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Maynard
05-09-2007, 12:35
Please don't hurt me this is my first attempt at writing a list for a warband, it's supposed to be themed around my actual fantasy army:

Mercenary Captain 60
Double Handed Weapon 15

Champion 35
Double Handed Weapon 15

Champion 35
Double Handed Weapon 15

Marksman 25
Handgun 35

Swordsman 35
Sword 10
Shield 5

Swordsman 35
Sword 10
Shield 5

Swordsman 35
Sword 10
Shield 5

Swordsman 35
Sword 10
Shield 5

Swordsman 35
Sword 10
Shield 5

1 Youngblood 15


What do you think?
The Captain and Champions are an absurd S6!! I know they will get shot before they get to combat but I'll have the swordsmen in front of them. Another advantage is that most things will not be able to parry the S6 as it is double their own strength...

unwanted
05-09-2007, 13:21
I'd suggest giving the swordsmen bucklers instead of shields, parrying is actually more usefull than an armour-save, especially with WS 4 swordsmen, as most other things in the game only have WS 3 at the start.

Double-handed weapons rock, if you get to strike at all, but if you get the Strongman skill and a few A advances, then they'll be truly deadly at close quarters

The Handgun is perhaps a tad overkill, I'd get him a mate and a crossbow for each, as they're just as deadly to most enemies, and have better range.

That's all from me for now.

(ps. If this is also a "fluff"-driven warband, I'd suggest hammers for the swordsmen instead, just because they're Middenheimers :D)

BigRob
05-09-2007, 13:31
Looking good, For competetiveness, All I can think of is...

Drop the handgun for a crossbow, handguns only fire every other turn and have a shorter range. A Crossbow in cover can control areas and make people think about crossing the street.
Swop the shields for bucklers as allready said. Shields and armour are useless in mordhiem since they slow you down and are easily negated by axes and high strength.
Try and squeeze in another youngblood. Mordhiem is a game for heroes, without them you get less money, less rare stuff and if brought later, they miss out on early XP points.

With this in mind, maybe drop a swordsman and swop the handgun for an Xbow, thats about 60 crowns, grab another youngblood and then a scattering of bits and bobs. Helmets can be brilliant on heroes, or save a few pennies for that first exploration and shopping phase.

Have fun

Maynard
05-09-2007, 14:36
Hmmmmm some interesting advice there, I never even thought of the bucklers tbh! Since I haven't played before I didn't see them as being that good. As for the swordsmen and the handgun I'm afraid that's all fluff driven so I'll be leaving them the way they are (except changing the shields for bucklers).

My empire army is a load of different things which is why this Middenheim band is a bit of an amalgamation. I don't want too many youngbloods as this is a veteran group that's been campaigning for years.

Am I correct in saying that my Captain is S6 in combat? Even if he's charged or charges?

unwanted
05-09-2007, 16:16
Yes, he'll always strike last untill the Strongman skill comes around.

About the lone handgunner, there's nothing wrong with having him, he's just a tad lonely, and should you loose him, there's no back-up and all XP will be lost, whereas if he had a mate, you'd get to recruit a new marksman of equal skill-level.

And he could be very susceptible to "All alone"-checks if you're fighting someone who's faster and more numerous than you (Say, Skaven :D)

But good luck with it, I like the warband as it is, just take the above points into consideration during your games as well, and you shouldn't suffer too much from these (very minor) weaknesses.

Maynard
05-09-2007, 18:08
My list is fairly combat oriented(like all Middenheimers) but how likely are they to make it to combat? Are they going to get minced in the first two turns???

Also will my heroes live? I mean if my enemy targets them for combat and shooting will I lose all of them or is death rare?

unwanted
05-09-2007, 21:07
Deaths will occur eventually (Or, maybe not!), depends on your luck, but getting them taken out of action means that they are likely to die if it happens often...

But if you use them tactically sound and maximise on mobbing the enemy, you will have better odds, off course, the enemy will be doing the same to you, and without ranged deterrents, the enemy will likely try to snipe you and do their best to cordon you into crossfires, and if the terrain s against you, it will be tough.

Personally, I will be running my Orcs rather shooty as far as the boyz are concerned, but with my heroes and a few boyz geared to take on enemy fighters trying to get at the arrer-boyz, but close combat is a valid tactic as well, though rushing the enemy puts you in harms way alot...

Morsleib
06-09-2007, 15:46
Please don't hurt me this is my first attempt at writing a list for a warband, it's supposed to be themed around my actual fantasy army:

Funny that. I themed my fantasy army on my Mordheim warband :-)


Mercenary Captain 60
Double Handed Weapon 15
Champion 35
Double Handed Weapon 15
Champion 35
Double Handed Weapon 15

Whilst DH weapons look great on heroes (and I do have one in regular use) don't forget that until they get a skill (take Strongman) they will always hit last in combat (if they get to hit at all). In Mordheim there is no great weapons strike first when charging rule. Once they get Strongman they will be real killers.


