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 Reikland vs. Averland

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CygnusMaximus
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PostSubject: Reikland vs. Averland   Mon 26 Oct 2009 - 10:41

My Sisters of Sigmar warband is nearing completion and I'm trying to decide on which Mercenary warband I should paint next and have narrowed it down to Reiklanders and Averlanders.

I've played campaigns as both Reiklanders and Marienburgers before (using models from my Warhammer Ostermark Empire army) but, being somewhat anal about background, wanted to convert and paint a warband in the proper state colours and with more fitting bases.

As far as I can see, Reiklanders have a bit of a reputation for being beardy with their BS 4 marksmen - a reputation which my previous warbands have upheld with their incredibly accurate covering fire.

I've never played an Averlander warband, but I find the list to be fluffy and wouldn't mind the option of including halflings (also BS 4 but with -1 WS, S, and T and with shorter-ranged weapons).

So, the real questions are: How do Averlanders perform? Are there any things I should be worried about/aware of when playing them? Are Reiklanders the better choice of the two?

Thanks!
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PostSubject: Re: Reikland vs. Averland   Mon 26 Oct 2009 - 10:47

Since you've already got a whole army of them, why not play the little-known Ostermark mercenaries?

They use the same list as the traditional three mercenaries, with the skill tables from Middenheimers (I'm told), and their "Mercenary Special Rule" is that they are allowed to re-roll failed rout tests and all alone tests, and the leader can include a war dog in his starting equipment.

You can find their rules, along with an Ostermark scenario taking place on the Eerie Downs, here. Scroll down to the section titled "campaigns" and click on the link to Ostermark Province.
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CygnusMaximus
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PostSubject: Re: Reikland vs. Averland   Mon 26 Oct 2009 - 10:53

Thanks,Myntokk -I've
seen those rules before and have made warbands using them (though I haven't
ever played those warbands).
All
the same, though, I'm really looking to change things up a bit and want to
model a "fluffy" warband just for Mordheim using extra bits and
things that I've accumulated over the years, so I'm still torn between the men
of Reikland and Averlanders.



Last edited by CygnusMaximus on Mon 26 Oct 2009 - 10:54; edited 1 time in total (Reason for editing : All bold - STILL not fixed...)
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Myntokk
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PostSubject: Re: Reikland vs. Averland   Mon 26 Oct 2009 - 11:17

Well I suppose it really just depends on what you want in your warband. I haven't actually played either, but from my experiences against them, to me it seems that Averlanders are more heavily geared towards shooting whereas Reiklanders, while they have excellent marksmen, are more middle-ground between shooting and melee. I don't think of either warband as particularly overpowered or unbalanced in any way, and the Averlanders are certainly nice if you're looking for a bit of added flavor to the run of the mill mercenaries on account of the halflings and the trappers.
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PostSubject: Re: Reikland vs. Averland   Mon 26 Oct 2009 - 16:12

I've been able now to play Reiklanders into a decent force, but I haven't yet figured out how to use Averlanders, especially the Set Traps ability.

The Mountainguards are lesser Swordsmen, a bit cheaper, though you may get more of them. I would honestly make them the core of the force, and by official rules, 2x club 'em to maximum that high WS - at least they aren't constrained to using swords to maximum their effectiveness like Swordsmen are.

Averlanders have the advantage on heroes over Reiklanders - sure, the Reiklander Captain's expanded Leadership is hugely valuable in some situations, but the Averlanders only have 1 Youngblood, and the Berjaegers don't have too much experience to saddle their early advancement.

For numbers, I'd say 5 Mountainguards, 3 Halfling Scouts, and 2 Marksmen - the Marksmen should be the Blunderbussers. Add a Halfling Cookbook, and Halfling Scout hireling, and 2 more Mountainguards, and you should be set - if you don't let trying to use Set Traps end up trapping your manueverability. The other trick is: Mountainguards or Halflings first? That decision will set up your 6th hero, which I think should be a Mountainguard.

If you decide Averlanders, let us know how they play!
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CygnusMaximus
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PostSubject: Re: Reikland vs. Averland   Tue 27 Oct 2009 - 7:36

I was actually just about to go with the "easy" Reiklanders when Wyldhunt posted and I took that as a bit of a challenge.

How is this for starters, then?

AVERLANDERS

Captain 95
Sword, Pistol, Helmet


Sergeant 58
Sword, Hammer, Helmet


Bergjaeger 53
Long Bow, Club


Bergjaeger 50
Long Bow


Youngblood 18
Club


2 Marksmen 110
Blunderbusses


3 Mountainguard 114
Axes, Clubs


2GC

Yes, I understand that clubs are better than axes (for the Mountainguard) - but there's just something about the name "Mountainguard" that seems to require an axe!

