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Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

Hi all. Our flgs is gonna start a mordheim campaign in the next week or so and I have a couple of questions about which warband I choose. I'm curreently torn between Reiklanders and Sigmarite Sisters. I guess it comes down to how important shooting is in the game. I have made a list for each (10 for the Reiklanders, 9 for the Sisters). Does that sound about right?

Also, I haven't checked the errata, but it seems that the sisters can't be upgraded...is that just a fault in the book, or do the regular sisters just not advance like others?

Thanks in advance

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Made in za
Junior Officer with Laspistol





South Africa

I would say stick,with the humans or go skaven!(For simple coolness factor!)

"I refuse to join any club that would have me as a member."-Groucho Marx
 
   
Made in us
Fresh-Faced New User




Not sure what you mean, can't be upgraded? Do they earn experience, yes and advance just like other warbands. They are just nuns with weapons. No different than any other human warband in that sense.

The sisters have a problem with weak ranged combat but they have the best HtH weapons in the game (the sigmarite warhammers) The whips are interesting now.

They also have access to the best spell lists AND their spell caster can wear armor (armor does not interfere with prayers)

Reiklanders shoot the best of all warbands. Its a neat ability but that means your henchmen are getting the kills not your heroes and Henchmen don't get xp for it. 'Course, winning because you shoot the heck out of your opponent has its own rewards. It really depends on how cluttered your board is with terrain and how smart your opponents are in using cover. I usually do well against Reiklanders because I know to hide and creep up on them.

   
Made in gb
Guardsman with Flashlight





UK

Rieklanders. Obviously.

Just because they are have amazing abilitys. Also, they are human and can be therefore converted into what you are looking for really easily.
I have won more games with them then any other force that i own.

Pit Fighters look really cool if you want to go for a more individial warband. But they are pretty much limited to hand 2 hand combat if you want to see the best results.

BUT GO REIKLANDERS!!!





The Lord said, "Thou Shalt Not Kill", now listen to me. F**K THAT S**T. 
   
Made in us
Regular Dakkanaut






Skaven or Dwarves, all the way.
   
Made in us
Fresh-Faced New User




Dobie wrote:Skaven or Dwarves, all the way.


I tend to agree. Either of these warbands played correctly is VERY difficult to beat.

The Skaven are so fast (movement and initiative wise) and can come is such numbers that they can be tough to deal with.

Dwarves are so difficult to drop its stupid. I play them consistently. I've come up with what I like to call "12 angry dwarves" I give up entirely on ranged combat to begin with and max out my warband. The dwarves end up poorly equipped with only dagers and maces to begin with. That many dwarves is very hard to get to rout. Think of it, 12 dwarves all of whom are T 4 and only go out on a 6. You have the numbers not to get swamped by most starting warbands so you simply grind your opponents down.

Keep your dwarves in two large groups with the beardlings in front to take any charges and slowly pen your opponents in. Resolve that some scenarios are almost impossible for you to win because you are so slow. Lose with minimal losses when you get stuck in this situation.

You make sure you take one thunderer and clansman but the rest of you henchmen will be beardlings. You replace any lost beardlings with clansmen or thunderers.
You are hoping to get your lads soon and bump up those search rolls. Pick up a halfling scout (sometimes I start with one) and a dwarf trollslayer as soon as you can. Now you can have 14 angry dwarves (and a terrified halfling) I treat the hired trollslayer as a member of the warband and have found his expense is usually well worth it. I also like the pit fighter, Tilean marksman, warlock, and Arabian Merchant for hired swords (though not all of them obviously)
As you do this you start searching for those dwarf axes and buying up crossbows and pistols. Get to this point and you can demolish almost anybody. Your greatest nemesis will be those few warbands that can bring huge numbers to the table, Skaven and Orcs. If you move appropriately, even the shooty Reiklanders shouldn't be able to beat you and you will trap them and pound them flat.

While I agree with most people's assesment of armor in Mordheim I do begin to armor my dwarves once I have the weapons I want. They are so difficult to stop the armor accentuates this. It isn't an early campaign purchase by any means but I will actively purchase and seek out armorers when I can.

Getting toughness upgrades and taking the resilient skill can turn a dwarf hero into an unstopable killing machine. A model that is effectively T6 in HtH is something almost no warband can handle unless that hero is overwhelmed with numbers.




   
Made in us
Fixture of Dakka






Arlington, Texas

When you purchase a "group" of henchmen, does it do anything for them except make them gain the same experience and get the same gear? Do they have to stay in coherency or something? The rules aren't super clear on this.

Worship me. 
   
Made in us
Grovelin' Grot




Sweden

Buying your henchmen in larger groups does not add any coherency restrictions. They share the same XP bar, get the same advances and must carry the same gear. That's it.

IMO there are 2 arguable pros to buying your henchmen in large groups: If 1 of em grabs a piece of wyrdstone, they all get the xp for it, and if they get a sweet advance when they level, your envious/vindictive opponents will have a harder chance of entirely ridding your roster of that group.

The cons: Less chances to roll The Lad's Got Talent, and you'll likely be stuck with a large group of useless high-Str marksmen or something.

When starting a fresh warband, I generally buy my henchmen in groups of 1.
   
 
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