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 New to mordheim.

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Which?
Hochland bandits
33%
 33% [ 10 ]
pit fighters
17%
 17% [ 5 ]
skaven
27%
 27% [ 8 ]
lizardmen
17%
 17% [ 5 ]
tileans
6%
 6% [ 2 ]
Total Votes : 30
 

AuthorMessage
serge
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PostSubject: New to mordheim.   Sun 21 Jun 2009 - 12:03

Hi. I'm new and have difficulties deciding which warband to play. It's so much more simple in INQ, where you can "Take anything". In WFB, I (Want to) play Dogs of War.

Anyway:

Here are the candidates:
______
Hochland bandits

500GC
Total 494GC
6GC left
WR: 124

2 poachers
Longbow
2 Daggers
84

3 gutterscum
2 daggers, sling
42

2 looters
sling
2 daggers
58

Beggar 10 +5/battle

1 Bandit Prince 62
2 Daggers

1 duelist 100
Rapier
dagger
Brace of pistols

1 huckster 44
2 daggers, sling

1 footpad 47
2 daggers

1 footpad 47
2 daggers

(6 exploration dice with 2 single dice re-rolls)
_____________
Pit fighters
Start: 500GC
Total: 500GC
Left: 0GC
WR: 71
___
Kaiser Karl (King) (Chaos) 130

(veteran) (Chaos) 85

Sven (veteran) (Chaos) 85

______


4 Pursuers (Skinks) 50 (200)
_________

________________
Skaven
500
Total 500
left:0
WR:51

Kevin (Assassin adept) 180
Weeping Blades, brace of warplock pistols

Black skaven 160
Weeping Blades, brace of warplock pistols

Black skaven 160
Weeping Blades, brace of warplock pistols

(Ninja rats)
_____________


Lizardmen warband
total:500
Left 0GC
WR: 97

Skink priest 80
Bone helm
dagger, spear

Great crest 45
sword, dagger, short-bow,

great crest 50
spear, short-bow, buckler, dagger,

Totem warrior :175
bone helm, light armor, sword, axe, oversized jaw.

6 Skinks 150
short-bow, dagger

________
Tilean Warband
Tarantios

500+100GC
Total: 600
Left: 0
WR: 111

Gabrielo Martellini (Captain)
Pistol, dagger: 75GC

Champion
Dagger : 35 GC

Champion
Dagger: 35GC

Youngblood
dagger: 15GC

Youngblood
dagger: 15GC

Marksmen
Xbow, dagger:
5x= 250 GC

Duelists
dagger
5 x = 175 GC
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Jaquemart
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PostSubject: Re: New to mordheim.   Sun 21 Jun 2009 - 12:12

Tilean would be cool, you can infuse it with that real Mediterranean feel, so much culture and history than can be easily adapted and drawn from. Besides how much fun is it to shoot the enemy to bits before he even reaches you?
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PostSubject: Re: New to mordheim.   Sun 21 Jun 2009 - 13:49

I voted for Bandits because it think it is a cool yet rare warband.

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Von Kurst
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PostSubject: Re: New to mordheim.   Sun 21 Jun 2009 - 16:53

If you want to play DoW in Warhammer, Tileans are the perfect fit for building a small warband that can be expanded into useful Warhammer regiments.

I'd do a topic search on Hochland bandits before I got too excited about them. They have some issues.
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PostSubject: Re: New to mordheim.   Sun 21 Jun 2009 - 17:53

It's all up to how you want to play your warband. Shooty warband preference? Then go for Tileans and such. Close Combat masters? Pit Fighters are GREAT (I am biased...) Want a more evenly dispersed group? Then Skaven might be for you. The Skaven are also good for those that like the quickness of their movement.

I am not voting, as it's all in how you want to play them and what you like playing. Either way, I think ANY of them would work, as in the end, you are playing Mordheim, which is the goal!
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lord siwoc
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PostSubject: Re: New to mordheim.   Mon 22 Jun 2009 - 2:19

We bandits and cutthroats must stick together......

With a knife ready!!!
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PostSubject: Re: New to mordheim.   Mon 22 Jun 2009 - 2:24

i voted PF, coz they are nice looking brutes Very Happy
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PostSubject: Re: New to mordheim.   Mon 22 Jun 2009 - 9:01

Yay for Bandits! We're leading! bounce

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PostSubject: Re: New to mordheim.   Mon 22 Jun 2009 - 22:41

I'm both for Skaven and Pit Fighters... Skaven cuz you're all new to the game and they're pretty vanilla and a nice starter to get going - Pit Fighters well, because the models are AWESOME!!
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PostSubject: Re: New to mordheim.   Wed 24 Jun 2009 - 1:42

I'd say Bandits, because of their rarity. I've been thinking of putting together such a band myself, but since I already have seven bands it has not come to be yet. Go Bandits!
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PostSubject: Re: New to mordheim.   Wed 24 Jun 2009 - 3:14

Looks like a landslide victory for the criminals...

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PostSubject: Re: New to mordheim.   Wed 24 Jun 2009 - 5:52

But are the bandits official? And why can't I choose them in my personal info?

