Showing posts with label After Action Report. Show all posts
Showing posts with label After Action Report. Show all posts

Tuesday, 17 March 2026

A Narrow Victory

Gosh, it's been nearly a month since I properly painted anything and a fortnight since I last posted. The burnout is real.

Anyway, tonight I went to LUNAR's fourth session and played B's Orcs and Goblins in a 1,000 point game for the Escalation League. It was a fun game and although my Elves dealt out a lot of hurt, I only got a Victory and not a Crushing Victory because on the last turn with the last bit of shooting I had I elected to shoot some Trolls rather than the lone Night Goblin Boss with Battle Standard. Ah well! I am still - just - in the lead in the Escalation League, with 15 points out of a possible maximum of 16 so far.

Now I need to finish off these High Elves and get printing some Shadow Warriors... 

Tuesday, 3 March 2026

Return To The Damned City (And The Blog)

I've been AWOL for a while - painting burnout, mostly. Last week the Llangefni Wargamers didn't meet, but tonight LUNAR's fourth session took place and I had a couple of games of Mordheim, including a very fun (if sadly cut short) 6 player game!

 

Tuesday, 3 February 2026

Glorious Victories Of The High Elves

Tonight was the second ever session of the LUNAR club, and it went really well. Lots of people, lots of games, lots of fun! There were games of Mordheim, The Old World, Combat Patrol, Magic: The Gathering, Unstable Unicorns, Hanabi, and quite possibly other ones that I didn't see or wasn't aware of. 

I had a game of Mordheim against B's goblins (with Troll!) and then a 750 point Escalation League game with my Maiden Guard against K's terrifying Chaos Warrior army. I lost the first and won the second, which was cheering! Then after that myself, P, T, E, and A played (and lost) a game of Hanabi.

Anyway, here's the relevant After Action Reports...

Mordheim - Wyrdstone Hunt - Goblins versus Cult of the Possessed. This was B's second game in the campaign round, and I - having already played both mine - put up my Cult as an NPC gang, meaning they didn't gain any experience or do any post-game things. 

Deployment - the goblins spread out, with a group of sword and shield armed hench-gobbos led by a Boss on the left, the troll and Big Boss in the middle, and two hench-gobbos with bows led by a Boss with bow on the right. The cultists, on the other hand, clumped together in the middle. The two chunks of wyrdstone (represented - still - by dice) were fairly central

End Goblin Turn 1 - with no targets in range and nothing to charge, the whole warband ran forwards. The Troll passed its stupidity test, because the Big Boss was yelling sufficiently loudly to penetrate its hugely thick skull and sink into the handful of brain cells long enough to get it moving

End Cult Turn 1 - the cultists split up, with a Magister, Possessed, and Mutant moving to the left and the remaining Possessed and Mutant heading towards the closer Wyrdstone shard on the hanging platform

End Goblin Turn 2 - disaster strikes! The Troll looked blankly in front of it, unable to quite comprehend the increasingly frantic yelling of "GET IT YA ZOGGIN' FICKO" from the Big Boss. The long-range charge into the Possessed, it seems, was not on the cards. The goblins with swords kept moving up, the Big Boss hid behind the Troll's enormous bulk, and the goblins with bows picked a wound off the Possessed at range!

End Cult Turn 2 - the stupid Troll's ambling forwards in the previous turn had brought it into charge range of the Possessed, who promptly ran screaming and gibbering into it at full pelt. The other Possessed ran forwards while the Mutant on the right moved to climb the stairs towards the Wyrdstone. On the left, the Mutant moved to head off the sword-goblins, and the Magister hung back a little. In combat, the Possessed didn't do much to the Troll, but the Troll vomited on the Possessed, knocking a wound off (and critically hitting)!

