Apr 232008

We finally started out Mordheim Campaign this past weekend! I am playing Bretonnians, my brother-in-law Michael Kingsbury is playing Lizardmen, and our friend Michael Stamps is playing the Adventurers from the Karak Azgal rules. In our first weekend of play, we got in six campaign turns and six combat scenarios.

P1000398Here’s the campaign table before we started. Click on any of the pictures on this page to get a larger version. Each warband, including the NPC Skaven, has it’s own custom movement model. I haven’t painted these yet, and also I’m going to put magnets under them so I can leave them on the map in between sessions. For tracking clues accumulated by warbands, I’m using some counters from a boardgame. The colored magnetized push-pins on the side of the map are for tracking player warband explorations of map areas. The map itself (better picture below) is simply printed in four parts, glued onto a cheap whiteboard, and covered with clear contact paper so we can mark on it with transparency markers.

P1000399The basic idea of the campaign is it is movement/map-based, with the Skaven NPC warbands actions and location on the map for a given campaign turn being dictated by cards. Players explore areas as the campaign progresses to allow them to move through those areas faster subsequently. The goal of the campaign is for the allies to collect more of five special warpstones than the Skaven. The four main Skaven clans are represented, each with custom card decks, and we are trading off playing the Skaven against player warbands as needed. For example, in one of the first fights, Stamps’ Adventurers encountered clan Pestilens, while Kingsbury and I didn’t run into any Skaven during our campaign turn. So Kingsbury played Pestilens against Stamper. The adventurer’s won this encounter fairly handily despite being pretty strongly out-numbered!

P1000402Of the six combats we played, the Skaven won two. Clans Eshin and Pestilens are the only clans we’ve encountered so far, as we’re playing in their parts of the map. As the campaign progresses, we will probably have to relocate one or more warbands to other parts of Mordheim to prevent Moulder and Skyre clans from gaining warpstones uncontested.

P1000409We had some memorable moments in the first session! In one scenario, the Adventurers were holed up in a multi-story building trying to hold off Clan Eshin – who had intercepted them as they entered from the West Gate into Mordheim. At one point as the building was being overrun, the Eshin Rat Ogre scaled the side of the building and walloped a couple of henchmen. We considered rolling for floor collapse! The barbarian made a frenzied charge against the Rat Ogre in this combat, but failed to take it out. Both Eshin and Adventurers were trading route checks by the end of this one, and Eshin failed their roll first. In a subsequent scenario, the barbarian would make up for this by taking the Rat Ogre out in a single charge, and the poor Ogre rolled a fatality in the injury results.

P1000410The Bretonnians and Lizardmen cooperated in two scenarios against clan Pestilens. One was a meeting engagement that the allies won handily, another was a sneak attack on the allies that went badly indeed. The Bretonnians would like to forget this scenario ever happened, as they routed quickly and left the Lizardmen alone to fight one of their most hated foes!

P1000413We discovered some campaign rules that needed to be tweaked, but we had a pretty good time, so I’m fairly happy with how the campaign rules are working out. After six campaign turns none of the five warpstones are recovered yet, and the allied warbands compare as follows:

Adventurers: 177 warband rating, 13 models, 5 areas explored, 3 wins 1 loss.

Lizardmen: 108 rating, 9 models, 5 areas explored, 1 win 1 loss.

Bretonnians: 126 rating, 11 models, 5 areas explored, 2 wins 1 loss.

The next session will likely see the first of our warpstone events! Hopefully the Skaven will not run off with it!

—– jim

  4 Responses to “Warpstone Mordheim Campaign Part One”

  1. 1) I think the adventurers are prob over powered.
    2) Having the Elf ranger and his modify one die at the end got me 2 free henchmen and 2 free hirelings.
    3) There is no #3
    4) Not having my warband be in the sneak attack scenario also helped.

  2. All very true! The Skaven aren’t fun to get ambushed by. They’re so fast they out-run poor isolated humies trying to reach safety. The Brets have added an elf ranger and the Lizardmen fixed their early starting mistake (Kingsbury thought they could only have three heroes to start with), so I think those two warbands will both perform better. The Skaven have taken some lumps too – the Eshin Rat Ogre being knocked out from the rest of the campaign was a major blow, and Pestilens had to hire a new Plague Priest which set them back a bit.

  3. I still think clan pestilens has the most powerful warband with the possible exception of Stamper’s Adventurers.

  4. You are probably right, mr. Kingsbury. That Pestilens sorcerer has turned into a particularly nasty customer, and they have a bunch of giant rats now to throw out as cannon fodder. However, while we have been playing with Eshin and Pestilens, clan Skrye has been purchasing equipment every turn. They are loaded for bear at this point, and they have a very nasty recruitment card (a Clan Skyre Rat Ogre) that they haven’t drawn yet.

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