*
Welcome, Guest. Please login or register.
April 27, 2024, 01:22:22 PM

Login with username, password and session length

Donate

We Appreciate Your Support

Members
Stats
  • Total Posts: 1690862
  • Total Topics: 118356
  • Online Today: 884
  • Online Ever: 2235
  • (October 29, 2023, 01:32:45 AM)
Users Online

Recent

Author Topic: Mordheim - pros, cons and length of play? (First ruins built!)  (Read 15645 times)

Offline Hobgoblin

  • Galactic Brain
  • Posts: 4931
    • Hobgoblinry
Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #90 on: March 06, 2023, 04:52:39 PM »
Excellent! That's just the ticket - much obliged! And blowing up on a 1 sounds about right.

And yes: it will have to be an inter-clan loan or something!


Offline tikitang

  • Mad Scientist
  • Posts: 604
  • A shadow out of time...
Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #91 on: March 06, 2023, 05:23:52 PM »
it will have to be an inter-clan loan or something!

It's the Skaven; more likely to be an inter-clan theft!
https://a-descent-into-the-maelstrom.blogspot.com/


"The things you own end up owning you. It's only after you lose everything that you're free to do anything."

- Chuck Palahniuk

Offline Gibby

  • Scatterbrained Genius
  • Posts: 2354
Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #92 on: March 06, 2023, 05:43:56 PM »
Especially Clan Eshin. Although, Clan Skryre are shrewd businessrats, renting out their infamous creations to other clans.

Offline tikitang

  • Mad Scientist
  • Posts: 604
  • A shadow out of time...
Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #93 on: March 08, 2023, 08:58:13 AM »
businessrats

This word needs to be used more often!

Offline Skipper

  • Bookworm
  • Posts: 75
Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #94 on: April 15, 2023, 02:35:48 PM »
Another suggestion that  might reduce effectiveness of shooting.
1  Spotting roll - every shot requires the shooter to spot the target.  After all they are not sitting still and there is a lot of rubble (we just model a minor amount of it, all the rubble from the ruins must be somewhere).  This can be modified by distance, actual cover on the table, and environmental conditions.)  ( Battleground - WWII uses a similar mechanism)
2  Reduce the strength of missile weapons by -1  at range bands ...... half distance.  The air resistance in the area might be high due to the shardstone dust in the area.

Skipper
Skipper

"No challenge is too small.......or too large!"

Offline Hobgoblin

  • Galactic Brain
  • Posts: 4931
    • Hobgoblinry
Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #95 on: April 15, 2023, 03:55:06 PM »
Those are great ideas! Our first game has been pushed back until May; we'll probably go rules as written for that and then see what we want to tweak after that.

One thing that occurs to me (not least because I just uncovered a whole load of partly painted Renaissance-era fighters that I'd been prepping for En Garde a while back ...) is that Mordheim could possibly do with another type of armour. So rather than just light and heavy, you'd have light (6 save), heavy (5 or 6) and full plate (4,5 or 6). And of course, full plate with shield would be 3, 4, 5 or 6.

I can see a few advantages in that. First, we know it works (think of space marines in 40K). Second, it models the sort of armour that Citadel miniatures tend to have more accurately. Is that orc with a long hauberk in light or heavy armour? What about the guy with a padded jack? What about a mail shirt with vambraces and greaves? And third, it means that your 'tanks' with full plate and shields will have a decent chance of getting through a volley of missile fire.


Offline Citizen Sade

  • Supporting Adventurer
  • Mad Scientist
  • *
  • Posts: 775
Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #96 on: April 15, 2023, 04:41:30 PM »
Personally, I’d be reluctant to further nerf shooting in order to avoid advantaging hand-to-hand monsters like The Possessed too much. Even if you don’t restrict the number of shooters per warband, dense terrain, sound tactics and good scenario choice should be enough to stop shooting becoming a problem.

Regarding armour, I think Mordheim already has the bases covered with toughened leathers, light armour, heavy armour plus its Ithilmar and Gromril variants. You could use the Gromril rules and cost for full plate. If you want it to slow the wearer down, reduce the cost to say 100 GC and use heavy armour’s -1 penalty to movement when combined with a shield.

Online DivisMal

  • Scatterbrained Genius
  • Posts: 3256
  • Ghazkull‘s Favorite Brainboy
Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #97 on: April 15, 2023, 05:03:11 PM »
Hooray to those ideas! The armor is something we have houseruled for quite some time to adequately represent all those knights walking around in metal.
Spotting roles sound like a good idea. Never tried them. Maybe limit them to targets that are actually in cover or whose base touches cover?
We’ve been playing with ammo (6/model) and that also worked fine and allowed for cool moments when Legolas needs to do knifework…
The disadvantage is of course a little bookkeeping. We used mini d6 next to the models.

 

Related Topics

  Subject / Started by Replies Last post
27 Replies
7978 Views
Last post December 31, 2012, 09:37:00 AM
by thebinmann
2 Replies
1660 Views
Last post June 25, 2013, 06:05:13 PM
by janner
18 Replies
10133 Views
Last post October 12, 2013, 08:22:20 AM
by Brummie Thug
47 Replies
10390 Views
Last post February 18, 2016, 07:56:40 AM
by Captain Darling
3 Replies
781 Views
Last post July 02, 2022, 09:43:59 AM
by ChrisBBB