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Made in us
Savage Khorne Berserker Biker





A friend and I are going to set up a mordheim league over the winter break, complete with a website for posting updated rosters to make sure no one is cheating. How does this list sound for an undead warband?

Vampire-130
-2 Swords

Necromancer-45
-Sword, Dagger

Dreg-30
-Sword, Dagger

Dreg-30
-Sword, Dagger

Dreg-30
-Sword, Dagger

2 Dire Wolves-100

3 Ghouls-120

3 Zombies-45



Angron- crushing the theme and fluff of armies one horde at a time.

-The Trooper 
   
Made in us
Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

First off, are you over your points limit? I count 530 GCs.

I'm not an expert with Undead, but my experience is that Dire Wolves are very fragile for the price. They make a good escort for the Vampire once you amp up the Vamp's speed (Sprint is a great skill), but they tend to outrun the rest of the warband. For a beginning band, I'd consider using those points toward more Zombies to max out your numbers. As you gain GCs, you can start replacing them with Ghouls or add DWs for more speed.

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Made in us
Savage Khorne Berserker Biker





You're right, I am, I must've not counted one of the guys, so it's prolly bye bye to a dire wolf, and hello to a zombie

Angron- crushing the theme and fluff of armies one horde at a time.

-The Trooper 
   
Made in ca
Intrepid Macross Business Owner





I would suggest you drop the wolves and Zombue and replace them with a second group of Ghouls. You need to get that Lad's got talent roll as soon as possible and since ghouls are the only henchman you have that can gain experience there you are. One trick I used was to field 5 groups of single ghouls as my starting henchmen when I started a warband. After they leveled for the first time I looked at which Ghould had the most useful ungrade and started adding to his group. I would than dismiss the less useful goups and replace them with members of the more useful groups and wolves and so forth. The key was to maximize the odds of getting a Ghoul's got talent roll.

Jon Schmidt
   
Made in us
Phanobi





Paso Robles, CA, USA

In the short time I played Mordheim my Undead warband was unbeaten and a large part of that were the Ghouls. They simply beat the crap out of everyone. Coupled with the vamp they could roll through any opponent.

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This conversation has even begun to boggle my internet-hardened mind.

A More Wretched Hive of Scum and Villainy 
   
Made in us
Incorporating Wet-Blending





Houston, TX

Yup, ghouls are the way to go. Also, clubs are better than swords starting out. Cheap and effective. A bow on a necro can also be fun so he can try to pick stuff off once in a while. Wolves are way too pricey and foiled by buildings. That means shooty warbands tend to treat them as free xp. Zombies are cheaper, but never get xp so tend to be the same thing.

-James
 
   
Made in au
Regular Dakkanaut





schmoozies wrote:I would suggest you drop the wolves and Zombue and replace them with a second group of Ghouls. You need to get that Lad's got talent roll as soon as possible and since ghouls are the only henchman you have that can gain experience there you are. One trick I used was to field 5 groups of single ghouls as my starting henchmen when I started a warband. After they leveled for the first time I looked at which Ghould had the most useful ungrade and started adding to his group. I would than dismiss the less useful goups and replace them with members of the more useful groups and wolves and so forth. The key was to maximize the odds of getting a Ghoul's got talent roll.

Jon Schmidt


Your response is 2 years and 3 months after the last one on this thread...No love for these awesome games.

Ghouls are a way to go, but min/maxing on heroes with a single ghoul can also work quite terrifically well. Take 2 zombies get them picked off, voluntarily rout for the first few games, max the underdog experience and then start raping from skill advancement. Save enough that youc an get a few ghouls into the list to get the 1st adavnce from underdog bonus and away you go solidly.

Auretious Taak.
   
Made in au
Regular Dakkanaut





schmoozies wrote:I would suggest you drop the wolves and Zombue and replace them with a second group of Ghouls. You need to get that Lad's got talent roll as soon as possible and since ghouls are the only henchman you have that can gain experience there you are. One trick I used was to field 5 groups of single ghouls as my starting henchmen when I started a warband. After they leveled for the first time I looked at which Ghould had the most useful ungrade and started adding to his group. I would than dismiss the less useful goups and replace them with members of the more useful groups and wolves and so forth. The key was to maximize the odds of getting a Ghoul's got talent roll.

Jon Schmidt


Apologies for the double post.

The alternative is to split the ghouls into 3 groups of 1. That massively increases the chances of that TLGT role. Some opponents will go off at you for this, but you can get around it with alls orts of background et al and can add to the units later on.

Auretious Taak.
   
 
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