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Made in gb
Fixture of Dakka






Glasgow, Scotland

Me and a couple of guys from my local wargaming club have decided to take up Mordheim- mostly to beat the saminess of 40k, and for a lack of players of other systems-, and have planned a 500 coins introductory game with some of the Mordheim players for this coming Tuesday. I, unlike my compatriots, don't play Warhammer so I can't just show up with my default Warhammer army and mix and match a warband out of it. So thus I've came up with a warband list and I'll scratchbuild some miniatures from there. I could do with a few hints on how to improve my existing list so I can get on with building some moddles- and I'm not too bothered about rearanging some things at this stage...least not till I've started painting the things. ^^




Mercenary Captain ~ 110 c
Sword, Pistol, Buckler, Light Armour

Champion ~ 50 c
Sword, Shield

Champion ~ 80 c
Two handed Weapon, Light Armour, Helmet

Warrior ~ 40 c
Spear, Shield
Warrior ~ 40 c
Spear, Shield

Warrior ~ 33 c
Mace, Bucker
Warrior ~ 33 c
Mace, Buckler

Marksman ~ 38 c
Bow, Mace
Marksman ~ 38 c
Bow, Mace
Marksman ~ 38 c
Bow, Mace

Total = 500 c
   
Made in us
Knight Exemplar



United States

I'd get rid of some warriors and toss in an elf ranger.

Did you guys change any of your rules so that the ideal list isn't just two handed weapons on everyone? Also, I'd try to bump the pistol into a dueling pistol since it's cheaper to do now. At least I think it's cheaper now, it's been a while since I've played.
   
Made in gb
Leaping Dog Warrior





If your playing Reiklanders, just have marksmen as henchmen as the BS increase is VERY VERY useful with the amount of -ve modifiers for shooting in mordheim.

To balance this, make sure you take your full compliment of champions/youngbloods and have these as your HTH fighters.

To save money you could just drop the maces on the marksmen, everyone is armed with a dagger. If your marksmen are at the back shooting then your heroes should be dealing with any close range threats to them.

Tacticool always trumps tactics

Malifaux: All the Resurrectionists
 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Thanks for the tips. So your saying go for five marksmen with bows- dropping two or so of the warriors then? What purpose do youngblood's have? Are they just weaker warriors with the potential to become champions (just noticed that they were in the heroes section), and is there a point to them in a stand alone game? Yeah, the marksman were only armed with maces in this list as I had some spare points-the minis I made have daggers though. I'm in two minds about hired swords. For a single game they can add some punch, but in a longer campaign they might make things difficult at the beggining if I'm not raking in enough coins against. ...and I don't have an Elf Ranger count as handy...though they may prove useful... ^^' Oh yeah, and I considered the dueling pistol, I just didn't have the points for it-though in a ranged warband the dueling pistol would be nice.

Great weapons pretty much negate armour on humans right? I'll be up against Dwarves, Skaven and probably Orks as I recall, so having a few of them swinging about against the stunties would be nice.




Automatically Appended Next Post:
Right, the revised list. =P

Mercenary Captain ~ 120c
Sword, Dueiling Pistol, Buckler, Light Armour

Champion ~ 35c
Great Weapon, Light Armour
Champion ~ 35c
Great Weapon, Light Armour

Youngblood ~ 23c
Mace, Buckler
Youngblood ~ 23c
Mace, Buckler

Marksman ~ 35c
Bow, Dagger
Marksman ~ 35c
Bow, Dagger
Marksman ~ 35c
Bow, Dagger
Marksman ~ 35c
Bow, Dagger
Marksman ~ 50c
Crossbow Dagger

Total = 496 Crowns

Should I remove the light armour from the champions-it may end up being negated by all those stunties with axes, but some armour on my front line fighter's is always nice nonetheless-, or alternatively take helmets or the Elf Ranger like Saruus mentioned?


Automatically Appended Next Post:
Circular bases are legal in Mordheim right? I know its Warhammer and the minis are sold with square ones...but it is still a Skirmish games? 0.o

This message was edited 2 times. Last update was at 2011/07/21 16:30:24


 
   
Made in gb
Leaping Dog Warrior





Yes Youngbloods have the potential to become good champions as they gain skills faster than a regular champion/leader. Also if they survive the battle, its an extra dice to roll on the exploration (money making) phase, so the more heroes the better!

As your facing stunties and Orcs, I'd forgo the armour and buy helmets or shields, Helmets can save you from being knocked down and then easily killed. The shields will offer some limited protection from missile fire if thats your worry.

When I played I always took a Warlock at the start, a good spell (like the str4 fireball spell) can really help especially as it will be more accurate than bowfire most of the time. at 15gc in your band if may prove too costly but I've always taken one where I can!

