Wednesday, June 11, 2014

Inquisition Skirmish Game 1 Battle Report

So, I got to play the first game of my Mordheim mod for 40k Inquisition scenarios with a couple of my buddies who are in my roleplaying group (they loved the game, and are very excited to play more miniature games, yah!). In my previous post here you can see the retinues in a bit more detail.

The scenario was that Inquisitor Ehrhardt and his retinue were tasked with dealing with a cult in the sector - ideally wiping them out (objective was to kill the cult leader), Ehrhardt's intelligence also informed him that Rogue Inquisitor Tarkin was in the area. If Ehrhardt encountered him, Ehrhardt was supposed to capture Tarkin or one of his operatives to bring in for questioning/trial.

Meanwhile Inquisitor Tarkin is investing the Cult of the Indigo Eye (see the above cult) to see if they have the Tome of Sanzikor. The Tome of Sanzikor is a powerful artifact that supposedly allows it's user to bind daemons without even summoning them out of the warp. Ever the Radical, Tarkin wants to acquire this book to use to fight the forces of Chaos. Of course his superiors don't agree and have deemed him rogue. Tarkin's objective is to search the buildings in the cult encampment to find information on the Tome's location and escape.
Here are the cultists milling about with their daily business (played by me). The terrain is out of place more than a bit, and limited - most of my terrain is boxed up in storage at my parents (downside of temporarily living across the state).
Ehrhardt's retinue sets up on the left side of the table.
Tarkin's Retinue set up on the right side of the table.

Turn 1

Ehrhardt's retinue move up into position.
As does Tarkin's retinue. Tarkin draws first blood by crushing to chest a cultist in the northern most building (not pictured, the cultist was obscured by the building).

The cultists either moved into position or fired of very ineffective volleys.

Turn 2

Tarkin's retinue mostly maneuvers into more advantageous positions, but Lazarus charges into combat with the Cultist's demon. Tarkin's retinue also search the northern building, but find no evidence of the tome.


Kane's cyberhound also gets into combat with the Cult Leader.
Meanwhile Ehrhardt's team starts off with some ranged combat. A Storm Trooper takes a cultist out of action with a well placed shot, Zelik ignites two more- killing one and stunning another, and Hellmann takes one out with a close ranged scatter laser blast. Marberry then proceeds to finish off the stunned cultist with a pyrokinetic attack.
The cultists were yet again in effective, one charged Hellmann, but failed to do anything against the superior combatant, and the cult leader was stunned by Kane's hound.

Turn 3:

Tarkin charges the enemy daemon to help Lazarus, meanwhile one of his Feudal world mercs gets a lucky shot inflicting two wounds and knocking down Ehrhardt. Gaur takes a good shot and takes one of Ehrhardt's stormtroopers out of action (not pictured). Kane's hound also finishes off the cult leader (not pictured).

Meanwhile Ehrhardt get's up and moves back towards his medic (not pictured). Vendrek kills the cultists that is engaging him in hand-to-hand. Marberry throws a firebolt at the merc knocked down his master, and takes him out of action (not pictured) Ehrhardt's other stormtrooper hits Kane's hound and wounds it, but only knocks it down (also not pictured)
The cultists don't do so hot on their turn with the Daemon failing to wound and getting taken out of action by Lazarus.

Turn 4/5

Tarkin peaks around the corner and his retinue continues to open fire at the remaining cultists and Ehrhardt's forces (the hound had not be set up to standing from knocked down yet, he should be in this picture). On Turn 5 Kane hits Hellmann with a shotgun blast, and though his armor deflects it, he is still knocked down by the manstoppers.


Ehrhardt heals a wound as Teffig treats him, then rushes back towards combat. Vendrek storms a corner and blasts Tarkin point blank with his scatter laser, taking him out of action. Marberry also pyroblasts another feudal world merc. On Turn 5 Ehrhardt charges Atticus, but fails to take him out of action. A lucky pistol shot from Teffig takes Gaur out of action.
There are two remaining cultists at this point, one up in the tower who has been wounded every turn of the game (except the first), but only knocked down each turn (perhaps a Nurgle devotee rather than Tzeentch?) and the one on the ground who had just stood up from being knocked down after falling off the second level.

Turn 6:

Tarkin's group is dismayed by their casualty rate and the injury of their leader and flee!



Post-Game:

With the cult leader dead, Ehrhardt had completed his primary objective, and though unable to apprehend Tarkin, his retinue was able to drive him off. Ehrhardt's team searched the cult encampment to find that it appears that they had recently been covertly raided and that several important items were missing. A few bodies were found in the cult encampment of Indigo Eye cultists with terrible, gangrenous and weeping wounds. Small traces of viscous mucous were found on many surfaces that appeared to hold items of value at one point. Perhaps further investigation into the cult's logs is necessary.

Tarkin failed to find any information on the Tome of Sanzikor, and was driven back by the forces of a fellow Inquisitor. He is now resolute to infiltrate the local Inquisition headquarters to find what Ehrhardt discovered.

As for injuries, they were pretty mild. All the henchmen survived, and of the two heroes taken out of action (Tarkin and Gaur), Tarkin made a full recovery, and Gaur gained horrible scars (making him cause fear).


 MVPs:

Vendrek Hellmann, who took out two cultists and Inquisitor Tarkin.
Marberry, who fire blasted two feudal mercs and a cultist.

Thanks for reading and C+C are always welcome!






1 comment:

  1. Cool report. Thanks for taking the time to write it up.

    ReplyDelete