Mordheim: Last Warband Standing | Kriegsspiel PvP
Twelve warbands enter a burning city. As the flames close in, rivals emerge from the ruins, and only one warband will survive.
TYPE
SYSTEM
LANGUAGE
EXPERIENCE
AGE
$5.00
/ Session
Details
1 player following this game
Play by Post (Asynchronous)
Billed Weekly / Monday - 5:00 PM UTC
Session Duration / 1 hour
Campaign Length / 1–4 Sessions
0 / 12 Seats Filled
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About the adventure
Paid per Campaign Week 5 turns each week of the campaign — Monday to Friday Estimated duration: 1–4 weeks, depending on how long you survive. How the game is run: This is an asynchronous Play-by-Post Kriegsspiel campaign played through Discord. You do not need Tabletop Simulator, a microphone, webcam, or any specialist software to play. As umpire, I run the battlefield privately using Tabletop Simulator. This allows me to track the positions and movements of forces, resolve encounters, and maintain the fog of war. Players do not see the complete tabletop. Instead, you receive only the information your character would realistically know. Mordheim is burning. Twelve rival warbands have entered the ruined city in search of survival, glory and whatever advantage they can seize before their enemies do. Reiklanders, Dwarfs, Orcs, Skaven, Wood Elves, Lizardmen, Beastmen, Goblins, Halflings and the Possessed stalk the streets alongside a Vampire and an Ogre. Sixty-four fighters begin the battle — only one warband can be the last standing. This is a competitive, umpire-led Kriegsspiel campaign played through hidden information and individual player decisions. You will command one complete warband and experience the battlefield only through what your warriors can actually see, hear and discover. Rival movements may be hidden from you. Encounters can happen without warning. Temporary alliances are possible, but there can ultimately be only one winner. As the battle develops, fire spreads inward from the edges of the city, consuming streets and ruins and steadily reducing the ground available to the survivors. Hiding forever is not an option. Eventually the remaining warbands will be forced together and every decision about movement, combat, risk and survival will matter. The event runs for up to 20 turns, with five turns processed each week, and may end earlier if only one warband remains. No previous experience of Kriegsspiel, Mordheim or Warhammer is required. Your warband, rules briefing and everything needed to command it will be provided.
Game style
Combat Heavy
Play By Post
Roleplay Lite
Game themes
Meet the Game Master
Less than a year on StartPlaying
Highly rated for: Storytelling, Beginner Friendly, Inclusive
Average response time: 2 hours
Response rate: 100%
About me
I’m Pete ‘the Elder’, a long-time GM and tabletop wargamer with decades of experience running one-shots and campaigns across fantasy, sci-fi, modern, and historical settings. I discovered Kriegsspiel years ago and loved what it does best: fog of war, meaningful decisions, and consequences that emerge naturally from play. These days I blend Kriegsspiel-style adjudication with roleplay to create games where you’re placed in tense situations, given imperfect information, and asked to make real choices under pressure. If you enjoy grounded worlds, tough calls, and stories shaped by what you do at the table, you’ll feel right at home in my games.
View Profile →Character creation
Creating your character
No character creation is required. Each player will command one of twelve complete, pre-generated warbands created specifically for Last Warband Standing. Every warband has its own commander, troops, equipment, strengths, weaknesses and tactical character. The forces are deliberately asymmetrical. Most warbands contain five fighters, while others rely on greater numbers or individual power: the Skaven field seven, Goblins and Halflings field nine, the Vampire commands two, and the Ogre enters the city entirely alone. Players will receive their complete warband roster and briefing before the first turn. No Mordheim rulebook, Kriegsspiel rules knowledge or character-building software is required. Players are responsible for command decisions rather than managing game mechanics. Tell the umpire what you want your warband to attempt; the Kriegsspiel system determines what your warriors can see, what happens and what information returns to you. Warband allocation will take place before the campaign begins.
In this event you are both a commander and a fighter. You will give orders to your small warband, warpack or company and also engage in fighting either at range or in close combat.
