PDA

View Full Version : Rich Boys in town: Marienburger Warband, needs C&C



Rabid Bunny 666
06-02-2007, 18:36
Heroes:

Captain: 60
Brace of Duelling Pistols: 50
Sword: 10
=120GC

Champion: 35
Double Handed Weapon: 15
=50GC

Champion: 35
Sword: 10
Buckler: 5
50GC

Youngblood: 15
Club: 5
=20GC

Warriors:


3 Swordsmen: 105
3 Swords: 30
3 Bucklers: 15
=150GC

2 Marksmen: 50
2 Crossbows: 50
= 100

2 Marksmen: 50
2 Crossbows: 50
= 100

Total:
=590GC


Ideas:

The full shebang of 5 Heroes to help for exploration charts, with 3 Marksmen to make s**t dead (hopefully :D) and a solid core of 3 Swordsmen, who, with Bucklers, should be able to hold off an enemy attack.

The Captain has Duelling pistols because i could, and because i just made the model :D

So, any ideas?

Catferret
07-02-2007, 02:43
The Captain could do with another h2h weapon I think. If he fires off those pistols and doesn't take his opponent out(believe me this will happen against Dwarves) then he will be left with just a knife making it even more difficult next turn.


Marienburg Champions don't have access to Strength skills making that 2-handed Weapon a bit of a liability. Remember that you won't strike first on the charge unlike WFB.

Otherwise, it looks good. Plenty Henchmen and a good number of Marksmen. Maybe Longbows on a couple of them instead of Crossbows to give you some mobile archery.

Donnie Darko
07-02-2007, 03:57
Save on equipment costs. Spears and Great Weapons are useless in Mordheim, so just go with the x2 clubs, or club and dagger if you're cheap. Most over powered weapon in the game.

That's 17 GC saved (possible 23 if the young bloods only get a single club).
Either save it for another Swordsman, or just pay the proper cost for swords (10GC each)

Catferret
07-02-2007, 04:09
or just pay the proper cost for swords (10GC each)


Can't believe I missed that! It is very late... Good point Donnie.

Rabid Bunny 666
07-02-2007, 11:40
Hmm, I have 10 GC spare, so i could put a Sword on my Captain, and the reason i went for a two handed weapon is from what i've seen, alot of big stuff in the current Campaign.

I'll have a think about the clubs, they don't seem "marienburgery" if that makes any sense.

edit: just noticed the swords cost! My bad, i'll tinker with it in a min.

anarchistica
07-02-2007, 14:04
Where did the 2nd Youngblood go?

Oh, and in response to two-handed weapons being supposedly useless, i find they're awesome. Unless you manage to roll a 1, your Champion will take out a knocked down model, giving him +1XP. My Champion with 2HW has taken out 7 enemies in 8 games. Granted, he's a Middenheimer who is always made Frenzied by the Wolf Priest, but still.

Rabid Bunny 666
07-02-2007, 14:18
He went so i could correct the Sword cost mess-up.

Scanno
07-02-2007, 15:56
I'd bring him back instead of a swordsman; that extra exploration die could be very important. With the leftovers you could get a basic warrior or something? Or save it for the next game and get another swordsman again, as you're very likely to get enough to hire a new one after your first game.

anarchistica
07-02-2007, 19:30
If you're playing without house rules that restrict them, almost everyone in your warband should have 2 hand weapons. It helps to have some cheap expendable warriors with dual hammers too.

Spartan-001: Master Chief
19-02-2007, 23:49
we are going to be playing the house rules rabid i'm affraid.

Lord 0
20-02-2007, 14:32
Your leader could do with a bow or crossbow. Close-combat is far to fickle to risk such an irreplaceable figure unless you have to.

In my Marienburger warband, I find great success in getting Weapons Expert as soon as possible for my leader and then making him a ranged specialist.