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Messages - Dana_Tillusz

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1981
Archive of Game Discussion / Re: MORDHEIM MAP - League or Casual Play
« on: July 31, 2010, 02:15:18 PM »
1. QUANSIDE

2-Player Scenerio (roll 1D3)
                
1. Scenario 2: Skirmish*    
2. Mule Train (2002- pg.73)    
3. Scenario 9: Surprise Attack*

Multi-Player Scenerio (roll 1D3)
                
1. Scenario 2: Street Brawl*
2. Scenario 1: Treasure Hunt
3. Scenario 6: Ambush!

*The winning warband(s) may find a couple of items. Roll 1D6 once to determine what you find:
                    
                    1-3. Net
                    4. Rope & Hook
                    5. Lantern
                    6. Rabbit's Foot (2002 Annual- pg. 87)[/i]

2. GREAT LIBRARY OF MORDHEIM

2-Player Scenerio (roll 1D6)

1-3. Scenario 7: Skirmish*
4-5. Scenario 1: Defend the Find
6. Scenario 7: Hidden Treasure

Multi-Player Scenerio (roll 1D6)

1-2. Scenario 2: Street Brawl*
3-5. Scenario 6: Ambush!
6. Scenario 7: Monster Hunt

* The winning warband(s) find some extra swag, as if they found an unusual location during their exploration phase of the Mordheim Rules. Roll for wyrdstone as normal, then roll 1D6 and consult the following table instead of the "Exploration Chart" on pg. 135 (or pg. 94 Living Rulebook) for multiples result:
                  
                    1. (1 1) Well
                    2. (6 6 6) Returning a Favour
                    3. (2 2 2 2) Shrine
                    4. (6 6 6 6) Catacombs
                    5. (2 2 2 2 2) Alchemist Laboratory
                    6. (4 4 4 4 4) Merchant's House
                
3. MERCHANT'S QUARTERS

2-Player Scenerio (roll 1D6)

1-3. Scenario 8: Occupy*
4-6. Scenario 6: Chance Encounter

Multi-Player Scenerio (roll 1D3)
                    
1. Scenario 2: Street Brawl
2. Scenario 3: The Lost Prince
3. Scenario 6: Ambush!                

*The winning warband will automatically encounter (65) Peddler (2002 Annual pg. 7) during the post battle sequence. At the end of step 3 "Roll on the Exploration chart" (Rulebook pg. 117, Living Rulebook pg. 78) the Peddler will sell his wares. Note: this occurs BEFORE step 4 "Sell Wyrdstone" (Living Rulebook pg. 78). If (65) "Peddler" is a result of a Random Happening during the game, re-roll for a different result.[/i]

4. TEMPLE OF SIGMAR

2-Player Scenerio (roll 1D6)

1. Scenario 8: Occupy
2-3. Scenario 2: Skirmish
4-5. Scenario 9: Surprise Attack
6. Scenario 3: Wyrdstone Hunt

Multi-Player Scenerio (roll 1D6)

1-2. Scenario 2: Street Brawl                      
3. Scenario 7: The Pool
4-5. Scenario 6: Ambush!
6. Bounty Hunting (Empire in Flames pg. 37)*
                    
* Play the "Bounty Hunting" scenario from Empire in Flames with the following changes: TERRAIN - Omit any rural terrain such as "hills, sections of forest, sections of swamp, river or stream". The intent is to play this scenario in the usual Mordheim- type terrain pieces, with the large building remaining in the centre of the table to represent the bandit's hideout. The "Special Rules, Set-up, Starting the Game, Ending the Game, and Experience" remain unchanged.
                    
** Witch Hunters Warbands get 1 extra dice during exploration.


5. MARKET SQUARE
                  
2-Player Scenerio (roll 1D3)
                    
1. Scenario 9: Surprise Attack
2. Scenario 4: Breakthrough**
3. Finders Keepers (2002 pg. 72)*

Multi-Player Scenerio (roll 1D3)
                    
1. Scenario 6: Ambush!
2. Scenario 2: Street Brawl**
3. Scenario 6: Ambush!

*Play the "Finders Keepers" scenario from the 2002 Annual with the following changes: TERRAIN - Omit the "suitable rural terrain" suggestions and lightly cover the rest of the table with suitable urban terrain. This encounter is happening in a fairly open Market Square within Mordheim, after all. The small ruined objective building need not be placed on a hill.   The "Special Rules, Set-up, Starting the Game, Ending the Game, Experience and Wyrdstone" remain unchanged.