And I can't say I've ever used blunderbusses so I'm not quite sure on the logic of taking them over something like crossbows. What's the ideal way to use (and equip) them? After they shoot, I'm sure it would be handy to at least have a club on hand so they can be of use in combat.

Thanks!
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PostSubject: Re: Reikland vs. Averland   Tue 27 Oct 2009 - 21:33

I'm all for ditching 'optimal' weaponry for something more fluffy, my Bergjaugers have axes cause I thought it was more 'woodsmany'.

Can't say I have much knowledge of blunderbusses (gave my Marksmen long bows, not to interesting, but somewhat safe). Though I hear the best way is to get your blunderbussers to the flank of the enemy and try and catch a line of them, but yeah, I'd probably at least have them have a melee weapon to.
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PostSubject: Re: Reikland vs. Averland   Wed 28 Oct 2009 - 5:06

The blunderbusses could scare your enemy some and restrict his movement options (forcing him to spread out, avoid, or target your blunderbussers first), but remember they're one only shot per game and pretty damn expensive. You might want to opt for Marksmen w/ Longbows at the start so you can get some more maces - you'll need the HtH options. With any left over, you could get bows for the other heroes and Mountainguards.

Also, unfortunately, by official rules, swords are almost wasted in higher-WS models. If you can get your group to try one of the alternate parry rules from here - http://boringmordheimforum.forumieren.com/rules-and-gameplay-f1/house-rules-for-parry-t2044.htm - you might be more satisfied.

So are you going for a Marksman or Mountainguard for your 6th hero, or just letting the dice fall where they may?
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PostSubject: Re: Reikland vs. Averland   Wed 28 Oct 2009 - 6:53

It depends on your group, but the club and the club only option has not yet caught on here in the wilds of Indiana. (We're always a bit behind the times.) Arm your warriors with the weapons that feel right for them, I say. Or better yet the weapons that are modeled on the warrior!

On the subject of blunderbusses, we find them very useful. Their usefulness does depend on the types of warband you are facing, but a St 3 auto-hit is often useful if only to strip heroes of lucky charms. At the start of campaigns, the bloody mess left by a blunderbuss blast will often break a warband's resolve. We all strive for a shot like Marley the undead pirate fired--5 orcs hit, 4 orcs OOA. (2 heroes died of their injuries. Crazy luck!)

Although they need melee weapons to defend themselves I use henchmen blunderbuss carriers as specialists. They are there to fire that weapon, then they withdraw and leave the fighting to other warriors who are more skilled or expendable.
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PostSubject: Re: Reikland vs. Averland   Wed 28 Oct 2009 - 7:02

Hmm...

Lots of food for thought there - and I always armed my senior warband members with swords, though I admit I did so mostly for the look.

My warband is likely to change a bit as we nail down exactly what we want to use for house rules - but I will almost certainly give my leader and sergeant hammers if the vote for keeping parry the same wins out!

And I'd prefer for a Mountainguard to get "talent" - though I don't mind letting the dice decide for me. In fact, with my luck, one of each will get a promotion just in time to fill in the vacancy left by my dead leader. Those injury rolls have always been cruel to me!
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PostSubject: Re: Reikland vs. Averland   Thu 29 Oct 2009 - 18:23

I play Averlanders and although I have never set traps I found then to be very fun. Heres what I did:
I made my leader ranged and with my 2 bergjaegers I thought that enough range (for most of my campaign) so I only bought mountaingard henchmen. My youngblood and sargeant were my ground force, and I gave my youngblood a pistol and a blunderbuss, as not to get into to much combat early on. Of course with a blunderbuss he has a target on his head! I use my mountaingards to protect him. If you get a ladds got talent then all the better for your ground force! I did not get any halflings, after a while i started buying hired swords instead. I find that 3 - 4 expert marksman in a warband is enough. My advice - if you want halfings and to set traps badly enough you'll choose averlanders. They dont really make your warband better - just unique. The only reason i chose averlanders was because my kick ass bergjaegers only start with 4 xp. They now have over 40 and always hit on 2, str4, t4, 2w and I love them.
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PostSubject: Re: Reikland vs. Averland   Fri 30 Oct 2009 - 11:29

I'm glad to see somebody is having some success with Averlanders as I embark on this project, Dart82! But, correct me if I'm wrong, can Youngbloods use blunderbusses? Just the other day I was thinking about how cool it would be if they could, but it's not in their equipment list so I assume you used the "weapon training" skill to get it...
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PostSubject: Re: Reikland vs. Averland   Tue 3 Nov 2009 - 23:04

Yeah of course. Youngbloods start with 0xp so getting a new skill shouldn't take too long. Once they get a blunderbuss and start having some success they will get levels very easily.
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PostSubject: Re: Reikland vs. Averland   Today at 19:17

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