Showing posts with label Mordhiem. Show all posts
Showing posts with label Mordhiem. Show all posts

Sunday, 14 April 2024

Battle for Blackside - Mordheim Season 4 Turf War Round 3

Had the third round PvP game of our fourth Mordheim Campaign back in the end of January and had the full complement of players attending, Ian with his Carnival of Chaos, Ric with his Middenhemers, Kev and his Halfling Horde, Andy and his Kislevite's, Dave with his trusty Reklanders, and Leigh with his Bretonnians all ready to do Battle for control of the Blackside area of Mordheim.

Battle commences

The game was to be fought in the cramped confines of the tangled streets of one of the many unsavoury area's of Mordheim, so most of the Warbands were forced to close with each other pretty quickly as the street scape limited the shooting oppurtunities of most of the bands.

Middenheimers move out towards the Chaos horrors

The first turn or so was fairly uneventful with al the bands jockeying to see which way each would go, only the Kislevite's boldly marched towards the centre and towards Ian's Nurgle types (and picking up a couple of Wyrdstones on the way).


The Middenheimers mover towards Ian's Chaos forces and the Halflings spread out and advanced generally into the field moving out towards the Middenheimers and Kislevites. Dave's Reiklandrs hugged the table line and moved towards the Kislevite's while Leighs Bretonnians moved out with an eye on the Wyrdstone and the other on the Nurgler's. THe Chaos Warband moved towards the Bretonians keeping to cover to minimise the incoming shooting.

The Halflings spread out seeking sniping oppurtunities
against the Kislevite's and Middenheimers

This was the general trend for the first couple of moves. Neglgable Random Happenings bar a minor wyrdstone encounter for the Kislevite's.


Kislevite's head into the centre
and seek battle with their Arch-enemy

A small amount of opportunity shooting occured now and then from around the board but with little effect to anyone though did make all the Warbands hug the ample cover.

The Reiklanders skirt the action and look to approach
the Kislevites from the rear

The Kislevite's continued their advance to the centre hugging cover so slow progress, the Reiklanders moved round to the Kislevite's rear and the Bretonians made a mounted knightly dash for some choice wyrdstone placements and back again while bracing for the oncoming Nurgle tide. The Halflings and the Middenheimers moved cautiously forward while sniping at each other and anyone that showed above the parapet.

The Bretonians dash for Wyrdstone before the nasty
Chaos types steal it away


Middenheimer cautiously approach Nurgle's
finest while attemping the odd distance shot

The Middenheimers began to close slightly with Chaos forces but the Halflings chose to stand fast and wait for oportunities for their bows. 

The Nurglings and associated nasty types closed with the Bretonnians and quickly developed a close melee with the Carnival quickly downing a knight and pinned the Bretonnians in place while circling round and leaving a couple of outlyers keeping an eye on the slowly approaching Middenheimers.


The Nurgle Chaos tropps close with the Bretonians 
and quickly gain the upperhand in melee


Things quickly get sticky for the Bretonnians

The Reiklanders gain an opening and begin to shoot at the Kislevite's but these are now mid table and have ample cover from the rear attack still some distance away.


Reiklanders open up on the rapidly disappearing Kislevites
but to little effect


The Bretonnians battle on

And then the rains came...

With the next check for Random Occurances landing with Kev, he rolled up a positive result which produced a 'Storm of Chaos' in the form of a Wyrdstone tainted downpour lasting a couple of turns which would inflict a S2 hit to anyone in the open. 

The streets strangely empty...

With the poisonous tainted rain lashing the streets all the bands dove for cover with some better placed to seek shelter than others.

Over the course of the couple of turns most of the bands took some hits but the Halfings and Reiklanders suffered particularly badly. Both Warbands took multiple casualties and at the end of the 2nd round of rain both bands left the field due to the losses.

The Bretonians also quit the field with minor losses from the rain but coupled with combat losses with the Chaos Horde, Leigh chose the better part of valour and retired to lick his wounds being several Hero types down.

The Kislevite's emerge following the deluge

Once the rains had cleared it was down to a three horse race, with the Kislevite's in the strongest position having taken almost no casualties to date but the Middenheimers and Carnival were both still strong in numbers too.

The Middenheimers make a move on the Chaos Warband

The Kislevite's advanced slowly through the twisting streets keeping their numbers together and letting Ric's Middenheimers have first chance against Ian's mighty Nurgle Warband, and the Middenheimers emerging from their cover rushed in slightly piecemeal against the grouped Nurglers but fought a valiant fight but took greater losses than they inflicted in the open street area.

