During the last week of April we played a small game of Oldhammer. A fierce struggle between a band of badass dark elves and the sinister inhabitants of an ancient, ruined temple deep in the Black Mountains where the fabled Blood Jewel lies buried. The backstory was quite simple. The warlock Amren was ordered by his mistress to find and bring her the Blood Jewel. The elves searched long for the gem and finally learned that it was hidden in a secluded temple of Law high up in the Black Mountains. The gem was hidden centuries ago during an attack by the servants of her Demonic Highness Manaar. The priests of Law were all slaughtered and the secret of the hidden gem forgotten except by the spirits of the dead who now have whispered the place of hiding to the dark elves during their necromantic rites.
Amren selected a small group of warriors to help him sneak into the ruins of the once great temple. But the servants of Manaar still dwell in the place and praise their demonic goddess with feast of blood each new moon. Amren’s elves therefore captured and bribed the goblin Bik, who served as guard in the ruins, to escort the warband through the secret, unwatched passages leading into the core of the ruins where the gem lies buried. The warlock Amren also chose to hire the muscles of Melvyn, a huge ogre mercenary willing to embark on the adventure for ample payment in gold and carry the equipment needed for climb through the steep mountains.
Thus armed and ready the dark elves entered the heart of the temple, ready to storm in, grab the jewel from its hiding place beneath an old statue and get out of the temple as fast as possible. This however proved more difficult than anticipated. The ever watchful demon Manaar alerted her servants to the presence of intruders and soon the dwellers from underneath the ruins were milling forth to kill the elves.
Amren and his brave company succeeded in grabbing the gem and almost succeed in taking it out of the ruins. In the end however the forces of Manaar cornered the last elves and one by one the last ones fell heroically until the last survivor was Melvyn, who sneaked out while no one was watching.
What a great game we had with good character developments during the game and lots of in-character interactions and empathy. This is really what all Oldhammer is all about for me.
Here’s a few random shots from the game. Sorry for the blurriness!

Technicalities
The setup of the scenario is quite simple. A statue is to be placed in the middle of the battle field. Underneath this statue the blood Jewel is hidden. The statue has 6 wounds and T5. Melvyn is strong enough to move the statue by force. This takes two turns of undisturbed labour.
The elves enter the battlefield from one of the four corners chosen randomly. As long as the goblin scout Bik is alive they may leave the battlefield through any corner they wish (due to his knowledge of the ruins); if he is dead they have to leave by the way they entered.
We did not use any unit formations during the game. All miniatures counted as single models and acted as such. We also ignored all rules of panic, but used the rules for push backs and fear.
The servants of Manaar
The dark elves are hugely outnumbered but the enemies keep entering the battlefield in random numbers and from random sides of the table. Here is the list of the inhabitants of the temple:
1 Giant rats [10]
2 Guard dogs [10]
3 Goblins [24]
4 Goblins with bows [6]
5 Orcs [24]
6 Orcs with bows [6]
7 Skavens [6]
8 Cultists [12]
9 Hobgoblin overseers [3]
10 High-priests of her Demonic Highness Manaar [3]
11 Ronk the Troll*
12 Lucia – The Chosen of her Demonic Highness Manaar*
The ones marked with an * are single characters.
Each turn the player defending the temple rolls a D12 to see which type of creature arrives and a D6 to see their numbers. Then a D4 is rolled to see from which side of the table they enter. The creatures always arrive outside their charge range from potential enemies. The number marked [] is the total amount of each creature in the temple. Once all have arrived on the table they are discounted from the list and the player rolls again to find a new result.
That is more or less it. We applied some special rules to the game. Rules for the use of rope and some other small stuff taking inspiration from the terrain and scenery used. Do the same. Look at the battlefield and make it interact with the game.
Dramatis personae
First we the elves and then the creatures. We printed the pictures of the elves and used them as cards during the game.


The Dwellers in the Temple
1. Giant Rats
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
6 |
2 |
0 |
3 |
3 |
1 |
3 |
1 |
4 |
4 |
5 |
5
|
Poison bite +1 to S
2. Guard Dogs
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
6 |
3 |
0 |
3 |
3 |
4 |
4 |
1 |
6 |
4 |
6 |
6
|
3. Goblins
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
3,5 |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
5 |
5 |
5 |
5
|
Light armour, shield, hand weapon
4. Goblins with bows
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP
|
3,5 |
2 |
3 |
3 |
3 |
1 |
2 |
1 |
5 |
5 |
5 |
5
|
Light armour, shield, short bow (16”/S3)
5. Orcs
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
3,5 |
3 |
3 |
3 |
4 |
1 |
2 |
1 |
7 |
5 |
7 |
7
|
Light armour, shield, sword
6. Orcs with bows
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
4 |
3 |
3 |
3 |
4 |
1 |
2 |
1 |
7 |
5 |
7 |
7
|
Light armour, Sword, Bow (24”/S3)
7. Skavens
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
5 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
6 |
6 |
5 |
7
|
Sword, light armour, shield, sling (S3 / range 18” / can fire 1 or 2 shots)
8. Cultists
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
3,5 |
3 |
3 |
3 |
3 |
1 |
3 |
1 |
7 |
7 |
7 |
7
|
Light armour, shield, sword
9. Hobgoblin overseers
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
3,5 |
5 |
3 |
4 |
5 |
2 |
4 |
3 |
8+1 |
6 |
6 |
6
|
Light armour, two-handed sword
10. High-priests of her Demonic Highness Manaar
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
3,5 |
5 |
5 |
3 |
3 |
2 |
5 |
2 |
8 |
8 |
8 |
8
|
Light armour, sword
11. Ronk the Troll
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
6 |
4 |
1 |
5 |
4 |
5 |
2 |
4 |
4 |
5 |
6 |
6
|
Club/Vomit/Thump
12. Lucia – The Chosen of her Demonic Highness Manaar
M
|
WS |
BS |
S |
T |
W |
I |
A |
LD |
INT |
CL |
WP |
4 |
5 |
4 |
4 |
4 |
2 |
4 |
3 |
8+1 |
9 |
7 |
7
|
Heavy armour, hand weapon, shield, Roll D3 Chaos attributes
Cheers
Martin