A couple of issues I can see reducing the LD, CL, WP and INT to just LD is that lots of the chaos mutations gave bonuses or reductions to those stats and Champions of Slaanesh were gifted +1 WP as there starting gift which is a bit redundant if you don't use WP. Also iirc WP was needed for controling Desmond swords. So you'd have to find a work around to that.
Yes, that's a good point. I'm inclined to lean towards just using Ld and having all psychological-stat modifications apply to that (too many memories of WHFB trolls, cold ones and trogs crippled by Int tests ...). Now, that
could end up in a lot of mutations cancelling each other out. But I suspect we'll just take a "cross that bridge when we come to it" approach (reroll if irrelevant?).
The other approach - inelegant but perhaps perfectly practicable - would be just to give the chaos champions the full psychological statline and allow them to take tests on the individual stats even though everyone else uses Ld. It would at least convey that they are somewhat more psychologically fraught!
As far as Slaanesh goes, I'm not sure that we'll end up using the four main chaos gods all that much (not least because the starting gifts for each type introduce a bit of repetition). If we do use Khorne, etc., it might be in the guise of some of their less well-known avatars (Gorth the Great Obesity, Wenwoch the Waylayer, etc.).
Magic is if recall quite different between 3rd edition WHFB and Mordheim so you'll need a work around for that it would be a shame to lose the Power specific spells from Realms of Chaos. Oddly a number of the 3rd edition spells would probably work better in a Mordheim scale game than they did in a 3rd edition mass battle.
Yeah, I
hated magic (with an almost Khornate vigour) in WFB 3rd. In our childhood games, we almost always ended up banning it altogether. But I'd be willing to try out some of the RoC stuff and see how it goes.
What advantages are you getting from playing Mordheim over just playing 3rd edition WHFB with the Realms of Chaos books?
Ah - now, quite a lot, I think! Despite years of childhood exposure to it (and lots of nostalgia), I don't really
like WHFB 3rd - at least, as a game rather than an artefact. I preferred the more freewheeling approach of 2nd (before Ravening Hordes!). And when my friends and I dropped WHFB for Hordes of the Things, I remember an extraordinary 'eureka' moment:
this is how a fantasy wargame should work!But Mordheim, I think, does a lot of interesting things. It makes more use of the statline (especially I), and its more granular combat is better suited for a game with so much detail in the stats. The more I pore over Mordheim, the more I see the seeds of Song of Blades and Heroes (knockdowns, pushing people off ledges, etc.). And I like its much lower-key magic. On top of that, there's the campaign system, which looks great.
The other thing is that RoC warbands don't tend to be forces that take advantage of WHFB 3rd's rank and manoeuvre rules. It doesn't make much sense to me to play a rank'n'flank game with 17 figures (the warband I rolled up yesterday).
But 17 figures in Mordheim? That's towards the upper limit of a Mordheim warband, thanks to some above-average rolls, but not 'broken' - especially as the champion himself is much weaker than any of the starting Mordheim leaders.
I also like the idea of RoC warbands fighting 'normal' warbands rather than each other. And I really like the idea of different campaign objectives interacting with each other. I'm think of a four-side game in which one or two chaos warbands just wants slaughter in the service of their dark gods while the other groups are trying to secure warpstone.
Oh - and a couple more things: I like the 'mixed' warbands that RoC can produce - and even if they prove game-wrecking, the models created in the process should work as beastmen, mutants and cultists for Cult of the Possessed warbands. I started kitbashing the RoC human mutants with weapon-limbs yesterday; they'll work just fine as Mordheim mutants with 'great claw' if nothing else!