End Goblin Turn 3 - animosity meant that the Big Boss stood back from the combat, yelling insults at the Troll for failing to kill the Possessed quickly enough. The sword-goblins and their accompanying Boss all charged the Mutant by the corner of the steps, while the bow-goblins and their Boss fired ineffectually at the injured Possessed barrelling towards them at speed... The combat did not go the Troll's way, and the Possessed dispatched the hulking monster with a flurry of blows from its claw and various appendages. In return, however, the goblin Boss stunned the Mutant with a critical hit, enabling one of the sword-goblins to step in and take her Out Of Action. Champagne and medals all round!

End Cult Turn 3 - the Possessed on the left leapt into the Big Boss, whilst the Possessed on the right sprinted screaming into the Boss with bow. The Magister moved up a little to try to get off a spell, while the surviving Mutant ran over to the Wyrdstone and grabbed it. The Possessed handily dealt with their opponents, knocking down the Big Boss and taking the Boss Out Of Action before either could fight back

End Goblin Turn 4, End Game - the sword-goblins charged into the Magister, and the bow-goblins, passing their Fear test, charged into the Possessed. The Big Boss shook his head, and stood back up, ready to 'ave anuvver go (maybe he should have stayed on the ground)! The Possessed promptly did him in again, taking him Out Of Action with another critical hit... but that wasn't the last critical hit! One of the bow-goblins, armed with a dagger, rolled a 6 to hit, a 6 to wound, a 5 on the Critical Hit chart, and the Possessed gurgled wetly and was taken Out Of Action! By a WS2 S3 goblin! The shame! As for the Magister, well, she didn't last long either - the Big Boss took her Out Of Action without breaking a sweat. After that, I voluntarily routed, leaving the field and one Wyrdstone to B and her goblins

The most amusing part of the post-game sequence was B's Big Boss rolling a 16 (Multiple Wounds), followed by 43 (Full Recovery) and 46 (Fill Recovery)! Happy that I could hand B's goblins a victory, and glad that I didn't have to suffer any terrible consequences from having three out of five Heroes go Out Of Action, I moved on to my 750 point The Old World game against K and his Chaos Warriors.

We played War In The Shadowlands from the Arcane Journal: Razing of Westerland  with a fixed length of five turns. I brought my experienced army - now bolstered with a Battle Standard Bearer and some more troops in each regiment - and K brought his scarily large Chaos Marauder army, which boasted a Level 2 Wizard, a Marauder Chieftan, a big block of T5 Marauders with great axes and full command, a big block of normal Marauders, and a blender - I mean a block - of Bezerkers with two hand weapons each.

Deployment - the two blue dice are objectives, which we promptly ignored for the whole game. The Maiden Guard are laid out in a firing line (or will be, once the Tears of Isha move up onto the hill), while the Marauders are mostly hiding behind the T5 Marauders! The Berserkers are in reserve, in Ambush

In order to decide who gets to go first in this scenario, each player nominates a 1-wound Champion from one of their Infantry or Cavalry units, and the two Champions then fight to the death. Winner's army goes first, loser's army goes second and has a dead Champion! Raliemne, champion of the Tears of Isha, stepped forwards to challenge the brutal, fur-covered Norscan...

...and slew him in the second round of combat! Elven skill and Ithilmar blades proved too much for the foul champion of the Dark Gods, and Isha smiled on the Maiden Guard

End Elf Turn 1 - having won the fight to go first, the Tears of Isha along with Commander Aeilliniarie and Finelle the Herald moved up onto the hill while the Eyes of Isha shifted forwards to get a better firing angle. All three regiments loosed their bows, firing into the 20 Marauders with great axes at the front of the enemy army. Seven fell, in all, their bulky bodies collapsing to the ground transfixed by shimmering red-fletched arrows

End Chaos Turn 1 - unable to act with any subtlety, the Chaos force marched forwards. Their wizard unleashed The Summoning, causing seven S4 AP1 hits on the Eyes of Isha, immediately reducing them to just three Sisters of Avelorn! That was a shock, and underlined how important it is to have a wizard of one's own to provide magical defence; the Fated Dispel just doesn't cut it... In retrospect however this was incorrect, as the wizard, tucked safely behind the Marauders, had no Line of Sight to my Sisters of Avelorn, and should not have been able to cast the spell. No matter! A learning point

End Elf Turn 2 - enraged by the slaughter, the Maiden Guard raised their bows and loosed again, reducing the T5 Marauders to just five!

