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 Mordheim vs. Gameplay

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PostSubject: Mordheim vs. Gameplay   Mordheim vs. Gameplay Icon_minitimeWed 17 Aug 2011 - 6:10

Hey guys, some of you know me and knwo i have a gaming group that playsmordheim once a week. Recently we have been exploring some of the oither stuff, like coreheim and whatnot.

Now, what i am asking is this: My group generally plays multiplayer(3 or more) games and use the unofficial warband like shadow walkers, lizardmen, and for a couple of games Ogres(from BtB which we found to be not so great for mordheim)

Are there any rules or warbands you would suggest as being gamebreaking? Im not worried about balanced or anything, but Ogres started very weak and ended up being unstoppable after 9 games. Their player had absolutely no fun in that little mini campaign.

So is their any "avoid this" stuff i should worry about?
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PostSubject: Re: Mordheim vs. Gameplay   Mordheim vs. Gameplay Icon_minitimeWed 17 Aug 2011 - 10:29

The only things I have ever come across like that are Shadow Warriors and Carnival of Chaos. The Shadow Warriors are extremely powerful and unfun to play against once they get off the ground and the Carnival is just unfun to play against even though they aren't that powerful because of the plague contageously perma-deathing your heroes.
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PostSubject: Re: Mordheim vs. Gameplay   Mordheim vs. Gameplay Icon_minitimeWed 17 Aug 2011 - 13:39

Be careful of fan-made warbands, like the ogres. Some are well-thought out, others less so, but few have been play-tested extensively before posting.

Some of the warbands GW developed were more powerful than the official Mordheim warbands. The warbands developed for Lustria, which includes the Shadow Elves Lord O mentions, were all stronger than the Mordheim bands, although they were fairly well balanced against each other - although the Shadow Elves were, in my experience, the strongest of that lot. ( If you are interested, in another thread I offered a draft plan for a revised/weaker SE warband, but again it has not been playtested at this point).

The Nemesis Crown warbands, similarly, seem more powerful than the Mordheim bands - although I have relatively little experience with them, unlike the Lustria bands which I have seen played a lot.

I have never played nor played against the Carnival of Chaos warband, and hope never too. The Plague/Rot thingie does not strike me as a good mechanic, and certainly not fun for the other warbands.
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PostSubject: Re: Mordheim vs. Gameplay   Mordheim vs. Gameplay Icon_minitimeSat 20 Aug 2011 - 22:48

On Carnival of Chaos - it's up to the controlling player whether or not to include Nurgle's Rot on his Tainted Ones, and as long as the rest of the group agrees to allow him to re-roll the spell result for his Carnival Master it really should be easy enough to avoid altogether. There's no reason to scrap the whole warband just because of Nurgle's Rot.

The spell Pestilence, on the other hand, is just silly-overpowered in my opinion. No matter the difficulty, absolutely no spell in Mordheim should have a 12"-radius area of effect. Ignoring armor saves is just icing on the cake. Rather than scrap the spell, I'd just reduce the range to 6" or something.
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PostSubject: Re: Mordheim vs. Gameplay   Mordheim vs. Gameplay Icon_minitimeSun 21 Aug 2011 - 1:34

Myntokk wrote:
On Carnival of Chaos - it's up to the controlling player whether or not to include Nurgle's Rot on his Tainted Ones, and as long as the rest of the group agrees to allow him to re-roll the spell result for his Carnival Master it really should be easy enough to avoid altogether. There's no reason to scrap the whole warband just because of Nurgle's Rot.

The spell Pestilence, on the other hand, is just silly-overpowered in my opinion. No matter the difficulty, absolutely no spell in Mordheim should have a 12"-radius area of effect. Ignoring armor saves is just icing on the cake. Rather than scrap the spell, I'd just reduce the range to 6" or something.

I agree with Myntokk about CoC and Nurgle's Rot.

As for spells having 12" radius, have you seen werekin's 24" radius prayer for his Priestess of Shallya (Shayalla)? It is CoC busting but way too far to the extreme. Neutral
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PostSubject: Re: Mordheim vs. Gameplay   Mordheim vs. Gameplay Icon_minitimeSun 21 Aug 2011 - 20:04

RationalLemming wrote:
As for spells having 12" radius, have you seen werekin's 24" radius prayer for his Priestess of Shallya (Shayalla)? It is CoC busting but way too far to the extreme. Neutral

affraid

Yikes! For me personally, anything over 6" (or maybe 8") radius area of effect is just too powerful in Mordheim, at least for a direct attack spell. If it affects friend and foe alike, or if it's not a damaging spell but has some other odd-ball effect, then maybe you can justify the long ranges though.

Different strokes for different folks, I s'pose.
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PostSubject: Re: Mordheim vs. Gameplay   Mordheim vs. Gameplay Icon_minitimeMon 22 Aug 2011 - 2:48

I've been told Ogres are a lot more balanced in LARGE campaigns, as the common tendency for players is to gang up against them.

CoC are pretty balanced, once you nerf the Nurgle's Rot. (We also nerfed Pestilance slightly- it now hits ALL living models except the caster, including friendly models. Those with the Mark of Nurgle [and others immune to poison] are except.)
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