What to expect
Preparing for the session
No previous experience of Kriegsspiel or Mordheim is required. Before the event begins, players will need to: • Join the Kriegsspiel Studio Discord server using the invitation provided after booking. • Read the short event briefing and Kriegsspiel player guide. • Receive their assigned warband, roster and private command channel. • Familiarise themselves with their fighters, equipment and starting situation. • Be able to check Discord regularly during the campaign and submit decisions/orders when each new turn is announced. The event is asynchronous, so there is no requirement to be online at the same time as the other eleven players. Approximately five turns/sessions will be processed each week. You do not need to buy a rulebook, download a VTT or learn a complicated combat system. Your job is to command your warband and make decisions. The umpire handles the mechanics.
What Pete the Elder brings to the table
I will provide everything required to take command of your warband. Each player receives: • A complete pre-generated warband with individual fighters, equipment and abilities. • A private Discord command channel for communicating with the umpire. • An illustrated starting report describing what your warband can see and knows. • Maps, images and battlefield information when your warriors are in a position to observe them. • Regular turn reports describing movement, encounters, combat, casualties and changes in the environment. • Umpire adjudication of movement, combat, visibility, uncertainty and interaction with other warbands. • A short Kriegsspiel guide explaining everything you need to know to play. Last Warband Standing is built around imperfect information. You will not have a god's-eye view of the battlefield. You know what your warriors know. Enemy warbands may move beyond your sight, sounds may warn you of something nearby, and what appears to be an empty street may not remain empty for long. The city itself is also an enemy. As the campaign progresses, fire advances from the outer districts and steadily reduces the playable area, driving the surviving warbands towards one another. My role is not simply to apply a set of visible rules. I act as the umpire and eyes of the battlefield, translating your decisions into events and giving you the information your commander would realistically possess. You are in command. Not in control.
Homebrew rules
This game uses Kriegsspiel Studio's umpire-led rules rather than the standard published Mordheim rules. Players do not need to calculate modifiers, measure movement, roll combat dice or consult rulebooks. Instead, you describe what you want your warband to do and the umpire resolves the outcome according to the situation, your fighters' capabilities, terrain, visibility, opposition and chance. Key principles include: • Imperfect information — you only receive information your warband could reasonably know. • Simultaneous action — all twelve warbands are operating within the same evolving battlefield rather than waiting for everyone else to complete conventional tabletop turns. • Umpire adjudication — uncertain situations are resolved behind the scenes. • Fog of war — enemy location, strength and intentions may be unknown. • Progressive fire zone — the burning city steadily closes in, preventing permanent hiding and eventually forcing the surviving warbands together. • Permanent consequences — casualties matter. There are no convenient respawns. • One victory condition — be the Last Warband Standing. The rules are intentionally easy for players to interact with. You concentrate on decisions; the umpire deals with the mechanics.
Equipment needed to play
Internet
Computer
Platforms used
Safety
How Pete the Elder creates a safe table
Last Warband Standing is a competitive PvP game, but competition between warbands must never become hostility between players. Before play begins, I will establish clear expectations for respectful communication, good sportsmanship and the distinction between in-game rivalry and out-of-game behaviour. Players may contact me privately at any time if something in the game is making them uncomfortable. Because the campaign is run asynchronously through Discord, concerns can be raised privately without interrupting or drawing attention from the wider group. We will use Lines and Veils before play to identify material players do not want included or would prefer to remain off-screen. I also use an Open Door policy: players may step away, pause their participation or contact me privately without having to justify themselves. The game contains combat, casualties and player-versus-player conflict, and a warband may be eliminated from the event. These are expected parts of the game and will be made clear before players join. At the conclusion of the event I will provide an opportunity for debriefing and feedback, particularly because this is an introductory Kriegsspiel event and I want players to feel comfortable discussing both what they enjoyed and anything that could be improved. Harassment, personal attacks, discriminatory behaviour or attempts to turn in-game conflict into out-of-game conflict will not be tolerated.
Content warnings
Safety tools used