Results 1 to 20 of 20

Thread: Mordheim Beastmen...

  1. #1
    Chaplain Arryn's Avatar
    Join Date
    Apr 2005
    Location
    Darwin, Australia
    Posts
    205

    Mordheim Beastmen...

    While the rules for Beastmen in the Empire in Flames supplement are official, can anybody see any problems with their validity in regular games of Mordheim?

  2. #2
    Chapter Master A neutral shade of black.'s Avatar
    Join Date
    Jul 2005
    Location
    Colchester, Essex, UK.
    Posts
    1,524

    Re: Mordheim Beastmen...

    Nope, none at all. Anything in EiF is 100% Mordheim-usable.

    I'd check with the other beastmen warband that's on the SG site, though - there are two, IIRC, and one of them is overpowered (but I can't remember which).
    Confrontation Dirz for sale!

    "Though the gates that stand between the mortal world and the immortal Realm of Chaos are closed to me, still I would rather die having glimpsed eternity than never to have stirred from the cold furrow of mortal life. I embrace death without regret as I embraced life without fear."
    - Kargos Bloodspitter, Champion of Khorne.


    Opinion on: Tau background//various Tau units//"Good" and "Evil" in the Warhammer World

  3. #3
    Commander
    Join Date
    Mar 2005
    Location
    Reading, Berkshire, UK, Terra
    Posts
    613

    Re: Mordheim Beastmen...

    i'm fairly certain the EiF list is the only one on the site, there was a different one but that was taken offline when EiF was published (at least i hope they took it down, otherwise i spent many hours scouring my hard drive to find where i had saved it for no reason..)

    (my reason for looking for the other list was that they didnt put EiF online until it was out of print/running low on stock)
    http://s10.invisionfree.com/Pre_Here...ex.php?act=idx

    "Seriously, is this new Horus Heresy fluff being written by spastic monkeys with tourettes?" ~ Yodhrin

  4. #4
    Chapter Master A neutral shade of black.'s Avatar
    Join Date
    Jul 2005
    Location
    Colchester, Essex, UK.
    Posts
    1,524

    Re: Mordheim Beastmen...

    So then, I guess the EiF is the revised one.

    Yeah, probably that. IIRC the overpowered one was "Beastmen," and the EiF one is "Beastmen Raiders."

    Anyway, I'd be cool with them if it were my gaming group. They're rulebook-legal, after all (then again, so're Possessed and Skaven ).
    Confrontation Dirz for sale!

    "Though the gates that stand between the mortal world and the immortal Realm of Chaos are closed to me, still I would rather die having glimpsed eternity than never to have stirred from the cold furrow of mortal life. I embrace death without regret as I embraced life without fear."
    - Kargos Bloodspitter, Champion of Khorne.


    Opinion on: Tau background//various Tau units//"Good" and "Evil" in the Warhammer World

  5. #5
    Chaplain Arryn's Avatar
    Join Date
    Apr 2005
    Location
    Darwin, Australia
    Posts
    205

    Re: Mordheim Beastmen...

    Have you found possessed and skaven to be a bit too nasty or?

    And what about Shadow Elves? How do you guys view them?

  6. #6
    Chapter Master Odin's Avatar
    Join Date
    Mar 2005
    Location
    Greenwich
    Posts
    5,086

    Re: Mordheim Beastmen...

    Quote Originally Posted by Arryn
    Have you found possessed and skaven to be a bit too nasty or?

    And what about Shadow Elves? How do you guys view them?
    Skaven get 18 (or is it 20) fighters, including a Rat Ogre and S4 heroes with some of the best weaponry available in the game. Their normal troops have M5 so can usually get to charge if used sensibly. They are seriously mean, especially against Witch Hunters who they'll outnumber nearly 2:1.

    Possessed, well the possessed themselves are hideously nasty, but the rest of the warband are pretty average, so no major issue there. We use the house rule that they can only have one possessed model rather than two though, partly for balance, and partly because it just seems right.

  7. #7
    Chapter Master A neutral shade of black.'s Avatar
    Join Date
    Jul 2005
    Location
    Colchester, Essex, UK.
    Posts
    1,524

    Re: Mordheim Beastmen...

