By
Tuomas Pirinen
Welcome once again to the grim streets of the City of
the Damned! During the last few months we have detailed
rules for special weapons and equipment and told you how
to build warbands. This month we present 3 Mordheim
scenarios, namely Skirmish, Street Fight and Hidden
Treasure...
Of all the scenarios you can fight, Skirmish is the
simpest encounter between two rival warbands. It is a
head-in clash, where both groups try to defeat their
rivals directly by combat. There are, of course, many
other encounters which can occur in the dark alleys of
Mordheim! Street Fight and Hidden Treasure are just two
of the many I am currently working on. I have written
rules for raids, breakthroughs, and many others which
we'll be publishing over the coming months. If you have
scenario ideas of your own, why don't you let me know?
I'm always out looking for new ideas.
Before playing these scenarios, my final piece of
advice is use a lot of terrain! Warhammer
cardboard buildings suit these scenarios fine- any ruined
buildings you have will create the right terrain for the
battle, and give the playes interesting tactical options.
Such scenery also suits the atmosphere of Mordheim
personally. Happy gaming!
Scenario I: Skirmish
In the vastness of Mordheim there is always
the risk of running into a rival warband. While
sometimes two groups pass each other without
hostilities, more often than not a vicious battle
breaks out amongst the ruins. If a warband can
drive it's rivals away, it will have a greater
area in which to search for wyrdstone.
Terrain
Each player takes it in turn to place a piece
of terrain, either a ruined building, tower, or
other major piece of terrain. It is suggested
that the terrain is set up in an area roughly 4'
by 4'.
Warbands
Each player rolls a D6. Whoever rolls the
lowest chooses which table edge he wishes to set
up on, and places all his warriors within 8"
of that edge. His opponent then sets up on the
opposite side.
Starting the Game
Both players roll a D6. The highest scoring
player takes the first turn.
Ending the Game
When one of the warbands has lost half it's
models it routs, and the game ends. The routing
warband loses and the other warband wins.
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Scenario II: Street Fight
You have come to a street with only one way
out - and that's the other end. Unfortunately
there is another warband coming the other way.
Your only option is to fight your way through.
Terrain
Set up all the buildings you've got into a
single street, with no gaps along the side.
Behind the buildings are impossible ruins and
foulness. The only way out is the street. The
street may be as winding as you like and should
not be too narrow to fight in, but can have
narrow bottlenecks art some points. The playing
area is 4' by 4'.
Deployment
Roll a dice to see which warband deploys
first. The warbands are deployed at eithe end of
the street, within 8" of their own table
edge.
Special Rules
Neither warband can backtrack down the street
to leave via their own table edge because their
way out lies in the other direction.
Starting the Game
Roll a dice to see who has the first turn.
Ending the Game
When one of the warbands manages to exit all
it's models (which have not fallen casualty) from
the street via the opposing edge, the game ends
and that player is victorious.
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Scenario III: Hidden Treasure!
There is a rumour that one of the buildings
has a cellar filled with treasure underneath it.
Two rival warbands have heard about the cellar
and are now searching the area. Who knows what
forgotten treasures may lie waiting to be found?
Terrain
Each player takes it in turn to place one
piece of terrain, either a ruined building, a
tower, or another major piece of terrain. It is
suggested that the terrain is set up in an area
roughly 4' by 4'.
Deployment
Roll a dice to see which warband deploys
first. The warbands are deployed within 8"
of their own table edge.
Special Rules
All the Heroes in both warbands know roughly
what they're looking for and must inspect the
buildings to find the secret passage to the
cellar. Each time a Hero enters a building roll
2D6. On a score of 12 he has found the treasure.
Add +1 to the dice roll for each building you
have searched before. A Hero may not search
buildings in his own deployment zone. After
finding the treasure, the Hero must then take it
to safety via his own table edge. If he is put
out of action, place a counter (a good counter to
use is one of the Warpstone counters from
Warhammer Magic) in the spot where he fell. Any
warrior may pick it up by moving into base
contact with the counter.
Starting the Game
Roll a dice to see who has the first turn.
Ending the Game
When one of the Heroes gets the treasure to
safety, the game ends.
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- Tuomas
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