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Lord Asuryan
04-12-2007, 20:26
I'm starting an undead warband, and I have no Idea how to go about it. also, where can find the experience chart (E.G the chart which tells me a what exp. levels I can make advance rolls) my ideas so far:

Vampire Kaevak the doom-herald
sword
shield
bow
heavy armour
190

Necromancer Otrech Taalsbane
bow
sword
55

dreg Nemiah the cursed
two-handed weapon
35

2 ghoul
80

2 dire wolf
100

3 zombie
45

Etienne de Beaugard
05-12-2007, 03:57
Not bad, but I have a couple of suggestions.

First, like everyone always says, maximize your heroes. More heroes = more money at the end of the game.

Second, armor and shields aren't that effective in Mordheim. Strength reduces them quickly and many critical hits ignore armor all together. What you are really going for is high number of attacks.

Third, undead don't do shooting very well. Stick with your strengths, close combat and fear.

So, some specific suggestions:

Vampire - drop the heavy armor, shield and bow. Either use the free dagger as a second weapon, or buy and impact weapon, like a club or hammer.

Dreg - Drop the two handed weapon and buy more dregs. Leave them with daggers, and maybe clubs. Early in the game, the dregs are their to search for treasure. With future experience and money, you buy more stuff later.

Necromancer - Drop the bow. Its fairly ineffectual.

With any extra cash, buy more zombies.

You vampire and dire wolves can move at roughly the same speed, thus making them a natural stike team.

Your other models could make one or two teams that move slowly toward objectives and/or act to herd or bait your enemy into bad positions. When you get an enemy model or two isolated from the rest of their mates, jump them with the vampire and wolves.

BigRob
05-12-2007, 14:58
Hello,

Couple of suggestions which start with a repeat of the last post, get all 3 dregs and ditch the armour from the vampire. Give him a sword and hammer, keep the bow (you never know..) and let him go crazy.

Dregs are for protecting your necromancer and exploring. These heroes are poor at anything on the battlefield except the odd spell if the necromancer gets a good one, A sword for him lets him parry, bows are optional but they wont hit much (dregs have BS2!).

Henchmen wise, I never saw the point of zombies, too slow, weak and feeble. Dire Wolves have speed but lack a punch and have trouble unless they win on the charge(when they are S4) and at 50GC cost a bit.

I feel Ghouls are the way forward, T4, A2 and they gain EXP. I try to max out on ghoul packs and let them range forward, vamp in support with the other heroes guarding the back field.

Later hired sword additons can include an Ogre (he's as fast as the vamp and can shield him from missile fire), Warlock for magic support and anyone else you can get to make up for Undead sufferering from low numbers. Now if zombies didnt count towards warband limit i'd have hordes of them...

Count Sinister
06-12-2007, 17:32
Have to agree with these posts. Your vampire will do better armed with two weapons for close combat (sword, for parries, and a club), and you can save a lot of gold crowns by dropping the armour, which isn't worth it for starting warbands.
After that - I have to agree about the dregs too. Get as many as you can - they are there for exploration, not for combat. Same goes for the necro at the beginning (except for his spells, of course).
After that, I've often wondered why they have zombies as a choice at all. Ghouls are superior in all respects, really.
Oh, and while the ogre hired sword is a good option as a vampire bodyguard, another nice surprise to pull is to take a tilean marksman instead. He can really support a warband like undead in a way that most players you face won't think of. With his crossbow, he can keep enemy models from moving out in the open, which means you'll have a better chance to get your vampire and dire wolves into a charging position.
Tiliean Marksmen are great!

Lord Asuryan
18-12-2007, 01:40
where can one find the rules for said marksmen?

BigRob
18-12-2007, 08:05
Specialist Games Website!

Its all there for free, he's in one of the hired sword articles. Basically he ignores all modifiers to hit with his crossbow...then you get some XP and he gets quickshot...then people start complaining of cheese....

Senbei
18-12-2007, 19:02
After that, I've often wondered why they have zombies as a choice at all. Ghouls are superior in all respects, really.

They're cheap, cause fear, never run away and iirc might even be harder to put out of action than a living character.

Ghouls are quite expensive and can never use weapons or armour. If you luck out and get a necromancer with the right spell, you can sometimes end up with zombies wielding hochland long rifles, great swords and wearing full-plate.

Lord Asuryan
19-12-2007, 18:29
Can you post a link, or at least the name of te rticle? I can't seem to find him

BigRob
19-12-2007, 19:58
Senbei; Zombie heroes raised by tehnecromacer with spell of awakening are indeed very handy, but in all my games with undead its never happened. If you get lucky then cool, but otherwise your stuck with a less than helpful spell. Pleb zombies are ver ypoor and while the yd ohave all the undead bonus's the ymove very very slowley and take up valuable warband space.

Lord A; My bad the marksman is not allowed to join undead, orcs and skaven :cries: I forgot that part. However his buddy the Imperial Assassin is available to the undead! He will make an excellent replacement, with his crossbow pistol, access to special assassin skills and the fact you can always coat his weapons in poison at the start of each game! Both Hired swords are in an article called "Show me the money" which is top of the articles section in the mordhiem section in the specialist games website

http://www.specialist-games.com/mordheim/articles.asp

nub5
21-12-2007, 05:59
They're cheap, cause fear, never run away and iirc might even be harder to put out of action than a living character.

Ghouls are quite expensive and can never use weapons or armour. If you luck out and get a necromancer with the right spell, you can sometimes end up with zombies wielding hochland long rifles, great swords and wearing full-plate.

Zombies never gain XP ever so they never improve. They move real slow unless they can change. Good luck surviving when you opponent climbs a building and shoots your zombies dead since they can't climb.

Ghouls can get experience and make nice heroes if they get promoted.

Ever Undead warband I've played / played against gets rid of the zombies are early as possible. Maybe keeping 1/2 around if they get the spell where they can raise zombies.