    Twenty for skaven, when they should be limited to twelve. Bloody twelve, both for balance and background reason (they're a clan Eshin assassin cell, FFS, not a bloody army on the move). Last time I played a campaign, we ruled they would be limited to thirteen (for obvious fluff reasons).

    As for Possessed, Odin had it - possessed themselves are nigh unkillable with the right combination of skills and mutations, and can chew through practically anything in CC. The only answer to these guys that I've found is Reiklander sniper crossbow warbands - eight BS4 crossbows go a long way towards keeping a possessed down in two rounds of shooting at close range.

  8. #8
    Marine
    Join Date
    Dec 2005
    Location
    warwickshire uk
    Posts
    17

    Re: Mordheim Beastmen...

    i find missile fire the way to go against possessed and skaven, try to make them rout before they get into combat, that way making sure they dont earn experience, either that or try to target them individually in cc

  9. #9

    Re: Mordheim Beastmen...

    on the possessed .From what I can tell they can only buy mutations at start up. which lets face it is just too expensive..is there another way for them to get more mutations ????

    I honestly think the skaven warband is broken, it's just ***** herrendous !!
    Project: WolfGuard, co-project with El Diablo. Click Here Project: WolfGuard, a co-project with Jormangundr click here

  10. #10
    Chapter Master AventineCrusader's Avatar
    Join Date
    Jan 2006
    Location
    Austin, Tx
    Posts
    1,527

    Re: Mordheim Beastmen...

    The possessed can get more mutations via the 'Gifts of the Shadowlord' optional rule. If you are using those rules it is still not likely. I buy one mutation per possessed at the beginning and only one possessed in my intitial 500 list. i usually go for great claw. In one campaign however I saved up and bought a possessed with like 6 mutations including 4 extra arms...hehehe

    Crusader

  11. #11

    Re: Mordheim Beastmen...

    now that is sick !
    Project: WolfGuard, co-project with El Diablo. Click Here Project: WolfGuard, a co-project with Jormangundr click here

  12. #12
    Chapter Master
    Join Date
    Mar 2006
    Location
    Tampere, Finland
    Posts
    1,067

    Re: Mordheim Beastmen...

    Only magister and mutants may roll on "Rewards of the Shadowlord" -table, the possessed may not.

    Possessed warbands have one major problem - expensive heroes. This means that they can't really afford to have max heroes at startup and it is very difficult for them to replace a dead hero at first, not to mention buing a fifth one.

  13. #13

    Re: Mordheim Beastmen...

    Skaven MAX racial leadership is 7, they can't shoot very well except at close range, and they're not particularly tough, there's reasons why skaven get 20 members. I've never seen possessed do very well in a campaign, but they seem like they could be pretty nasty, I don't think nuetering their number of heros by one is a just treatment though. Instead of making up rules to a fairly balanced game, try dealing with your problems inside the rules. People complained about pitfighters for awhile too, but their henchmen cost like 70 minumum and they have human stats and usually start with 6-7 guys instead of 11-13. You have to look at the big picture.

  14. #14
    Brother Sergeant samtheman's Avatar
    Join Date
    Jun 2005
    Location
    On the Death Star en route to Iran with the Dark Lord, Rumsfeld
    Posts
    61

    Re: Mordheim Beastmen...

    Well, they can't shoot well except the skaven hero I have with a Hochland, BS5, and almost all the shooting feats.....

    He can nail an elf from 800 paces. In the dark. Oh yeah.
    As far as I'm concerned... Bush can stick his Rumsfeld up his Ashcroft

    Reports that say that something hasn't happened are always interesting to me, because as we know, there are known knowns; there are things we know we know. We also know there are known unknowns; that is to say we know there are some things we do not know. But there are also unknown unknowns: the ones we don't know we don't know.
    -Donald Rumsfeld, Feb. 12, 2002, Department of Defense news briefing

  15. #15

    Re: Mordheim Beastmen...

    you also have to remember that rulling on the shadow lords table uses a skill point and could potetnially do nothing or kill you.

    but i always rule on it, because theres always that chance you might get a daemon weapon or chaos armor.

    but beastment are my favorite i always get 3 and pray for a lads got talent.

