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Messages: 4, Likes Received: 12, Trophy Points: Battle Report: Mordheim Test Game Played a quick test game with my wife today, using some simplified Mordheim rules and lots of my newly constructed jungle terrain. Last edited: Aug 28, Warden , Aug 28, Setup : The game was very simple to prepare for, I used all the jungle terrain I could fit onto the table. The centerpiece was the burial mound I have been working on for the last month, plus the jungle plaza and road pieces. I put the main buildings around the edges and fit the jungle trees and plants wherever they could go to make the board nice and congested.
Warbands: Since this was the first game of Mordheim I have ever played and the first Warhammer exposure my wife has ever gotten we kept it nice and simple. Each warband was identical in construction, using the Bretonnian Warband rules.
I figured using humans on our first Mordheim match would make it simpler, plus we wouldn't need to take the obligatory skink priest and need to figure out how magic worked. Red Knights: White Knights: I glossed over most of the crazier games rules for my wife, and in interest of time. The game was crazy enough without a ton of random encounters or hazards laying over the board, or surprises each turn.
If we get used to the game more we might include these things, especially if I ever wind up doing an actual campaign. We put out seven tokens on the board token 4 was the treasure chest. Token 2 was inside the arch in the lower right-hand corner of the map, and token 5 was inside the pyramid house. The primary objective was to grab more tokens than the other player, the odd number ensured there were no ties! Deployment zones were on opposite sides of the narrow-sides of the board.
I rolled to deploy first, and took the side closer to the pyramid house and the other building red zone , with my wife taking the opposite side white zone. First Few Turns: Immediately starting the game I grabbed token 2, and ran out into the center of the board with my Knight Errant and a men-at-arms backup group and grabbed token 3. My wife took a similar aggressive strategy and positioned her troops to grab token 4 on top of the pyramid and fall back.
She also placed her archers on top of the pavilion to prevent me to getting to token 1, so I counted that one as a loss. I was not expecting her to grab token 6 so fast, and I was only able to grab 7 with my questing knight before she also fell back to her deployment zone.
During this whole time we continued to exchange arrow volleys across the center of the board, her from the pavilion and me from the building and wood bridge next to the pyramid house.
One of my squires hiding from enemy fire and trying to snipe the Templars: My wife's archers in the pavilion, one having just been knocked down: Final Turns: In the end the game came down to the final brawl inside the pyramid house. I had four tokens and she had three, but her soldiers had the exit from the inside of the pyramid covered. My knight errant and his men-at-arms bodyguard charged her troops in order to break out of the pyramid but the attack grounded out into a war of attrition.
I was able to stop her reinforcements from coming into the pyramid with my questing knight, but not before she killed one of my treasure-token carriers and stole one of my wyrdstone! I had positioned my archers on the top of the pyramid early in the game so that I had the high ground in the center of the board for good fields of fire.
Though I tried for the last three turns to shoot down her running away questing knight he had two treasure tokens on him that he was attempting to carry off but his armor and the soft terrain bonuses kept him alive.
HeirofCarnage , Arawn and n like this. Results: Me: 3 tokens Loser My wife: 4 tokens Victor In the end the brawl inside the pyramid house was the decisive fight. The game was a lot of fun, more so than expected. The whole thing lasted maybe an hour from start to finish, including most of the rules-explaining part at the start. Initially my wife was wary of the huge amount of nerdiness approaching her as I challenged her to a battle, but her competitive spirit took over once we started and she figured out what she had to do.
Messages: Likes Received: Trophy Points: Looks like a great game, interesting to see that you had almost identical warbands! Warden , Nov 19, Messages: 8, Likes Received: 6, Trophy Points: Warden likes this.
Warden and n like this. Warden , Nov 22, Messages: Likes Received: 1, Trophy Points: Looking good! Are there rules for Lizardmen warbands? I don't remember ever seeing any. BeardyGecko , Nov 23, Warden , Nov 23, BeardyGecko likes this. You must log in or sign up to reply here.
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#13 "Lustria - Cities of Gold, New Hired Swords for Your Warband"
Every item in our inventory has been inspected, very strictly graded, and bagged for its protection. Shrink Wrapped. Still in the original factory shrink wrap, with condition visible through shrink noted. For example, "SW NM " means shrink wrapped in near-mint condition. Near Mint. Like new with only the slightest wear, many times indistinguishable from a Mint item. Close to perfect, very collectible.
campaign setting - lustria, cities of gold
Embed Size px x x x x Numerous dead-end tunnels lead the explorers in circles and venomous serpents occasionally swarm through the tunnels, attacking anything that comes in their path. The plunderers are thus forced to camp in the cities, while they explore the depths of the temples and plan how to overcome the numerous traps. As most cities host less than half a dozen small and large temples, many skirmishes are fought for possession of a temple so that it can be explored without interruption. Many plunderers are shrewd and wait for a rival warband to retrieve the treasure and then ambush them. However, they still need to be present in the city to keep an eye on the other warband so that they don't escape into the jungle unseen.
Lustria, Cities of Gold (Version 2.1)
Warbands Amazon Warband Campaigns Campaigns Optional Rules Settlements Introduction Gold For thousands of years the races that were left behind by the Old Ones have sought its splendour and died for it. The lure of gold has such an effect on the mind that brothers have come to blows over the possession of a mere handful. From the time the first Dwarf forges deep within the karags were built the greed for gold has been the reason for many battles.