**The winning warband(s) find some extra swag, as if they found an unusual location during their exploration phase of the Mordheim Rules. Roll for wyrdstone as normal, then roll  1D6 and consult the following table instead of the "Exploration Chart" on pg. 135 (or pg. 94 Living Rulebook) for multiples results:
                    
                    1. (2 2) Shop
                    2. (5 5) Overturned Cart
                    3. (2 2 2) Smithy
                    4. (4 4 4) Fletcher
                    5. (4 4 4 4) Armourer
                    6. (5 5 5 5 5) Shattered Building
                    
6. RUPRECHT VON SODOM IMPITHEATRE
                    
2-Player Scenerio (roll 1D3)

1. Scenario 1: Defend the Find*
2. Scenario 2: Skirmish*
3. Scenario 6: Chance Encounter*

Multi-Player Scenerio (roll 1D3)

1. Scenario 5: The Pool*
2. Scenario 2: Street Brawl*
3. Scenario 6: Ambush!

Each player rolls a D6 at the start of the game and for each roll of a 1, roll 1d6 and consult this list, re-rolling for any previously rolled results. The effects last for the entire game. Subsequent Random Happenings will happen as normal and follow the usual results in the 2002 Annual.
                    
                    1. (5) Extremely Derelict (2002 Annual pg. 37)
                    2. (3) Infestation (2002 Annual pg. 37)
                    3. (15) Collapsing Ground (2002 Annual pg. 38)
                    4. (51) Sinkhole (2002 Annual pg. 5)
                    5. (53) lPlague Victims (2002 Annual pg. 6); the encountering player rolls the Scatter Dice for the group to determine where and how far away they appear from his deployment area. Any results Scattering off the table are instead placed on the approximate edge.
                    6. (62) The Lost (2002 Annual pg. 6); Use Scatter Dice as above.

7. THE PIT*
                
2-Player Scenerio (roll 1D6)

1. Player with the Lowest Rating Chooses Scenerio
2. Scenario 3: Wyrdstone Hunt
3. Scenario 2: Skirmish
4. Scenario 7: Hidden Treasure
5. Scenario 9: Surprise Attack
6. Player with the Highest Rating Chooses Scenerio

Multi-Player Scenerio (roll 1D6)

1. Player with the Lowest Rating Chooses Scenerio
2. Scenario 1: Treasure Hunt
3. Scenario 2: Street Brawl
4. Scenario 7: Monster Hunt
5. Scenario 6: Ambush!
6. Player with the Highest Rating Chooses Scenerio

*The Pit is a dangerous place, full of Chaos and its taint. The following rules apply to all Scenarios played in The Pit: Possessed, Carnival of Chaos, and Beastmen Warbands start    first and get an extra dice for exploration. The Subplots (2002 Annual p38) "(13) Wyrdstone Hoard, (15) Collapsing Ground, and (18) Warp Lightning!" are in effect for the entire game. The number of Random Happenings (2002 Annual pg. 2-7) that may occur during a game equals the number of Warbands fighting +1.
                    
8. WIZARD'S MANSION*
                  
2-Player Scenerio (roll 1D6)

1-2. Scenario 9: Surprise Attack
3-4. Scenario 2: Skirmish
5. Scenario 8: Occupy
6. Scenario 7: Hidden Treasure

Multi-Player Scenerio (roll 1D6)


1-2. Scenario 6: Ambush!
3-5. Scenario 2: Street Brawl
6. Scenario 4: The Wizard's Mansion
 
*No, there are not any special rules for this area... it's good enough as it is!
                  