End Chaos Turn 2 - the Marauders facing off against the much-depleted Sisters of Avelorn tried to charge but failed - the Stand and Shoot reaction however did kill two of their number, leaving just the command group. The Berserkers arrived, much to my consternation - that was a very close and very scary unit - while the other Marauder unit advanced behind the wood, hoping to hide from any incoming arrows. The wizard tried to cast The Summoning again, but failed

End Elf Turn 3 - the Heart of Isha shuffled around, presenting their front to the threat on their flank and retaining sight of the Marauders behind the wood. Both they and the Tears fired into the larger unit of Marauders in front of them, reducing them to just six - 11 dead in a single round of shooting! Meanwhile the Eyes of Isha killed the musician from the T5 Marauders and braced themselves for the inevitable charge...

End Chaos Turn 3 - the turn of charges. The Berserkers lunged into the Heart of Isha, which stood, shot, and reformed, killing two before the foaming barechested Khornate worshippers slammed into their shield wall; while over on the right flank the champion and standard bearer charged into the Eyes of Isha. Just before combat began, the wizard managed to cast The Summoning again, on the Tears of Isha - how many hits? 12 S4 hits please. 10 of the Maiden Guard fell to the terrible creatures, but the survivors simply recited the lament for the dead and stood, steadfast, on the hill. The Sisters of Avelorn were unable to kill either of the Marauders as they came forwards, but in the ensuing combat the standard bearer was slain along with almost all the Sisters except the champion, who merely Gave Ground. Over on the left flank, the Berserkers rolled badly and killed just two Maiden Guard after losing two of their own to the Elven spears - a drawn combat!

End Chaos Turn 4 (I forgot to take a photo at the end of my own Turn 4, so a quick recap of that - Commander Aeilliniarie charged out of the Tears of Isha into the T5 Marauder Champion, while the  Tears of Isha as well as the Herald fired at the wizard, but only managed to cause one wound; the Heart lost their combat against the Berserkers and were pushed back; the two champions and the Commander on the right flank fought hard but failed to wound each other) - the remains of the Marauders in the centre charged the Tears of Isha, whose shooting as they came up the hill reduced them to the Marauder Chieftan, the Standard Bearer, and the Musician. The wizard cast The Summoning again, but this time a Fated Dispel saw the dark incantation fail. In combat, the Berserkers pushed the disciplined Maiden Guard back and back, but they held on, just remaining on the table and frustrating the enemy. The Tears of Isha, striking first, slew all except for the Marauder Chieftan, who fled 12" right past the stunned wizard, who looked up to see, in front of her, some very angry Elves - the Commander had finally managed to kill the Marauder Champion, and the Sister of Avelorn champion had run forwards, eager to kill the foe and revenge her warriors

End Elf Turn 5 - the Commander climbed back up the hill to get a better line of sight, while the Tears and the champion of the Eyes stood still to make their shots count. They calmly and methodically dispatched both the Marauder Chieftan and the wizard, avenging their fallen sisters as they did so. Meanwhile the Heart of Isha eked out a drawn combat, with the champion challenging, and then killing, the Berserker champion in single combat - the last turn was about to come, and it felt like the game was in the balance

End Chaos Turn 5, End Game - the Berserkers, Frenzied to a man, slew the last of the Heart of Isha who had slowed them down and bled them for the last six rounds of combat, and then promptly pursued 2"... which was just enough to leave the board, as the base of the rightmost front ranker slid over the board edge and pulled the whole unit off the table! The day belonged to the Maiden Guard, but it had been a bloody toll indeed

In the end, I won 674 to 385 VP, and even though neither of us had paid any attention to the objectives K would still have lost by a good 190 or so VP even if he'd held both objectives for as long as he possibly could have. In the aftermath, I rolled Insurmountable Losses for both the Tears of Isha and the Heart of Isha regiments (which is appropriate, given one suffered 100% losses and the other a mere 85% losses) and Terrible Losses for the Eyes of Isha. This means that both regiments of Maiden Guard lose all their XP and Veteran Abilities, and the Sisters of Avelorn keep their XP but lose their existing Veteran Ability. Ah well! That Ld 9 was nice while it lasted.

