Showing posts with label Vampires. Show all posts
Showing posts with label Vampires. Show all posts

Wednesday, 7 November 2018

WHF - Arrival at Mordheim - Part 3

Hi all,
            Here is a quick top up of the Mordheim adventure. Parts 1 and 2 can be found earlier.

Turn 9

Rout Test

Wolf Head routs.
Wolf Head takes a Rout Test and fails (6.5), he flees the board with Iggy, Snifter and Yellow Top close behind. They stay on the board.

Movement

Initiative - The Skaven move first.


Slasher and Nobbler Charge Grinder, who calls for help. (Flika and Curly Tail initially charged him too, but turn and face Bronn and Gornish, who rush to Grinder's aid).

Klacker comes down the ladder onto the ground. (NOTE - He could have moved forward and shot from the walkway, but that would have made him even slower in joining the combat, if he was needed).

NOTE - I'm not sure if the about-face by Flika and Curly Tail was totally correct in the rules, but thought it went with the storyline and their need for self-preservation.

Feel free to add your thoughts in the comments.

Yolm (lower left) and Stron (Top right) move towards the fight. Stron was not quite in range to join in this round.
Shooting

Stron - Pistol still on his back, not ready.
Yolm - No clear target.
Klacker - He had no target.


Combat


Slasher attacks Grinder. 4 Hit. 3 Glancing blow.
Grinder defends, 6 a Critical Hit, 6 Two wounds caused, Injury 4+2 = Slasher Out of Action.

Nobbler attacks Grinder. 3 Miss.
Grinder defends, 1 Miss, he misses also with his dagger.

Flicka attacks Gornish (with a Flail) 4 Hit, 3 wound, Gornish tries to protect himself with his shield (6 needed, 4 rolled = failed), Injury 2, Knocked Down.

Curly Tail attacks Bronn. 2 Miss.
Bronn defends, 4 Hit, Ct attempts a parry with his sword 1, missed, Wound 3 missed with a glancing blow.

There you go, I hope you like it.

Parts 4 and 5 are published.

Regards,

Ivor Cogdell

P.S. Hmm, I tried to share this, nothing. I tried to add a comment, same thing, nothing doing. Is there a bug or problem in the system? Can you please add a comment, even if it is just a "Hi there", so that I know it is working.  Thanks.



Monday, 20 August 2018

WHF - Arrival at Mordheim - Part 2

Hi all,
          Here is the second instalment of my initial Mordheim bash. We left our Dwarf heroes observing a scrap between a scurry of Skaven and some Zombies lead by Hern the Vampire and Wolf Head, its human "necromancer" underling.

Read on .......
Turn 5

Recovery

Pike, the zombie, gets slowly back to its feet as if nothing had happened.

Movement

Footsie, now free of Wolf Head's mental control wanders off, back towards the house, (top right corner) as nothing is happening that interests it. (Random direction roll, 6).

Klacker searches the fortified ruin, (5,2), but nothing of value was found, just animal bones and a burnt out fire from the last inhabitant that passed this way.

Bronn waves his war hammer and chases Flicka, who swiftly dodges back into the tower. Bronn is joined in the chase by Gormish, but they do not catch the faster creature yet.

Stronn moves up into better cover.

Yolm moves towards the other ruin on the hill and keeps watch on the unfolding fight and any other dangers that may approach them.

Banger charges Slasher (left). Red Claw charges Curly Tail and Nobbler (middle). Iggy faces Clubber, with Wolf Head behind him (right). Snifter and Pike are just visible (far right).

Still in combat

Yellow Top (YT) and Snifter v. Pike.

Iggy v. Clubber.
Shooting

Wolf Head casts the "Lifesteal" spell at Iggy, gets 7 but fails to drain any energy this turn.

Yolm can see the silhouette of Hern, he readies his bow, not wanting to shoot and alert the creature to their location just yet.
Combat

Yellow Top (YT) and Snifter v Pike.

Snifter rolls his Fear test,(5,5 ), but fails.
Next, he rolls to hit, 3 a miss.

YT rolls to hit, 3 a miss.

Pike aims a menacing hand at YT, hits on a 4. Rolls a 3 to wound, just a glancing blow off its armour.

Iggy v Clubber.
Iggy hits Clubber on 6, wounds it on a 5, injures on a 5, so Clubber is put out of action. Iggy gains 1 XP.

Red Claw v Nobbler and Curly Tail (CT).

CT rolls his Fear test,(6,5 ), but fails. Nobbler bravely passes (4,3).
Nobbler hits on a 5, but does no damage 1.
CT hits on 6 (despite being afraid), wounds on a 2, Knocking Nobbler to the floor.

Banger v Slasher.

Slasher hits on a 4. Rolls 3, a glancing blow, which causes a "CHINNG" to echo around the ruins.

