Tuesday, 22 July 2014

Mordheim Season 2, The Finale!

Gaming has been a bit thin on the ground lately. Summer Holidays and a couple of last minute cancellations put paid to most of my games for the last month or so, but game 10 of our Mordheim campaign finally came around.

This time we were underground, in the lair of the evil necromancer himself!  This game was a dungeon crawl, with each of us having to fight our way through the various minions in the dungeon, before confronting the final villain.


We were down to three players, as Dave could not make it.  I had my Beastmen, Andy his Sisters of Sigmar and Ian with his Reiklanders.  My warband was virtually unchanged, apart from a very late addition of a Minotaur.  Andy's Sisters were looking a bit thin on the ground, while Ian had taken light casualties in his last few games.



Deployment saw me in the far corner, with Andy in front of me, and Ian on the opposite corner of the board.

Early game saw Andy make a rush towards the necromancer, leaving a few Sisters to guard his rear, while Ian made a steady advance up the other side of the table.  I split of some of my warband to the centre of the board, as the corridors were proving to be a hindrance to my large warband, especially as the Minotaur kept blocking the passageways.  

I managed to make short work of the Andy's rearguard with a few lucky spells, and my Minotaur made short work of some of the evil denizens of the dungeon.  



Andy continued his advance towards the prize, while leaving his Elven mercenary as a rearguard. I mobbed the unfortunate elf and made short work of him. Meanwhile Andy had burst into the necromancers inner sanctum and given battle. Ian continued his rather sneaky advance up the other flank, polishing of a few evil denizens on the way. Caught between the Evil Lord and my Beastmen Andy gave a good account of himself but in typical fashion soon reached break point (set at 50% for the last game of the campaign). He promptly failed his break test and we were down to two.  

I made a crucial mistake here and split my force into three. I had my chief and shaman fighting the minions on the left flank, my Centigor and a warhound fighting the Necromancer while the rest of my warband turned to face Ian's Reiklanders.



In the ensuing fight casualties started to mount quickly, with my Centigor and the Shaman falling to the evil necromancer and his minions.  Ian and I traded blows, with Ian managing to pass a staggering amount of Step Aside tests.  Eventually Ian reached his break point but passed his first few break tests, which gave him enough time to push my casualties high enough to force me to start making break tests.  I had an unholy relic so automatically passed my first break test, hoping that Ian would finally fail his test. Alas he passed and it passed on to me.  I needed to roll 7 or under on two dice with a re-roll, and failed the first test. There was tension in the air as I took the re-roll, but it came up a nine!




My warband decided enough was enough and fled the field, leaving Ian to finish of the necromancer. Unfortunately he finally failed his break test and also fled the field!  At teh end of the campaign the victor turned out to be the evil Necromancer, Alex whose minions had defeated us (along with a healthy dose of infighting!) and escaped to fight another day.

A great end to a great campaign. No one person emerged the clear winner and in true B movie fashion the evil villain escaped to fight another day.  A them for another campaign perhaps?

Many thanks to Rory for running an excellent campaign. I had a great time.  

After some discussion we decided for a slight change of scenery for the next campaign and are heading of to Necromunda Hive for some Sci-fi action.

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