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![[Post New]](/s/i/i.gif) 2016/09/21 12:14:00
Subject: Mordheim: City of the damned
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Inquisitorial Keeper of the Xenobanks
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Hi there !
Is anyone here playing Mordheim ? I just began an Empire warband yesterday after having done all the trainings, and I have to say it is a great game !
Very tactical, and can be tricky, more complicated than one could believe, with a lot of customization of each member of the warband (weapons, skills, ....).
I particulary enjoy the huge size of the maps, the begginings of the missions look like an infiltration game^^
How does it compare to the orginal game ?
What is your experience on it ?
How are the witch hunters ?
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![[Post New]](/s/i/i.gif) 2016/09/21 12:50:47
Subject: Mordheim: City of the damned
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Beautiful and Deadly Keeper of Secrets
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As you go along with the difficulty, you quickly learn that they didn't create any sort of decent AI, they mostly just increase numbers till the difficulty is mainly because you constantly miss their skaven gutter runners that have as much HP as your ogre.
It is a game I was looking forward to.. And disappointed by massively, you generally need more and more damage to keep up so you can deal with the stacking HP on the enemy, most spells tend towards being useless, alongside most active and passive skills.
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This message was edited 1 time. Last update was at 2016/09/21 12:52:07
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![[Post New]](/s/i/i.gif) 2016/09/21 13:05:49
Subject: Mordheim: City of the damned
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Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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I bought it, and am about 8 missions in.
There are as many people in Reserves getting healed as I have in the active duty.
Skaven took me down in a couple of turns in 2 of the 3 missions I have met them. In the other, I managed to get them to appear one at a time.
I've yet to work out how to use the Warpstone deliveries. I had to skip a couple of days awaiting a delivery, to get enough money to play the wages.
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![[Post New]](/s/i/i.gif) 2016/09/21 13:57:13
Subject: Mordheim: City of the damned
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Veteran Inquisitorial Tyranid Xenokiller
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Witch hunters are on odd one, their leader can be built hilariously dodgy, whereas the hero's are tanky/dmg dealers (templar/witch hunters), then you have the hobo's and the glass cannon flaggelants, haven't unlocked used the Executioner, but from what I've read, can become quite the crit machine.
Overall once you get used to the Ai (it's not the best) the only thing that really stops you is RNG, there has been some fixes to it (you auto hit after so many misses for example) but you can still end up with a surrounded rat passing all alone checks and then crit hitting everything (as long as it's an Ai rat, never happened to anything I controlled, lucky if I pass an all alone check.
General tips: I tend to err on the safe side and always have groups of 3 units together.
Head to wherever the largest group of wyrdstone is.
Early on aim to finish bonus missions, don't bother with steal the icon, wyrdstone rush is quantity not quality.
Again wyrdstone, wyrdstone, wyrdstone, if you need the money you can sell it without needing or as part of a contract (3 factions to sell too, also offer rewards for your reputation with them).
Damage dealing spells tend to be a bit rubbish to begin with, but scale with intelligence. There are several nice buff spells as well as debuffs.
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This message was edited 1 time. Last update was at 2016/09/21 14:00:47
Brb learning to play.
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![[Post New]](/s/i/i.gif) 2016/09/21 16:14:57
Subject: Mordheim: City of the damned
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Highlord with a Blackstone Fortress
Adrift within the vortex of my imagination.
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i dont mind the poor AI, it compensates for the main problem the player faction has. You cant afford casualties. Horrid injuries mount up quickly and the only guarnteed way to prevent this is to make sure your soldiers never run out of hit points.
I find the game is a challenge when you are trying to break a warband on a harder difficulty mission while rotating your troops to ensure that nobody takes a recovery test afterwards.
My tips.
1. Dont split your force, exception for lone wyrdstone gatherers. You need to concentrate your fights to make quick takedowns and to rescue beleaguered comrades.
2. Dont fight fair. If you can stand on an upper storey blocking all ways up and shoot do it.
3. Choose your upgrades carefully, you cant have more than a fraction of the skills available per character. Find combos that work well.
4. Always have range support, magical or through missile weapons.
5. Choose at least three warband members to be outfitted as defensive troops, high dodge or block is essential, and buy the skill that allows multiple dodges/blocks.
