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Thread: Starting middenheim

  1. #1
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    Starting middenheim

    Have posted this in other places but feel it got over shadowed there, so would really appreciate any suggestions on this starting gang

    Captain ( hammer and axe)
    Champion (double handed weapon)
    Champion (spear and buckler)
    Youngblood (axe)
    youngblood (spear and buckler)
    2 x Swordsman (2 swords)
    3x Marksman (bow and club)
    Warrior (halberd)
    Warrior (hammer and buckler)

    Was thinking three groups, the Captain, youngblood with spear, one swordsman and the halberd warrior
    The champions and the remaining swordsman and warrior
    the last youngblood and the three marksman

  2. #2

    Re: Starting middenheim

    Better off with crossbows for your marksmen, no hand weapons for them, and generally halberds are crap.
    bucklers aren't typically used much, but go for it on your heroes if you are keen
    i personally suggest the youngblood get the double handed weapon and wait for a knocked down or stunned warrior to get some free xp
    something like:

    Captain (sword)
    Champion (spear and buckler)
    Champion (spear and buckler)
    Youngblood (double handed weapon)
    youngblood (double handed weapon)
    2 x Swordsman (sword)
    3x Marksman (crossbow)
    2x Warrior (club)

  3. #3
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    Re: Starting middenheim

    Thanks for the, will seriously consider the crossbows, the two handed weapon on the champion was to take advantage of that extra strength point he had, But can see your reasoning in giving one to a youngblood to gain experience, once they got strongman they would be awesome

  4. #4
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    Re: Starting middenheim

    Oh and have just discovere some fairly horrible miscalculations from that original list, so major overhaul time as it is, new idea stands at

    Captain ... hammer and axe
    Champion... DH weapon
    Champion ... spear and buckler
    Youngblood ... DH weapon
    youngblood ... spear and buckler
    2 x swordsman ... sword
    3 x marksman ... crossbow (decided with this many melee guys a stationary base of fire should be safe)
    this leaves me with 27 gc still going spare, but i dnot fancy such an underquipped warrior, so maybe a duelling pistol for the captain to pop a few shots off before the charge hits home

  5. #5

    Re: Starting middenheim

    shall I post mine here!
    I'll play avanlanders
    so

    Captain with Sword and club 73
    Sergeant with sword and club 48
    Bergjaeger with longbow, hunting arrows and 2 clubs 91
    Bergjaeger with longbow, hunting arrows and 2 clubs 91
    Youngblood with 2 clubs 21
    3 halfings with bows, 2 Clubs 99
    Mountain guard with sword and club 45


    I'll come up with a map shall I to play the game on!
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  6. #6

    Re: Starting middenheim

    Click image for larger version. 

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    Here are the tempales used for warhammer fantasy I'd surgest the same for mordhime I'll come up with a map now for a test game?
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  7. #7
    Veteran Sergeant
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    Re: Starting middenheim

    Hey, though we could use the paint map i emailed you a couple of days ago, has buildings on it then? plus character sheet has symbols for each character with round bases, just sent that now though if you check your hotmail

  8. #8

    Re: Starting middenheim

    can't find the map, can you re-email it me?
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  9. #9

    Re: Starting middenheim

    found it and downloaded it! lets start with a trial skermish game and then see if anyone else is intrested
    Quote Originally Posted by Walgis View Post
    maybe giant has something magical in his pants? :S

  10. #10
    Veteran Sergeant
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    Re: Starting middenheim

    Sounds good to me! like i said email sent with the deployment, then we can roll for first turn

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