After the ignominious wounding of my Vampire in the first game, I opted to keep him safer in my second game, a wiser choice as I was facing Reiklander mercenaries,with a pair of crossbowmen at BS 5, ready to pincushion anyone from afar.
My Dire Wolves and vampire flanked to the right (top of the board in this photo) while my zombies provided a meat shield for my Necromancer and Degs. The wolves accounted for themselves better than they have in Warhammer, one killing a champion and surviving till the end of the game. The vampire was sadly hampered by his -1M from game 1, and fluffed a charge (with a 12" range he would have been well in). Crossbow fire proved a real bane, with the slow movement of the zombies meaning I couldn't really get to grips with anyone, or risk exposure of my dregs and necromancer. The ghouls performed badly, and even with three attacks failed to hurt anyone. With casualties mounting I chose to rout rather than lose even more of my gang. The post game phase was not kind, with a dire wolf and ghoul dying of their wounds. One of my Dregs took a crossbow bolt to the arm and would miss the next game, further hampering my warband.
The next game was to be the Reiklanders I had fought against a Skaven force. While the Reiklanders ranged firepower stood them in good stead against the ratmen, along with combat punch from their champs, it was to be a strategic rout for them after the loss of two men, in order to conserve the gang for later games. The ratmen where becoming the foe to beat.
The next game was to be vs the selfsame Skaven, which didn't fill me with pleasure. Overwhelming numbers of ratmen, mainly armed with slings meant my gang (bolstered by 2 zombies bought after the last game) was not in a fantastic position from the off. The zombies poor movement meant they suffered badly, consistently knocked down and then unable to charge. With the meat shield falling the Necromancer (who had been useless in every game so far) got put out of action by sling fire. My ghouls joined my flanking vampire and dire wolf, but failed rather spectacularly to kill opponents when they reached combat. I broke from the game with fairly grim losses, but things were only to get worse in the post game phase.
The Necromancer was captured and sold into slavery for the princely sum of 15gc (I offered 16gc for his return annoyingly). My dreg ended up in a pitfight, and subsequently developed frenzy, which will only leave to his horrific demise out in the open at some point. Two zombies died as well, but one of my ghouls did become a hero, which should be interesting going forward.
The final Mordheim game of the day was Marienburg mercs vs Elves. The elite bowmanship of the tiny pointy-eared warband was sadly a match for the humans who retreated before major losses could be suffered.
This day was topped off with a game of Munchkin, providing a hppy break from pushing little men through card ruins.
Carry on with my Undead is going to be an uphill struggle next game. With my necromancer out of the running, a dreg spoiling for a fight (WS2 - he's not going to do well), and a ghoul trying to be a man, my limping vampire has his work cut out. My henchmen currently number one ghoul, four zombies, and a dire wolf.
The necromancer probably has to be replaced, hopefully with a better spell, which leaves little gold left in the pot to replace my losses. Ghouls run to 40gc, meaning I won't be adding those till I get a victory. Dire wolves come in at 50gc, so suffer the same problem. Zombies are a snip at 15gc, but unable to move more than 4" a turn they are spending much of a game simply trying to cover the length of the board, and hugging cover while doing so only adds to their problems.Hopefully a return to the tabletop will see some better rolls for my vampire and newly promoted ghoul, and hopefully a better result for the restless dead.