View Full Version : Some general mordheim questions

Deus Mechanicus
02-12-2007, 18:58
ok ive been looking for a small scale game, and is taking a close look on mordheim. Just have a few question if someone knows the answers.

1. How long does a mordheim game usually take to play?
2. How large scale is is? (Basicly is one warband box enough to have several good games or do you need to collect massive FHBT army scale warbands?)

that was some general questions from the group, now to some more personal :p

Is the Carnival of Chaos a good warband (as in both competetive and fun), i like their background

Would one Carnival of Chaos Warband box and Plauge Cart (love the model) a good start? How far till you have to expand or better can is this enough for both varied and fun games without having to buy loads of more models?

Is the Plauge Cart a viable unit?

Thanks all in advance

03-12-2007, 14:30

Mordhiem is a great game and usually takes an hour or so to play, depending on how much terrain and how many warband members are on the table. You do need alot of terrain to play, otherwise missile warbands will dominate it.

Maybe 8-12 models to start off with, most warbands have a limit of 12-15 models in total, certainly no more than 20 (skaven 25) with maxed out hired swords and skills.

The carnival is an odd warband, in that it is the nurgle possessed warband. You have minimal shooting and rock in combat. Yoy have to take a carnival master and he has standard leader stats. Strongmen are your big guns with two handed weapons and the strongman skill. You'll want maximum heroes ASAP but the tainted ones are costly due to thier mutations. Beware of the Nurgles Rot power though becaue some people think its overpowered (which it is...)
Deamons are tough but easy to kill and dont get experience. Nurglings are the best, cheap, powerful and great at supporting your warriors. Plaguebearers are tough but also costly if they die. If your going deamon the cart is a good choice due to its inherint bonuses for deamons and its boost to the warband size, but its costly and if terrains tight, it cant manouver properly. I dont know if its wise to start with it, but equally getting that much cash together once you start the campaign is difficult.
Finally the pleb bretheren may look weak, but they can help your heroes tag team the opponent and bulk out the warband against Rout tests. Once an oppoent is stunned the weaker guy can finish them easily.

The carnival box is a good start and the cart is a great model anyway so the ycan easily form the core of your warband. More carnival figures or soem conversions from warhammer plastics can round it out later.

Have Fun

Inquisitor Konig
09-12-2007, 20:18
BigRob summed it up pretty well.

If you and your opponent are familure with the rules than after terrain and model set up time the games can last less than an hour.

Carnival is a very fun, and very powerful warband to play with. Although it takes some skill to wield.

When I played with them I started with just one very powerful Tainted One but did not go for the Nurgle's Rot because I thought it would **** my oppenents off. The down side was that I never got enough cash to buy the cart and I only managed to get another Tainted One after several games so my cash was coming in slow.

Count Sinister
09-12-2007, 20:43
Mordheim is a small scale skirmish game, but the fun you have is far from small scale! Most warbands start between 8 and 12 models (with 9 models being the optimum size for a starting warband), and with the exception of Skaven (as pointed out by BigRob), maximum size is going to be from 12 to 15. This is good if you like to paint and convert, as you don't have a huge force that you have to work on.
Game time is usually about one and a half hours (for two warbands), but the more players you have (in a multiplayer game) the longer a game takes. It also depends on the scenario to some extent, but if you like the idea of variety in a game, then that's what the scenarios offer.
As for Carnival of Chaos - I've never played them (either with them or against them) so I can't comment. It's worth pointing out, thbught, that if you've never played a game before, that starting with one of the warbands from the original rulebook is probably a good idea. For a start, there are less special rules to learn/remember. Secondly, and perhaps more importantly, these warbands tend to be more balanced than the ones that were added to the basic game.
The final point, which BigRob rightly pointed out, is that you need a LOT of terrain to balance the game - and to make it more fun! If you don't have a lot of terrain in your collection, it might be worth getting together with your gaming group over a couple of evenings to knock out some terrain. In general, simple ruined buildings made from foamboard, card, plasticard, and the Mordheim building bits, do not take too long to make. One thing you should try to do, though, is to have a lot of elevation in your terrain collection, and also to have bases for you terrain that are small enough that buildings can be placed close together. This will encourage climbing and jumping, which are often overlooked when there is not enough terrain, but which are (or at least should be) an important aspect of the game.

10-02-2008, 19:27
I highjack this thread, because I can't open up threads currently (too n008y) and ALL the threads here seem to consider warband composition.

I have a rules question... how do you handle charging zombies? The disadvantage of the zombies is, that they are very slow, crawling over the board 4 inch a round, not allowed to run.
Now a "cunning" (or very rules lawyery player) could declare his Zombies to charge every round, getting a short charge, but nevertheless getting 8 inch of movement out of that. This is especially effective against positioned snipers. I think that it's legal per rules, but the whole concept of slow zombies is kicked out the window because of that.
We play it now that you have to stay in place, when your charge distance is to short to get in contact with an enemy (like in e.g. 40K).
What do you think?

Col. Dash
10-02-2008, 21:43
I have never seen a 2 person game last more than 30 minutes or so. Its a fairly quick game and you can get multiple games in during the time it would take to play a fantasy battle. Not a big fan of the carny but thats mainly because of nurgles rot. Its a noce fast paced game which easily can be scaled to more players but the game definately slows down at this point.

A failed charge only goes normal movement straight towards the target. You dont get any extra move out of it unless you actually succeed. So what you would in fact be doing was moving closer to the positioned snipers and working towards negating their above half range shooting penalty.

15-02-2008, 10:48
Just a brief note regarding Nurgle's Rot.

Don't necessarily let grousers on the boards scare you off from using it. I play CoC and, while none of my local Mordheim players LIKE the Rot, they generally feel that it isn't as grossly overpowered as some people make it out to be. It isn't a banned list in my local environment, nor is it a banned list (or power) in an 'official' environment. Its been 'reviewed' and considered before and, in an effort to create more balance and less whining, it was nerfed from working on a 6 to-hit to working on a 6 to-wound.

As a spell, it has a relatively high casting difficulty (9) and on the TO, it makes an otherwise mediocre model pretty expensive, given how basic the rest of his stats are. CoC has a lot of other balancing weaknesses, as well, to mitigate the onslaught of 'overpowered!' cries. Several of these weaknesses make the army a little difficult to play, so it may take you several games before you get a good feel for how it all operates.

Just remember that every army has its strengths and weaknesses and that creating a 'perfect balance' in a game like this is impossible. Some powers are ALWAYS going to be stronger than others. Because of the Rot's bad reputation online, however, you'll probably do yourself and your friends a service if you check with them beforehand to make sure that none of them are going to throw weeping fits the first time your TO gets a 6 to wound and they fail their T save on a beefed-up hero they're using. Explain in advance exactly what the power does and make sure they're all cool with you playing an army that, despite YEARS of whining, has still not officially been ruled as 'overpowered.' The list was put together with Nurgle's Rot in mind, as far as overall costs and vulnerabilities and such are concerned. Its not worth getting into a pissing match with your gaming group over it, but remember that volunteering to not take it as a power will have an effect on the overall competitiveness and functionality of your gang. Don't intentionally excise one of your band's signature powers unless you really feel some moral obligation to spare your competition a little pain.

And if you do wind up playing with it, just remember that it has been nerfed since the original CoC rules were printed. It now forces a T test on a 6 to-wound, not on a 6 to-hit as originally published. If you need the reference, you can find this change in the FAQ available on the Specialist Games site.