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Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

Starting my first warband--Reiklanders. I'm going for the "equiped millitia" feel, maybe these guys had some military background or something. (Working on fluff as I go along)

+Captian - 105gc(60 base cost)
-Dagger 0
-Sword 10
-Shield 5
-Helmet 10
-Light Armor 20

+Champion - 60gc (35 base cost)
-Dagger 0
-Sword 10
-Shield 5
-Helmet 10

+Champion - 60gc (35 base cost)
-Dagger 0
-Sword 10
-Shield 5
-Helmet 10

+Warrior - 50gc (25 base cost)
-Dagger 0
-Halberd 10
-Sword 10
-Shield 5

+Warrior - 50gc (25 base cost)
-Dagger 0
-Halberd 10
-Sword 10
-Shield 5

+Warrior - 50gc (25 base cost)
-Dagger 0
-Halberd 10
-Sword 10
-Shield 5

+Warrior - 50gc (25 base cost)
-Dagger 0
-Halberd 10
-Sword 10
-Shield 5

+Marksman - 35gc (25 base cost)
-Dagger 0
-Bow 10

+Marksman - 35gc (25 base cost)
-Dagger 0
-Bow 10





Any feedback or suggestions would be great! Total comes up to 494gc, leaving me with 5 in the trasury to start.

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in us
Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

Some important points about Mordheim:

-Multiple attacks are good
-Armor isn't worth it, especially starting out
-Weight of numbers tends to win out
-Always max your heroes for wyrdstone searching
-Henchmen are expendable

Keep these in mind and review the following list:

+Captain - 80gc(60 base cost)
-Dagger 0
-Sword 10
-Bow 10

+Champion - 55gc (35 base cost)
-Dagger 0
-Sword 10
-Bow 10

+Champion - 55gc (35 base cost)
-Dagger 0
-Sword 10
-Bow 10

+Youngblood - 18gc (15 base cost)
-Dagger 0
-Hammer 3

+Youngblood - 17gc (15 base cost)
-Dagger 0
-Dagger 2


Henchman Group 1

+Warrior - 28gc (25 base cost)
-Dagger 0
-Hammer 3

+Warrior - 28gc (25 base cost)
-Dagger 0
-Hammer 3


Henchman Group 2

+Swordsman - 45gc (35 base cost)
-Dagger 0
-Sword 10

+Swordsman - 45gc (35 base cost)
-Dagger 0
-Sword 10


Henchmen Group 3

+Marksman - 43gc (25 base cost)
-Dagger 0
-Hammer 3
-Longbow 15

+Marksman - 43gc (25 base cost)
-Dagger 0
-Hammer 3
-Longbow 15

+Marksman - 43gc (25 base cost)
-Dagger 0
-Hammer 3
-Longbow 15

Total: 500 gc


Now you have 12 members to start, which is pretty solid. You have 6 shooters, including 3 Marksmen with that tasty BS4 and longbows for extra range, and 3 shooting heroes that should get the Quick Shot skill as soon as possible. You have 2 Youngbloods, which will help with the all-important wyrdstone searches and grow into formidable fighters more quickly than you realize. And instead of a bunch of Warriors with swords, you have a unit of Swordsmen that reroll misses and start at WS4, and a unit of expendable Henchmen with hammers.

Henchmen die 33% of the time after they're knocked out of action, so don't invest a lot of gold in them. If you like Halberds, wait until you get an extra attack on the Warriors' profile and then pick some up. You can also consider adding a Marksman with a blunderbuss once you have some gcs to spare.

Note that all your warband members (including Marksmen) now have 2 attacks in close combat, which is worth much more than a shield that's ignored by crits and the easy-to-attain S4. You ideally don't want your heroes and Marksmen getting stuck in, but they will be called upon to fight sometimes, and you don't want to be rolling a single die in h2h.

If you want to load up on armor and weaponry for theme, so be it. But this would be a more competitive list. Hope that helps!

My AT Gallery
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DQ:70+S++++G+M++++B++I+Pw40k90#+D++A+++/fWD66R++T(Ot)DM+++

 
   
Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

I did notice the rulebook has me buying henchmen in groups--do they stay in these groups? (Fighting/marching, etc) or do the groups serve no function?

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in us
Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

It's mainly a bookkeeping function. They can operate independently during games, they just gain experience and upgrades as a group and must be equipped identically. So if you want to add a Marksman with a blunderbuss at some point (and I recommend that you do), it would have to be its own unit since its weapons kit is different.

Some people like a whole bunch of one-henchmen groups in order to "fish" for the best upgrades. The downsides to that are the expense of adding experienced henchmen to an existing group, and the chance that you'll lose the "group" when the single model dies. Personally, I keep henchmen in groups of 2-3.

My AT Gallery
My World Eaters Showcase
View my Genestealer Cult! Article - Gallery - Blog
Best Appearance - GW Baltimore GT 2008, Colonial GT 2012

DQ:70+S++++G+M++++B++I+Pw40k90#+D++A+++/fWD66R++T(Ot)DM+++

 
   
 
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