Threeway fight develops as the Kislevites move
toward their hated enemy

The approaching Kislevite's forced the Chaos troops to split their forces to keep an eye on both front and flank so this limited their effectiveness but the toughness of the Chaos troops bluinting the middenheimers attack.

Middenheimers and Chaos fight it out as
the Kislevites approach cautiosly


The Kislevite's consolidate 
(and pose for the photo opportunity)

After two or three rounds of the slightlt one sided exchange the Middenheimers broke but having inflicted a couple of casualties on the Chaos band.

Kislevite's push forward but struggle to get the
numbers in to make the difference

Andy now chose his moment for a full attack but the cramped confines of the alleys limiting his number advantage on the slightly spread out Chaos types.

A strong and fierce melee ensued in the narrow alley but both sides held back from full engagement with the Chaos trusting to his dice and toughness and the Kislevite's with an eye to survival and lack of opportinity to engage.

All the big hitters of both bands joined in and much claws, teeth and sabres flashing ensued and several rounds of vicious melee was had againsdt the hated rivals.

Once again things went down to both bands being on rout checks and after a few passed checks on Ian's part (with a good chance of success due to his leaders Ld at max) Andy failed his 2nd or third check and it was all over.

Chaos numbers and Toughness prove too much
for the Kislevite's

So in the end Ian dice and ability to keep the numbers in the melee's in his favour give him a third victory in the Campaign and push him further ahead in the Turf War. Time will tell if this is an unassailable lead or not already.

The positions for the end of Turn 3 following al the Scouting and Raiding is as the Campaign Map;

Season 4 Mordheim Map - Turn 3 End

Turn 4 PvP game has been played and awaiting final turn orders and results before posting up batrep but will follow shortly with Turn 5 opening game due this month.

Thursday, 21 December 2023

Mordheim Season 4 - Turf War - Round 1




Blood on the streets of Mordheim

This is a bit of a catch up post for our recent Season 4 Mordheim Campaign kick-off which was played a wee while ago at the club.

The campaign was originally planned to have it's inauguration on the March monday 2020 that the pandemic lock-down kicked in and was moth-balled for two and half years.

Following a slow and a gradual return to normality and the club opening up again, discussions crept up to resurrect the campaign. I was slow to get back to the club and gaming generally due to family constraints but managed eventually and having been chased by various bods, dug out the campaign background, map and rules (having to re-write some bits as couldn't find it all) and we re-arranged a new kick-off with a slightly revised line-up of Players. And so after a bit of a serious nudge, we got the campaign under way after a short (three and half years) hiatus.

This campaign was to be a bit different from the previous as being entirely set within the confines of Mordheim east side and is basically a gang war for territory. Winner of the campaign will be the Warband which controls the largest number of territories and amasses the greatest wealth in the process.

The culprits for the Season are; Dave K's Reiklanders setting up in the Wharf District, Ians Carnival of Chaos camped out in the Back O the Wall north of the Great Library, Andy's Kislevite's in the East behind the Temple of Sigmar and Abbeie Ward, Kev's Halflings south east of the Market Square at the Wazard Mansions, Ric's Middenheimers to the South around the Clock Tower, and Leighs Bretonnians in the west at the Adventurer's Wharf.

Things kick-off with all cagey

With the first game PvP game organised, all was ready for the off but at the last minute Kev had to call off as he had picked up Covid (not without a great deal of irony as Kev was the priincipal instigator in getting the season back under way) so it was to be a five sided barney for the first game for a fight to control the north quadrant of the Market Square.

The empty Market, but not for long

With the devistated Market area fairly open and only the remains of Merchant stalls offering much cover on most of the board, the two sides of the market which had the street fronts and buildings were attractive to the fledgling warbands to seek as much cover as possible initially.

Dave's Reiklanders kicked off proceedings and took as much cover as possible entering the fray on the open east side. Ric's Middenheimers took up shooting postions among the ruins of the guild hall to the south est and began to take pot shots at the covering Reiklanders.

The South of the square was empty of combatants and Andy's Kislevite's moved out of the streets to the south west and probed north and east into the open market area's relatively free from enemy's. Leigh's Bretonnians to the North west positioned themselves for a foray into the centre while watching for enemies moving towards them and Ian's Chaos forged to wards the centre and tentatively moved to cover facing the Bretonians. All the warbands targetting warp stone for quick and easy pickings while watching to see where the others would head.

