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Town Cryer Issue
# 7
Review by CW
Editorial: Tuomas welcomes
readers to the new Town Cryer after the previous six issues
appearing within White Dwarf. He also discusses the problem
of cowardly warbands voluntarily routing at the earliest opportunity
and offers up a chart for minimum casualties for warbands
of differing sizes before allowing a voluntary rout.
Ye Olde Curiosity Shoppe:
Nicodemus Kyme offers up additional equipment and even a few
new skills for Mordheim warbands. The equipment runs the gambit
of weapons and armour to such miscellaneous goods as rabbit's
feet and flash powder. The new equipment really fits in well,
and some of the odds and end items like caltrops and fire
bombs can really help to give a favorite hero that little
extra to help him carry the day. Also offered are some suggestions
for modeling all these new items on miniatures. The new skills
add to the Academic skill list and really help add even more
'reliability' with spell-casters as well as a few very helpful
skills for a warband's leader.
Sewer Rats: Christian Ellegaard
offers rules for fighting beneath the streets of Mordheim,
offering up modeling tips for creating this unique terrain,
new 'sewer skills' and even a few new scenarios. The offering
is quite well presented, however the mechanics for the actual
sewer fighting are a bit more involved than normal Mordheim
skirmishes and might not appeal to those looking to limit
the complexity of their games.
Mordheim - City of the Damned: The
continuing comic-book adventures of those renegade rogues
Ulli and Marquand, written by Gordon Rennie and with art by
Karl Kopinski. This time, the sell-swords have been hired
to save a nobleman's daughter from a Chaos cult lurking in
the ruins. The usual blend of violence and vicious humour
that makes Ulli and Marquand so entertaining.
Scourge and Purge: Donato
Ranzato presents a new scenario in which the warbands must
contest not only with themselves but with a daemon possessed
wizard hiding in the ruins. A very entertaining scenario,
one that makes for an interesting diversion during a campaign,
though its very uniqueness means that it probably should not
be played with such regularity as more 'template' type scenarios
like 'Take and Hold' or 'Ambush'.
Mordheim by Night: Michael
Walker offers a rather flippant 'quick start' run-down on
whipping together a game of Mordheim, from constructing ruins
to gathering together friends to play. The article then rambles
onward into a selection of assorted observations and rules
interpretations. All in all a fairly unremarkable article
and of very little use to a player. Most likely it was included
as 'filler'.
Beastmen Raiders: Tuomas Pirenen
presents a new warband for Mordheim - the feral, savage warherds
of the Chaos Beastmen. The warband is very well presented,
with a wide range of creatures offered for the beastman player
to use and exploit. The beastman player can use gors for his
heroes, ungors for his henchmen and Chaos hounds for a very
powerful and brutal fast attack option. Most monstrous of
all is the prospect of adding a minotaur to the roster, something
sure to strike terror into an enemy. Several unique skills
are given for beastman heroes to choose from when they advance,
offering such things as the ability to gore an enemy with
his horns or even gain a mutation. All in all, a very well
balanced warband, the prodigious strength and vitality of
the beastmen balanced by their utter lack of even the most
rudimentary of missile weapons. The issue is rounded out with
model suggestions from the Games Workshop catalog to represent
each of your beastmen raiders.
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