  16. #16

    Re: Mordheim Beastmen...

    I'm going to borrow a buddies Possessed warband for an upcomming campaign. I'll be up against some veterans (the powergamer type). What's a decent start for the warband? I was thinking two possessed if possible, but now I don't know. I'll definitely need the extra character, we have two Skaven players, undead, beastmen, Sisters of Sigmar and a witch hunter army to play againt. Well and possibly a shadow warriors one as well if he makes it.

    I always thought Possessed looked well balanced, but if there is a way to exploit them I'd like to hear it, I'll need all the help I can muster ;P

  17. #17
    Chapter Master ashc's Avatar
    Join Date
    Mar 2006
    Location
    Doncaster, England
    Posts
    5,634

    Re: Mordheim Beastmen...

    to the original poster, the current Beastmen rules are the 'Beastmen Raiders' from EiF and are fine to use in Mordheim.

    On questions on the possessed, in my gaming group im not allowed to use them anymore due to being a bit too brutal with them! basically have ran undefeated in two different campaigns with the big boys; good fun i can tell you that.

    the trick is to pull off some wins in the early games to quickly make up for the gold you have had to invest in those possessed and get some beastmen sharpish. possessed warbands will quickly find themselves floundering if they lose their first couple of games.

    Ash
    Yeah, we flew our space church across 500 light years to get to this planet taken over by the orks. Now we're going to drop from orbit in buckets and run out and shoot pistols and hit people in the head with chainsaws. Ultramarines!

  18. #18

    Re: Mordheim Beastmen...

    Quote Originally Posted by Naghaz
    I'm going to borrow a buddies Possessed warband for an upcomming campaign. I'll be up against some veterans (the powergamer type). What's a decent start for the warband? I was thinking two possessed if possible, but now I don't know. I'll definitely need the extra character, we have two Skaven players, undead, beastmen, Sisters of Sigmar and a witch hunter army to play againt. Well and possibly a shadow warriors one as well if he makes it.

    I always thought Possessed looked well balanced, but if there is a way to exploit them I'd like to hear it, I'll need all the help I can muster ;P
    i actually have a formula for my possessed warband, i've tried and played so many combinations, and i found the perfect list.

    don't start with 2 possessed by the way, you'll be off to a slow start,

    you need to build a base so you can start off fast and not slow, you'll need those extra heros and exploration dice, trust me.

    i'll tell you this,
    1 magister
    1 possessed
    2 mutants
    2 beastmen

    i have a very specific wargear arrangment,
    but thats all i'll give you.

  19. #19

    Re: Mordheim Beastmen...

    Thanks very much, it looks quite similar to what I was originally going to put in to start, then I was talked into a 2nd possessed, now back out of one

    As to wargear, well I suppose you have your secrets...but if you have some winning combos and dont mind sharing them over PM I'd appreciate it. I'll be borrowing a warband to start but will be building my own all the while. The modeling and painting standard on this army is going to be quite good (if I like them) and I'd hate to have to reproduce WYSIWYG too many times trying to find good combos...


  20. #20

    Re: Mordheim Beastmen...

    WYSIWYG is hard to accomplish sometimes though in mordheim,

    because sometimes your caharacters find cool items or weapons,
    and why change the model when the next time you play a campaign he wont have the item or may play a diferent rol altogether.

    so its understandable.

Similar Threads

  1. IG beastmen
    By ratatosk in forum Warhammer 40,000 General Discussion
    Replies: 40
    Last Post: 30-11-2005, 23:00
  2. BeastMen: the Southlands
    By Darwin_green in forum GW Rules Development Forum
    Replies: 0
    Last Post: 02-08-2005, 18:36
  3. 1k Beastmen
    By PBGhost in forum Warhammer Army Lists
    Replies: 6
    Last Post: 30-05-2005, 08:22
  4. How to take on Beastmen with HE
    By StugMeister in forum Warhammer Tactics
    Replies: 11
    Last Post: 09-04-2005, 21:50

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •