View Full Version : New Campaign, lets try the Norse again

25-04-2007, 13:32
Well, it's campaign season in Edinburgh and a mate is starting a new Mordheim campaign! Yay! :D

Middenheim in Ruins. Set post Storm of Chaos, each Warband has an overall objective. Should be a lot of fun.

This thread is to track my progress and hopefully get a little advice from all those more knowledgeable about the game, as well as giving people ideas for conversions or skill/equipment choices.

OK, here is my starting Warband. 499GC.

Jarl: Sword, Axe, Helmet. 95GC
Wulfen: Claws and Teeth. 90GC
Berzerker: 2 Axes. 60GC
Berzerker: Axe, Club. 58GC
Bondsman: Axe. 20GC
Bondsman: Axe. 20GC
2 Huntsmen: Bow, Club. 76GC
2 Marauders: Axe, Helmet. 80GC

I shall post a pic of the whole Warband when I finish converting it.

First game is tonight. Hope it goes well...

26-04-2007, 01:47
2 Games down and pretty successful. Lots of cash and a few advances. Can't complain really. The Wulfen really scares people.

Jarl: Sword, Axe, Helmet, Lucky Charm, Rabbit's Foot. A3. 27xp
Wulfen: Claws and Teeth, Lucky Charm. WS6, Step Aside. 20xp
Berzerker: 2 Axes. WS5. 14xp. Hardened.
Berzerker: Axe, Club. 13xp. Missing 1 game.
Bondsman: Axe. Step Aside. 2xp
Bondsman: Axe. S4. 2xp. Missing 1 game.
2 Huntsmen: Bow, Club. BS4. 2xp
3 Marauders: Axe, Helmet. A2. 2xp
Ogre: Axe, Club, Light Armour. 1xp

Stash: 2 Gold
Rating: 158

I figure skills like Step Aside and Jump Up will be my best bet early on, with Strike to Injure or Crushing Blow coming later. Any advice on better skills or what to spend future money on would be appreciated though.

26-04-2007, 12:16
A couple of clubs for your bondsmen would be useful; axes are overkill on armour in Mordheim. Clubs/hammers (especially if you can get your hands on a gromril one) are really good for stunning and subsequently taking out of action.
Looking at the list; are you playing a campaign with 2 weapon penalties? A second weapon for the marauders would be a good idea too.

26-04-2007, 13:35
No weapon penalties here!

I made a lot of the models some time ago and have been slowly replacing them. Shields are being abandoned... The henchmen were way down the list though.

The problem is clubs don't feel like a very Norsey weapon. They like axes. The Marauders would be great with a club rather than knife as a second weapon though...

Quin 242
26-04-2007, 14:15
Get swords.
A parry can be the difference between laying on the ground bleeding and winning.

Shields are good kit. Cheap and MIGHT save you. Axes are the biggest waste in Mordheim as no one wears armor.

Helmets are the bomb. Get as many as you can.
Norse have the option to give henchmen helmets?

26-04-2007, 14:20
Helmets are the bomb. Get as many as you can.
Norse have the option to give henchmen helmets?

Yup. My Marauders and Jarl have them. The Bondsmen are converted from old Goliath Juves so don't have helmets on the models.

The Berzerkers and Wulfen can't have them unfortunately.

The problem with Swords is they cost a lot of Gold.

Quin 242
26-04-2007, 14:36
Axes are what 8? swords are 10?
Where is the issue here:)

For an extra 2 gold you get a chance to block incoming hits. WELL worth it.
Standing is better than bleeding any day.

26-04-2007, 14:37
Axes are 5gc.

Quin 242
26-04-2007, 15:09
Ok still. For 5 GC.. well worth it.
You could pick up one or two per after-battle sequence and be re-armed in no time.
Would have been less painful from the start tho :(

Axes ARE very themed for norse tho... So I can see the draw :)

26-04-2007, 18:25
FYI: The Wulfen's max Stats are NOT human. (Or aren't supposed to be...)


read that!

26-04-2007, 20:42
Thanks TKitch. I knew they didn't follow Human maximums but thought they used Possessed stats. Apparently not! And I was so hoping for S6/T6... Sure I'll cope! :D

27-04-2007, 00:13
Those two games being against me, and both being horrible horrible games were my poor middenheimers got ripped apart... /cry


Quin 242
27-04-2007, 00:39
Lets see your boys Cat

27-04-2007, 01:33
Well, here is the Jarl pre-undercoat.


