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Thread: Noob to Mordheim

  1. #1

    Noob to Mordheim

    So my club is doing a league for Mordheim and I'm the underdog.

    I just want general Ideas. We are using the Official and unofficial war bands.

    What does each warband play like? Which are the more powerful ones? What is the optimal loadout to aim towards on each guy? Balance of heroes vs troops? Etc.

    Thanks!

  2. #2

    Re: Noob to Mordheim

    welcome to mordheim, proibly one on the most balance (well the core warbands are), and most involving games GW have prodduced
    bacicly the best thing to do is to check the mordheimer which is full of usefull infomation from which warband to choose and tactics like that

    The best thing to do is to look through the lists and pick out the ones you like, checking with the mordheimer tactics page for more info
    then when list building your best bet is to spam hero's as there your money maker, then fill in with your henchmen, trying to aim for arround 7-9 starting members,

    the thing about mordhime is it tends not to favor specerlised armys, too ranged heavy and you find yourslef on a map with no lines of fire, or having to move to pick up items, too combat heavy and your going to find yourself picked off with out being able to reply on pin down the opposition firepower, to many big heavy weapons and your going to stuggle to hit, but at the same time to many clubs and you may stuggle to wound

    so your prob best off going with a few hero's with swords and clubs, a couple with double handed weapon and your henchmen set up how you like them, use the clubs to stun enermys and then smash them with the double handed weapons to kill them- thats how I play anyway
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  3. #3

    Re: Noob to Mordheim

    Well what I hear most often is:

    1) Shooting is overpowered
    2) Certain bands are overpowered
    3) Certain bands are underpowered

    Could I get a quick list of why (for 1) and which warbands (for 2-3) (including the unofficial warbands, we will be using some of those too) Skaven is banned outright so don't even mention those.

    As a side note, my "rival" () at my LGS is going to use dwarfs, and I don't want to pick a band that gets destroyed by dwarfs, any ideas?

  4. #4

    Re: Noob to Mordheim

    well dwarfs are very very hard to kill, but very slow, however why skaven are banned I don't know, yes slings taken on mass can be nasty, but the rest of the warband is pritty tame, make them rout and they have pritty low leadership

    shooting isnt that overpowered, if it is then your group probly doen't have enough terrain, a well layed out mordhime map shouldn't have long lines of site accross the entire table, it should be pritty clusted with plenty of cover, yet still have a couple for bands that want to go that way

    most of the core warbands are pritty well balanced (as said skaven mass slings is probibly most broken, and it can be counted) so go for one out of the main book
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  5. #5

    Re: Noob to Mordheim

    In the first few games, shooting is quite weak, but very quickly shooting becomes quite powerful. In your first game, as long as you are in cover, you have a good chance of not losing a model. After their BS increases and they get some skills (quick shot especially), shooting becomes quite dangerous.

    For warbands, it depends if you are looking long term or short term for campaigns. Possessed start with small, powerful numbers, but can easily be overrun by larger warbands. By end game, however, possessed are unstoppable (imo). Witch hunters, on the other hand, start rather powerful, but end up quite limited at the end of a campaign. Undead, similarly, start quite powerful, and end up with a lot of henchmen that can't keep up with other warbands (no equipment, etc). Most mercenaries are considered underpowered, but only because they sort of represent the median of the balance of mordheim. The whole point is that 1 - your warband will be good against some and bad against others, and 2 - lady luck is a blessing and a curse. Strategy is more important, so the 'over-powered' warbands are more just the ones with easier strategies. I myself prefer Ostlanders at the moment, because I feel they have enough tools to deal with any enemy and enough balance of choices to lean on any sort of offensive strategy. Bull Rush, warband ogre (and hired ogre for 2) and some sexy shooting options are enough to play by movement, close combat or distance combat. I also dig Witch hunters, cause their cheap dogs are convient to circumvent bad situations and their heroes usually stay back and don't die. That said, they aren't as fun to play as undead or possessed when you pull off some gnarly battles.

    TLDR: Your strategy for dealing with other warbands while achieving objectives is more important than warband choice, but that said- your warband choice determines a lot of your strategy.

  6. #6

    Re: Noob to Mordheim

    Is there any warband that starts powerful and ends at least average? I like going for early advantages in any game

    I'm interested in the Carnival of Chaos or the Shadow Warriors. Are either of those good?

    Also for the CoC, is there any way for your enemies to get rid of nurgle's rot once it is on a model? And does the -1 from cloud of flies stack?
    Last edited by Whut; 15-04-2012 at 19:57.

  7. #7
    Chaplain Brother Fenix's Avatar
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    Re: Noob to Mordheim

    Quote Originally Posted by Whut View Post
    Is there any warband that starts powerful and ends at least average? I like going for early advantages in any game
    How many games are you going to play?
    Please Review, Critique, Comment, Criticize, or Play-test my Mordheim Wood Elf Warband at the link below:
    http://www.warseer.com/forums/showth...-the-willpower
    Thanks!