I'm starting to get interest in Averland, so it's kind of Averlanders (official), Remasens (unofficial, but all their heroes can have academic skills) or Hochlanders (whose officiality I'm uncertain about, and who seem to have weak henchmen and mighty heroes, and who are more effective out of combat then in combat, and I'm unsure if they are good or evil, since I want an arabian merchant)?
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PostSubject: Re: New to mordheim.   Wed 24 Jun 2009 - 6:18

The Bandits are part of the Nemesis Crown supplement which was commissioned by Andy Hall, chief of Specialist Games. The warband itself was written by Mark Havener, original Mordheim playtester and author of the Orcs & Goblins, Dwarfs, Random Happenings, a lots more.

The warband is somewhat semi-official since it was a comission by GW but it was never declared official. So it has about the same status as all the unoffical stuff in the Town Cryers (Lustria, Khemri, Pit Fighters etc). So if you are going by "officalness", the Skaven in your poll are the only official list and everything else is on the same level. Official, unofficial, experimental... this really shouldn't be reason to play or not play a warband that you like because of its style and flavour and modelling possibilities. It's about fun!

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PostSubject: Re: New to mordheim.   Wed 24 Jun 2009 - 7:18

Thanks, but why can't I choose them as primary warband played on personal info?

Maybe I should just play averland. But I like Remasens too.
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PostSubject: Re: New to mordheim.   Wed 24 Jun 2009 - 10:15

serge wrote:
Thanks, but why can't I choose them as primary warband played on personal info?

Because Tom hasn't added them yet. Most of the unofficial warband that are available there were added as soon as a member joined who played that warband. So they were added when they were necessary.

This is just a sign of how rarely the warband is played. Tom will be away now for slightly more than a week but after that I'm sure he can add the icon (if need be).

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PostSubject: Re: New to mordheim.   Wed 24 Jun 2009 - 15:03

Ok.

So it's either Hochlanders or remasens.

pros:

Hochlanders:
+ Duelist
+ Looter hero with (shooting skill that allowes you to use) hochland long rifle (Cause it's cool)
+ looters
+ huckster
+ hell lot of slings.
+ poachers
+ can have thief
+ can have beggar
+ hell lot of cash, and quick.
+ great heroes
+ great henchmen out of combat
+ My Huckster can be dressed as a jester.

Remanses
+ all academic heroes.
+ pikes
+ marksmen with hochland long rifle
+ can have thief
+ can have beggar
+ can have merchant
+ good CC
+ Good shooting

Cons:

Hochlanders
- sling is only real shooting
- max 12, allowig few cc henchmen
- can't afford enough cc henchmen since I want to have poachers and looters.
- weakish henchmen in combat
- henchmen unable to have cool stuff.
- technicaly, anyone may be dressed as an jester (even though it doesn't fit anyone as good as the huckster)

Remanses
- no looters

Questions:
Hochlanders:
Can they have arabian merchants?
Are they good or evil or what?
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PostSubject: Re: New to mordheim.   Thu 25 Jun 2009 - 1:50

I don't consider the average gutter-scum mercenary to be a holy man either. That's what's so cool about the setting... dirty adventurers who have nothing to lose.. Even the Witch Hunters aren't really good (in fact they are probably the worst of all humans). With all these scoundrel humans you have a broad definiton of "good" and evil is mostly that who seems to harm humans. I think it depends on the certain situation if the Bandits should be REALLY considered evil or just human like the rest. I'd go with the latter in general...
For the Arabian Merchant, the Bandits definately should have access to him.

I wouldn't count exclusive sling access as a con. Yes, it's the only weapon but hey, IT'S ACCESS TO SLINGS! Hell yeah!!

I guess at this point you should think about what you prefer for flavour, background and style. Where do you see more conversion potential, which warband do you think you can fully assemble and paint without it getting boring? Which is the most fun to paint and play for you personally?

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PostSubject: Re: New to mordheim.   Thu 25 Jun 2009 - 4:24

Well, My bandits are good guys, just listen to my huckster.

" Well, there are so much ruins here, and there are so much polluting wyrdstone here. We clean that up to save the environment!
And there are so many weapons on the streets, they could harm playing children! Think of the children! We pick them up, and dispose them on safe places, while protecting the children. And all the rich people who are so rich that they throw cash and stuff everywhere! We pick it up so that that wouldn't disturb anyone. Tired of roaming horses and opulent coaches lying in front of your doors? We fix those problems! We are the garbage-men of Mordheim, we save your children, we save your environment, we get rid of other warbands, we save your life and your town!"

_____

Anyway.

I like the pikes, but I like small groups of heroes. I hope I'll get a thug with strength and academic skills, so that I would have a spell-caster. But remasens allows all academic meaning all heroes can be spell-casters.

I would love a 19 (Encampment + halfling scout + halfling cookbook) man (+HS) all mounted kislevite cossack warband, but I think I'll go Hochland. But I like Tileans too. But nothing stops some of my bandits to be immigrants from Tilea, Right?

And I hope I can have a lot of HS. I love HS. And since hochlanders gain a lot of cash (Especially while having a merchant), I can have a lot of HS.

I think I'll take the democratically land-slide-victorious bandits. Now, where's my bandit option on the personal info? Razz
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PostSubject: Re: New to mordheim.   Thu 25 Jun 2009 - 4:36

As I said, Tom is away and he won't be able to add it until after the next 10 days. You paint some minis first! Razz

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PostSubject: Re: New to mordheim.   Thu 25 Jun 2009 - 4:47

When he's at it, he can add an option for Protectorate of Sigmar, too Smile
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PostSubject: Re: New to mordheim.   Today at 9:17

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