9. THE ROCK*

2-Player Scenerio (roll 1D6)

1. Scenario 9: Surprise Attack
2. Scenario 5: Street Fight
3-4. Scenario 4: Breakthrough
5-6. Scenario 6: Chance Encounter

Multi-Player Scenerio (roll 1D6)

1-2. Scenario 6: Ambush!
3. Scenario 3: The Lost Prince
4-5. Scenario 2: Street Brawl
6. Scenario 1: Treasure Hunt

*Sisters of Sigmar start first, and get to re-roll one dice during exploration.
                    
10. POOR QUARTER**

2-Player Scenerio (roll 1D3)

1. Scenario 9: Surprise Attack
2. Scenario 2: Skirmish
3. The Frenzied Mob (Empire in Flames pg. 44)*


Multi-Player Scenerio (roll 1D3)
                  
1. Scenario 6: Ambush!
2. Scenario 2: Street Brawl
3. The Frenzied Mob (Empire in Flames pg. 44)*

* Play "The Frenzied Mob" scenario from Empire in Flames with the following changes: TERRAIN - Omit any rural terrain such as "hills, sections of forest, sections of swamp, river or tream" The intent is to play this scenario in the usual Mordheim-type terrain pieces, with the "D3+1 buildings clustered in the centre of the battlefield" to represent the peasant community. Battle area should follow usual sizes as dictated by the number of players.
                    
**The Poor Quarter has always been a place of rampant sickness and infection. At the start of any game in the poor quarter, each player rolls a D6 and on the first roll of a 1, rolls 1d3 and consults the following table. Note: only one roll on the table is required per game.
                    
                    1. (5) Extremely Derelict (2002 Annual pg. 37)
                    2. (3) Infestation (2002 Annual pg. 37)
                    3. (10) Flu (2002 Annual pg. 38)
                  
11. CLOCK TOWER
                  
2-Player Scenerio (roll 1D3)

1. Scenario 6: Chance Encounter
2. Scenario 4: Breakthrough
3. Mule Train (2002 Annual pg. 73)*

Multi-Player Scenerio (roll 1D3)

1. Scenario 6: Ambush!
2-3. Scenario 2: Street Brawl

*Play the Scenario: "Mule Train" from the 2002 Annual pg. 73. The Scenario should remain unmodified to represent two Warbands fighting it out at the East Gatehouse.
                

1982
Archive of Game Discussion / Mordheim Map - League or Casual Play
« on: July 31, 2010, 02:14:32 PM »
Here's a map of Mordheim we use for our leagues at ComicReaders, and a list of special encounters / rules we use in each of the divided territories.





[attachment deleted by admin]

1983
Archive of Game Discussion / Warhammer Wednesdays
« on: July 31, 2010, 01:29:15 PM »
Starting in September, ComicReaders Downtown will be reserving their back tables for Warhammer gaming. Warhammer Fantasy, Mordheim, and 40K will be played. Open gaming and League play will be available. As our leagues and tournaments grow, open gaming and drop in gaming might spill into other nights

Terrain
We will provide terrain for up to Eight tables. Feel free to bring your own to use and show off.

Time
Gaming will start at 5pm and last until 8:30. All clean up and exit from the backroom must be completed by 8:45 pm.

Watch this space for updates.




1984
Archive of Game Discussion / Warhammer Fantasy 8th Edition Changes
« on: July 31, 2010, 12:31:01 PM »
I've been playing FANTASY since 5th edition, and quit for a number of years when 7th was released. And I gotta say that 8TH is pulling me back in. This past week I spent my vacation on the lake inside the cottage devouring the new rule book instead of soaking up the rays.

Here are the biggest changes that have been made. From our friends at Gifts For Geeks: http://www.giftsforgeeks.org.uk/blog/?p=99

The Geek Guide to 8th Edition

The 8th edition rulebook sees some of the biggest changes on the Warhammer battlefield for the best part of a decade.  So here for my sanity here is a quick guide of the main rules changes.

Movement

    * Charges are now random; infantry now charge their movement rate plus 2d6”.
    * Cavalry and fliers roll 3d6” and choose the highest 2 rolls
    * You can now pre-measure before a charge
    * Charges must move straight forward, but are allowed one 90 degrees turn for free.  Attackers than align with the defenders.
    * March blocking works as before. However, the if you pass a Ld test you can march anyway
    * If you flee through an enemy unit or terrain you are not destroyed. Instead you take a dangerous terrain test like in 40k.

