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2008/06/21 12:46:39
Subject: Mordheim League Rosters
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Fresh-Faced New User
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For the past week I've bean part of a Mordheim League, the Rules where simple, Core Book Warbands only, One Warband per player, One Warband of each type only. A Round lasts a minimum of seven days and no more than fourteen, In that time you must play three games minimum and may only face any other Warband Once Only.
Although I'm posting the starting Warbanbs most players have had the minimum three games and we expect to be wrapping up Round One tomorrow afternoon or evening, due to Losses incurred during play and Acquisitions from Recruiting and Shopping Sessions the list are no longer accurate, but will give you an idea where we are coming from.
Harrangman's Handgunners
Reiksland Mercenaries
Alos Harrangman - Captain
4 4 4 3 3 1 4 1 8
Leader
Sword, Brace of Dueling Pistols, Light Armor & Helmet.
Harrangman's Handgunners
5 X Marksmen
4 4 3 3 1 3 1 7
Handgun & Sword.
Warband Rating: 50
Cash in Hand: 0 GC
Linderheim Guards
Marienburg Mercenaries
Alexis of Linderheim - Captain
4 4 4 3 3 1 4 1 8
Leader
Sword, Brace of Dueling Pistols, Light Armor & Helmet.
1st Linderheim Guards
5 X Swordsmen
4 3 3 3 1 3 1 7
Expert Swordsmen
Sword, Shield, Light Armor & Helmet.
Warband Rating: 50
Cash in Hand: 50 GC
The Damned
Cult of the Possessed
"Light Bringer" - Magister
4 4 4 3 3 1 4 1 8
Leader, Chaos Rituals - Word of Pain
Double Handed Weapon
Djinn - Mutant
4 3 3 3 1 3 1 7
Black Blood
Sword, Axe & Helmet.
Angelas - Mutant
4 3 3 3 1 3 1 7
Daemon Soul
Hammer, Shield, Light Armor & Helmet.
The Gor
3 X Beastmen
4 4 3 3 4 2 3 1 7
Axe, Light Armor & Shield.
Warband Rating: 50
Cash in Hand: 7 GC
The Shadows
Skaven
Xanitik - Assassin Adept
6 4 4 4 3 1 5 1 7
Leader, Perfect Killer
Weaping Blades, Light Armor & Helmet.
Kinacar - Eshin Sorcerer
5 3 3 3 3 1 4 1 6
Magic of the Horned Rat - Warp Fire
Fighting Blades.
Scamper & Scarper - Night Runners
5 2 3 3 3 1 4 1 4
2 Swords, Throwing Stars, Light Armor & Helmet.
Storm & the Black One - Black Skaven
6 4 3 4 3 3 1 5 1 6
Halbred, Light Armor & Helmet.
Warband Rating: 76
Cash in Hand: 30 GC
Their are also Witch Hunter and Sisters of Sigmar Warbands (both are reportedly Hero Heavy), but I don't know their makeup yet. but things haven't bean going well for the Witch Hunters from what I've heard, and in the Damned's last game (Vs the Handgunners) two of their Beastmen either Died or Ran Off and both of the Mutants where captured and Sold as Slaves/Turned over to the Witch Finders for a Bounty. the Skaven who are now Richer than everyone else combined also took a loss to the Handgunners (Black Powder is to be much feared) and Xanitik ended up sold to the Pit Fights where he Gutted Delimbed & Decapitated his Opponent (literally) in two rounds before returning to his Warband Very Pissed. the Linderheim Guards have had one of their Swordsmen promoted to a Hero and are adding Handgun Armed Marksmen (no word yet on Numbers and other equipment) and the Handgunners are trying to decide on wether to add a Champion, Light Armor, some Swordsmen or Sheilds and Bank some Cash (a large chunk of their Liquidity comes from selling the Muties)
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This message was edited 1 time. Last update was at 2008/06/21 14:21:12
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2008/06/24 14:01:52
Subject: Mordheim League Rosters
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Pragmatic Primus Commanding Cult Forces
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Why such tiny warbands? Are you guys all going for GC maximization?
