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Thread: Starting a bunch factions at once

  1. #1

    Starting a bunch factions at once

    I'm sitting on a bunch of miniatures from a couple manufacturers (GW, Mantic christmas bag, and reaper) and want to start a couple factions up so that I can introduce my friend to the game. Basically I want to set up a starter warband for each of the following:

    Humans (not hard)
    Undead (mostly skeletons but I guess I could just count them as zombies)
    Skaven (also not hard)
    Dwarfs (there are a couple options for them, not sure if they are all fair)
    Orcs (same here)
    Elves (no idea what to do with these guys)

    Are there any resources I'm missing for running an elf warband?

  2. #2
    Commander Lord 0's Avatar
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    Re: Starting a bunch factions at once

    For elves I would advise *against* using the Shadow Warriors warband - they were de-officialised for a reason. Aside from that, I could recommend either this Darkelf or this Highelf one depending on which one you wanted to use. The Darkelf one could be pretty easily converted to a Woodelf one if need be; mostly by renaming, but a little replacing would go a long way. I have played against both lists a few times and they seem pretty good.

    For humans I would use Marienburg for starting. That extra 100 gold can get more toys to experiment with and see what they like.
    Last edited by Lord 0; 25-05-2012 at 07:06.

  3. #3
    Veteran Sergeant Whitesilk's Avatar
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    Re: Starting a bunch factions at once

    Elves should be not allowed except for one-off games or in theme scenarios and under the direction of a "game master." They are simply to powerful.

    The High Elf warband listed above is an example: the Ranger has a 50% chance of ignoring all magic cast/targeted at them; and the Leader can dispel magic spell...which if my memory serves me correctly NO other warband caster has that ability. Wow, and they're special abilities are crazy.

    The Dark Elf listed above is right from the Town Cryer and also unbalanced. A slightly better version is the http://www.mordheimer.com/warbands/e...al/druchii.htm. This version has point cost/clarity of items/stats reworked.

    I understand the draw for people to play elves but in every campaign I have been in, its the Elven players that switch to other warbands due to them getting more powerful faster and basically no one wanting to play against them.

    It would be nice to have a version of elves that are scaled down to almost bare-bone basics, basically not have them represent elves that have lived for thousand+ years.

    If you want them to grasp the basics, which can then be used to start the other warband, go human or skaven. Skaven is great for the varied options you can do with them, and their as much fun as an Ostland warband....though I have to lean towards the o'Ostlanders. Who can hate a warband that allows drunks to get in on the fight.

  4. #4

    Re: Starting a bunch factions at once

    Alright, I've begun to shy away from elves for now. For Skaven, how easy is it for the standard warband rules to represent skryre or basically non-eshin skaven (since I'm working with IoB and a box of stormvermin here).

    Still wondering about the dwarfs and orcs as well.

  5. #5
    Chapter Master Catferret's Avatar
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    Re: Starting a bunch factions at once

    Skaven should be fine as non-Eshin. The equipment available should work fine. Theme your skills and weapon choices and it'll be hunky dory.

    Dwarves are a warband I tried recently. They are pretty darn effective. So much so I got bored of using them and switched to something else. Beyond reasonably tough. Damn near unkillable is the best description. Not replacing losses means you have a lot of cash for cool toys. Part of that may be me being lucky and getting 2 henchmen promoted in game 2 giving me 6 heroes from close to the start. Even 4-5 heroes will give them good cash when boosted by the Incomparable Miners rule. The slow speed is less of a penalty than expected, it never caused me too much grief at aleast. I had lots of pistols so I could always shoot if I wasn't in charge range.

    Not tried Orcs yet. On paper they seem a bit more reasonable. Still T4 but without some of the silly basic abilities. No bonus wyrdstone either. Currently writing a Savage Orc warband, but if I don't finish it off before the next campaign starts I'll probably run regular orcs to see how they perform.

  6. #6

    Re: Starting a bunch factions at once

    The Lothern Sea Guard list isn't as bad as the ones above, 4 starting heroes for example, though I'd still say it's undercosted. You can ignore the pirate stuff as it's meant for the Sartosa setting.
    None of the Elf lists are as bad as the Shadow Warriors.

