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 Optimum Manpower-to-Weapon Ratio

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Asp
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PostSubject: Optimum Manpower-to-Weapon Ratio   Mon 23 Feb 2009 - 14:27

I have often pondered the fact that Weapons are very cheap compared to Warriors in Mordheim. For example, a Human Warrior with two clubs is: 6gc/25gc = 24%

Reduce the cost of all Heroes and Henchmen that use equipment by 10gc and increase the cost of all common weapons by 5gc.

Then a warrior with one club would be: 8gc/15gc = 53%
Then a warrior with two clubs would be: 16gc/15gc = 106%

For campaign purposes this seems more balanced as it will be disproportionally easier to field poorly-armed henchmen.


Last edited by Asp on Mon 23 Feb 2009 - 14:46; edited 2 times in total
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Mon 23 Feb 2009 - 14:31

I cannot follow your example confused

Somehow, it seems you have a copy/paste error or typo in your calculations. Or am I just too stupid?
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Asp
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Mon 23 Feb 2009 - 14:42

Oops, yes Embarassed
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Mon 23 Feb 2009 - 14:43

You still did not reduce the cost of a warrior by 10 Smile
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Asp
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Mon 23 Feb 2009 - 14:45

Lol!

I actually suck a numbers! :p

Anyway, while the acutal figures (106%) may be a bit much, the concept is still viable, IMO. Equipment is too cheap compared to warriors.
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Mon 23 Feb 2009 - 18:56

"Musket's don't kill people, drunken veteran Reiklanders do."
or words to that effect.

I think it's quite fair considering that a warrior (more or less regardless of description)
is harder to replace than a sword or a 2x4 with a nail jammed into it.
crap henchmen cost a lot less but are still way more useful than the weapons in and of themselves.
a zombie for example costs 15gc and not really useful for anything other than blocking line of sight and
putting the fear of sigmar in the enemy.
On the flipside a fivestrong henchman group of claymores wouldnt do much other than just stand there now would they? Razz
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Mon 23 Feb 2009 - 19:18

I think most groups deal with this by tinkering with equipment. Making offhand weapons -1 to hit, shields a total of +2 armor in combat, etc. does wonders.

Also, I don't see why a warrior with 2 clubs should cost twice as much as a warrior with one. He's not twice as effective! Of the 8 or so stats, doubling one does not necessarily result in a model which is twice as good. Two models with one attack a piece can suffer twice as many woulds, intercept twice as many charges, block twice the LOS, stun a model and take it OOA on the same turn, greater pad the ranks against rout tests, etc.

Edit: I'm all for changing the rules for greater variety and balance, but in this instance it seems like you're trying to reinvent the wheel to fix a flat tire...
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Mon 23 Feb 2009 - 23:25

Haha!

Well, fluff has nothing to do with it.

As I said its simply that I thing the minimums should be disproportionally cheaper than the advanced options. As such, this is already featured in the game (club is 3gc!). Smile
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Tue 24 Feb 2009 - 4:49

One of the greatest assets to warband is what equipment it can have: this affects the price. If wrote warband in which one of the henchman types could use a crossbow, and another (with the same stats) couldn't, then the crossbow user would cost more. I wouldn't take mountainguards if they couldn't use crossbows.
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Mon 2 Mar 2009 - 16:28

I have always been dumbfounded by how equipment adds nothing to warband rating! It does in Necromunda...

In Mordheim Warband rating is: Number of member*5 (+20 for each large target) + Hired Swords + Experience.

In Necromunda Gang Rating is: Cost of members + Cost of equipment + Experience + Hired Guns.

I can see the Mordheim was as having two advantages:
1) Easier to calculate.
2) Since you choose skill rather than randomly determine them, you get every exp point worth of value, whereas in Necro skills are randomized, so some are viewed as better than others, making exp not a true determiner of worth. The same applies to equipment as well.

Disadvantages to the Mordheim system include:
1) A kitted out warband will be more effective than a starting warband of the same rating. Of course life ain't fair and the rewards for winning in Mordheim include having more gold to spend on better stuff.

2) i'm sure their is something else i'm not thinking of...
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PostSubject: Re: Optimum Manpower-to-Weapon Ratio   Today at 21:53

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