Tomorrow, I might even do some painting. Who knows what'll happen, eh?





Tuesday, 27 January 2026

A New Game And Another Victory

Some years ago, when the Warcry boxed set with the Darkoath Marauders in came out, I asked for it for a present (I think it might have been my birthday). At any rate, I assembled it, flicked through the rulebook, painted a couple of the Darkoath, and then... didn't do anything else with it. I have never actually played a game of Warcry. Then, tonight, at the Llangefni Wargamers, I spoke to K and got him to teach me.

I won, although I did accidentally cheat a little because I was using Strength rather than Damage to cause Damage... oops. Anyway, here are some photos to explain what happened in a bit more detail:


To play a Warcry scenario, first of all you roll to randomly create a deployment map. The six little symbols correspond to where the three groups you split your warband into deploy - in this instance one starts on the board, and the other two groups come on at the start of the second Round

Then you roll to randomly generate a victory condition! This is what we ended up with

This was the warband I used - the Untamed Beasts - painted by K, and incredibly badly photographed by me

The Cursed Relic! Otherwise known as a little token. All the scenery was provided by K; he is a Warcry fiend in much the same way as I am for stuff

A really nicely painted statue of Sigmar. I love the way the verdigris and moss have been done - top notch stuff from K here

Deployment - K's Lizardmen (which included THREE Kroxigors) have the top and right hand sides and their on-board group have deployed on the wrong side of the wall from the objective. My Untamed Beasts have sent in their most rubbish fighters to go and grab the objective as quickly as possible, with the heavy hitters standing back to come in and do mischief later

End of Round 1 - my bunch of Plains Runners have surrounded the objective, while the Kroxigor and the Saurus Champion leading the Lizardamn warband swing round opposite ends of the central wall to try to threaten the obective

End of Round 2 - the Lizardman champion ran up and obliterated one of my Plains Runners with a single hit, while the Kroxigors in reserve wandered on to be met with excessive violence from my warband's Heart-Eater and a Preytaker. Meanwhile my own left flank reinforcements swamped the Lizardman champion and killed him with a huge number of attacks from three models. Although actually, in retrospect, I probably shouldn't've done because I wasn't using the right stats for the damage...

End of Round 3 - it was midway through this Round that we realised I'd been doing damage wrong. The main difference this would make is the number of wounds I did to the Kroxigors; as I killed one and put a lot of hurt onto another. In return a Kroxigor hurt one of my surviving Plains-Runners, and injured the Rocktusk Prowler quite badly. I did however manage to despatch one of the Saurus that had come on as reserve from the top edge last Round

End Round 4, End Game - I managed to finish off the second of the Kroxigors, and reduced K's warband to just two models - an injured Saurus and a Kroxigor. Meanwhile I had almost my entire warband within 3" of the Cursed Relic, so I won!

It was a really fast, fun game, easy to pick up (once you recognised what the symbols meant) and flowed nicely. Lovely crisp mechanics. I think I'll play some more of this, using my Daughters of Khaine, and see how they fare. As A said however I think the campaign is where my real interest will lie. We'll see how that goes in the future, maybe.
 
Speaking of campaigns, I got my second game of the first round of the Mordheim campaign in tonight as well - my Cult of the Possessed against M(i)'s Orcs, Uzgak's Maggoty Brute Boyz. We rolled up Defend the Find as the scenario, and as I had a lot less models than M(i) did, I was the defender...
 