Banger missed with a 3.
Turn 6

Hern takes a rout test, (3,1), passed it. (NOTE: Possibly taken too early).

 Recovery

Red Claw slowly gets back to its feet, with all of the grace of a creaking gate.

Movement

Footsie finds nothing of interest at the house, so wanders back towards the arm waving Wolf Head. (Random direction roll, 6).

Yolm remains still, ready for action.

Iggy charges Wolf Head.


Flicka dives into the undergrowth to escape Bronn, who is lagging behind it. Gornish puts on a youthful spurt of speed to catch up with Bronn.

Still in combat
Yellow Top (YT) and Snifter v Pike.

Red Claw v Nobbler and Curly Tail (CT).

Banger v Slasher.
Shooting

Yolm shoots at Hern, 4 and hits, 4 but just scores a glancing blow.  Hern looks around and sees the Dwarf. It loses concentration. The zombies' pause in their attack, confused and then resume as their natural instinct takes over again.

Wolf Head casts the"Lifesteal" spell at Iggy, 7 but fails again.

Bronn shoots at Flicka. Rolls 6 (-1 Moved, -1 in cover) so 4  a hit, 1 a glancing blow.

Flicka throws morning stars back, rolls 5 -1 cover, -1 moved, a miss.

Gornish has no line of sight.
Combat

Yellow Top (YT) and Snifter v Pike.

YT attacks Pike once more, 5 a hit, 5 wounds it, and knocks it to the ground again.

Snifter rolls his Fear test again, gets a (4,1), passed ok, as it does not seem so menacing on the ground.
Snifter gives it an extra good whack, 6, Pike is now out of action.

Iggy attacks Wolf Head. It hits on 4, Wounds on 5, is stunned on 3 and collapses to the ground.

Nobbler attacks Red Claw as it pauses in its attack, hits on 3, 6 critically wounded, 3 Knocked Down.
CT now moves in and stabs it (auto hit) and put Out of action.

Slasher attacks Banger well and hits 5, but it does no damage 1.
Banger swings his arm wildly 1 and slasher ducks the blow easily.

Turn 7

Hern takes a rout test, (6,2) and passes again, it does not care about the others.

 Recovery

Wolf Head goes from Stunned to Knocked down.

Movement

Snifter and YT charge the prone Wolf Head.

Zombie Footsie finally gets an interesting whiff of blood and charges towards the prone and defenceless Wolf Head.
Initiative roll  H=2, CT=4, N=5.

Nobbler charges Banger (still in combat with Slasher).

Flicka emerges from cover.

Hern climbs the ladder to the first floor, seeking an advantage over its foes.

Bronn and Gornish creep to the opening in the tower to get a better look out.

Stronn follows his comrades into the tower.

Grinder moves to the other corner.

Klacker climbs the ladder and takes up lookout duties.

Yolm searches the building. Treasure Roll = 6 + 4, fail.

Shooting

Hern shoots at CT, (it is just the closest),  1 - a miss.

Flicka would have thrown morning stars at Hern, but it was out of range.

Grinder shoots at Slasher (the closest target), 1 - a miss.

Klacker shoots at Hern (It has no line of sight to the others on the ground), rolled 5 (-1 as it had moved, so ) = 4, a miss.

Combat
Initiative Roll  YT=5, Snifter =4+4, Iggy=4+2.

YT attacks the prone Wolf Head auto hits, 1- A shallow wound. He yells in agony, "Ahaaa, Help me master."
Snifter follows up the attack, auto hits, 2 gets a glancing blow off its headdress.
Iggy strikes next, auto hits and also fails to wound with a 1.

Turn 8

Hern takes a rout test, (3,1) and passes again, confident that it will be triumphant. It ignores the pleas of Wolf Head below.

 Recovery

Wolf Head flails out with his staff to clear room for him to stand in. (He goes from Knocked Down to standing). He takes a deep breath trying to clear his head.

Movement
Wolf Head now wants to escape, as he realises that Hern does not care if he lives or dies and this mob of skaven are possibly too strong for him, (originally I let him do a runner here, but spotted my error when typing this and checking the rules) but he is still too dizzy to make a run for it yet. He tries to send mental commands to Footsie (1-3 weak, 4-6 strong) = 4.

Footsie tries to resist and attack Wolf Head, who, despite being its master, is its nearest target smelling of blood. (Resist 1-3, 4-6 strong)=3. It obeys Wolf Head's command and shambles towards YT.

Hern steps back a couple of paces, checking for the best exit, just in case it gets too tricky for it.
Stronn went to the tower ruin corner.

Yolm continued to the search the building. Treasure roll in building 2 (A big area) 6,3 failed again.

Flicka rolls his Fear test, gets a (3,1), passed ok, so charges in to help against Banger.


