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![[Post New]](/s/i/i.gif) 2013/02/17 16:10:14
Subject: Mordheim Reiklanders Mercenaries
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Been Around the Block
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Although I don't play 40k or Fantasy Battles anymore, I'm still very much into the skirmish-scale games GW has come out with, particularly Mordheim. So I put together a small list concerning a group of Reiklander Mercenaries but I'm just not sure I'm getting the most bang for my buck.
Captain 95 pts
Light Armor
Sword
Buckler
Champion 50 pts
Sword
Buckler
5 Swordsmen 250 pts
5x Sword
5x Buckler
3 Marksmen 105 pts
3x Bow
I can appreciate the Reiklanders Captains for their 12" command range and Marksmen for their BS of 4. The Captain, Champion, and Swordsmen all have an above-average WS of 4 but overall there's only 10 of them and they are all lightly armed and armored. The swords and bucklers allow for parrying which helps to downplay the lack of armor in this group. I know 3 Marksman may not be enough, but then I don't expect them to get into close combat any time soon.
What do you guys suggest?
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Nobody Expects the Imperial Inquisition! |
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![[Post New]](/s/i/i.gif) 2013/02/17 16:46:24
Subject: Mordheim Reiklanders Mercenaries
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Focused Dark Angels Land Raider Pilot
Green Bay
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I suggest dropping the light armor and picking up a helmet or two.
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rigeld2 wrote: Now go ahead and take that out of context to make me look like a fool. |
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![[Post New]](/s/i/i.gif) 2013/02/21 03:39:21
Subject: Mordheim Reiklanders Mercenaries
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Willing Inquisitorial Excruciator
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If you're planning to play in a campaign (rather than a one-off game), your list needs an overhaul. Heroes are very important, so you want to have the maximum number possible, even if the youngblood stats aren't great, they improve quickly.
So, as already mentioned, to start, drop any armor and helmets. A general rule is that strength is cheaper than armor in Mordheim, so between criticals and S upgrades, you're not getting any saves anyway.
Your list should have:
captain
2 champions
2 youngloods
3 or 4 marksmen (to capitalize on the bs4)
Warriors with club/dagger to fill out
The swordsmen aren't really worth the extra cost for the ws4, plus swords for that many models isn't cost effective. Figure while they hit (with one attack) on 3, they're still hit on 4. Having warriors with 2 cheaper attacks is more effective overall.
All of the above assumes that you're playing in a campaign, where only two heroes means you're not going to make much income, and expensive henchmen (who die 1/3 of the time) means you'll never be able to replace them.
If you like shooty (Reikland), then build to that (more ranged weapons), if you prefer hand to hand (Middenheim) then go with the extra S and equip that way.
If you're just building a list for a one-off battle, then what you posted looks good.
Hope this helped.
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This message was edited 1 time. Last update was at 2013/02/21 03:40:31
Legio Suturvora 2000 points (painted)
30k Word Bearers 2000 points (in progress)
Daemonhunters 1000 points (painted)
Flesh Tearers 2000+ points (painted) - Balt GT '02 52nd; Balt GT '05 16th
Kabal of the Tortured Soul 2000+ points (painted) - Balt GT '08 85th; Mechanicon '09 12th
Greenwing 1000 points (painted) - Adepticon Team Tourny 2013
"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 |
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![[Post New]](/s/i/i.gif) 2013/02/24 13:24:39
Subject: Re:Mordheim Reiklanders Mercenaries
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Been Around the Block
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It's helped quite a bit. I'm just leary of the WS and BS of 2 for the YBs and having less men on the field than my opponent.
Automatically Appended Next Post: So no swords or bucklers at all? Then what do I arm the captain and champs with?
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This message was edited 1 time. Last update was at 2013/02/24 13:52:30
Nobody Expects the Imperial Inquisition! |
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![[Post New]](/s/i/i.gif) 2013/02/25 04:13:32
Subject: Mordheim Reiklanders Mercenaries
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Willing Inquisitorial Excruciator
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For the most part, the bs/ws 2 on the youngbloods means you hit most enemies on 4 and they hit you on 3. As soon as you play a game or two, you've got your advance, and they start to improve. My YBs tended to be better in the long run than my champions due to the faster upgrades. Give them nothing more than club/dagger till they advance and then see where their strength lies (ws/bs/skills).
If you pare it down in terms of equipment, you can easily field 11-12 models in a starting band.
The key is having the 5 heroes (and hopefully 6 quickly via "that lad's got talent". They will help you bring in the coin quickly, which allows you to upgrade equipment as you can later. Buying a sword now for your captain might be fine, but I wouldn't go overboard. Max heroes is a MUST.
As I said, a club/hammer/mace and dagger combo is the most effective for anyone. Especially the way criticals work (and most definitely if you use the optional critical hits). Automatically Appended Next Post: I usually waited a game or two or three to see where my upgrades occurred on my champs/captain. No need buying expensive melee kit for him to get BS upgrades. Give them mace/dagger to start, and of course add a sword or something fun for your captain.
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This message was edited 1 time. Last update was at 2013/02/25 04:15:03
Legio Suturvora 2000 points (painted)
30k Word Bearers 2000 points (in progress)
Daemonhunters 1000 points (painted)
Flesh Tearers 2000+ points (painted) - Balt GT '02 52nd; Balt GT '05 16th
Kabal of the Tortured Soul 2000+ points (painted) - Balt GT '08 85th; Mechanicon '09 12th
Greenwing 1000 points (painted) - Adepticon Team Tourny 2013
"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 |
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![[Post New]](/s/i/i.gif) 2013/02/25 19:48:31
Subject: Mordheim Reiklanders Mercenaries
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Numberless Necron Warrior
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I love my Reikland Mercenaries and they can kick some serious plastic.
I say get helmets on all of your heroes and ignore armor for now until you have nothing else good to buy as it only really protects vs arrows.
Always get the largest bow you can, so Long Bows on your marksmen and just give them their free dagger. I can't tell you how often that increased range was the difference between a hit on a 4 instead of a 5 or unloading an extra arrow or two into that guy in the back of the map to keep his head down as my main force marches in for the kill.
Also you might be interested in giving the Swordsmen two swords instead of just one since they get a re-roll to hit on the charge you'll have an even greater chance of wounding the other guy.
Finally max out on heroes, those extra dice on exploration for gold earning really helps. It is like the difference between earning 10 gold and 100 gold.
Mine lineup started something like...
Captain (sword, axe, helmet, bow)
Champion (sword, axe, helmet, bow)
Champion (sword, axe, helmet, bow)
Young Blood (sword, helmet, dagger)
Young Blood (sword, helmet, dagger)
Warrior x1 (Halberd or Two handed weapon)
Swordsman x1 (sword, sword)
Marksmen x2 (Long Bow, dagger)
Looking back I'd probably change the axes to clubs and give the young bloods two clubs because of the club special rule. I decided on the warrior having a big weapon just because my opponent will probably focus on him due to striking last and when he hits he's likely to hurt, bad.
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40k - Necrons
LOTR - Harad
Mordheim - Reikland |
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