    A Savage Orc WIP can be found on the same page. It's more of a modification of Da Mob than a separate list.


    'I'm wet, I'm naked, your sister is wearing my clothes and this is all part of some evil plot to rule the world as a soggy chimp in my birthday-suit!'

  7. #7
    Chapter Master Catferret's Avatar
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    Re: Starting a bunch factions at once

    Quote Originally Posted by Dribble Joy View Post
    A Savage Orc WIP can be found on the same page. It's more of a modification of Da Mob than a separate list.
    Cheers for that. I'm taking a different approach with mine, but seeing other ideas is always helpful.

  8. #8
    Chaplain Brother Fenix's Avatar
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    Re: Starting a bunch factions at once

    Selfish plug, promoting the suggestion that you play (play-test) my wood elf warband for your elves:
    (I of course would argue they are more balanced than any of the above elf list suggestions)

    Wood Elf Warband


    As for Dwarves, nothing wrong with the Dwarf Treasure Hunters, we've had them in multiple campaigns.
    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!

  9. #9

    Re: Starting a bunch factions at once

    Quote Originally Posted by Brother Fenix View Post
    Asrai Archery: Does not specify what penalties. As written, no penalties at all in short range, including cover and moving. Is this correct or did you mean just moving? Otherwise that's effectively +2 to hit in short range. Also, all bows or just Bows?

    Max Stats: S and T four? Out of sync with fluff and previous versions.

    Bladesinger: Cannot use another glaive, but can use any other weapon, like a spear or something? Did you just mean a shield?

    Elemental: This essentially means you cannot start a campaign until a model has Spirit Touched. This seems a little harsh.

    Otherwise, it looks good.
    I might suggest bumping Glade Guard to I4, they are elves after all.


    'I'm wet, I'm naked, your sister is wearing my clothes and this is all part of some evil plot to rule the world as a soggy chimp in my birthday-suit!'

  10. #10
    Chaplain Brother Fenix's Avatar
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    Re: Starting a bunch factions at once

    Dribble Joy, thanks for the critique, I really do appreciate your comments. I didn't want to hijack this thread so I moved my response and a quote from you here.
    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!

  11. #11
    Scout tatermitts's Avatar
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    Re: Starting a bunch factions at once

    Humans: The mercenary warbands are a good place to start when it comes to middle of the ground. They have an average speed and they are standard combatants overall. My personal favorite is Reiklanders because they get the +1 BS for marksmen. This means they are hitting with bows (and later long bows when the time comes to upgrade) much more often, and give them a huge leg up on less shooty warbands. My composition starting is normally 6-7 marksmen plus available heroes. Give them all bows and take whatever points are left over as mercs or swordsmen to protect the shooty guys (with daggers to start, normally).
    Undead: This is my go-to warband when I want to have a good time. The vampire is your best unit, but you can't rely on him too heavily. While he is the only leader that can be replaced, he is very expensive. I like to use his superior mobility to pick off guys that are away from the pack that aren't as threatening. My normal composition is all the heroes (this is a given for every warband, I think), give the Dregs some bows or some range weapon so they may actually contribute. I take 2 ghouls at least because they are the only henchmen that gain experience or can get "lads got talent", and normally 1 dire wolf. The rest of the points go to zombies.
    Skaven: I have played against Skaven a lot, and they're annoying. The best iteration I've seen is stripped down with the most guys you can buy with daggers and slings. I think you can get 17-18 models starting. Good luck dealing with 17-18 sling shots before being charged and murdered.
    Dwarfs: Dwarfs have a toughness 4 and only go out of action on a 6 instead of 5-6. They are tough, but unlike an earlier poster, I find their low initiative and movement to be a severe hindrance. My normal warband consists of all the heroes, the engineer with a crossbow, 2 crossbow henchmen and 3 beardlings. 9 guys aren't that many, but having the 36 inch range on the strength 4 crossbow means that 18 inches is short range and you will wound most enemies on a 3+.

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