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Author Topic: Mordheim - pros, cons and length of play? (First ruins built!)  (Read 22554 times)

Offline Hobgoblin

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Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #90 on: 06 March 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

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Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #91 on: 06 March 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!
Between the idea
And the reality
Between the motion
And the act
Falls the Shadow

Offline Gibby

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

Offline tikitang

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Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #93 on: 08 March 2023, 08:58:13 AM »
businessrats

This word needs to be used more often!

Offline Skipper

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Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #94 on: 15 April 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

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Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #95 on: 15 April 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

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Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #96 on: 15 April 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.

Offline DivisMal

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Re: Mordheim - pros, cons and length of play? (First ruins built!)
« Reply #97 on: 15 April 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.

 

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