6. Dont otherwise specialise. All your soldiers need to be able to attack AND defend adequately. Having a fighter who is a glass hammer is a bad idea, sure they are great to move into engage an already engaged enemy and end a fight swiftly, but if caught alone you will likely lose them. fragile snipers are the sole exception, and even they are not recommended. I always boost my melee skills with my ranged fighters, even empire Marksmen. You will find that theAim action is normally enough to get your shots on target. Later yes you can have hard hitting ranged specialists, but by th time you have them you wont be needing play guides.
7. Avoid fighting Impressives, even with Impressives. One bad round of combat against an Impressive can defeat even the best fighter. Thankfully most impressives are bulky and can navigate the ruins well, take advantage of that.
8. You should always try to focus on gaining wyrdstone. However dont let that be a dogma, if the wyrdstone is risky let it go, if you get overstretched and lose a fighter it will not be worth it. The opponent will also do some harvesting, and if the wyrdstone is unsafe to collect let the enemy collect it then recover it from their corpses.
9. Inventory management is key. Leave enough space to harvest stuff from the ground or bodies. Return to your chest to free up inventory space.
9. If you see a daemon, run. If you are lucky or smart it will end up tearing the opposing warband instead of yours. be especially careful with daemonettes, while not as brute as some options they attack quickly and bypass nearly any defence you muster against them. Dotmn even think about taking her out in melee, you will lose half your warband doing so.
Missions.
1. Prioritise missions that start with your warband together, if you cant do that take a mission that forces one player or other to deploy near its wagon. If that happens to be you consolidate, if the opponent check where the wagon is and relocate, consolidating later.
2. Wyrdstone rush missions are the best, but dont be ashamed to not take the bonus objective idf the wyrdstone is too risky to collect. You will likely complete the objective anyway if you loot the enemy warband.
3. NEVER agree to ambush, you will start right outsides a prepared position, against a harder difficulty warband, and the 'defender' will sally forth and engage your warband on tuirn one. You will not be in control of the situation. You can still win but the initial casualty rush isnt worth it. You dont get a choice when ambushed, but that mission is actually easier, use standard defensive tactics.
Empire specifics.
1. All your units can have a ranged weapon. Equip them with one. This means any of your units can set up a firebase. Even your basic tank fighters do ok with crossbows.
2. Your warband is well skilled but ultimately fragile. You can make your fighters hit point tanks, but that isnt really playing to their strengths. Instead use your superior equipment access and equip your warband with a mix of heavy and light armour, good parry or dodge skills, and ranged support where available.
3. Even though Empire is the ranged faction melee still does more damage and is decisive, start your missile troops out with their swords drawn, it will boost their initiative vs bows. the only high initiative missile weapons are duellign pistols. If you time the engagement you can afford to switch weapon.
4. The following skills are high priority.
Heavy Armour:
Armour Proficiency - Consider this mandatory for all heavy armour users.
Parry Tank:
Web of Steel, Shield Specialist
- Parry is generally better as it stacks with a number of skills and armour states, especially the shield. A parry fighter can afford heavy armour and/or shields meaning that not only do they parry well, but they reduce much of the damage they do take.
As your Captain has a powerful parry related skill from the outset you should go down this route. Hand weapon and shield Captains are your best choice.
Dodger:
Avoid and Sidestep.
- Dodge base defence is superior against impressives and mutants as they bash through parry. However you need to be light to dodge and therefore if the dodge fails you take more damage than a parry tank does. Some heavy weapons dont allow parry, and therefore need a light armour & dodge build.
Melee Combat:
Overpower
This is the best melee skill as stun is the optimum effect. If you can get a stun lock on a target it will take extra damage, be far easier to hit, and it messes up the targets next turn as they have to pay OP to get up again. Stuns happen anyway, but this skill boosts your chances of a stun enormously.
Tactical skills
Introspection and Meditation.
Normally you will be either fighting or moving. The above skills swaps your OP and SP around so you shunt power to speed or speed to power. This is the most reliable way of getting extra points of OP and SP. Som e skills give you a 5 chance of getting an OP back. but you can account for it. This is reliable.
Movement skills
Knowledge Mordheim and Althletic Expert, In and Out
You can add meditation to this list also. Anything that boost mobility is good for you. In and Out is a special for the Smuggler and helps with her role of finding wyrdstone.
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n'oublie jamais - It appears I now have to highlight this again.