Deployment - the Cult are in the tower in the middle of the board, ready to defend their gains from the yelling and raucous orcs, who are approaching from just two sides
 
End Orc Turn 1 - M(i) went first as the attacker, and as there was no Animosity to worry about this turn, moved up everyone except his Big 'Un with bow and the hench-orcs with bows, who fired (ineffectively) at the Magistrix in the tower's first floor

End Cult Turn 1 - I rearranged everyone to avoid being shot at as easily, getting the Magistrix, Karina and The Lover into cover in the tower, while The Blessed and Elizabet moved around the rear to guard that angle and cut line of sight to the bow-armed orcs

End Orc Turn 2 - the Boss and his ladz moved up on the left of the ruin next to the tower, while the two hench-Orcs under Big 'Un Auzbosh Wukgukk took the right. None of the Orcs suffered from any animosity (again), while one of the hench-Orcs with a bow critically hit my Magistrix, who - luckily! - was only stunned. Yikes - what a shot!

End Cult Turn 2 - the Magistrix rolled over and became knocked down, groaning a bit and thanking the Dark Powers for the extra eye in her side that the arrow had hit, while Elizabet charged the oncoming Orcs on the left of the ruins... and promptly completely failed to hit or wound. As did the Orc she'd charged!

End Orc Turn 3 - at last, Animosity happened! Both the Boss and one of his arrer Boyz decided they needed to leg it towards the Cult, and did so. The Boss then promptly failed a Fear test to charge The Lover, and instead waved on his ladz and pretended he'd not really intended to try and charge in anyway, and if you said different he'd smack you one, so that was that. Over on the other side of the ruins, the Big 'Un and accompanying Orc Boy piled into Elizabet. In the ensuing slap-fight no-one managed to hit, or, if they did, then failed to wound...! The arrer Boyz and Big 'Un with bow didn't shoot at anyone as they had no targets
 
End Cult Turn 3 - while the Magistrix stood up, dusting herself off, The Lover and Karina sprinted out and charged the two Boyz on either side of the Boss. On the other side of the ruin, The Blessed charged into the Orc with a spear, who failed his Fear check and missed before being crushed into the ground by The Blessed's claws - so long Kezbigh! While this was going on, the Magistrix tried (and failed) to cast Visions of Torment on the Orc Boss. Elizabet, the Big 'Un, and the remaining Orc Boy all continued to flail around, unable to do anybody any damage. Karina, meanwhile, missed both her attacks and was then promptly skewered by her opponent's sword, becoming stunned. Uh oh. The Lover and the Orc it was fighting exchanged blows, but failed to wound each other
 
End Orc Turn 4 - Animosity struck, paralysing the Boss as he stood his ground, grumbling angrily about Ladz These Dayz and similar things (too much Dwarf in his diet no doubt). A sneaky Boy managed to get righ up to the base of the tower, threatening the Magistrix, and potentially starting to meet the victory conditions of the scenario. The Boy on the Boss's left handily despatched Karina, while the Arrer Boyz and bow-armed Big 'Un continued to fire at the Magistrix. No expertly aimed arrows this time, however, and she weathered the arrows with ease. The Lover finally landed a blow on its opponent, knocking down the Orc. The ridiculous pantomime fighting between the Big 'Un, Orc, and Elizabet continued as yet again no damage was inflicted to anyone. I have no idea what they were doing, but either it was a really expert display of skill, or a comedic scene of bumbling worthy of Laurel and Hardy (probably the latter, frankly)

