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8th Ed. Jungleheim: Mordheim in Lustria

Discussion in 'Battle Reports' started by Warden, Feb 5, 2018.

  1. Warden

    Warden Well-Known Member

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    Instead of making multiple threads for my Warhammer Mordheim Games, I am going to combine all future Mordheim games with my Mayan/Lizardmen terrain into a single JUNGLEHEIM thread.

    My first Mordheim game is posted here.


    Jungleheim Campaign 2018:
    1. Treasure Hunt! (04FEB18)
    Other Games:
    Last edited: Mar 4, 2018
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  2. Warden

    Warden Well-Known Member

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    It has been quite a while since my last game, but I got the chance to start a new Mordheim campaign this weekend with my wife. I am hoping to use the same warbands for a few games (hopefully 6) over the next few months, or whenever I can convince her to play another game with me :D

    Battle Report: Treasure Hunt

    1) Setup and Warbands

    2) Battle Report

    3) Results & Endgame, plus Critiques


    The match is the inaugural game for both the gaming table itself and the (hopefully) future Mordheim campaign. We set up the battlefield in a 4x4 foot playing space in the center of the board. I used some jungle fortress walls (badly in need of repair) to shorten the actual playing board.

    Unlike the last game we played, this time we actually followed the rulebook for terrain setup in the scenario, by each taking turns to place one terrain piece at a time. This made setup actually pretty fun and unique; the setup was way different than anything I would have setup on my own.

    warden20180204_treasure hunt_battlefield layout_3.jpg


    Doing an inventory before the battle, I determined that in my collection I have enough minis to make a few different types of warbands, including Bretonnian Knights, Lizardmen, an Outlaws Warband (Outlaws of Stirland Forest rules, using my Merry Men), and a Restless Dead warband (thanks to my newly painted Wight King and Skeletons!).

    For simplicity however we decided to stick with Bretonnians though. This meant neither of us had to figure out magic/necromancy rules, and could stick with the normal Human statline. Warband construction also was nearly identical at the start, with some of the squire’s weaponry slightly different:

    - The Questing Knight was the warband leader, equipped with a sword, light armor, and a shield.

    - 2x Knights Errant: light armor and a shield plus a mix of weaponry including greatswords (double-handed weapon), ax (count-as mace for the knight), and a morning star.

    - 2x Squires: all had bows, and had either axes or swords as a secondary weapon.

    - One units of 2x Men-at-Arms: each had a halberd and a shield

    - One unit of 3x Bowmen: each only had a bow, but all warband members have the free dagger too. None of the bowmen ever made it into combat in this skirmish though.

    My band of knights of the Kings Men:

    warden20180204_treasure hunt_red team.jpg

    My wife's warband, the Templars:

    warden20180204_treasure hunt_white team.jpg
    Last edited: Mar 4, 2018
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  3. Warden

    Warden Well-Known Member

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    Battle Report:

    Because we were already familiar with it I decided we would play the Treasure Hunt (Wyrdstone Hunt scenario). Seven tokens were scattered across the board, to ensure that someone would walk away with more tokens at the end of the game.

    Wyrdstone/Treasure Tokens:

    warden20180204_treasure hunt_battlefield layout_2.jpg

    Sorry for the blurry pics, some of them didn't turn out very well. Lighting in the room isn't the best either :confused:

    The locations of the treasure tokens are listed left to right, as according to the picture above:

    1) Far left edge, in the tower above the Tuloom temple

    2) Lower left-hand corner; third level on the House of the Pigeons (new terrain piece!)

    3) Center of the board, hiding by the luggage cart and between the Arch of Labna and the high pavilion taking up the direct center of the board

    4) Sitting on the edge of the well, bottom of the board closest to the lower right-hand corner

    5) Above-center, hidden below the gallows on the plaza (you can see the plaza from other pictures better)

    6) Right side of the board within the roof (fourth level) of the Tower of Palenque

    7) Last token was in the upper right-hand corner of the board, on the second-floor of the Rattlesnake house.

    You can also see the deployment zones on this map. Since I won the roll to deploy I picked the upper left-hand corner of the board (Red Zone), while my wife got the lower-right (White Zone). We deployed from a 1x1 foot square in the corner of the board for simplicity’s sake, basically within the two buildings on either corner.

    Turn 1 and 2:

    The first few turns was just a scramble to grab as many tokens as possible. Token #6 in the Tower was out of reach for everyone at the moment.

    My wife got first turn and quickly grabbed token #4 by the well, and sent all three of her knights to flank up to the upper right-hand corner of the board towards token #7.

    Token #4 at the well:

    warden20180204_treasure hunt_battle report_1.jpg

    In my first turn I was able to move my archers up the ladder on the Tuloom Temple and grab token #1, and spread my forces out within striking distance of tokens #2, 3, and 5.