Will post pics of the rest when I get some decent light for photography. I'm really pleased with the GS on one of the huntsmen.

Quin 242
27-04-2007, 11:49
The chain mail on that guy is NIFTY!! Must have taken you next to forever?

27-04-2007, 13:27
Not that long actually. Only 4 sculpting sessions at about 30 minutes each.

Quin 242
27-04-2007, 15:18
so 2 hours on ONE guy.. and you say "not that long". Yer a funny guy :)

27-04-2007, 18:41
Curse you Catferret, now I'm itching to motivate my people to play some Mordheim this summer too ... Been blitzing through the specialist articles, and amazed at how many warbands there are! In fact, here are the warbands I could find rules for:

Witch Hunters
Sisters of Sigmar
High Elf Shadow Warriors
Orcs & Goblins
Dwarf Treasure Hunters
Carnival of Chaos (Empire in Flames 2)
Beastmen Raiders (Empire in Flames 2)
Tomb Guardians (Khemri 2)
Arabian Tomb Raiders (Khemri 5)
Lizardmen (Cities of Gold 2)
Dark Elves (Cities of Gold 3)
Norse (Cities of Gold 4)
Tileans (Cities of Gold 5)
Amazons II (Cities of Gold 6)
Pit Fighers
Clan Pestilens

I miss any? Regardless, I'm very impressed by the selection, and am scheming up ways to use LotR models for something worthwhile ...

The norseman looks great, by the by, very nice mail.

- Salvage

Quin 242
27-04-2007, 18:52
I'd recommend going with what the specialist site declares as "Official"

And curbing the Cicus of Chaos. In a campaign, Nurgles Rot just makes no one want to play against them.

27-04-2007, 19:11
We're a pretty easy-going group, and I'd be willing to let people play any of the lists as long as they got interested and played regularly ... But thanks for pointing out Rot as bad, I haven't played in so long that I don't recognize cheese and/or bad rules when I see it.

- Salvage

Quin 242
27-04-2007, 19:43
Imagine wiping the floor with a gang that causes NO wounds to you... Some guys only needs to roll a 6 to hit you, doesn't need to wound you.
And the sorcerer version you just have to be NEAR the guy.

But 2-3 of your guys get injuries anyways. That stick around. For the life of the model. No way to fix it.
Before every game he has to roll under his toughness or LOSE a point of toughness. AND if he rolls a 6 on that roll then ANOTHER one of your guys gets the rot.

MAYBE without that power they might be playable.

And Elves (both kinds) are just sick. Even worse than skaven which are already brutal in Mordheim.

03-05-2007, 12:21
Played another game the other day against Orcs. Thankfully I have a number of S4 Heroes so their T4 wasn't too big an issue. I was missing a couple of Heroes to injury but I still managed a win. Despite my Ogre being taken out of action by a Goblin Archer! The Wulfen is still awesome.

Jarl: Sword, Axe, Helmet, Lucky Charm, Rabbit's Foot. WS5, A3. 30xp
Wulfen: Claws and Teeth, Lucky Charm. WS6, Step Aside. 21xp
Berzerker: 2 Axes. WS5. 15xp. Hardened, Fear Scars.
Berzerker: Axe, Club. 13xp.
Bondsman: Axe. Step Aside. 2xp
Bondsman: Axe. S4. 3xp.
2 Huntsmen: Bow, Club. BS4. 3xp
3 Marauders: Axe, Helmet. A2. 3xp
Ogre: Axe, Club, Light Armour. Ld8. 2xp

Stash: 12 Gold
Rating: 172

So far so good. My injured Heroes have missed all the required games so I'm back to 6 for the next one. I think I need more archers. Either that or a Warlock Hired Sword. I need some long ranged attacks to weaken an area before I charge in. Also, being mainly close combat oriented means I have to keep chasing the opposing warband who just keep running away and shooting me...

Quin 242
03-05-2007, 13:59
Missile fire is definately the enemy to a CC themed warband.
Just hope that you don't face the scurrying wall of slinging death.