                                                                       Shooting

Initiative  Roll  WH=3,  Hern =2+6, Klacker = 2+2,  Grinder = 2+1

Wolf Head casts the "Lifesteal" spell at Iggy, 1,3 but fails again.

Hern shoots at Flicka, 3 -1 moved 2, a miss.

Klacker shoots at Hern, 5 -1 long distance, hit, 6 -A Critical wound, 5 Injury, a Master Strike causing 2 wounds, injury 5 - Hern is Out of Action. Klacker Gains 1 XP.

Grinder shoots at Slasher, 5 a hit, but 3 only gets a glancing blow. Slasher looks around to see where the arrow came from and mark his next foe.

Combat

YT and Slasher roll their Fear tests,(1,3  and 2,2), both pass.

Initiative  Roll  YT =1  S=2.

Slasher attacks Footsie, 4 hits, 5 wounds, 1 Knock Down.
YT attacks Footsie, 3 hits, 5 wounds, damages it with a mighty blow 6, Out Of ActionGains 1 XP.

Initiative  Roll  Slasher 5+1,  Nobbler 5+4,  CT=4.

Nobbler attacks Zombie Banger, 2 a miss.
Slasher attacks Banger, 3 a hit, causing a Critical Wounds on 6, table1 causes 2 injuries, damages it with a mighty thrust, 6, Out Of Action. Gains 1 XP.

Iggy attacks Wolf Head, 3 a miss.
WH attacks Iggy, 5 a hit, wound - 2, a glancing blow.



Phew! There we will have to leave the brave combatants to float in limbo, until the third exciting episode goes global on the net in the not too distant future.

Parts 3 to 5 are published.

Regards all,

Ivor Cogdell






Thursday, 5 July 2018

WHF - Arrival at Mordheim - Part 1

Hi all,

The Dwarf party has finally arrived at the outskirts of Mordheim, Leader Bronn decides to search the
area for information and any treasure. Bronn leads a scouting party into the ruins of what was
once the great city of Mordheim, famed for its wealth and lavish lifestyle. Also in the area are a band of Skaven and a party of the undead, led by Hern the Vampire, who is seeking revenge on the dwarves for disrupting one of its ceremonies recently on a nearby hill.

Movement (in inches) - Skaven 6", Zombies 4", Dwarf 3".
Starting positions. Dwarfs - bottom left, Skaven - bottom right, Zombies top centre.


Turn 1


The dwarves move around the corner of an abandoned ruin that had been reworked as a defensive position, not knowing what to expect, but that it could be dangerous. No bodies were seen inside, so it probably did its job of protecting the occupant or occupants.

The Skaven move out of their hiding place, into the light of day and Slasher searches the first building
they come across. Treasure Roll (4,4) nothing was found here.

Also in the area are a pack of Zombies who have been trailing the Dwarf party. They are guided
by the dreaded Hern, the vampire and Wolf Head,its human necromancer ally. The Dwarfs
unintentionally disrupted one of their ceremonies that happened to be taking place on a nearby hilltop. (See the previous episode).

The zombies obey the mental commands to split into two forces and move through the rubble. A
Treasure Roll (2,4) nothing was found there.

Hern
Banger
Chopper
Gutsie
Clubber

Wolf Head
Pike
Redclaw
Footsie

There are no sightings of each other at the moment.
Treasure Roll (2,4) nothing found here.


The skaven move into the area from their hideout to search the hovel.

Snifter stands on the rubble pile for a better view of what might be scurrying about this morning.

Turn 2

Flicka and Greyface move into the ruined Tower and search here. Treasure Roll (2,5) nothing found amongst the rubble.
This is Greyface and Flika in the tower ruin. All of the wooden steps have rotted away, leaving just the shell left.

Slasher exits the hovel after finding nothing and moves towards the cover of some nearby bushes.

The Hern Crew move towards the large ruin, while Wolf Head and his squad skirt the outside.

Another view of the Hern zombie squad. Red hand and Banger wait their turn to go into the ruin, followed by their controller, Hern.


Slasher, who is now hiding in the bushes (top right), raises the alarm with a whistle, "Creatures are approaching.", as he sees movement by the Zombies.

Iggy is charged by Pike (Cause Fear). Curly Tail gives another hoot of alarm as it spots another party in the distance, the Dwarf party have been spotted too.

Stron the Dwarf, sees movement over by the ruin in the distance. They are now aware of the Skaven menace, but not the zombie problem.
The zombies see movement behind a fence and moves to intercept. Pike is in the lead, obscured by bushes, followed by Redclaw and Wolf Head, Footsie is below.

Greyface and Flika move out of the tower to spy on the intruders.