  8. #8

    Re: Noob to Mordheim

    Quote Originally Posted by Brother Fenix View Post
    How many games are you going to play?
    Well its going to be an ongoing league, we will have between 5-8 players most likely and we could have anywhere from 5 games to until a few people get bored and the whole thing falls apart (which will take quite long).

    Can you break it down between each number? Something along the lines of:

    If you play for <10 games, armies X and Y start strong and end strong, while Z starts weak and ends average, (and so on)
    If you play for 10-20 games, (and so on)

    _
    One more thing. I am very confused as to how starting experience works. Is it true that your leader (Starting with 20 Exp) begins with 8 Advance rolls, and your secondary heroes (Starting with 8 Exp) begin with 4 advance rolls, immediately at the start of the campaign? That just seems like too much (or maybe its not and I just don't get the 'flow' the campaign should have)
    Last edited by Whut; 16-04-2012 at 01:48.

  9. #9

    Re: Noob to Mordheim

    If they let you play shadow warriors unaltered, choose shadow warriors. They win from start to finish.

  10. #10
    Chaplain Sophet Drahas's Avatar
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    I've played Undead and always did relatively well except against folks that either blatantly cheated or by vets that knew every rule and exploited it to their advantage (I.e, I can see the feather on your hat so I can shoot you).

    With the Vamps ability to come back from the dead and if you can get some of the special items for him he can be nigh unstoppable. In our campaign I managed to get one that allowed you to traverse up the sides of obstacles as normal movement and one that allowed me to pass through walls. After that he was enemy #1 for a long while.

    With that said, zombies and wolves don't advance so that leaves your dregs and hired guns as your xp earners. And zombies move terribly slow so usually the first turn or two has my vamp and other characters holding back in cover until the zombies move into place.

  11. #11

    Re: Noob to Mordheim

    Sophet, you can never shoot someone in the hatfeather! It states that pretty clearly in the rulebook!

    on the main topic Whut, play a warband that you like the models of.. or pirates, everybody loves pirates.
    Coming soon: A new witch hunter warband!!! Stay tuned for links!

    Quote Originally Posted by 1201307 View Post
    Have any of you seen how women react to Oprah? Basically, thats what Primarchs are to Space Marines...

  12. #12
    Commander Royals's Avatar
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    Re: Noob to Mordheim

    I would have to say Marienburgers start off pretty powerful for the first couple of games due to the extra gold they receive at the start of the game. They were my first war band and I think are still my favorite. Dwarfs are pretty solid through and through except Slayers start off a little weak but ramp up quickly. Skaven are a solid choice as well. I have yet to play with my O&G but I have good feelings about them, at least in the fun factor.

  13. #13

    Re: Noob to Mordheim

    Quote Originally Posted by Colonel_kex View Post
    on the main topic Whut, play a warband that you like the models of
    Haha you're so funny

    No game made by GW is even near flawlessness, and there will always be something overpowered and underpowered. I don't mind playing an average warband, but playing an underpowered one is just painful.
    Nothing is fun about your troops being able to accomplish nothing and then dying. That's a brief summation of my standpoint.

    I don't need the equivalent of 40k Grey Knights. But there is no way I'm going to play Tau just because I like the way they look.

  14. #14
    Veteran Sergeant Whitesilk's Avatar
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    Re: Noob to Mordheim

    Never like topics like this one. It shows a lack of initial research, or at least that's the gest of it in information presented.

    Is your campaign going with the LRB or a different variant of it? You're asking about Official and Unofficial warbands, but then state Skaven are band from the campaign without stating why. Skaven have been discussed to death on how they are NOT overpowered or unbeatable. The official warband Ostlanders are allowed the most members (if that is the reason the Skaven are band).

    Anyone that has played a few games and/or researched the topic knows that the Elves, Pit Fighters, and CoC are the warbands you're asking about. The Elves are clearly stated as being the only ones removed from the official roster, followed by the Pit Fighters, and CoC Nurgle Rot on a campaign is crazy and again...discussed in great length on this and other forums.

    can't believe you'd ask for "numbers"!! LOL the great equalizer for Mord/Necro is the Post Battle Sequence. Where a pivotal member can be killed or all that expensive gear lost by rolling bad, or skills acquired leaving you scratching your head, and then there is the buying of items that can make a knobbly knee'd henchman the hero for the day.

    But for those that have to win at everything........meh. Its a game and bragging rights only go so far.

  15. #15

    Re: Noob to Mordheim

    My advice

    1: Start with the main book. The warbands in it are balanced against each other. Shadow Warriors were so good, even GW admitted they had made a mistake with them. When you have a few games under your belt and know the rules try some of the other warbands. It is also worth having a handful of NPC warbands and playing against them during the campaign. This not only means your not just beating on the same old warbands your friends are running, it means you have a chance to try something you would never usually play like a Possessed cult or a undead zombie horde.

    2: Terrain! Have 75% of your table covered in terrain and do not place ay buildings higher than one level in deployment zones. Nothing makes mordhiem boring like an open field with a huge tower in one side as the chance to castle up and shoot is too great. When you lay out the terrain think city and have streets, allyways, small squares and yards, loads of cover (rubble, barricades etc) and try and get bridges between a couple of buildings above ground level.

