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Thread: between game tactics

  1. #1

    between game tactics

    I'm currently playing mordhime in a local compation and we are all having our teams randomly given to us (we wrote lists up, put them in a hat then drew them out) and I've been given a niceish Averland army (1 captain with bow, club and sword, sargent (+1 ld) with bow club and sword, 2 trappers with long bows, hunting arrows, 2 clubs, a young blood with 2 clubs and bow 2 crossbow marksmen (+1BS) with daggers) I've played 2 games and won both (1 being a practace, 1 being 1st round) so i've now found my self on top of the league on war band rating (leauge messured on normal games won, followed by war band rating) and early murmerings within the group that I could be up there

    so I've desided to actualy take this farily seriously and am now considering how to use my early winnings to my avantage (I've got 88 gold to work with) and take a elven bowman with hunting arrows, then possibly look to invest with some swordsmen from there to give me more combat and something to move forward if I need to secure things

    has anyone got any ideas on what to buy and things?
    my orignal plan is to
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  2. #2
    Chapter Master Catferret's Avatar
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    Re: between game tactics

    First things I buy for any warband are Lucky Charms and Rabbit's Feet. Both are cheap and fairly easy to find.

    The Lucky Charms have kept my heroes alive during more games than I can count. Even though they only work once per game, if they can keep you standing just that little bit longer it can give you time to get reinforcements in or whatever.

    Rabbit's Feet are just really useful. A reroll and any one dice roll is always handy, and you can use it during Exploration if you don't need the reroll during the game. Gives you a better chance of getting those double and triples and therefore free loot or bonus experience or free hired swords.

    After you have those items on all your heroes you hould gaim to get your warband up to maximum size asap.

  3. #3
    Veteran Sergeant Whitesilk's Avatar
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    Re: between game tactics

    and healing herbs, and the various poisons.

    Though you have an all missile weapon band, I would seriously get the Guard and the Scout henchmen asap. Maybe even hold off on getting items till you can get max members. Not sure getting a Hired missile troop would be needed with all that you have. I'd get 2 of the Scouts and place them into 2 separate groups for a better chance of Lads Got Talent. Once you get all the members you need and getting more of a balanced band, then concentrate on getting items mentioned already.

    Its going to take a just a few more games before the other players begin to learn how to avoid your bows.

  4. #4

    Re: between game tactics

    (un)holy relics are the next thing to get after the lucky charms. throw it on the leader to make sure that when you Want to stick around, you can get an extra free turn out of it.
    they also work nicely with tarot cards, if thrown on non-leader models. Free +1-1 after the game, with no chance of losing the hero.

    rabbits feet ive never played with, our group banned them without hesitation.

    otherwise, dont spend too much money on that crazy good stuff. I usually hold off on serioues purchases till I hit 13 models. Strength in numbers. more models = more dice.

  5. #5

    Re: between game tactics

    yep my next plan was to get mountain guard or scouts-so I've got some aggressive forces, though not sure what to arm them with, my normal combo is swords and clubs, but might get half with them and half with double handed (to double team on people)

    as for the elf guy he has always been someone who has served me well, makes a nice addition to my snipeing team of crossbowmen (who had hooks and rope)
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  6. #6
    Commander Lord 0's Avatar
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    Re: between game tactics

    Ropes and hooks for all your heroes if you haven't already. Seriously. I have literally lost count of the number of skaven and even *elves* I have seen skip lightly from a building and break their damn-fool necks.

    I second the advice to get the rabbit's feet early. In fact, I would get them before getting the lucky charms. They are the same price, but easier to find. They only grant a reroll, but that can keep you alive just as much as the lucky charm *and* if you don't use them during the battle you can use them in the exploration phase. Note that they will not only let you get more multiples, but they will also let you get better results from said multiples. Only roll 1 when rolling for crossbows from the fletcher? Re-roll it. Only roll a 1 when testing to see if you get the shard from the well? Re-roll it. Only roll a 1 or 2 when rolling how much the gem is worth? Re-roll it. You can re-roll *any* dice in the exploration phase, not just when rolling initial exploration.

