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Miniatures Adventure => Fantasy Adventures => Topic started by: thebinmann on August 08, 2012, 01:52:45 PM

Title: Mordheim Warband Question
Post by: thebinmann on August 08, 2012, 01:52:45 PM
Monday week should be the day of my first solo Mordheim games (and first ever game as well) I have dug out the minis I want to use and drawn up the warbands.

I have 2 bands one is 8 + 3 hired swords and the other is 10 plus 1 hired sword, but they all have basic gear hardly any shields or armour. Should I go for fewer minis with more stuff?
Title: Re: Mordheim Warband Question
Post by: Glitzer on August 08, 2012, 02:13:14 PM
More stuff is only recommendable for heroes. The other guys will cost you to much when they die (1 and 2 on a D6). 3 Hired Swords might also turn out more expensive that you can afford in the first games. Later on you'll be able to level losses out with some stones you didn't sell after winning a game, but the first games can turn you bankrupt in 2 or less turns.
Title: Re: Mordheim Warband Question
Post by: DeafNala on August 08, 2012, 02:24:53 PM
The best bet is to go for numbers with low LD War Bands & some extra equipment with the higher LD ones. Give the fancy stuff to your Heroes; re, they're the most likely to survive engagements.
Title: Re: Mordheim Warband Question
Post by: JollyBob on August 08, 2012, 02:49:32 PM
Yep, all of that. Numbers work well for zombies and skaven, anything else trick out your heroes instead.

My personal recommendation would be for a small force of Dwarfs, but give all the henchmen helmets. Combined with their race-bonus for hard heads, they just will not stay down when you hit them.

Hired Swords are only useful if they provide something the core group is sorely lacking, like magic or a high ranged skill. 
Title: Re: Mordheim Warband Question
Post by: thebinmann on August 08, 2012, 03:10:13 PM
Thanks will have to rethink models I like vs gameplay I guess.

JB: Dwwarves up next time!
Title: Re: Mordheim Warband Question
Post by: tomogui on August 08, 2012, 04:15:44 PM
Can I recommend you take a look at Coreheim (http://www.coreheim.com/) too? It's an unofficial rules revision by some fans, which I think has been extremely well done. It's the same game as Mordheim, only streamlined and made more logical. Doesn't hurt to check it out!
Title: Re: Mordheim Warband Question
Post by: thebinmann on August 08, 2012, 04:26:19 PM
Thanks
Title: Re: Mordheim Warband Question
Post by: thebinmann on August 08, 2012, 05:42:35 PM
Just rereading the rules on warbands I see all henchmen in a group need to be kitted out the same, is it allowed to have different grups of the same henchmen?

Thanks
Title: Re: Mordheim Warband Question
Post by: Mason on August 08, 2012, 05:57:43 PM
Just rereading the rules on warbands I see all henchmen in a group need to be kitted out the same, is it allowed to have different grups of the same henchmen?

Thanks

That is fine, Adam.

You can have a whole band of 1 Henchman groups, it just makes it harder to keep track of any bonuses from experience, thats all.

Title: Re: Mordheim Warband Question
Post by: thebinmann on August 09, 2012, 12:37:58 AM
Cheers Mason!

I might bend the rules slightly to give bucklers to ome of my warbands, do you think that will destroy the game?
Title: Re: Mordheim Warband Question
Post by: luidinuovo on August 09, 2012, 07:22:20 AM
Take a look too here.
http://www.mordheimer.com/index.htm
Title: Re: Mordheim Warband Question
Post by: thebinmann on August 09, 2012, 10:29:13 AM
Thanks
Title: Re: Mordheim Warband Question
Post by: thebinmann on August 11, 2012, 11:36:14 AM
Thanks guys, BTW how long will a game take?
Title: Re: Mordheim Warband Question
Post by: Glitzer on August 11, 2012, 12:00:53 PM
Usually less than an hour, but as you don't know the rules by heart yet... maybe two?
Title: Re: Mordheim Warband Question
Post by: thebinmann on August 11, 2012, 12:05:52 PM
Thanks, perhaps I'll set up four teams and have two games....
Title: Re: Mordheim Warband Question
Post by: thebinmann on August 12, 2012, 02:52:02 PM
Last question, for now, does can't wear armour include use a shield? I guess not, but......
Title: Re: Mordheim Warband Question
Post by: Donpimpom on August 12, 2012, 03:14:41 PM
IMHO I think so, no armour = no shield or buckler allowed.
The shield and buckler when listed on the rulebook equipment section are included on the "armour" chapter.
On the warband equipment list, shield and buckler are included on the Armour section too.

