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heldane
09-05-2006, 23:11
Hey all.

Me and a few friends of mine will soon be starting an emipre in flames campaign off and I've chosen to play as humans. I'll be ranged up against shadow elves, possessed, dwarves and skaven.


I've decided that the warband will also become a unit in my new empire army that I'm going to work on soon, and as such I decided that they'd be my huntsmen unit.....so lots of shooting ability.

In the end I decided to go with the Reikland list, even thought my army will hail from ostland/wolfenburg. (I looked at the ostland list and didnt find it to be that inspiring, infact i found it to be more restrictive with only 3 heroes availabel at the start of the campaign if I dindt want to use a wizard aswell).


Anyways, I've been playing around with scraps of paper and army builder trying to decide on how to start my warband and I think i've settled on something that I like.

Here it goes.

Captain - 80GC
Dagger, Bow, Sword

Champion - 50GC
Dagger, Bow, Axe

Champion - 55GC
Dagger, Bow, Sword

Youngblood - 30GC
Dagger, Bow, Axe

Youngblood - 30GC
Dagger, Bow, Axe

Marksman - 40GC
Dagger, Bow, Axe

Marksman - 40GC
Dagger, Bow, Axe

Marksman - 38GC
Dagger, Bow, Hammer

Marksman - 38GC
Dagger, Bow, Hammer

Marksman - 38GC
Dagger, Bow, Mace

Marksman - 38GC
Dagger, Bow, Mace


Models in band - 11
Heroes - 5
Henchmen - 6
Stash - 23GC


I know that none of them are organised into henchmen groups, the list above is just my constrution list but it gives an idea as to the layout of the warband. Also I know that there is no armour in the warband, but i've gone for numbers over protection.


So any glaring problems, or changes that you'd suggest?


Cheers

Dan

McMullet
10-05-2006, 00:38
Personally, I prefer specialising my guys a bit more. So the shooty guys have a good ranged weapon (I like longbows and crossbows, both of these are pretty decent with 30" range) and the combat guys have a double handed weapons or two hammers, or somesuch combination.

A full compliment of heroes is always a good thing, but I'd maybe try to use them for your combat base. The youngbloods need to see some fighting because they can get more experience that way, and they can be of some use (taking chargers, basically - don't expect them to hurt anyone :p). You could perhaps have one shooty hero, and give him some good kit and skills, but in Mordheim you will eventually end up in combat so you need some heroes who are dead 'ard to deal with it.

As I said earlier, longbows and crossbows are better range weapons than the standard bows, so I'd maybe opt for less marksmen with better equipment. The hammers/maces are a good idea though, stick with that.

I like the way you have a proper "themed" (i.e., shooty) force, but if you don't take any combat henchmen at this stage, you should probably think about buying some when you get some income.

Good luck!

Cpt. Drill
10-05-2006, 23:18
No offence... but this is going to be a vry dull warband to use... and all opponents will hate playing you...

Reikland with every model with a bow... you hero!

McMullet
10-05-2006, 23:44
Well, he wants the warband to be useable as a unit in an Empire army, which is fair enough.

However, one or two "extra" models won't make much odds (you can alwys just blutack a bow to their back, or use them as free company).

Quin 242
10-05-2006, 23:49
Missile fire in Mordheim is limited use at best. It is so difficult to hit anyone that you need several tries to do it right. I'd suggest, as McMullet indicated, to go with crossbows for some marksmen (your stand and shoot joes) and long bows for your others (The huntsmen). By huntsmen I mean that they will be moving to get better shots or angles or ranges. That gives you an extended range that you might need. Marksmen can make do with just a missile weapon and a dagger to start with. Take all the axes and maces/hammers and double arm your heros.
The youngbloods with a bow are near useless. BS2 is not conducive to hitting much. I use mine as my forward observers. They get within spotting range to allow my marksmen to fire at "hidden" models. Teamed up they can usually take down a single adversary. Both of mine just got a skill last game so I gave them both sprint to help with this :)
I use my Captain and two champions along with 1 swordsman as my melee center. They stay ganged up and proceed together. They all have bows (except the Swordsman) but to use as opportunity presents and not to stand and shoot.
Absolutely disagree with Cpt Dill. your list is designed to play to the strengths of your chosen warband. When you start trying to go toe to toe with Dwarves and Possessed.. that doesn't make you a hero. It makes you an idiot.

heldane
11-05-2006, 03:47
Thanks for the comments so far





I like the way you have a proper "themed" (i.e., shooty) force, but if you don't take any combat henchmen at this stage, you should probably think about buying some when you get some income.

Good luck!


The way I'm looking at it is that I have 4 slots open for more henchmen at the moment, these will be swordsmen. I'm also going to be looking to hire a halfling and get hold of a halfling cookbook..that should give me another 2 slots.



The youngbloods with a bow are near useless. BS2 is not conducive to hitting much. I use mine as my forward observers. They get within spotting range to allow my marksmen to fire at "hidden" models. Teamed up they can usually take down a single adversary. Both of mine just got a skill last game so I gave them both sprint to help with this

Thats an interesting idea for youngblods, and one I shall definately think about.



No offence... but this is going to be a vry dull warband to use... and all opponents will hate playing you...

Reikland with every model with a bow... you hero!

Well, I had looked at the stirland list as an idea for a shooting warband, and may still do so. The warband isnt just a one trick shooting pony. All the models have a combat weapon of some type.

Would you care to show me/send me a sopy of what you'd consider a 'fun and balanced' starting warband please Cpt Drill?



Well the warbands ben built in prototype and will be used for its first few games tommorrow, I'll make sure to report back with how it goes.


Cheers

Dan

Flashheart
11-05-2006, 09:52
Do you know if your opponents will take a lot of armour since you have taken so many axes? I think that I would give one of your champions a double handed weapon. You are going to need some high strength if you ever are going to take down the possessed.

heldane
11-05-2006, 12:04
Do you know if your opponents will take a lot of armour since you have taken so many axes? I think that I would give one of your champions a double handed weapon. You are going to need some high strength if you ever are going to take down the possessed.


The axes and hammers are just there for variation, but from what I've heard the dwarf player may be tooling right up to begin with, only 4 models in his band.


On the topic of possessed. I am not going head to head with him! I'd rather try and pin cushion him or put enough of the warband OOA so that he routs instead.



Cheers

Dan

McMullet
11-05-2006, 12:23
To be honest, armour's not good enough in Mordheim to really worry you. You'll do more damage to armour with critical hits than you will with axes (though hopefully that will change when they revise the rules).

I think relying on shooting in any way is a bad idea, you can do stuff with shooting but you aren't going to be able to deal with the possessed by shooting every time. You'll need a few models to duke it out with them in combat.

Quin 242
11-05-2006, 15:38
I'm with mcmullet again. Armor is a luxury that is, more often than not, wasted by the all to easy to roll 6. Even that fool of a dwarf who spends 100's on gromril armor will be kicking himself when you get 2 wounds that ignore armor. Axes are pretty much a waste. So few experienced payers take much armor that those extra 2 points above a hammer/mace/club are wasted. and the lowly h/m/c has that juicy benefit of stunning on 2-4 :) SOOO if it isn't a sword make it a hammer. Variation is nice, but for modelling purposes, there ARE a lot of different types of hammers/maces/ and clubs :)

HiredSword.
15-05-2006, 14:06
i agree with all the comments so far, try giving your champions the close combat roles in the warband to take advantage of the bs 4 of the marksmen.

On a small note, get a helmet for your leader; best bit of armour you can get in Mordheim.