The Middenheimers move out to engage the Reiklanders
while skirting out to hoover up some ripe Warpstone

Once all warbands could see itial directions of play, the game broke up into it's usual pairings with the odd number player (in this game it was Leigh's Bretonnians) getting sandwiched between the Chaos Bods and Kislevite's.

Ric's Middenheimers moved out towards Dave's Reiklanders while skirting wide to pick up any available Warp Stone in the open Market area. Dave reciprocating in like with an eye covering the Chaos bods emerging in the centre but not closing for now.


Middenheimers engage with Reiklanders

Meanwhile Ian's Carnival of Chaos moved cautiously out in the centre of the table keeping to the cover and moving to hover up any shards available and turning to face Leighs Bretonians to his right. Leigh also fairly cautious with Chaos to his left and moving in and Kislev to his right though more distant also kept to cover and set up in cover for taking pot shots at the approaching horde and picking up any nearby warpstone. While the getting was good Leighs mounted knight made a staraight beeline for the centre of the board to pick up the spare warpstone while the centre was clear and bods otherwise engaged.


Bretonnians position for the oncoming tide

Andy's Kislevites also generally kept to cover initially though moving wide to tempt Rics Middenheimers out and perhaps pick any unclaimed warpstone in the area and moved slowly north towards the Bretonnians.


Middenheimers slowly taking the worst vs Reiklanders 

With the game direction fixed, the warbands then downed and entered into the matter at hand. The Middenheimers and Reiklanders engaged with missile bods adding support while the Reiklanders kept a weather eye on Chaos to their rear and the Middenheimers sent a wide scouting foray towards the Kislevites.

Chaos and the Bretonnians faced up with the Bretonians laying down as much fire as possible while Chaos slowly advanced keeping to cover as much as possible before charging in. The Kislevites a bit further away advanced mainly towards the Bretonnians and approaching Chaos hordlings and a countering group to the infringing Middenheimers.


Kislevites and Middenheimers battle in the market

The Middenheimers and Kislevite skirmish was brief and costly to the Middeneheimers with the Kislivites quickly gaining the upper hand though this did seperate some of the Kislevites from the main event to the north.

The melee between the Reiklanders and Middenheimers to the east was protracted but ulimately fewll in favour of the Reiklanders with minimal losses, the spreading out of the Middenheimers ultimately proving to be spread to thin and Ric's Warband was the first to reach break point and decided to voluntarily flee the field with reasonable booty in tow.

Middenheimers moving wide and spread out towards the open market

The onslaught of the chaos hordes and a rapidly declining situation for the Bretonnians with Ians Chaos troops moving in enmasse and coming to blows and the Kislevites moving in to his flank, Leigh took the 'live to fight another day' option and voluntarily fled as soon as he was able flowing several losses to melee.


Kislevites close on the Bretonnian/Chaos melee and
join the fray

With the three way melee resolved with the Bretonnians departure, the Kislevites and Chaos forces engaged in a hard fought melee but with nearly a quarter of the Kislevite forces delayd to the south and slow to get into the fray and the Chaos troops consolidated more or less the tide of the melee though at first to and fro quickly moved in Chaos's favour.


The main struggle draws to a close with the Kislevites and
Chaos in full melee

The extended melee though hard fought went in Chaos's favour and Andy's Kislevites ultimately broke leaving the Reiklanders and Chaos Warbands both bruised though the Chaos troops having taken more loses with it's battles with both the Bretonians and Kislevites but left the two surviving forces pretty seperated either side of the open market.

Ian's Carnival troupe moved to engage with the Reiklanders but Dave played the tactical card and moved away while trying to take pot shots at the advancing Nurgle horrors and force a break test.

The Chaos troops quickly reached break point and Ian's Leadership throws were universally successful and eventually managed to make contact with the retiring Reiklanders with Dave bowing to the inevitable and charging in to try and reduce the numbers in his favour. 

The resulting running skirmishing went badly for the Reiklanders as they retired over the previously hard fought ground and this pushed the Reiklanders into break tests too and so in the final turns it was down to who failed the break test first with this ultimately being the Reiklanders, leaving the Nurgle horde masters of the field.


All the bands managed to pick up reasonable loot and losses were largely minimal though with the usual smatterring of injuries and so on. 

The campaign is set to be a fairly rich one and with territories and area's of control additional recruitment is available to all the bands so any losses will be easily replaced and long term give each of the Warbands a pot to draw replacements from though they do need to husband their bands as any territorial gains will need to be garrisoned.