Magic

    * Wizard levels now add to your casting roll and do not generate power dice
    * Players can switch between casters at any time
    * Every magic phase your army generates 2d6 power dice. The highest roll is the number of dispel dice
    * Each wizard may generate an extra dispel/power die for the pool if they roll a 6. You may never have more than 12 power or dispel dice
    * You cast as before, but if your total is less than 3 you fail to cast. Bonuses do not affect this!
    * If you fail to cast a spell the wizard can not cast again this phase
    * Miscasts on a double 1 are gone. However, if you roll an irresistible force the spell is cast as in 7th ed and the caster suffers a miscast on a really nasty table!
    * Dispels work as before your wizards. Irresistible dispels do not cause a miscast
    * Wizards add their level to the dispell roll
    * Bound spells now need power dice to cast. You need to roll above its power level
    * If you cast your bound item or spell with irresistible force the item is destroyed. If the bound spell is casted as an innate ability the model cannot cast again
    * Wizards may use bound items or spells if you failed to cast a spell earlier, however, you do not add your magic level to the roll.

Shooting

    * The first two ranks of a unit may now fire
    * If a model is more than 50% obscured the shooting unit suffer cover modifiers.
    * Strength 1 attacks can now wound toughness 10 models (this applies to combat as well)
    * Models can take armour and invulnerable or regeneration saves. You can not have a ward and regeneration. Bad times for Dark Elf characters and plaguebearers! This also applies in combat.

Close Combat

    * Combat order is done on initiative. You no longer go first if you charge.
    * The second rank of infantry can now fight, but with only one attack.
    * Ranks are still counted in sets of 5. However, if you take a rank of 10 the third rank can also fight with 1 attack.
    * Combat results are done as 7th ed except for,  outnumber is gone, and your rank bonus is calculated on how many you outnumber your enemy by, up to a maximum of 3.You now receive +1 to your combat result on the turn you charge.
    * To negate the enemies rank bonus you require at least 10 models in the flank or rear.
    * If you outnumber the enemy in ranks you are stubborn (now called steadfast in combat). Infantry blocks are now extremely tough
    * You can now reform when defeated in combat. However, you must pass a leadership test that is modified by the amount you lost the break test by.

Special rules

    * Loads of new rules that models don’t exist for. Hmmm….
    * Templates no longer partial. Every model the template touches is hit.
    * Breath weapons are now one use only, however, you can use it in combat to get 2d6 hits at the strength of the weapon
    * Fast cavalry now have a vanguard rule which means they can move 12” before the battle begins. They cannot charge in the first turn
    * Flyers only move 10” but may march
    * Flying cavalry count as fast cavalry
    * Large targets are as before. However, if a battle standard or general is on a large target the range of their abilities is increased to 18”
    * Magic resistance now adds to your ward against magic. So magic resistance 1 adds 1 to your ward save against magical spells.
    * Fear has been toned down. It only affects close combat. When fighting a fear causing unit you must pass a Ld test or fight at Ws 1
    * Skirmishers no longer see 360 and they move as normal troops. However, they get unlimited reforms and may fire on the march
    * Terror causing creatures create fear in fear causing units. If you are charged by a terror causing unit you must pass a panic check or flee.
    * Bows may volley fire. This means half the models behind the first two ranks may fire
    * Scouts may now deploy up to 12” away of the enemy, but may not charge first turn
    * Battle standards now give all units re-rolls for all leadership tests

Troop Types

    * Things such as trolls, ogres and minotaurs now count as monstrous infantry. They now fight in ranks of three and can have up to 3 supporting attacks!
    * They also receive a stomp attack hit at their basic strength. This stomp attack always strikes last and is only for models in base to base contact with the enemy.
    * Cavalry charge with their movement plus 3D6” minus the lowest roll
    * Cavalry may also now assault buildings, but their mounts do not fight and they may not garrison a building
    * Monsters get 1d6 stomp attacks
    * Chariots are now not destroyed by high strength hits. They take wounds as normal

Weapons

    * Lots of changes due to the new special rules.
    * Main change is that using a combat weapon and shield and to the front does not add to your armour. It gives plus one to your invulnerable save instead

War Machines

    * When shooting at war machines the machine is hit not the crew
    * Guess ranges are gone. Now you can just point and shoot!