    If you want an elven hireling then I would recommend the Elven Ranger rather than the Elven Bowman. He doesn't have hunting arrows, but he *does* have an elven cloak, an elven bow, and (most importantly) Seeker. That +/-1 to an exploration dice will be the difference between 3 of a kind and 4, or between 2 shards or 3 often enough that he is worth his upkeep. And he can shoot at people too.

    Other hirelings that can do a decent job of earning their upkeep are the Bounty Hunter and the Merchant, both in pretty self-explanitory ways. Interestingly, while the merchant and his rules are offical, not all of the gear he can find is offical so you may need to clear some of his foreign goods with your campaign leader. Many simply disallow the foreign goods without disallowing the merchant himself.

    In terms of numbers, I have found that 9 and 12 are the best to start with as a good balance between earning potential and numbers. You can stay at 12 for about 2/3 of the campaign adding to your potency without adding too much to your warband rating to maximise Underdog bonus and earning and then inflating your rating towards the end. The trick is when to do it — inflate too soon and you will make yourself a target and cripple your income too soon. Too late and you won't be able to inflate it fast enough to matter.

  7. #7

    Re: between game tactics

    Quote Originally Posted by Lord 0 View Post
    Ropes and hooks for all your heroes if you haven't already. Seriously. I have literally lost count of the number of skaven and even *elves* I have seen skip lightly from a building and break their damn-fool necks.
    I've given rope and hooks to some of my hero's after my next match (should be saturday) I'll buy them!

    I second the advice to get the rabbit's feet early. In fact, I would get them before getting the lucky charms. They are the same price, but easier to find. They only grant a reroll, but that can keep you alive just as much as the lucky charm *and* if you don't use them during the battle you can use them in the exploration phase. Note that they will not only let you get more multiples, but they will also let you get better results from said multiples. Only roll 1 when rolling for crossbows from the fletcher? Re-roll it. Only roll a 1 when testing to see if you get the shard from the well? Re-roll it. Only roll a 1 or 2 when rolling how much the gem is worth? Re-roll it. You can re-roll *any* dice in the exploration phase, not just when rolling initial exploration.

    rabbits feet and rope's and hooks then! sounds like a plan!

    If you want an elven hireling then I would recommend the Elven Ranger rather than the Elven Bowman. He doesn't have hunting arrows, but he *does* have an elven cloak, an elven bow, and (most importantly) Seeker. That +/-1 to an exploration dice will be the difference between 3 of a kind and 4, or between 2 shards or 3 often enough that he is worth his upkeep. And he can shoot at people too.

    ment the elven ranger and have bought him hunting arrows (meaning 3 of my guys now have them) as from perivous campains the +/-1 is always useful!

    Other hirelings that can do a decent job of earning their upkeep are the Bounty Hunter and the Merchant, both in pretty self-explanitory ways. Interestingly, while the merchant and his rules are offical, not all of the gear he can find is offical so you may need to clear some of his foreign goods with your campaign leader. Many simply disallow the foreign goods without disallowing the merchant himself.

    not sure of the hired swords we are allowing, might look in to them once I've got rabbits feet, ropes, lucky clovers and some swordsmen)

    In terms of numbers, I have found that 9 and 12 are the best to start with as a good balance between earning potential and numbers. You can stay at 12 for about 2/3 of the campaign adding to your potency without adding too much to your warband rating to maximise Underdog bonus and earning and then inflating your rating towards the end. The trick is when to do it — inflate too soon and you will make yourself a target and cripple your income too soon. Too late and you won't be able to inflate it fast enough to matter.
    started at 7, and no at '8' cos of hiring the elven scout
    all replys are in comment- thanking you!
    so my bacic plan is
    buy 1 mountain guard with double handed weapon and 1 with 2 clubs
    buy rabbits feet and lucky charms
    buy rope and hooks for my remaining hero's
    finnish off with more scouts/mountain guard

    obviously thats going to be over several games so might come back after my next one, updating you on how I do, might try taking some pic and turning this in to a battle report as well
    Last edited by danny-d-b; 08-04-2012 at 14:50.
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  8. #8