EDIT: You don't have to pay for his services after a game if you want him to go! I've done this if I've ended up with a crap spell lol

Circular bases - Welllllll it depends who your playing with, your mates should let it slide (after all Circular bases are bigger usually so easier to charge base to base!) but no doubt a GW staffer will want to froth in the mouth at such hersey!


This message was edited 1 time. Last update was at 2011/07/22 07:21:41


Tacticool always trumps tactics

Malifaux: All the Resurrectionists
 
   
Made in us
Willing Inquisitorial Excruciator





Philadelphia

Some good advice here. A couple of things to consider in general:

1) str is cheaper than armor, and critical hits ignore armor all together.
2) arming just about everyone with two hand weapons (mace/dagger, etc) gets you an additional attack. This is big since you usually only hit half the time anyway.
3) numbers count, especially when facing skaven and dwarves ( for different reasons)

So, for your list, I'd remove the light armor from everyone, and probably the helmets, since its only a chance to change the stunned into a down result. Id also get rid of one of the two handed weapons and equip that champ with mace/dagger or mace/mace. Run the two handed guy along with either a youngblood or warrior to double team (two hander knocks em down, the other takes em out)

All that shooting is nice, but only s3 and you're marksmen are defenseless, especially if there is a lot of terrain on the table. Id maybe start with 4 marksmen, and give em a club or mace.

Drop the duelling pistol on the captain, unless you really like it for looks. Its very short ranged and expensive.

So that's about 100 gc saved, which you can use to add a couple of warriors w mace/dagger and maybe spread around some shields (oh, and drop the bucklers from the youngbloods - keep em cheap).

So I'd suggest
Captain, sword, mace (73)
Champ w two handed weapon, dagger (maybe mace too) (53)
Champ w mace/mace or mace/dagger (41)
Youngblood w mace/dagger (18)
Youngblood w mace/dagger (18)
Warrior w mace/dagger (28)
Warrior w mace/dagger
4 marksmen w bows/mace/dagger or 2 bows/2 crossbows (152 is first option)
Total 411 gold crowns. That leaves you enough for another marksman (38) and 7 shields (35) or the marksman and another warrior. And some coin for random upgrades should you wish. That gives you 13 models and dont take rout tests until 4 are out of action (rather than 3 with 12 models).

This build allows you to outnumber dwarves 2:1, which you'll need since they dont go ooa very easily, esp to shooting. Youll also be close to the skaven in numbers.

One last thing about hired swords, the elf is nice with bs5, but your marksmen and captain already have bs4, so use it. The elf really shines when he can modify your search roll after games, which doesn't help in one-off games.

One last, last thing, The above is a pretty competitive type human merc list. If your group is playing for fun, or likes to run it more like an rpg, they might look askance at this list. Take that into account :-)






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"There is rational thought here. It's just swimming through a sea of stupid and is often concealed from view by the waves of irrational conclusions." - Railguns 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

Thanks then guys. I'll run something like 5 marksmen, 2 youngbloods and 1 warrior with 2x maces, 2x champions with great weapons and maces, 1 x leader with sword, shield and pistol and a warlock and call it a day till I've actually had a game. ...Yeah, I noticed that I have 12 miniatures, where there really should be 13..but I think that that's just too many for a starting warband youknow-and can't be bothered fiddling with the points costs anymore. I'll fill you guys in on how it goes. ^^
   
Made in gb
Leaping Dog Warrior





So how did it go??!

Tacticool always trumps tactics

Malifaux: All the Resurrectionists
 
   
Made in gb
Fixture of Dakka






Glasgow, Scotland

I played two games, the first against a my mate Dougie-playing Dwarves; 1 leader, 2 trollslayers, a thunderer and 2 youngbloods- and the second against a game named Dougles- Vampires; Vampire, Necromancer, 5 zombies, 3 ghouls and 2 dire wolves-, and won both with no losses. My opponents both routed pretty early on, and ended up having a good few warriors permantly killed two. Heh, highlights would be spending six turns trying to kill the same bloody dwarf youngblood who was contesting an objective (seriously I threw almost everything I had at him and he was still alive by the end of the game), Dougie's other youngblood being the only thing that put anything out of action on my side (two champions and a marksman) and my other opponent's vampire appearing on turn three of the "Surprise Attack" scenario and just ripping though my right flank-putting three warriors out of action before I could even attack back-, before putting himself out of action by taking an unforunate tumble off of a low ledge. ^^

So yeah, good times for all then. I'd like to get a proper campaign going-there's a good two dozen Mordheim players at my club-, but for the moment it'll be a while coming as Babylon 5's the flavor of the month right now-pft and with every one of my henchmen and heroes having bows after finding a fletchers after both my games and all. Meh, just gives me an exscuse to start bring down some stuff to sell rather than my guard army. I guess that'll give me time to paint up my merry band of lepers then-....I have a thing for the beggar hired sword...and youknow, well my warband's made up of a bunch of manky country folk and all.
   
 
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