Interesting first match and the first campaign turn concluded including scouting raids and trading and  the second campaign battle has already been foght and will post up the batrep for this fairly shortly.

Monday, 31 July 2017

Mordheim Season 3 - Finale - Slayer's End

We had finally arrived at the finale for the Mordheim Season 3 campaign with the Warbands picking their way through the ruined and crumbling edifice that is 'Slayer's End', the hiding place of Allex the Necromancer and his surviving minions.

All the campaign participants had managed to make it for the finale and the role call of the bands is in the order of play as determined in the previous game results; Ian and his Dwarf Rangers, Kev with his Vampire led Undead, Dave with his Marienburger Mercenaries, Andy W's Skaven Horde, Andy L's Witch Hunters and lastly my Protectorate of Sigmar.

The idea from last game is that the crews kick off in order of results from the last game as the bands find their way through the ruins and enter the inner sanctum of the Necromancer's lair. The Dwarves arrive and move in turn one, the Undead arrive and move in Turn 2 and so on until on Turn 6 the Protectorate arrive and play tail end Charlie, and the bands move into the ruins and dispatch the Necromancer's Minions prior to the big fight finale and hopefully duff up the Necromancer, finally bringing down his reign of Terror once and for all.



Of course, things did not go as planned, at all. From the beginning, the Dwarves did not want to go into fight the bad guys and have the Skaven appearing at his back in three turns so Ian sat in his deployment for three turns waiting for the Skaven to show and duff them up instead.

The Undead did move into the ruins and made pretty short work of the few Giant Slater's that barred their initial path .


Next on the scene were the Marienburg Merc's who though being a shadow of their once mighty selves charged in with gusto and tackled a couple of Wargs lurking in one of the main halls.



Andy's Skaven duly appeared and were jumped on by the ambushing Dwarves but managed to screen most of his band with his Rat Skirmish Screen and made a dash for the door.



The Vampire Crew continued their purposeful march straight through the Halls and entered the central courtyard where a group of the evilly Dryad types where hanging out and over the space of a couple of turns dispatch the four evil spirits in fairly short order.



By this time though, Andy's Witch Hunters had made their appearance and were now stalking up behind the Undead. However Andy and Kevin made an agreement not to beat each other up (at least until the 'bad guys' were out of the way, so the Witch Hunters began to side step the Undead and make their way more towards the Skaven and Dwarves.

The tail-end Charlie the Protectorate now made their appearance and as the Marienburgers were still clearing their feet with the last Warg, Dave sent one of his best men 'Edward', a heavy hitter but suffering from Stupidity off to slow down the Protectorate to make sure they didn't cause issues there.



The Skaven, not wanting to hang around and be entertained by the Dwarves skedaddled past the Dwarves and jumped the Wargs patrolling the West corridor and barely 'paws'd' while taking out the speed bump while leaving a rat forlorn hope to delay the Dwarf pursuit and they continued speedily towards the objective.



The Undead finished off the Dryads and moved onwards towards the objective too with a possible clash with the Skaven looking likely and the Witch Hunters skirting round the courtyard and seemingly keeping to their pact with the Undead to not cause problems until the Necromancer was dealt with.

The Marienburgers moved onward into the ruins too but fed another Henchman to the Protectorate who moved out into the East Corridor now pursuing the Merc's, but the Protectorate were charged by the a surviving Giant Slater who had been over-looked by all before and now held up the Protectorate. The Merc's charged into another Giant Slater intervening in their passage and diced it into cubes in fairly short order.



Things looked to be going fairly well at this juncture and with the Undead, The Skaven and the Marienburgers all closing fast on the Necromancers lair and only a couple of out lying gribblies still causing mischief it was beginning to look like a big clash for the demise of the Big Bad..... However, things went astray from here once again.

The Dwarves began moving out of their corner at last and began the trek towards the objective and having now lost 50% of their number on clearing the last of the obstructing Skaven rear guard made the first of many break tests successfully.

The Skaven rushing through the ruins skillfully and the Rat Ogre demolished a Giant Slater with barely a pause in stride and moved into the outer sanctum of the Necromancer lair where they traded blows with the Warlock, the leader of the Witches Coven and a couple of Undead types but on the loss of one of their number to a well placed no save spell from the Warlock the Skaven were put below their break point and at a 6 or less (rubbish Skaven Leadership) promptly failed and fled the scene.