End Cult Turn 4, End Game - the Magistrix charged down from her first floor perch and into the hapless Orc who'd tried to sneak round the back, but she continued to fail to be able to harness the fickle winds of Magic and couldn't summon the power to cast Visions of Torment on him. Meanwhile, The Lover charged the Orc Boss, and The Blessed charged the Big 'Un next to Elizabet. The Magistrix may not have been able to cast, but did, however, manage to whack her opponent with her huge magic staff, causing him to become knocked down. The Blessed's flurry of attacks on Auzbosh Wukgukk the Big 'Un overwhelmed him, and he was taken Out of Action. Inspired by this, the fight between Elizabet and the Orc in front of her finally went her way, and Agoc was also taken Out of Action. On the other hand, in a recurring theme, neither The Lover nor the Boss could really hurt each other, despite a couple of hits each. With that, M(i) decided at the start of his turn to voluntarily rout. His Orcs had lost three models and he doubted his ability to overpower my surviving heroes and take the centre tower. The day belonged to the Cult again!

Obviously the most important part of any Mordheim game is the Post Battle Sequence, during which the Ninefold Path of Eight Ways uncovered a total of 5 shards of Wyrdstone (promptly sold to various buyers for 100 gold crowns), and found a vaguely intact fletcher's shop with two Short Bows remaining in it. Karina survived but lost her right eye (-1 BS - not that she needs it), while Elizabet increased her Strength to 4. The Blessed developed a new skill, Mighty Blow, making all its attacks in combat more potent (S6 for its normal attacks and S7 with its Great Claw!). The Lover, on the other hand, became faster, gaining Sprint. One of the two short bows was sold, making just enough money to afford to hire and equip three Brethren with bows and clubs. The remaining short bow has been picked up by the Magister, to give her something a little more dangerous at range than her spell...
 
The Ninefold Path of Eight Ways now has a Warband Rating of 98, two victories under its belt, 8 members (praise be to the Dark Powers!) and a totally empty treasury. Time to see what Campaign Round Two will bring in a few weeks. 











Tuesday, 20 January 2026

LUNAR Landing

Tonight I ran the first ever meeting of the Llangefni United Nerds And Roleplayers Club. It went really well! We had games of Mordheim, Warcry, Combat Patrol, the boardgame Jaws, and discussions about future games of Dungeons and Dragons, Inquisitor 28, Sunrot, and other systems. For my part, I played a game of Mordheim against A's Undead with my Cult of the Possessed, and despite only having five models on the board, not only won the game but made out like an absolute bandit. Photos follow!

 

A game of Mordheim between Undead and Orcs - scenery is the old cardboard Games Workshop terrain that I built a couple of years ago and still haven't quite finished off - I'll need to do the bases and touch up the white lines!

A learning game of Combat Patrol, between Imperial Guard (l) and Space Marines (r)

A game of Jaws in full swing - this is the start of Act 2, where the shark tries to sink the boat!

A game of Warcry - needs more terrain if you ask me, but they were having fun!

And, of course, there was the game of Mordheim that A and I played between A's Undead and my Cult of the Possessed, as part of the campaign I'm running. The scenario we rolled was Wyrdstone Hunt, and a series of disjointed photographs mostly tell the story of the game. I forgot to take them consistently, so you'll have to put up with the slightly strange sequence of events!

Deployment - there are four pieces of Wyrdstone on the board, marked by green and yellow dice (I need to make Wyrdstone counters!): one is in the ruined tower, one is in the ground floor of the top-most building connected by a bridge, and the other two are visible. My cultists are in cover in case of shenanigans; A's Undead (and Imperial Assassin!) are spread out to try to pincer me
 
This is the end of my Turn 2 - I'd won the roll off to go first - and my Possessed had split off from the Magestrix and her Mutants to go wyrdstone hunting. One, known as The Blessed, had climbed up the tower and then had some minor problems with falling off things and failing to climb things for a bit. The other, The Lover, had easily grabbed the closest bit of Wyrdstone then (because I'd misunderstood the scenario) moved the wrong way for a bit... meanwhile A's Undead were moving up towards their own Wyrdstone targets
 
End of the Undead's Turn 2. Here, the Vampire is positioned to grab the closest Wyrdstone while being supported by Dregs and the Assassin, and the various zombies, the dire wolf, the necromancer, and one of the two ghouls are lurking under the bridge with the wolf having grabbed a piece of Wyrdstone

