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Made in rs
Squishy Squig






Hi everybody, i started playing a small campaign game of Mordheim together with a friend. Over the course of battles and post-battles sequences, we stumbled into couple of not very clear issues, so i'm throwing them here in hope someone will help

1) In the last game my friend lost a leader of warband (died on a roll from serious injury), as he plays Witch hunters, his priest stepped up as a leader cause of high ld, and there is a question number one - since no new captains can be hired, does this mean his warband has permanently reduced number of heroes, until the campaign ends or he disbands war band, whichever happens first? It's not very clear in the rulebook and faq, except for undead bands and losing vampires.

2) In conjunctions with the previous question, what is the maximum number of heroes you can hire? in most warbands except skaven in Core rulebook its maximum five, but there is sentence saying that apart form captain/leader which is a must, you can hire five additional heroes. In case of mercenaries warbands, they can have captain and max four other heroes (2 champs and 2 young bloods). Does this men they can get an extra hero, for example through "lads got talent"advance?

3) When caster wants to cast some offensive magic (for example necromancer's lifestealer) can he target models which are in hth combat (supposing he's not himself in hth)

Hope someone can help with these things.

Cheers and thanx,

   
Made in us
Savage Khorne Berserker Biker





1. Your friends henchmen can level, and when they do, if they get the "Lads got talent", then they become heroes, up to a maximum of 6.

2. Yup, you can have a maxiumum of 6. by advancing your henchmen.

3. Casting spells works like shooting, so the short answer is, No.

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

-The Trooper 
   
Made in rs
Squishy Squig






Thnx that was clear and precise
Cheers



Automatically Appended Next Post:
Also there is another question: when you take henchmen or hero during the campaign, with experience which you pay for (2gc for point if im not mistaken) does that character receives all the improvements as he would get for the normal progression through campaign or he just starts flat with that much experience? also book states only experience for henchmen, none for heroes...

In line with that, if you for example while playing with mercenaries lose champion (dies from serious injury chart) and you want to buy a new one, does he starts the game with 8 experience points or 0 ?

ta

This message was edited 1 time. Last update was at 2010/02/07 21:16:48


   
Made in us
Savage Khorne Berserker Biker





badtaste wrote:


Automatically Appended Next Post:
Also there is another question: when you take henchmen or hero during the campaign, with experience which you pay for (2gc for point if im not mistaken) does that character receives all the improvements as he would get for the normal progression through campaign or he just starts flat with that much experience? also book states only experience for henchmen, none for heroes...

In line with that, if you for example while playing with mercenaries lose champion (dies from serious injury chart) and you want to buy a new one, does he starts the game with 8 experience points or 0 ?

ta


You can only pay for experience when adding henchmen to a old group. In this case, the "new" henchmen recieves all the bonuses the group already has.

For example, a group of 2 warriors have a club, 4 experience, and +1 Attack
So to increase the size of the henchmen group from 2 to 3 warriors, it would cost you 25(base)+3 (club)+8 (2X4 Exp)=36 gold coins and he would also have +1 Attack.

In your example of a human mercanary champion, the champion would start with 8 exp as normal, and would cost the same as he does at warband creation

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

-The Trooper 
   
Made in rs
Squishy Squig






thanks for clearing that one out

   
Made in rs
Squishy Squig






Few more questions arise as our little campaign progress, so i'm looking for any kind soul willing to give answers

1) If character has Fearsome Skill upgrade and he charges on a character who is also Fearsome (or causes fear such as undead) what happens then? do effects cancel each one out, or do character who charged needs to roll Ld test for resisting fear?

2) Can Ld of the Warband leader be used for psychology tests, such as stupidity?

3) Is -1 modifier for shooting at someone who is over half the weapons range applying to pistols too?

4) Do friendly models give cover to enemy models, such as trying too shoot at enemy which is partially hidden by your model?

Ta!

   
Made in us
Savage Khorne Berserker Biker





1. Models that cause fear are not affected by fear.

2. The leader skill only works on leadership tests, psychology tests, while using the leadership skill, aren't leadership tests.

3. Yup, there's also a -1 for moving and shooting pistols. In short, pistols suck hard for shooting, and should only be used in close combat, otherwise you're always looking at a -2 to hit.

4. Yes they do. In fact, if you miss by 1, you hit the cover. Thus, if you need a 5 to hit, and you roll a 4, you hit the friendly model in the way.

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

-The Trooper 
   
Made in us
Mutilatin' Mad Dok






Columbia, SC

Angron wrote:

2. The leader skill only works on leadership tests, psychology tests, while using the leadership skill, aren't leadership tests.



I think this may be in error-- there's no rule limiting what constitutes a leaderships test. Routing, All Alone, Stupidity, etc, all use the same language to refer to taking a leadership test.

Additionally, there's at least one instance where a sample warband for Orcs and Goblins mentions keeping a troll near the Boss so he can use the Boss's leadership for his stupidity checks (otherwise, at LD 4, a troll would be unplayable).




 
   
 
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