To add to the mayhem, the Witch Hunters decided they didn't want to tangle with the Dwarves and take a long way round decided they would attack the Undead and piled into the rear of the Vampire Crew who for obvious reasons abandoned their advance on the prize and turned to face the new threat.




Things from here broke down to say the least. The Dwarves manfully continued their slow progress directly towards the objective making repeated break test throws in the process, and managed to throw a few distances punches at the Necromantic Crew. The Marienburgers managed to advance to within a pistol shot of the outer sanctum too and traded a couple of bullets at the Undead types but failed to advance further. 



The Protectorate, not wanting to leave a quarter of their number behind, waited while repeated attempts failed to dent the armoured back of the beastie and left them looking pretty useless (which they were).



And the Witch Hunters and Undead proceeded to take lumps out of each other oblivious to the task in hand and their surroundings.




In the end we ran out of time and with the remaining bands looking like they would be pretty shaky before managing (if ever) they managed to make it to try and duff up the 'bad guys' we called a halt to the proceedings. And so after a most lengthy and hilarious trawl through the ruins, a bemused Necromancer lives to tell the tale once again having watched the bands more interested in beating each other up rather than him.



The campaign has now concluded with a slightly disappointing ending as no winner emerged once again but the final game, and indeed the whole campaign, has been a joy to play and lots of fun with the guys playing which is what it's all about. Thanks to all for an entertaining journey through the Drakwald Forest once again.

We're already looking at what's going to be next and are looking at something hopefully a bit different for the next campaign. Watch this space for the next season.....


Thursday, 27 April 2017

Mordheim Season 3 - The Gate Keeper

The penultimate game of the Mordheim Season 3 campaign rolled around earlier last week, and with all the antagonists ready for a difficult dust up, it promised to be a good one.

The set up was similar the the penultimate game last season with the approach the evil Necromancer's lair (the aforementioned Slayer's End, a huge and crumbling temple cum cathedral) covered by the remains of the ruined gatehouse and out houses appearing out of the surrounding Drakwald Forest. Guarding the only entrance to the lair was the warband's old 'friend' the Great Oak, a evil spirit possessed Tree (who the bands had failed to kill in the previous Season) and some accompanying Shadow Dryads, all tasked with preventing access to the lair. The actual entrance was guarded by the daunting figures of two animated/possessed suits of Armour.

All the bands were present to have a go; Ian's Dwarves (victors of the previous game, Andy L's Witch Hunters, Kev's Undead, Dave's Marienburger's, Andy W's Skaven and my own Protectorate.

The Dwarves had a free move (they needed it anyway) to kick things off and then, just for a dramatic change, the bad guys managed to get the initiative and got to go first moving fairly randomly but with the Great Oak moving from the centre of the courtyard towards the entrance.


The Protectorate were next and moved as fast as they could towards the entrance and towards one of the Shadow Dryads that was menacingly moving towards the flank and managed to take down the first of the Shadow Dryads that was hovering around. The Skaven moved down the side of the ruins and began to rapidly close on the rear of the Protectorate with the much reduced Marienburger's slow to move up behind the Skaven and attempted a couple of long range shots at the disappearing Rats.


The Undead moved forward to wards the ruins tentatively at first and sent out their hounds to attempt to destroy the Dryad which looked to be heading in their direction but lost both beasts for their trouble, and the Witch Hunters mirroring the Skaven on the other side of the field, moved along the flank and towards the Dwarves, who in turn moved as fast as their legs could carry them straight towards the awaiting gate but in formation, keeping regular ranks with plenty of space to maneuver. The Dwarves quickly dispatching the first of the Dryads that ventured in their direction.

Undead move to contact with the a Dryad

WH's & Dwarves moving
The Skaven quickly out paced the Protectorate who were forced to turn to face the encroaching rat-types. In an attempt to forestall the enevitable, the Protectorate got the charge in and managed to hit the slightly scattered front ranks of Skaven who were all the heavy hitters in the Skaven camp, and as usual screened by small rat types.

The dice were not to be, and the Protectorate only managing to kill one rat and wound the Rat Ogre (with a lone Archer armed with a dagger no less). The resultant counter attack brought the usual numbers to bare and the Protectorate lost three of their number taken out of action. The subsequent round enforced break test was a resounding 12 and the Protectorate left the field after three rounds.

Protectorate charge the Skaven front ranks
The Skaven rear ranks meanwhile lined up and in a decent show of volley firing sling shots, removed another of the Shadow Dryads while the rest of the band were busy with the Protectorate.

