måndag 25 september 2017

The City of the Damned...

Today I am going to talk a bit about my outmost favourite game, Mordheim.

For those who don't know, Mordheim is a Fantasy Skirmish Game set in the Old World of Warhammer Fantasy Battles, the game was designed by Alessio Cavatore, Tuomas Pirinen and Rick Priestley, and published by Games Workshop. (Thank you guys for this AMAZING game!)

With this little intro video from the PC Game, Mordheim: City of the damned, I'm going into what the game means for me.

First of all, from a gaming perspective the game is challenging, because of the high-risk high-reward system. If your warriors are hurt in battle, they might get permanent injuries or worse, death. Mostly your warriors survive the skirmishes on the streets to fight another day, and gain experience after each game and grows stronger with skills and better statlines.

The skill system is a great addition to the game, and gives you the chance to go more in depth with your characters. Is he a fencer? Then perhaps the skill expert swordsman would suit him! Is he quick and nimble? Then the sprint and acrobatics might be your thing. The freedom of picking skills in the skills lists are great if you want to add a little more oomph to your hero, or if you like me, want the hero to evolve throughout a story, pick something that works with the theme of the campaign, the recent events and the hero's background.

Mordheim, the city of the damned

The game is fantastic too when it comes to being able to tell a narrative. The narrative is like aliving thing in the game, it takes place on and off the gaming table, with your warbands as the stars. With all the various warbands in the city, you are bound to find one that suits you, or you just make up your own story, your own reason to be in the city other than treasure hunting and political games.

Sticking to the spirit of the game is very important to me, and I try to send that message to everyone when we have a Mordheim campaign, but what is the spirit of the game? Well, to me and many other Mordheimers, it is not about winning and losing, it is the journey, the tales that are to be told afterwards. Instead of talking about good tactical choices and good rolls after the games, we talk about the events that took place for individuals in the game, their feelings in the heat of the battle, the stuff of legends! Seeing each game as a scene from a movie just makes it WAY better!

Cornered rats!

From a modelling perspective, this game is great too, as you can customize your warriors with weapons, armour and miscelanious gear. Equipment can tell a story about the character's past, but they can also give you great modelling opportunities! Every weapon have its own set of rules, and it gives variety to the game as well as the models that carry them.

This also opens up something I really like, kit-bashing. I love a good kit-bash, looting through my bitz box to find suiting things for my warbands when I build them. I can't say I plan my builds or my initial warbands, I let the minis do the talking.

A merry band of Marienburger merchants

What the game of Mordheim also give you, is the possibilities of beautiful terrain. My gaming table is something I cherish, and worth every penny I spent on it. There are cheaper ways to get your hands on terrain other than commission it, there are really good MDF ruins from companies nowadays, or model companies selling ruins made in resin. If you are handy, you can build your own terrain using various materials to reach your goal.

Even though I use the same set of ruins, each gaming table can look all different than from before, just shifting some building around or turning them in another way. Some even have modular tables
where you can change the directions of roads or add platforms to them.

The terrain also gives you a real 3D feel, as you can climb onto building and enter houses and ruins (depending on how they are modelled of course), so you can position your warriors with bows in elevated positions behind cover, giving covering fire to your advancing warriors, or you can skulk in the shadows, hiding behind rubble, boxes and barrels, waiting for the right opportunity to strike your enemy from behind.

A marksman aiming for cultists on the streets

I think I have been raving on enough for tonight, thanks for your time!

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