Just today I decided to start a specialst game and I have decided to begin with mordheim and then necromunda later on. Would anyone be able to tell me the pro's and con's of certain warbands?? Would be EXTREMLY useful and very much appreciated! I dont even know where too start!
Re: Help needed!!!
I've only just started myself and if you havent already been there mordheimer has a very comprehensive and useful assesment of each warband, other than that flicking through this forum you can pick up tips about certain weapons not being much use or things being over priced.
Re: Help needed!!!
When you get to Necromunda then I'd stick to the House Gangs to start and they are all essentially the same to start. It's the advancements that differentiate them so it's a bit easier to see exactly where they differ from each other. Beyond that I'd take a gander at the Eastern Fringe.
There used to be articles covering some of the basics of how the base Mordheim warbands play in relation to each other. I'm not sure of an easy resource for those articles these days. Perusing here is a start. Mordheimer has a lot of great resources. It can be easy to get overwhelmed at first, so you may want to just look at official content on there and ignore the rest until you have a grasp on things. Tom's Boring Mordhiem Blog is another good resource, but Mordheimer is mostly articles and probably an easier starting point for getting the starting information as concisely as possible.
Re: Help needed!!!
I'm assuming you mean the core rules for warbands. So here goes...
All in all, they are the best for a new player. Good at everything, excellent at nothing (except shooting, but I'll get to that). There are three kinds of mercenaries.
Reiklanders: +1 BS for marksmen makes them the best shooters in the game. After a lucky advancement, you can get 7 BS5 models with crossbows. Nothing in the core rules can match that kind of firepower.
Middenheimers: +1 strength for champions makes Middenheimers better in close combat. They still won't match the dedicated close combat warbands, but they get closer. And with the mercenary combined-arms specialty, they can win.
Marienburgers: +1 to find rare items is pretty 'meh', and +100gc means an early head start which dwindles as the campaign goes on. They're the weakest of the mercenaries, and probably one of the weakest warbands in the game.
A warband based around it's leader. From what I've seen, there is only one build that works with the undead, and that is maxing out on your ghouls, with maybe a dire wolf or two thrown in. Zombies are just free xp to the enemy. A strong close combat warband, but one which lacks in variation.
Another strong close combat warband. Definitely not for beginners, as it is hard to start with 5 heroes due to the cost of mutations. They start off slow, but once the possessed start advancing, they get very strong. Late-campaign, they are extremely hard to stop.
Overall a good warband, but some call them weak due to the 12 man cap. I personally like maxing out on war hounds because they are cheap and effective, though flagellants are some of the best henchmen in the game. They've got some ranged firepower, strong close combat, but nothing over powering.
Sisters of Sigmar
One of the strongest wabands in the game. They only have slings for ranged weapons, but then again slings are much more powerful than their cheap 2gc cost would lead you to think. Add in that all of their heroes have heroic stats, and that their whips/sigmarite hammers are insanely useful, and this is a warband which won't let you down.
Probably the strongest warband in the game. Slings, in addition to other cool toys (str 5 pistols, permanently poisoned swords, great skills, 6 heroes to start...they are cheap and fast. They only have 1 weakness, and that is below average leadership. But with 20 models and all of their other strengths, actually making them break is not always easy.