End of the Cult's Turn 3 - the Magestrix and her Mutants have (wisely) cleared off at top speed from the threatening Vampire, while The Lover has realised its/hers/their mistake and turned round, running to join up with the rest. The Blessed on the other hand has managed to grab the Wyrdstone in the tower and then immediately fell off the top floor onto the middle floor, although luckily not taking any damage

End of the Undead's Turn 3. The Dire Wolf, with Wyrdstone in its stomach, has moved behind a screen of zombies accompanied by the Necromancer and a Ghoul. Meanwhile the Vampire, second Ghoul, Dregs, and the Assassin have joined up with their own piece of Wyrdstone in the possession of the Vampire. The Necromancer attempts to cast Lifestealer on the closest Mutant, but fails

End of my Turn 4 - the Magestrix moves up while the Mutants have charged a variety of things - one Mutant, Johannes, charges the Necromancer, while the other, Elizabet, attacks a Zombie. The Blessed continues to fail to work out how to use a ladder, while The Lover continues moving away from the Vampire, trying to link up with The Blessed. Felicitas the Magestrix moves round the melee to try to get a bead on the Dire Wolf. Her attempt to cast Visions of Torment fails miserably (the total inability of either of us to cast a spell all game was quite amusing). In the combats, neither side manages to land a hit at all!

At this point I basically forgot to take photos until the end, but I do have a couple of good photos of some specific moments. 

The combat in Turn 5 under the bridge - the Magestrix has despatched the Dire Wolf, while The Blessed has knocked down a Ghoul. Meanwhile the Mutants are surrounded by Zombies and the Necromancer, with both sides continuing to be unable to hit each other, never mind cause wounds. Again, both Necromancer and Magestrix prove unable to cast their spells

The Imperial Assassin managed to knock a wound off The Lover with a poisoned throwing knife! This is one of the best photos of a model I've ever taken. A's painting is exquisite, honestly

End of my Turn 7 - while Johannes the Mutant has been dragged down by Zombies, the Possessed and Magestrix between them have taken a Ghoul, the Dire Wolf, and three Zombies out of action. The rout test made by A at the start of his turn 6 was passed, handily, but after considering the position of things at the start of turn 7, he decided to voluntarily rout and see what the exploration phase brought him...
 
The final board end state at the beginning of A's Turn 7. Time to see what the grim streets of Mordheim brought us!

After the game, we first checked to see what had happened to our various Out of Action models. Johannes, my Mutant, died. I rolled snake eyes! Alas and woe; his elephantine tentacles did not save him from the gnashing teeth of zombies. However all of A's Zombies and his Dire Wolf also died! Only the Ghoul survived the bloodbath under the bridge, it turned out.

I encountered a corpse with a free sword in it (honestly it was probably Johannes's corpse - he had a sword) and an overturned cart with a purse full of 11 gold crowns, which was pretty handy. My Wyrdstone haul was 3 from the game, plus an extra one thanks to this rounds' special rule (+1d3 Wyrdstone shards for all warbands in the Exploration Phase), and another 4 from the Exploration roll, for a total of 8! Very shiny. I elected to sell all of them in order to raise the funds to recruit another Mutant, Karina. Karina has an extra arm that is a tentacle, which is an expensive mutation but it does mean she can make two attacks with her sword and axe, as well as reducing the number of attacks an opponent can make by one. 

Additionally, thanks to hacking apart a bunch of zombies, most of the cult got to level up. Felicitas increased her Initiative to 4, The Blessed got +1 Strength (making him really quite nasty, with two S5 and one S6 attacks!), and Elizabet increased her Weapon Skill to 4.

The warband's treasury now consists of 11 gold crowns (still, I suspect, in the purse), and the Rating increased from 61 to 74. I'm going to play a game against B's Orcs next, I think, which will be the second and last game I'm allowed to play in this round.