Marksman 25
Handgun 35

Swap the handgun for a crossbow. It's cheaper at 25gc and just as good. OK no -1 armour save but in Mordheim very few wear armour.



5 x
Swordsman 35
Sword 10
Shield 5

Drop the shields. Once your opponents start to get S4 they are useless anyway. Spend the money on an extra youngblood. Heroes are your source of income. As a general rule max out on them whenever possible.


1 Youngblood 15

Buy him a club for 3gc. Clubs are the best bargain in the armoury. My preference is for ordinary warriors with clubs rather than fancy swordsmen. that way you can squeeze about 13 into a starting warband.


What do you think?
The Captain and Champions are an absurd S6!! I know they will get shot before they get to combat but I'll have the swordsmen in front of them. Another advantage is that most things will not be able to parry the S6 as it is double their own strength...

You can protect the heroes from shooting with a screen of swordsmen but if they are to survive until they get to attack then they need another warrior in every combat with them. If you are outnumbered (eg by Skaven) then that will be difficult. I usually use a couple of longbow equipped archers. It doesn't make the warband shooty but it can cut down the numbers charging you and they cans till move. Give them a club each and they can fight too.

I hope this helps. These are purely my own preferences and my track record is not paved with glorious victories. BTW you can see my Middies in action in Fanatic Mag #8 if you can find a copy - they lost.

Morsleib

Maynard
06-09-2007, 15:51
Well I have maxed out my heroes haven't I (or am I missing something) 1 Captain and 2 Champions?

As said before I'll be keeping the Handgun, I have a lovely model I wish to use and hey it's only 10gc. I'm changing the shields for bucklers, I didn't realise everyone was so against them! :)

BigRob
06-09-2007, 17:18
Hello again,

Your not maxed on heroes yet, Youngbloods are heroes too :) Its captain, 2 champions, 2 youngbloods, then thats 1 hero slot free for when the boys get the Lads got talent roll.

If your worried about the double handed weapons, halberds are one option, les strength, but strike in order and the classic 2 hammers to maximise attacks. When you get strongman though, two handers will be excellent.

Getting to combat in Mordhiem is fun. Some warbands will sit and shoot you, some scenarios favour shooty warbands and some warbands move faster than you so can keep running away and pelting you with thier slings. The best thing to do is make sure you have plenty of cover. On a regular board (4x4 or even 6x4) you need alot of terrain. On the 4X4 we used 2 lots of the scenery you get in the box, plus bits from the Mighty Fortress, some WFB houses, various barricades, walls and fences and the odd drinks can. Set it out like a city, so you have streets, squares and allyways and then everyones happy. Shooting can controll the open ground, but wont dominate the game.

Have fun

Maynard
06-09-2007, 18:11
Youngbloods are heroes!! wtf??! Cool I guess... So what's so good about being a hero apart from the better stats? I know you can advance but I'm still not that well up on the rules

Morsleib
07-09-2007, 10:12
Youngbloods are heroes!! wtf??! Cool I guess... So what's so good about being a hero apart from the better stats? I know you can advance but I'm still not that well up on the rules

In Mordheim, heroes have two purposes. Firstly and most importantly (in a campaign), you get to roll an exploration die for each one who didnít go OOA during the game. That is your income and is vital to the progress of the Warband.

Secondly heroes not only advance in stats, they are able to take skills which enhance their fighting or other abilities. Captains and champions start with some experience but youngbloods have none. This means that as they gain experience through playing games and taking enemy OOA (which henchmen donít), they will reach advance points more rapidly as they are closer together at the beginning of the experience track.

A youngblood is very cheap to buy but is a poor fighter. Get them to survive for a few games and they rapidly come up to the level of a champion. My youngbloods are Karl and Maria. Karl is an impetuous idiot who keeps getting killed (and replaced) whilst Maria has a real killer reputation.

You do have a copy of the rulebook? If not then download one from the Specialist games website (for free). Even if you never print it off itís very handy to have on the computer. the PDFs are fully searchable.

Morsleib

Maynard
07-09-2007, 10:25
That's great Morsleib thanks! I understand youngbloods now, hmmm time to make a new list I'll update you all in a while

unwanted
07-09-2007, 13:40
Oh yeah, sorry, didn't realise you weren't in on the income-aspect of the campaign :D

Morsleib have covered all the main issues of campaigning really well, so not much to add for me...

Sword Warden
07-09-2007, 20:01
Middenheimers fight with hammers and BIG hammers (2-handed), not with swords. At least that 's what I think.

Maynard
08-09-2007, 11:57
Middenheimers fight with hammers and BIG hammers (2-handed), not with swords. At least that 's what I think.


Again like I said earlier the swordsmen and handgunner are there to satisfy the fluff of my army