Terrain

There are now 16 pages of rules on terrain. In the new book the Warhammer battlefield is full of terrain. Here are the highlights;

    * If you march through terrain you generally have  to take a dangerous terrain check as on the current 40k rules. Chariots take 1d6 wounds.
    * Units in forests do not get the steadfast rule. However, lone infantry characters and skirmishers become stubborn in forests.
    * You may now march into buildings and charge them.
    * You can deploy warmachines in buildings. Otherwise most the rules for building are the same as in 7th ed.

The Battle

    * There are now 6 standard battles for Warhammer, which should spice things up
    * Each one of them states you have to have d6 plus 4 terrain pieces
    * To win you need to score over twice the amount of victory points your opponent has scored. Or it is a draw.
    * Victory conditions vary on the battle.
    * You now only score 25 points for capturing a standard.
    * You score a 50 point bonus if you defeat an enemy character with a champion.

The Army Composition

Along with all the rules changes affecting your army choice there are also the following limitations

    * Only up to 25% of your points total may be spent lords
    * Only up to 25% of your points may be spent on heroes
    * At least 25% of your points must be spent on core.
    * Up to 50% of your points can be spent on special and you can only have up to 3 of the same unit. Unless you play 3000 points or more then the limit is raised to 6
    * Up to 50% of your points can be spent on rare and you can only have up to 2 of the same unit. Unless you play 3000 points or more then the limit is raised to 4

This leaves the commander with many tough decisions. Big blocks on infantry are tough to kill. Lords are in limited by points, but not in number. Artillery are more accurate and shooting units more deadly. Monsters and ogre sized models are scary. While skirmishers/ fast cavalry are fast indeed!

As I say the only way to find out what works is in the field of battle!


1985
Archive of Game Discussion / Review: Aqua Romana
« on: July 31, 2010, 12:22:34 PM »
A review of the bg game Aqua Romana can be found on our comicreaders site. Written by our budding board gamer guru, Chad Boudreau.

Link: http://comicreadersregina.wordpress.com/2010/07/28/aqua-romana/

Sound like an interesting four person game.

1986
Business Directory / Comic Readers - South Regina
« on: July 12, 2010, 01:47:51 PM »
Comic Readers - South Regina

Description
The South ComicReaders location is best known for its selection of comics, graphic novels and collectibles. At one time, the south location carried a complete gaming array and hosted tournaments, but with the expansion of ComicReaders Downtown, the south shop has parred down its gaming. But that was all in the plan-- the downtown location was opened to expand and support the Regina gaming community with a larger, dedicated space.

As it is, ComicReaders South still carries the very best and most popular board games. We have a large selection of dice, Magic: The Gathering packs, Yu-Gi-Oh, Pokemon, including other Card Games, Dice Games, Miniature Games, and Role-Playing Games. We receive multiple shipments every week with the newest board games and we are constantly adding to our board game selection.

Location
4603 Albert Street
Regina, SK
S4S 6B6
Google Maps Link

Store Hours
12:00 - 17:00  Sunday
10:00 - 18:00  Monday
10:00 - 18:00  Tuesday
10:00 - 20:00  Wednesday (Late night)
10:00 - 20:00  Thursday (Late Night)
10:00 - 18:00  Friday
10:00 - 18:00  Saturday

Contact Information
Phone: 306.586.1414
Web: www.comicreaders.com

Like us on FACEBOOK

1987
Archive of Game Discussion / Introduction to German-style Board Games
« on: July 12, 2010, 01:02:36 PM »
Hey all,

Just sharing a recent article written by ComicReaders' nerd Chad Boudreau on German-Style Board Games. This is more of an introduction to some popular games and is far from comprehensive. It's a quick read and a great starting point for newbie gamers.

Here's the link: http://comicreadersregina.wordpress.com/2010/07/04/introduction-to-german-style-board-games/

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