    One of my archers on top of the House of the Pigeons:

    warden20180204_treasure hunt_battle report_7.jpg

    My Questing Knight and his squire, preparing to sneak around the cart to grab the wyrdstone:

    warden20180204_treasure hunt_battle report_4.jpg

    Lucky for me I got to go first on the second turn, and was able to grab all three open tokens in the center of the board.

    By the end of turn 2, I had secured four tokens, while my wife only had two. However I was painfully aware that in the upper half of the board she had all three of her knights staring across the plaza at my single Knight Errant and two men-at-arms flunkies :bucktooth:.

    Hiding behind the gallows:

    warden20180204_treasure hunt_battle report_2.jpg

    Turn 3 and 4:

    Turn 3 didn’t go very well for me. While my archers up in the House of the Pigeons had great fields of fire over the entire battlefield, they only were able to take one of her squires out of action.

    The rest of her forces charged my knights guarding the wyrdstone tokens. One of her men-at-arms succeeded immediately at knocking down my questing knight on the first try! Not good to have your warband leader go down so easily… the only thing that kept him alive was one of my knight’s errant running over from the other side of the board to save him from getting killed on the ground.

    warden20180204_treasure hunt_battle report_6.jpg

    My troubles grew much worse as I attempted to flee the upper region of the map onto the center high pavilion. Thanks to our first random encounter, an Ogre Mercenary in the form of one of my new Gatormen showed up, and agreed to lend his aid to my wife’s warband (at a price of course). He along with her knights proceeded to attack my men-at-arms, knocking one down and contesting the wyrdstone of another.

    Gatorman Mercenary joins the Templars:

    warden20180204_treasure hunt_battle report_5.jpg

    Neither of my men-at-arms soldier lasted very long and she stole the treasure token… :hungover:

    But it did give enough time for my morning-star knight to hold off the rest of her soldiers while one of my squires sprinted his way to the top of the tower, grabbing the last treasure token (#6). This was just at the end of turn 4, right before I needed to take my mandatory route test for 25% of my warband out-of-action.

    Sadly my brave knights were not very brave, and I failed my route test, forcing me to yield the field to my wife’s knights and her reptilian ally. :brb:
    Last edited: Feb 5, 2018
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  4. Warden

    Warden Well-Known Member

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    Me: 4 tokens :smug:

    My wife: 3 tokens :argh:

    Victor: Templars (my wife), thanks to me routing from the field. :facepalm::D

    warden20180204_treasure hunt_battle report_8.jpg

    Securing four tokens was nice, but not enough to stop me from failing a route test. In the end it was clearly a victory for the White Knights, especially the way things were going at the time. While at the end of turn 4 I did have the most tokens, considering where her soldiers were I was going to be hard pressed to keep my advantage in turn 5 and 6, especially with that Gatorman hacking his way through my knights. The only chance I would have had was to have all three of my knights converge on him at once, but the odds of being successful were probably not very good… :nailbiting:

    Two more battlefield shots:

    warden20180204_treasure hunt_battlefield layout_5.jpg

    warden20180204_treasure hunt_battlefield layout_4.jpg

    The battle of the center of the board, where one men-at-arms was already gone, and the other one (on his back) was about to be eaten by a ogre-sized alligator. Things did not bode well for me if the game had gone on any longer :hurting:

    warden20180204_treasure hunt_battle report_9.jpg


    King’s Men:

    Sadly I lost one of my men-at-arms in the battle :blackeye:, but I hired two more men-at-arms henchmen with some gold gained through selling some wyrdstone.

    I also almost lost one of my squires, but he survived his trip to the fighting pits after a ferocious fight with an amazon (count-as pit fighter, I used my new amazon model to stand in). He did loose the fight, but only got all his stuff stolen. I had to buy him a new bow instead.

    Current warband is standing ready for the next fight with 2 wyrdstone, 11 models, and a 66 warband rating thanks to the new recruits.


    My wife’s Templars survived the skirmish with no casualties, and after paying off the Gatorman mercenary she spent a few more coins on extra gear for her soldiers, including some light armor for her squires.

    Currently her warband stands at 3 wyrdstone, 9 models, and a 54 warband rating.

    She is currently winning the campaign too, thanks to three wyrdstone, and though my warband has a slightly higher rating this just means she gets the extra experience bonus next battle.

    A few critiques of the game:

    Positives: It was a fun one

    1) Overall the game was fun. The random terrain emplacement at the beginning was interesting; we really crammed the board full of terrain, and having the tall terrain pieces served to make the board even more interesting to play on. Hopefully by the next time we play a game I have even more buildings complete, and maybe a few more road sections.