The Marienburgers continued their very cautious advance on the rear of the Skaven, lobbing the occasional arrow in their direction but to no effect and the Undead (headed by the new-ish) Vampire charged into, and made short work of the Dryad that had duffed up his dogs.


The Witch Hunters now began to head for the main courtyard area and began to head straight for the Great Oak while positioning their Halfling Scout in one of the ruins to take pot shots at the now advancing Undead. The Dwarves also continued their single-minded advance, taking out the last of the Shadow Dryads as it tried to take refuge in the ruins of Slayers End.





The Dwarves and WH's (erstwhile Allies)
 dangerously close
The Skaven approach the Great Oak










The game now swung in a north/south divide. The Undead broke cover and headed out into the courtyard, with the Marienburger's hovering round on the outskirts hoping to pick up on pieces left by the others combat and the Witch Hunters, originally heading for the main objective, changed course and about faced to face-up to the encroaching Undead.

To the north and the Skaven purposely headed for the Great Oak, now having moved to intervene between them and the entrance.. The Dwarves, moving slower but no less direct, now free from the possible attention of the Witch Hunters, moved towards the entrance on the other side from the Rats.

The Rats advancing on the Oak let out a hail of sling stones but only one of the many finding it's mark before the multitude closed in on the Oak and one of the door guardian suits. The Dwarves, slightly more spread, though deliberately, moved into contact with the other suit while shooting at the un-engaged Skaven ranks. 

The battle at the gate commences
The Skaven and the Dwarvf ranks (including their merc Pit-fighters) made fairly short work of the magically animated guardians. The Dwarf blunderbuss took out a couple more of the rats but the Great Oak though beginning to take a few wounds continued to take out a couple more rat-types.

...and gets messier
The Dwarves now engaged the rats nearest the door to try and clear a way into Slayers end and with the closing rounds a mix up of the Rats and Dwarves battling round the Great Oak who continued to bash anyone who came close.


The Undead and Witch Hunter's close
Southwards, the Undead and Witch Hunters faced off. The Halfling Marksman perched on the ruins had failed to find his mark, but the subsequent answering fire from the Dregs managed to topple him and prevent further mischief.

The WH's charged into combat en-masse, and though out-numbering the Undead failed to conclusively damage them. After a fairly brief but messy struggle, the Witch Hunters broke and headed for the hills but only after taking out a couple of the Undead numbers putting them close to break test too.

The Undead look to see off the Merc's
With the Witch Hunter's gone, the Undead turned their attention to the Merc's who were now sufficient to cause the Undead concern having been depleated. The combat with the Merc's was brief and pretty decisive with the Merc's voluntarily routing to avoid casualties to their already much reduced band.

....and messier. The final stages of the battle at the gate
At the gate, things were coming to a conclusion. Though the Skaven had managed to take quite a few wounds off the Great Oak, it was still standing and dealing out the damage and coupled with charging what they could into the Dwarves, the Dwarves got much the better of this combat.

With extensive losses, the Skaven eventually broke while the Dwarves, freed from this combat and before the Great Oak could turn it's full attentions, piled through the entrance into Slayers End but down nearly a third of their number and having to leave their marksman to his fate and the hands (branches) of the Great Oak

With only the Undead left on the table, they attempted to close on the Great Oak from the other end of the Courtyard and though making three successful rolls on his break test, inevitably Kev failed the last roll before getting into combat and had to flee the field in the face of the terrifying Oak.


With the objective complete (just) and the bands reaching Slayers End, the next and final game of the Season will be the final confrontation to take down Allex the Necromancer. Kev's Undead, as last man standing did have the option to mount a raid on any of his opponent warbands prior to the final confrontation, but he declined the option thinking that this would do little advantage prior to the last battle.

The final game will be a bit different to all the others as there will be a staggered deployment, based on the results of this match with the order being determined by firstly the order that bands managed to exit through the gate and then the reverse order that the bands routed from battle. 

This means that the Dwarves will again go first, followed by the Undead and the Marienburgers, then the Skaven followed by the Witch Hunters (though as different number of melee rounds were played in the two combats, that might actually be the other way round) and last on the scene will be the Protectorate of Sigmar (who will hopefully hoover up the goodies after the mayhem, but we'll see).

With the shadow of the last campaign conclusion looming over all Season 2 The Necromancer's Lair Part 2, the bands are keen to ensure the Necromancer doesn't get away this time. To see if they manage his demise or crash and burn, look out for the next exciting episode.....

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