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ORKY ARD BOYZ
13-02-2007, 07:32
Iím new to Mordheim from warhammer fantasy, plan on getting the new empire crossbowman and a warrior priest for my warband and I am looking for some tactics for the game, any warband because Iím not sure which one I want yet, what are each warbandís traits? Are some warbands cheesy? Shooting seems powerful, should you get lots of missile troops? And how much terrain do you need?

Lord 0
13-02-2007, 13:39
For terrain, you need lots. In games I have played with not very much of it, it doesn't feel like a proper game of Mordheim. As an idea, you will need two sets of terrain from the basic set at least if you are playing on the standard 4*6 table.

I have only played the human mercenary warbands and they all play pretty much the same as each other with minor variations. Posessed, Sisters, and Orcs are very close-combat oriented. I don't think there is really a ranged oriented warband. Shooting is only really powerful if you have a lack of terrain. On what would be called a proper Mordheim table in my circle there are too many things blocking LOS to make ranged really dominate. It is still strong, it is just not worth maxing your warband on.

That being said, I am a big fan of giving *all* one's heros ranged weapons that can take them because Mordheim is a game that will punish you harshly for missed opportunities.

The only truely cheesey warband I have come across is the Shadow Elves and, happily, they have since been removed from the game.


They [The elves] have been deliberately left off the list [of official warbands] as they are, in their current form, entirely inappropriate for Mordheim. Elves will return in the future, but will be somewhat different when they do.Mordheim Rules Review (http://www.specialist-games.com/mordheim/assets/faq/MHRRv7.pdf) from Specialist Games (http://www.specialist-games.com/mordheim/faq.asp)

Some may tell you that Skaven are slightly cheesey, but this is really only the opinion of those who have been spanked hard by them and are too blind to see and exploit their weaknesses.

P.S. Get yourself a pack of laser-pointers. They are inexpensive and make LOS assessment difficulties and arguments a thing of the past.

Getz
13-02-2007, 13:51
Reiklanders make for a pretty solid ranged warband, if that's what floats your boat.

Been playing a lot of Mordheim recently, and if there's one thing I've discovered it's that numbers count. My Reiklanders managed to run away with a campaign primarily by having five heroes right from the start and maxing out the warband size quickly (the BS5 Marksmen probably helped too, although not as much as most of my opponents think...)

Lord 0
13-02-2007, 14:11
Getz is right, I forgot to mention that. Max your heroes at the earliest opportunity - i.e. max your starting heroes at purchase and have all your xp earnable henchmen in groups of one to increase your chances of That Lad's Got Talent.

Also, many groups of one decreases the chance that crippling amounts of henchmen will be left behind on scenarios with random arrival.

Rabid Bunny 666
13-02-2007, 16:06
Heros are important, not just to duff over enemies, but keep the lads fighting. Don't seperate into a few small groups, as if a Warband Member is caught unsupported, hes as good as dead.

Marksmen need a commanding viewpoint, so get them some rope ASAP. I had 2 Marksmen spend 3 turns trying to climb up into a ruin. By the time they did, myWarband routed the turn after.

Lord 0
13-02-2007, 16:28
Another tip, don't be afraid to voluntairily warp out of the battlefield. If things are not going your way consider leaving the field with your fighters reasonably intact. It will do you no good to get slaughtered to a man and do not consider it unsportsmanlike (within reason, of course).

After all, remember what they say:

He who fights and runs away lives to run away another day. Or something.

Getz
13-02-2007, 16:45
Marksmen need a commanding viewpoint, so get them some rope ASAP. I had 2 Marksmen spend 3 turns trying to climb up into a ruin. By the time they did, myWarband routed the turn after.

I hate to say this, but henchmen can't take miscellaneous equipment - therefore no ropes...

That very fact cost me the life of two irreplaceable BS5 bowmen when they plunged to their death while trying to climb down from the third floor of a ruined house.

Vogon
13-02-2007, 17:42
I hate to say this, but henchmen can't take miscellaneous equipment - therefore no ropes...

Can't they? Since when? We've always played that henchmen can take things like ropes and torches and such like. None of us spotted they weren't allowed to

Oops

Vogon

Rabid Bunny 666
13-02-2007, 17:47
*hands up*

I can't afford miscellaneous equipment yet :D. so it looks like my cunning plan has failed, they'll just stick to failing initiative tests :D

TKitch
13-02-2007, 18:08
only heroes can take miscelaneous equipment.

Henchmen can ONLY Take what's on their equipment list, and for most of them miscellaneous equipment ain't there.


HoweveR: I've played with house rules letting henchies take: Rope & Hook, Lanterns, etc. (the Common items) and nobody complained.

Lord 0
13-02-2007, 18:15
Henchmen allowed common equipment? Hmmm.... I will have to try that next campaign.

gnobbla
20-02-2007, 16:30
dont get only 1 pistol cos it aint good if u got to reload every other turn:)

TKitch
20-02-2007, 17:36
you're allowed 2 pistols. It's called a "Brace"

(And by a FAQ, the brace only counts as 1 raged weapon slot!)