    2) The gameplay in Mordheim is a lot of fun, its quick and fairly easy to explain, especially since I have most of the to-hit and to-wound charts from old Warhammer mostly memorized.

    3) I am very glad I more knights on foot recently to add more potential figures to the game. Having only a small group of skirmish figures is relatively easy to convert up really quickly, especially since I have so many bits and pieces lying around.

    Negatives: Too much book-keeping, not enough MORDHEIM!

    1) The book-keeping for a Mordheim campaign is rough. From setting up the warbands at the start, to all the tiny little experience point/treasure hunting things you need to do at the end, it takes a lot of time away from bashing away at your opponent’s figures on the board. I am glad we started the campaign and have a solid list of minis left for the next game, but it took a long time to get through all the extra steps, while the battle itself was only four turns! Definitely a bit detractor for us both, so I hope to figure out a way to speed it up on any future games.

    2) Mrs. Warden is displeased with the lack of gloating about her exploits in this battle report… :shifty:

    Until next time, I hope you enjoyed the battle report! :D
    Last edited: Feb 5, 2018
  5. Warden

    Warden Well-Known Member

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    ... so instead of continuing my last Mordheim campaign, I played an epic skirmish with my sister this weekend! She has never played Warhammer before, so like my wife I had to explain how the game works and the basic rules. I did a better job this time because I taped some abbreviated rules on the wall of the game room for easy reference.

    Battle Report: Sibling Rivalry(Treasure Hunt!)

    1) Setup and Warbands Lists

    2) Battle Report Part 1: First Few turns

    3) Battle Report Part 2: Last Few turns

    3) Results & Endgame, plus Critiques


    The match was played with the entire 4x6ish board space this time, since I really didn’t want to use my broken-down fortress towers and walls until they are fixed. We took turns placing out the buildings and other terrain elements to satisfactory results. I was able to use my new Xochicalco and El Tanjin boards (they are nearly complete), plus two more terrain buildings that were new since the last jungle battle.

    warden201803_mordheim_battlefield layout 01.jpg


    For simplicity’s sake we went with a very quick and easy set of matching Bretonnian warbands (eventually I will run some Lizardmen too…):

    - 3x Knights: heavy armor and a shield plus a sword, one of hers had a greatsword. They just used the basic Knights Errant statline this time.

    - 2x Squires: longbows.

    - One units of 3x Men-at-Arms: each had a halberd and a shield, one for each knight

    - One unit of 3x Bowmen: each with a longbow.

    Green Knights (my warband):

    warden201803_mordheim_warbands 01.jpg

    White Knights (my sister):

    warden201803_mordheim_warbands 02.jpg

    We picked a random assortment of knights from my Bretonnian foot knight collection, so no Templars graced the field this time. I was the Green Knights (led by the knight with the double-crossed axes) while she took the White Knights (knight with the eagle).
    Last edited: Mar 4, 2018
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  6. Warden

    Warden Well-Known Member

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    Battle Report:

    The scenario we played was Wyrdstone Hunt!

    warden201803_mordheim_battlefield layout 04.jpg

    I tried drawing a map so you can see where the treasure tokens were deployed better:
    warden201803_mordheim_battlefield layout 05.jpg

    The buildings are blue (platforms dark blue), with terrain pieces in green (trees are round). The road pieces and the plaza are grey, and for the sake of having them stand out the wyrdstone/treasure tokens are red. Deployment zones are also marked.

    Locations of the treasure:

    1) On top of the Palenque Tower.

    2) On top of the Chicanna Temple in the corner.

    3) On top of the main House of the Pigeons building along the side of the board.

    4) Center of the board, hiding behind the statue on the El Tanjin platform.

    5) Hidden inside a jungle terrain piece in the Plaza

    6) Top story of one of the houses on the far side of the board

    7) Top story of the house that was on top of the Xochicalco platform.

    My sister deployed her knights and soldiers in the White Zone, while I deployed opposite her long ways on the table in the Green Zone.

    First Few Turns:

    warden201803_mordheim_first few turns 01.jpg

    The first two turns ended with our warbands being just out of contact with each other. We immediately raced towards the center to grab the unattended treasure, with my warband quickly securing tokens #7 and #5 in the plaza. Meanwhile my sister’s minions had captured three, securing #2 at the Chicanna temple in the corner, #1 on top of the tower, and #3 in the center of the board on top of the platform. This put her in superior position for commanding fantastic archery fields of fire across the entire board.

