that there are also four "Spawn Locations" to add d6 Zombies at the end of each turn. (Shown as dotted circles on the table).

Turn 1

Ivor's Female Survivors, coming on the table at the South East. (Random Roll by Martin).

Richard's Biker Gang. Coming on the table at the East. (Again Random edge rolled by Martin).
 Game note : If the biker gang kill every body else on the table (instead of the zombies) they get all of the loot.
The immediate threat area for the Ladies. Spawn point just above the centre. Bikers to the NE.

The Inn objective on the other side of the river. Spawn Points in the wood and to the right of the Inn.

Richard and Martin.

Ivor (At the 3D Cinema).
The North East Ruin, Biker Guys to East. Spawn Point just below ruin.

The Ladies move towards the nearest Zombie Group.

Top view, One of the Ladies is stunned, two Zed stunned. One Lady out of ammo.

Biker Boss about to ram a Z.

VRROOOOM !

Z Squished under tyres.


Punch up with zed's.

To rub salt into salt into the wounds, here come the Bikers, EEK !

BRRRRRRRPPPP ! "MAISIEEEEE...Nooo.   The Biker's let rip
 with multple Uzi's. Out Of Ammo Tokens litter the area.
 Sad to tell, the ladies were decimated, firstly little Maisie
bites the dust - shot  by an evil biker who trod her teddy into
 the sand, one more clawed by a zed and one girl goes
 turncoat and polishes off another party member.
Ladies in deep trouble, with just a stunned zed to show for it.


The Biker's get in the thick of it and takes a wound (Red Marker)..

One of the ladies scouts ahead or rather flees the carnage.

The biker gets stuck in the thick undergrowth and has to retreat.

One biker scoops up the loot (bottom right)., while the others make an orderly retreat.

Whats this ? Some mercenaries have turned up. Are they going to help our damsels in distress ?

Here come more zed's. At this point we had 100 zed's on the table !

A close up at the back of the inn.

Zed's swarming or rather shambling out of the wood.

A lone biker keeps the horde at bay with a burst from his gun. (Now out of ammo and needs to reload).

Still trying to get out.

The bridge crossing and sanctuary.

The APC moves around to the front of the building

The zed's ford the river, seeking warm flesh.

The biker rejoins his comrades.

One of the two remaining ladies, unfortunately, her bazuka is a dud !


"Food !"

The Bikers lay down covering fire. 

"UUURRRRGGGHHHH !"

"The entrance looks clear".


The APC moves up to the door of  the Inn and the troops disembark. "Get
that door open without doing too much damage to it." "Yessir."

"You would'nt hurt l'lii ole me now, would you ?" BANG.... "Uuuhh......". Falls to the ground.
Thinks "Good job i'm wearing a Flak vest."

"We got 'er. OOh, where did they come from ?"

"Kill them !"

"you're not getting Mama today boys". Blam. Blam..

"Supression fire, then, in you go !

"Food here too !" Momma's (left) in more trouble.

"UNNNGGGGG."


"Food fresh ..."

"I'll just play possum a bit longer to make sure they have gone."


Splash, splash, splash.

"It's time to leave!" Everybody on the bikes !"

"Now's my chance to sneak away, the noise will attract the zed's".

Inside the Inn, the soldiers dispatch the two zed's, then make a quick search of the room and find a vending machine still intact. They rip it off the wall and make their way back to the APC. 

"Alll aboard !"  Clunk,Vrooommmm.........
"Urrg........."  Crunch, Bump, Squish.........



"Charrrge.!"

"Time to grab that boat " Marcy breaks surface beside the boat. "I'm glad I was on the swimming team." "Pat, I thought you had died too.", as she swims toward the boat.

Close.

The Aftermath. 
                                  The Mercenaries obtained their objective, namely, "Get some Ciggs for the Boss", so they get some points. The Bikers got some loot and finished off four civilians, so they get some extra goodies when starting the next game too. The Ladies were having a bad hair day, to say the least. They will have to find some other group to join. Then they will seek revenge on the bikers. 

 We did enjoy that. It was noted that it would have been a totally different game if the the "dice gods" had put us in different locations, but it did ramp up the tension of the game for me. Everybody went home happy after a good game. Another great table design by Martin.

Ivor Cogdell

P.S. Martin's Putty Tats were about, but not very nosy, for a change.
Project Z pt.2 - The Wilds
Project Z pt. 1 - The Bunker