Title: Re: Mordheim Warband Question
Post by: thebinmann on August 12, 2012, 07:47:30 PM
Guess so, I was reading the text and not the spirit I suppose, it was this:

An Orc Shaman may be armed with weapons chosen from the Orc equipment list. An Orc Shaman
may never wear armor.

Which differs to this:

Slayers may never carry or use missile weapons or any form of armor.

Wear uses use for me is different, but that might be considered rules lawyer... That said it is me vs me and I have bent the rules already....
Title: Re: Mordheim Warband Question
Post by: Mason on August 12, 2012, 08:22:33 PM
I wouldnt worry about tweaking the rules in any way you see fit, especially if you are playing solo.

Most groups of Mordheim players have their own 'house' rules.
So long as all the players know what the differences are, and they all agree, you should be fine.

One of the rules that we changed was the rules for shields, as they are so poor in the original form.
When combined with a 'hand weapon' (sword, axe, spear, club, etc) they receive an extra +1 to the save, as in the more recent versions of Warhammer.
They also receive a 6+ 'Invulnerable' save against any attack, as they should always have a chance of saving you in some way. (A piece of wood and metal that is, effectively, the size of a small door should always give you some protection!)

Before we did this it was almost pointless taking a shield, it was much more effective to take a second weapon for the extra attack. Now shields are becoming a much more commonplace piece of kit, as they should be and have been for long periods of warfare.

Tweak away, mate. Tweak away....


Title: Re: Mordheim Warband Question
Post by: thebinmann on August 13, 2012, 08:19:22 AM
OK, I kind of though the pointless thing a little about light armour on it's own at 20 for 6+ save i seemed a lot. But I guess I need to wait and see....
Title: Re: Mordheim Warband Question
Post by: Donpimpom on August 14, 2012, 08:24:50 AM
About the specific case you expalin, a orc shaman (IMHO) according the rules will never wear a shield.
On the warband rules (from TC?) it says "  SPECIAL RULES Wizard: An Orc Shaman is a wizard and uses Waaagh! Magic."
On the rulebook, page 56, section "Magic" paragraph "casting spells" says
"A wizard may not use magic if he is wearing armour or has a shield or buckler. The only exception is the Prayers of Sigmar..."
From a RPG spirit I imagine him having need of both hands to perform magic movements and rituals, jumping and shouting like mad.

But I agree with Mason if you feel the rules should work in a certain sense, change them! it's your game and it's up to you how to enjoy it.

I find invulnerable +1 save for a shield is a bit excessive, "invulnerable" means it can stops even a canon ball or a goblin ball and chain.
I can accept a magic shield able to do that, but not a common wood and metal shield.
In the case of the shaman if you buy him the Orc special skill "well ’ard" (+1 to any armour saves) plus a shield (+1 invulnerable) he will have a invulnerable +5 save, that's like a invulnerable heavy armour. :o
Title: Re: Mordheim Warband Question
Post by: maxxev on August 14, 2012, 10:38:10 PM
The invunerable bit (assuming the same as current warhammer) is only against melee attacks and is only a 6+ unmodifiable save.

A shield gives +1 Save against shooting.
A shield gives a +2 save against close combat hits OR a 6+ invunerable save if the model's armour would be completely circumvented by the attack.

At least that is how I intend to use them.
Title: Re: Mordheim Warband Question
Post by: Mason on August 14, 2012, 11:10:42 PM
Maybe I did not explain it very well, but maxxev has the hit the nail on the head:

The invunerable bit (assuming the same as current warhammer) is only against melee attacks and is only a 6+ unmodifiable save.

A shield gives +1 Save against shooting.
A shield gives a +2 save against close combat hits OR a 6+ invunerable save if the model's armour would be completely circumvented by the attack.

At least that is how I intend to use them.

That is how we do use them.
The save offered by a shield is only used if it is 'active'. You have to be using it, not just carrying it.

The main reason for the change was to make it a viable option, otherwise everyone would just wield two weapons for the extra attack.

Cannonballs or goblin fanatics have never figured in our games of Mordheim, but if they did the invulnerable save would still stand.
It adds to the fun if a model has a chance to stay on the table if he is very lucky.

Title: Re: Mordheim Warband Question
Post by: thebinmann on August 14, 2012, 11:32:27 PM
Think I'm gonna go with that shield idea, but it works only once a game and at the end the shied it destroyed (A little like unrimmed shield in WFRP)