    Her archer on top of the tower preparing to rain down arrows on my warband:

    warden201803_mordheim_first few turns 08.jpg

    My sister’s lead knight takes control of the wyrdstone in the center of the platform:

    warden201803_mordheim_first few turns 09.jpg

    In contrast I had only two tokens, with #6 just out of reach and #3 within easy grabbing distance of her archers. I planned to rush her knights on the platform during turn 3, but the jungle had other plans during the Random Encounters phase… :confused:

    warden201803_mordheim_first few turns 04.jpg

    A pack of feral dogs appeared on the board, and as luck would have it they spawned directly behind the main thrust of my warband!

    warden201803_mordheim_first few turns 05.jpg

    It was at this point I knew I was in trouble. I had to sacrifice one of my archers to deal with two of the dogs, while a long men-at-arms was brought down by the third one. We technically needed to have a pack of 6 dogs appear, but I only have two actual dog models on hand. The third dog was represented by an undead skeleton dog that came with the Kings of War skeletons box.

    My poor archer attempts to fight off the dogs: :hurting:

    warden201803_mordheim_first few turns 07.jpg

    With the pack of dogs behind me, the rest of my warband prepared to engage the brunt of her fighters in the center of the board by the plaza:

    warden201803_mordheim_first few turns 11.jpg

    The only true victory during the first few turns for me was the fact that two of my archers, having taken up a good position in one of the outlying buildings, succeeded in taking down her lead knight while was celebrating his treasure! :cool:

    warden201803_mordheim_first few turns 10.jpg

    Definitely a very fortuitous set of dice rolls on my part, as he was in cover and had heavy armor.
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  7. Warden

    Warden Well-Known Member

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    Battle Report (continued):

    Last Few Turns:

    By the start of turn 4 my sister had lost one knight to my archers, while I had already lost two peasant soldiers to the rabid dogs that were still closing in on the back of my warband. One of my squires was able to sneakily scramble up and grab token #6, bringing our wyrdstone counts up to 3 for me and 4 for my sister.

    warden201803_mordheim_last few turns 01.jpg

    This is when the battle became more of a slog. Our forces collided at the side of the plaza, and for the next two turns our knights and men-at-arms battered each other for supremacy of the treasure token in the hands of my green foot knight:

    warden201803_mordheim_last few turns 02.jpg

    Since this was the first battle my sister ever fought we didn’t take any route tests where all the warband members flee off the board when loosing 25% casualties. We had both lost enough models by this point, due to the combat and the dogs, but during one of the turns (turn 6?) I scored another random happening roll. Instead of a hindrance this one actually gave me an extra wyrdstone token, bringing our totals to a tied 4 to 4.

    This meant that the only token that was contested was the one carried by the knight in the middle of the melee in the center of the board… so we decided to fight it out and see if my sister could wrest a victory away from my heroic knights!

    warden201803_mordheim_last few turns 03.jpg

    After SEVERAL more turns (we went all the way to turn 10!) and totally forgetting about the archers because they were shooting abysmally, my warband finally started falling apart. On the last turn all my troopers were dead, with only the green knight himself remaining. After surviving another few rounds of combat in which he was alone and unafraid, fighting her knights and men-at-arms in the front and simultaneously fighting the feral dogs in the back, he succumbed to his wounds and was taken out of action :hungover::

    warden201803_mordheim_last few turns 04.jpg
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  8. Warden

    Warden Well-Known Member

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    Me: 3 tokens :oldman:

    My sister: 5 tokens :greedy:

    Victor: the White Knights! (my sister) :headphone:

    A few critiques/things we learned from the game:


    1) I am glad I made more ladders before this game, they add a lot to the “height” of the table, giving the minis more places to explore:
    warden201803_mordheim_first few turns 06.jpg

    2) The growing collection of Mayan/Lizardmen terrain looks great on the table! :artist:
    warden201803_mordheim_game board 01.jpg
    warden201803_mordheim_game board 02.jpg

    warden201803_mordheim_battlefield layout 03.jpg

    3) Having the rules posted on the wall were super helpful for quick and easy reference during the game instead of constantly flipping through the book :bookworm:


    1) Technically it’s a negative because it did make the game drag on, but deciding to prolong the game and forgo the route tests was still a good decision in this case because we had the satisfaction of fighting out a duel in the center of the board. It was a ton of dice rolls, but my knight was able to achieve a glorious demise, and my sister was able to secure her first Warhammer victory!


    1) Deploying the huge board was fun, but next time I would deploy the opposing forces along the short edges of the table. Having to run across 6 feet of space meant that essentially nothing happened the first three turns… :meh:

    2) Other than taking out her knight early in the game, archery didn’t do too much as we were constantly dealing with long ranges and cover :shifty:. I think if we had made the board smaller it would have mitigated this. Or deploying opposite the short ends of the table.

    Overall, the game was a lot of fun!, I hope you enjoyed the battle report! :couchpotato:
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