It is by tea alone I set my mind in motion. By the juice of the brew my thoughts aquire speed, my mind becomes strained, the strain becomes a warning. It is by tea alone I set my mind in motion. |
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![[Post New]](/s/i/i.gif) 2016/10/13 02:40:39
Subject: Re:Mordheim: City of the damned
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[DCM]
Crazed Bloodkine
Baltimore, Maryland
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Undead Warband to be released close to Halloween!
Introducing the Undead Warband
MORDHEIM·TUESDAY, OCTOBER 11, 2016
The time is nigh! The Undead are making their way to Mordheim: City of the Damned and will arrive towards the end of October. They want their share -in other words, ALL- of the Wyrdstone, all the while spreading destruction and ruin.
We will be publishing daily posts presenting each individual warrior composing the Warband, detailing their gameplay, and including screenshots in action.
Today, we will give you a glimpse of the Warband with background information, the warrior line-up, and images of their wagon and other valuables.
The story
The vassals of Count Vlad von Carstein include both the living and the undead, for the vampire lord knows the utility of mortals and the weaknesses of his own kind. Whether living or dead, all are his servants, sworn to the Master's will.
While the courts of Altdorf, Middenheim and Marienburg all squabble over the Emperor's crown, few suspect that the tyrant of Sylvania has his own designs. The Warbands who have journeyed to Mordheim are sent to gather Wyrdstone that the dark magic bound into the shards can be harnessed and used to create more undead. They are both cunning and ruthless, for any foe that falls to their blades may rise again to serve Sylvania.
The Line-up
Leader: Vampire
Hero: Necromancer
Hero: Vampire Thrall
Hero: Dreg
Henchman: Zombie
Henchman: Ghoul
Impressive: Crypt Horror
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This message was edited 1 time. Last update was at 2016/10/13 02:43:26
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
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![[Post New]](/s/i/i.gif) 2016/10/13 08:17:08
Subject: Mordheim: City of the damned
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Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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My mercs were getting a bit battered.
Just the right time to start a new warband.
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![[Post New]](/s/i/i.gif) 2016/10/21 19:11:31
Subject: Re:Mordheim: City of the damned
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[DCM]
Crazed Bloodkine
Baltimore, Maryland
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Oct. 25 Release date for this DLC.
Pretty excited but hope the integration is better than Witch Hunters. The patch that added Witch Hunters also deleted over a Mercenary Warband that I had close to end-game.
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"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
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![[Post New]](/s/i/i.gif) 2016/10/26 13:01:14
Subject: Mordheim: City of the damned
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Veteran Inquisitorial Tyranid Xenokiller
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So the update came out and for the first time my game won't start. The rat ogre/captain/sister still pops up, dissapears and I go from playing mordheim to online. ;(
Anybody tried out the undead? Initial impressions on what I'm missing out on?
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Brb learning to play.
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![[Post New]](/s/i/i.gif) 2016/10/26 13:30:51
Subject: Re:Mordheim: City of the damned
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[DCM]
Crazed Bloodkine
Baltimore, Maryland
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Played a few matches last night.
The Vampire is pretty good. Probably the best starting stats of any leader. I gave him a 2 handed hammer to kill stuff quick, which in my experience is crucial early game. Not to say that its not important later, but 1 hit can take a character down to 1/3 life very early in the game. Later with defensive skills, I'll switch him to sword and board.
The Dreg seems decent as well, looking at his stats he seems to be on par with Mercenary Champions, rather than the Youngblood, like I thought they would be.
I just hired a Vampire Thrall, so not sure on her, but stats seems good.
Zombies, I didn't expect much, but the one that I have is suprisingly effective, if a little slow. They even gain XP, albeit at a slower rate!
The Ghouls are my heavy hitters, they can take two handed weapons and are pretty fast. Again, their starting stats seemed much more powerful than I expected. These are and will continue to be the heart of my warband.
A few more warband levels and I'll have the Necromancer and Crypt Horror.
Its been a while since I started a warband from scratch, so my positive impressions of how high some of their starting stats are may be misplaced. Wasn't impressed with the Warband specific skills, will stick to the generic defensive ones that work so well for every other warband. Also wasn't impressed with the mediocre options to customize the looks of every member. Thats been a recurring theme with this game though.
A Chapter mission popped up right before I called it a night, going to level up a bit more before I tackle it, as they can be tough if you don't know what you are doing.
Their Hired swords are the Clan Skryre Engineer and Doomweaver.
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This message was edited 2 times. Last update was at 2016/10/26 15:19:02
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
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