    Re: between game tactics

    so today we played 2 games, both of which where surpries encounter, with an extra objective of a damasl in distress running round worth 1 warpstone token and a extra band member- both games my elf ranger grabbed the girl and ran leaving the rest of my guy to fight off the rest of the war band, which I failed to do, as I couldn't break the enermy in the 1st game (stupid dwarf leadership 9) and then in the 2nd I desiceded to volentery rout after my guys where surrounded by had got the girl off the board- which ended up with me losing 1 of my trappers for the next 3 games, but getting 2 new free henchmen

    therefor I've disided to use them both as mountain guard, 1 with a double handed weapon, and 1 with 2 clubs, going round in a pair, the 1st one hopefully stunning the guy leaving the 2nd to smash his body to dust

    in other news my marksman are now S4 as well as BS so can fend off things coming hunting them, while my hero picked up double shot, which is nice for him!

    I'm off back to uni for the next couple of weeks so a mate of mine is taking over, so I'll be getting the info back 2nd hand!- however I will be back now and again
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  9. #9
    Commander Lord 0's Avatar
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    Re: between game tactics

    Just to clarify, the source of the 9 and 12 numbers for your warband is the income table. They are each the highest you can go in that bracket before you go up into the next bracket. 9 is a good number because it also *just* puts you into needing 3 to go ooa before taking rout tests rather than 2. Hirelings don't count towards that 9/12/15 bracket thing, but *do* count towards your rout tests so at 12 you will be at the top of that resource bracket, but at 13 members will be just into the 'needs to lose 4 before taking rout tests' territory.

    Since you guys are using a house-rule that allows you to give hirelings equipment (just equipment or weapons and armour too?) I would recommend getting a rope and hook and a lantern for your elf too. With his double sight range rule and I of 6 you will be seeing 20" with the lantern.

  10. #10

    Re: between game tactics

    just equipment, as for the extra guys I'm on 11 plus the elf at the moment, the guy who is taking over has this weeks gold to spend
    yes it is going to be slowing down now with so many guys in my warband, but for bacic equipment they all seem pritty well stocked out, and now just a matter of getting the finishing touches of ropes and hooks, lucky charms and rabbits feet
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  11. #11

    Re: between game tactics

    Interesting that you are allowing Hired Swords to have equipment, does open up alot more potential in terms of damage and surviving (Ogre with healing herbs and lucky charm....yes please).

    Consider the Tilean Marksman and the Inperial Assassin, both excellent warriors.
    Familiarity, the first myth of reality: What you know the best you observe the least.
    Devotion, the second myth of reality: The faithfull are most hurt by the objects of their faith.
    Conviction, the third myth of reality: Only those who seek the truth can be decieved.
    Fellowship, the fourth myth of reality: As the tides of war shift, so do loyalties.
    Trust, the fifth myth of reality: Every truth holds the seed of betrayal.

  12. #12

    Re: between game tactics

    its something we have always played- not getting an oger yet till I've equipd the rest of my dudes

    today is the 1st day that I'm going to have my mate taking over my warband so slightly nervous but he is a good player!

    however the campain is alreay getting intresting we already have an ostland warband with 2 ogers, a kisalev warband with an oger and then a bret guy with a warhorse after a very sucssessful last week, with 2 other warbands already pushing full members! (though 1 of them has no leader)

    so hopefully I'll get an update today, and we should be getting somewhere with campain after 2 weeks in my lead has been cut but I'm still up there
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

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