Hi
I have good memories of Mordheim & it shouldn't be THAT boring. I remember play testing it from the series of White Dwarfs they did with all the development rules in them (back when
GW did that kind of thing)
You can't have a Chaos Warrior warband per se but I say persevere & have a look on the
GW site & you will find all the rules & miniatures (you can proxy if you like until you get the right models & there's nothing wrong with using other
WHFB minis). In fact I say use substitute minis and try all the varying warbands until you find one that really appeals to you. I've included the link for you:
http://www.games-workshop.com/gws/content/article.jsp?catId=cat480008a&categoryId=1100010§ion=&aId=5300009
For your games it's about getting the right warband as well as scenery (very important) and I recommend, as do the rules, playing on a 4x4 table/area. For scenery you can use anything but you need a good range of building levels, barricades etc or things to represent them. Ruined buildings can be easily made out of cardboard/cereal boxes using PVA glue (or even packing tape) & I'm sure there are tutorials/templates online you can follow or use, perhaps even on youtube.
Have a very good read of all the rules and proxy some situations to get a feel of the shooting/combat etc, including interception scenarios and other bits. Games like Mordheim & Necromunda need to be fluidly played in order to get the most out of them, more so than
40k or Warhammer. Mordheim is about the interaction between all your warband's elements & whatever equipment each model is carrying.
Combat in Mordheim can be quite dynamic as some models may be able to Parry or Intercept etc...
This is an example of how combat should work...
Let's say you have a Beastman with a hand weapon & light armour vs. a Human Champion w/a Sword & Buckler (can re-roll parries). The Beastman decides to charge...
1: Charge into combat (declare then measure - if not within range then moves normal - if an enemy is within 2'' of the 'charge line' they may intercept)
2: Let's say he gets into combat. Both have an Initiative of 3 &
WS 4 so fight simultaneously.
3: You both roll to hit needing 4's. You both hit.
4: The Human player can then attempt a Parry. Let's say the Beastman rolled a 5. The human player gets lucky and rolls a 6! The beastman's attack is then cancelled.
5 The Human player rolls to wound but needs 5's. He gets lucky again and rolls a 5!
6: The Beastman makes an armour save but rolls a pathetic 1. He takes a wound.
7: The Beastman, however, has two wounds, so they remain locked in combat for another turn.
And so on...
You'll find that there's a difference between all the equipment that makes a very great difference in combat.
It may seem boring compared to Warhammer but it is a small skirmish game which relies on detail, tactics & the interaction between your warband's components in order to become fun. So things like blocking line of sight, providing covering fire, making sure you have interceptors to block enemy charges etc all come into play to make the game what it is.
Stick with it and follow the rules, use substitute minatures to represent your warbands, make sure you have plenty of scenery, check all the PDF's online & you should find that after a few Games you'll get the hang of it & find it a lot less boring.
Hope this helps