    3. Most of your warband questions are answered on here already, always take max heroes, clubs are good, armour is bad etc. Try and learn the game with the official rules before you delve into the many and varied houserules and homebrew, unofficial warbands as these often change the game in ways that are not always good.

    The best thing to do is grab some random proxie models, whip up a few warbands from the rules and play some games to get an idea of the mechanics, you will soon see whats hot and whats not.

    Good Luck
    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.

  16. #16

    Re: Noob to Mordheim

    Quote Originally Posted by Whitesilk View Post
    Never like topics like this one. It shows a lack of initial research, or at least that's the gest of it in information presented.

    Is your campaign going with the LRB or a different variant of it? You're asking about Official and Unofficial warbands, but then state Skaven are band from the campaign without stating why. Skaven have been discussed to death on how they are NOT overpowered or unbeatable. The official warband Ostlanders are allowed the most members (if that is the reason the Skaven are band).

    Anyone that has played a few games and/or researched the topic knows that the Elves, Pit Fighters, and CoC are the warbands you're asking about. The Elves are clearly stated as being the only ones removed from the official roster, followed by the Pit Fighters, and CoC Nurgle Rot on a campaign is crazy and again...discussed in great length on this and other forums.

    can't believe you'd ask for "numbers"!! LOL the great equalizer for Mord/Necro is the Post Battle Sequence. Where a pivotal member can be killed or all that expensive gear lost by rolling bad, or skills acquired leaving you scratching your head, and then there is the buying of items that can make a knobbly knee'd henchman the hero for the day.

    But for those that have to win at everything........meh. Its a game and bragging rights only go so far.
    Well I'm fairly certain that the reason Skaven are banned is because of how cheap they are compared to their maximum numbers (they can start with ~15-16 models if you minimize equipment), high movement value, high initiative, and super cheap access to slings. But I'm no expert, this is just what I assume after reading through the rules several times.

    As for the rest, Shadow Warrior Elves have now been banned, I don't know if you also mean Dark Elves, but if you do I suppose I'll mention that for the veterans in our group to decide.
    Pit fighters also banned.
    CoC they want to ban, but I'm just pushing for removal of any factor that causes Nurgle's Rot rather than banning the entire warband as I do enjoy Nurgle and think the whole carnival thing is hilarious.

    As for numbers, it works with nearly every GW game I've played so far, so I was just wondering if the same applied here.

    And yet again, NO I don't have to win at everything. I just don't want to see my troops being able to accomplish nothing and then die. Because there is nothing fun about that.

  17. #17

    Re: Noob to Mordheim

    Banning Skaven is like banning Undead cause you think the Vampire is OP or banning Sisters because their girls. It doesn't show an understanding of the game.

  18. #18

    Re: Noob to Mordheim

    Get a marienburg warband.. if they are banning a lot of the warbands a mercenary one is a safe bet. I personally like the witch hunters so i tend to play them instead of mercs. your flaggelants get quite nasty att the middle of a campaign with 2 s6 attacks each :P
    Coming soon: A new witch hunter warband!!! Stay tuned for links!

    Quote Originally Posted by 1201307 View Post
    Have any of you seen how women react to Oprah? Basically, thats what Primarchs are to Space Marines...

  19. #19

    Re: Noob to Mordheim

    Your group sounds fun if they just ban everything.

    Nothing wrong with Pit Fighters, deffinatly nothing wrong with Skaven, nothing really wrong with CoC if you know what your doing, people tend to panic over Nurgles Rot.

    On a serious note, if your going to ban stuff, instead just play with the initial warbands in the book, Mercs, Skaven, Sisters, WitchHunters, Undead, Possessed. These are all solid warbands that are not overpowered, not even skaven.
    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.

  20. #20

    Re: Noob to Mordheim

    I'm running a campaign and we are looking for some good balance, so we banned Sisters because of their hammers being unfair to undead, but then we banned undead cause it's unfair you can buy back a vampire. Then we looked at the Cult of the Possessed, and wow, mutations are way too unfair, so they were banned. Skaven got banned next cause Rat Ogres are so powerful! Witch hunters are too shooty, so they had to go, and with them we banned Reiklanders, cause BS4 henchmen was crazy. Marienburg was banned for too much money. So, the campaign is super balanced now with 6 Middenheims warbands, but we thought swordsmen and marksmen were too unfair so, it's just heroes and warriors. Also, we didn't think hired swords were fair or any equipment outside the warband list. One guy's hero got an attacks advance first, and he became too powerful, so we banned advances and left everyone with their starting numbers. This one guy was using spears, and that didn't make charging fair, so we just equipped everyone with a dagger and a buckler and a bow, but then one guy killed 2 warriors in one turn with shooting, and that was too much, so bows were outlawed. Last night someone got five 6's in exploration, so we banned exploration and now the 6 of us just play with 14 henchmen warriors with bucklers and a Leader with buckler, although that parry rule is looking a bit too overpowered so we will probably just leave them out next game

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