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2008/06/24 18:03:16
Subject: Mordheim League Rosters
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Fresh-Faced New User
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Well some folks went Hero Heavy (in part for the Gold, but also for the consntrated power), than to justify the expence of the Heros they stacked on the Good Equipment, buy the time they got to Henchmen they where out of GC.
I and the other Merc Player whent the other way round, we built a Kick Ass Henchman group as the foundasion of out Warbands, we then built us a (overpriced as it turns out) Captian then found ourselves without GC for other Heros or more Henchmen, If I was building the "Handgunners" today they would be X-Bow Men with maces and the left over cash would go to a pair of Champions and maby some Warriors to Screen the Shooters.
In League News at the start of Round two the Witch Hunter Warband was Disbanded after the Witch Hunter Captin and Warrior Preist where captuered and sold to the Slave Pits, This was retaliasion by the Sistors for not being allowed to Ransom one of their Heros in Round One
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2008/06/25 19:03:04
Subject: Mordheim League Rosters
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Pragmatic Primus Commanding Cult Forces
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I was going to comment on handguns vs. xbows, but it seems like you found out already.
Some folks intentionally minimize their warbands to just heroes so that they max on GCs when they sell wyrdstone. You see it a lot with Dwarfs, since their heroes are so hard to kill on the injury table. After a few rounds, they really stockpile the GCs and then expand their band.
Personally I usually max out on bodies to start -- max heroes, as many henchmen as I can afford, and then minimum equipment. I think I'm usually around 13 to start for a merc band.
May the wyrdstone be plentiful for you.
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2008/06/26 03:25:52
Subject: Mordheim League Rosters
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Fresh-Faced New User
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Well the Handgunners have not lost a game, and neither have the Linderheim Guards, suere we're poor (the Handgunners are poorer than the Guards) but where yet to take a casuality, everyone else is scrambling for Armor as their lossing Henchmen left & right and the Odd Hero.
Heared this morning that "The Damed" is also disbanding, they bought a bunch of Guys with Sheilds and Maces to replace their dead Heros and Beastmen, First game out they went up against the expanded Guards (Marksmen with Xbows) and where Gutted and left without the GC to rebuild again.
the Witch Hutners player is going Merc and the Damed's player is going Unded.
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2008/12/15 16:37:12
Subject: Re:Mordheim League Rosters
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Regular Dakkanaut
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I know I'm 6 months out of touch from this thread's last post and starting post but I was going to comment on the fragility of both the marienburger swordmen group and the Reiklander Handgunner group. The Henchmen groups are great and all, but as stated horrendously expensive. The Handguns fire once every other turn, crossbows every turn. The edeeming feature is that your warband is facing armour heavy opponents so the extra -1 armour save modifier helps to cancel it, but from what you've said you were winninga lot where you should have had your arse handed to you on a pie platter. Your initiative is 3-4 meaning your spotting range is not terribly good, meaning the age old tactic of avoiding your firepower by moving, hiding, moving, hiding from cover to cover before the charge is set up and in range beats you hands down.
Where abouts in Australia are you from? I'm from Sydney and always looking for a game. I know the system inside out and have been involved till recently when they were shut down on the GW SG Mordheim Boards (under my alt alias of Ram Rock Ed First). I'd love a game if nearby.
My advice on warband construction is max the heroes, then a club on the henchies as a secondary weapon, and a ranged weapon. 2 hand weapons beats statistically single hand weapons/2-handed weapons most times (except against spears and high initiative and used with 2 or more people in b2b) and the dagger/club combo is effective anyways, even on your heroes. Armour is wasted in Mordheim unless you have alot of it on, but occasionallya sheild and light armour will come in handy especially at range. Hide. HIDE is THE tactic to adopt and preach. It makes meanourrvrability that much more enjoyable and epic. Plus it will win you games. Mordheim is about patience as much as manuvrability and you need to capitalise on both to win, set up overlaying fire arcs and you'll be fine. you really need more then 1 hero, most experienced general will assassinate heroes above henchmen to eliminate your warbands progression and this further allows them to advance above yours and eventually force you to retire, so just keep that in mid for later games/campaigns.
Cheers, if you want to contact me, just PM me.
Auretious Taak (Ram Rock Ed First).
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