This is a trial game I played using an adaptation of Mordheim for WHAA made by Mahon of Chest of colors and using my usual 10 mm. stuff. As I do not have ruined houses in that scale, the scenario will take place in the outskirts of Mordheim. My Orc warband is raiding a human territory.
Both warbands cost fourteen combat points. The Orcs are a chieftain Rep 5 Hardiness 1, one shaman Rep 4 Hardiness 1, two Big 'Uns Rep 5 and four boyz Rep 4; all of them frenzy. The humans are an Averland mercenary group composed of one captain Rep 5 Hardiness 1, one sergeant Rep 4 Hardiness 1, four youngbloods Rep 2 with swords, two mountain guards Rep 4 with sword and pistol, two marksman Rep 3 with musket and one Halfling scout.
The Orcs split in two groups and enter on the East side and through the woods while the Averlanders are in the village, being most of them inside the houses.
The Orcs from the bottom run towards the wall where a mountain guard is guard duty. He spots them and shoots but misses. The Orc boss and shaman together with two more boyz race through the ruins and woods towards the bridge.
The Orc shaman spots the captain of the Averlanders next to the bridge and cast a spell of dread upon him, also affecting his sergeant near him. Orc boss and one boy reach the bridge but are counter charged but the captain and his sergeant and lock in melee.
On the other side of the river the big 'uns and two boyz storm the wall dodging the bullets and kill the solitaire guard.
Averlanders roll too high during several activations and cannot not get their troops out of the houses and help their captain, who panics and routs when his sergeant is slain in front of him. Without their two leaders, the Averlanders now will have it much more difficult to activate.
The only Averlander with enough Rep comes out to help his captain but it is too late and he ends surrounded by Orcs and he is quickly dispatched. The Orc shaman tries to cast a new spell but suffers a backlash and gets dazzled.
After killing the last of the mountain guards, the Orcs split in groups and register all the houses one by one, killing the leaderless Averlanders like trapped rats. The last to go is the Halfling who resists three consecutive melee round with the Orc boss. This causes a lot of fun among the greenskins.
End of the game and time to see if any of my heroes get some advances. The Orc boss raises his Hardiness to two, keeps his Social Standing at five and gets a new skill: Silent Killer; but the shaman lowers his Rep to three and raises his Hardiness to two as well (this was surely due to the backlash he suffered after the first spell).
The whole band searches for Wyrdstone and founds seven shards but three are spent in upkeep.
WHAA is great to play solitaire so you can play a Mordheim campaign on your own and enjoy a lot. Also, this system allows hidden movement or fog of war, and reaction and counter reaction from both sides, so no one stays sitting duck. The only problem I notice here it is that the activation could unbalance the game.
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