Curly Tail seeks refuge by a rock, with zombies approaching him. Note, no search was carried out by the zombies, as they were too busy trying to get breakfast.


YT and Iggy prepare for action against their zombie threat.

Hern directs its squad into the building. The shadows being their ally in situations like this.

The view from the zombie starting position.

The overall picture of the battlefield.
Shooting

Yellow top shoots at Pike. Rolls 5, -1 long range -1 moved =3 Missed.
? shoots at Footsie, miss.
Nobbler shoots at Pike, rolls 3, at long range -1, had moved -1= 1 Missed.

Smifter shoots at Pike 4,  at long range -1 on the rubble pile, 3 Hit, 2 no damage.

Wolf Head tries to cast "Lifesteal" at Iggy, but fails.

Combat

Greyface attacks Klacker, 3 miss.
Iggy does a fear check, (3,1=4) pass.


Iggy attacks Pike, 4. A Hit. Wound =3, knock down.
Klacker attacks Greyface rolls 6, long range -1, move -1, in cover -1 = 3, missed.
Strom loads his pistol and aims at Greyface.
Grinder shoots at Greyface, a miss.
Bronn shoots at Greyface, a miss.
(I don't think they like Greyface at all).
Turn 3

Recovery
Pike gets up.


Nobbler and a friend move through the undergrowth.


Yellow Top and Iggy prepare to do battle with Pike again.

Snifter moves to the wall from the rubble pile.

 
Bron moves to the rock, followed by Gornish and Grinder.

Slasher squeaks a warning at Curly Tail that an attacker is on his right side. Curly Tail swivels to meet the threat.

Pike charges Yellow Top (Fear).

Footsie moves to the left to go around the wall. Wolf Head follows Pike and Redhand.

Gutsie and Chopper move through the house towards Curly Tail. Gutsie is just out of Hern's control range, but it has a clear target, so it does not matter and it presses on towards its target.

Banger and Clubber are outside the building with Hern.

Shooting

Curly Tail shoots at Gutsie, 3 a miss.

Slasher shoots at Chopper, 3 a miss.

Greyface shoots at Klacker, 2 miss.

Stron shoots at Curly Tail (CT), as he could not shoot Greyface (who was closer) because Klacker was in the way, misses.

Bronn shoots Greyface, 5 hits, 1 no damage.

Gornish shoots at Greyface,1 miss.
Combat

Yelllow Top (YT) has been charged by Pike. (Cause Fear). Leadership roll 4 passed. YT wins Initiative roll 5,4. YT hits Pike 5, wounds 4, Injured 4, knock down.

Turn 4


Recovery

Pike gets back up.

Movement

YT and Snifter charge Pike.

Iggy moves over to the left of YT and Snifter and is charged by Clubber, encouraged by Wolf Head behind it.

CT and Nobbler are charged by Gutsy coming out of the building. (Right of rock).

Slasher is charged by Chopper. (Left of rock).

Banger and Redclaw move up behind Gutsy and chopper, with Hern in the shadows.

Flicka moves to the other side of the house ruin to try a flank attack on one of the creatures invading his home.

Bron charges Greyface, who is charging Klacker.

Yolm moves left on the ridge to get a better view of the combatants and anything else about.

Wolf Head looses mental contact with Footsie and it wanders off, (Random direction roll 6), back the way it came, since it could not see any targets, (all were behind the wall).

Shooting


Stronn prepares his pistol for action. (Not got any particular target in mind.)

Combat

YT and Snifter v. Pike - Pike has just recovered so is last with Initiative. Snifter wins initiative, but fails his Fear test 9. Hit roll 4 miss. YT hits 6, wounds 4, 3 Knock Down (again) - so no return attack from Pike.

Iggy v Clubber - Initiative rolls Iggy 4, Clubber 5, but Iggy has a Pole so goes first. 3 Misses.
Clubber bats the pole away with its arm, it hits 6, but is off balance, 4 glancing blow.

CT + Nobbler v Gutsy (Fear) - CT=7, N=7, both pass.
Initiative roll, CT=6, N+4, G=2.


CT hits 6, wounds 5 and Injures 6, Gutsy is out of action (OOA).

Slasher v Chopper (Fear) - Passed fear test 6. and Initiative.


Hits 6, Wounds 2, Injures 5, OOA. Gains 1 XP.

Klacker + Bronn v Greyface - Greyface is almost classed as all alone, but not quite. Flicka was round the corner and CT was by the rock in the central area, both within 6".


Klacker strikes first, hits 6, wounds 4, Injures 6. So Greyface is Out Of Action.

Well, there you have the dramatic end to Turn 4. The action continues with Turn 5 in Part 2.

Parts 2 to 5 have been published.

Regards,

Ivor Cogdell

P.S. Still no luck with the Comments entry box. It will not let me add anything.