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feelingfine69
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PostSubject: Merchant Caravans   Fri 9 Jul 2010 - 20:21

Was looking over the BTB rules and was once again flabbagasted by the depth and awesomeness of some of the warbands. However i just need two questions answering:

1) Why can't marksmen take longbows (or bows of any kind) in the merchant caravan list? I understand that the marksmen themselves are meant to be from tilea, so this suits the fluff but to me it just does not make sense in a list that is so diverse, that could have models from all sorts of places in the warhammer universe, to strictly have its marksmen from tilea.

It even says the merchant could be from araby, the knights could be from the empire, bretonia or the east, the blackguard from cathy or araby. There does not seem to be a justification fluff-wise for the marksmen to always be from tilea.

Now the only reason i'm bothered is because this part of the merchant caravan background prevents me from arming my beloved marksmen with longbows

2) What exactly was changed from the lustria norse list to the BTB norse list? I've used the lustria list before see (done terribly with it) and couldn't see any changes in the BTB one.

Many thanks to cianty, werekin and the other BTB creative team for doing an excellent job! The warbands are more interesting, flavourful and diverse than the original mordheim ones IMO..
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RationalLemming
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PostSubject: Re: Merchant Caravans   Fri 9 Jul 2010 - 22:33

There was no change to the Norse warband between the Lustria list and the BTB list. BTB simply re-released the Lustria Norse warband. Actually, the BTB version of the Norse warband contains all of the errata for the Norse warband.
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cianty
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PostSubject: Re: Merchant Caravans   Sat 10 Jul 2010 - 1:17

Hmmm... I don't know exactly why there are no Longbows really. The warband started out as a Tilean Merchant's warband who was supposed to feel like he hired all sorts of Hired Swords as Henchmen, so the idea was always to have "Tilean Marksmen" rather than just any marksmen. I don't know... It probably also had to do with me wanting to ensure the warband is not too strong - limiting the weapon choices is sublte way of making models weaker despite their profile. I don't think it would unbalance the warband to let the marksmen use longbows.

About the Norse: As RL said. It's just a convenience thing. Stu is a huge Norse fan and since there were some errata needed for the original release (such as max profiles) and because the warband fitted the setting so well and because you wouldn't have to carry even more publications, we chose to include the warband in BTB. I was hoping that we made it clear what has changed in the warband (=nothing) and what the purpose of it is. Seems we failed because the question still comes up now and then... Crying or Very sad

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PostSubject: Re: Merchant Caravans   Sun 11 Jul 2010 - 4:55

Tilean crossbowmen are the finest marksmen in the Old World, so why bother with your ropey old longbows? Longbows seem more fitting for banditti which is fine if you like to play a desperado band of outlaws and brigands. Smile

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feelingfine69
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PostSubject: Re: Merchant Caravans   Wed 14 Jul 2010 - 6:33

Next question:

In the marauders of chaos warband can a Hung warband take warhorses for a starting warband? If not why does it say 'not only for starting warbands'? I'd probably just house-rule it.

Great warband btw. Endless potential for loads of differant types of marauders!
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cianty
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PostSubject: Re: Merchant Caravans   Wed 14 Jul 2010 - 9:50

feelingfine69 wrote:
In the marauders of chaos warband can a Hung warband take warhorses for a starting warband? If not why does it say 'not only for starting warbands'? I'd probably just house-rule it.

Yieks! You are absolutely correct. The Hung rules should read something like this:

"Add Warhorse as a miscellaneous item to the Hero Equipment list. Hung warbands always 40 gc for Warhorses."

I will fix this with the next update.

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Eliazar
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PostSubject: Re: Merchant Caravans   Wed 14 Jul 2010 - 10:46

I think it says so already in the Hung entry:
Quote :
Affinity with Horses: Warhorses always cost 40 gold crowns to the warband – not only to starting warbands. In addition, all Heroes (including henchmen that advance to Heroes) automatically have the Ride Warhorse skill.
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PostSubject: Re: Merchant Caravans   Wed 14 Jul 2010 - 13:01

I got a question about merchants also...
The rule that lowers rarity on items for every 5 rare item (cant rember the name). Can you take items off your heroes betrewn games ?
f. eks. my merchant got a: rabbit foot, lucky charm, gromril sword, pistol and a halfling cookbook. Can he remove them from his "person" and put them in the wagon after the game, use the rule and take them again before next game ?

Part of me think it is a little "cheating", but then again getting enough for lowering a rarety 18 items down to something you can roll on a 2d6, seams diffecult whitout.

Hope this all make sense, im a little tired and can hardly reed what i typing (getting used to my new contact linces)

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cianty
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PostSubject: Re: Merchant Caravans   Wed 14 Jul 2010 - 13:09

Eliazar, the important point here (which is not adressed in the Hung rules) is that Marauders don't have Warhorses in their equipment list and thus starting warbands cannot ever start with warhorses.

Skavenslayer, I do get what you mean. As I read this I can't answer this properly. Obviously it is beardy way of exploiting the rules so I can't approve it (and wouldn't do it myself). If it is legal I don't know. I'd have to check the after-game phases and see when what is done and see if this makes sense. I think you should switch items only during the purchases phase... which happens at the same time as the search-for-rare-items so I guess it would work. It probably makes sense... all the warriors donating their items to make a good impression...

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Eliazar
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PostSubject: Re: Merchant Caravans   Wed 14 Jul 2010 - 15:07

cianty wrote:
Eliazar, the important point here (which is not adressed in the Hung rules) is that Marauders don't have Warhorses in their equipment list and thus starting warbands cannot ever start with warhorses.

Good that I didn't really figure this out while I was planning my Hung warband Very Happy (Which will hopefully see the light of the day again this summer and wreak havoc in Amsterdam)
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PostSubject: Re: Merchant Caravans   Fri 16 Jul 2010 - 17:07

Eliazar wrote:
cianty wrote:
Eliazar, the important point here (which is not adressed in the Hung rules) is that Marauders don't have Warhorses in their equipment list and thus starting warbands cannot ever start with warhorses.

Good that I didn't really figure this out while I was planning my Hung warband Very Happy (Which will hopefully see the light of the day again this summer and wreak havoc in Amsterdam)

Make sure you give us some juicy pictures of said warband Eliazar!
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Eliazar
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PostSubject: Re: Merchant Caravans   Fri 16 Jul 2010 - 17:54

feelingfine69 wrote:
Eliazar wrote:
cianty wrote:
Eliazar, the important point here (which is not adressed in the Hung rules) is that Marauders don't have Warhorses in their equipment list and thus starting warbands cannot ever start with warhorses.

Good that I didn't really figure this out while I was planning my Hung warband Very Happy (Which will hopefully see the light of the day again this summer and wreak havoc in Amsterdam)

Make sure you give us some juicy pictures of said warband Eliazar!

You can check out some WIPs by following the last link in my signature Wink
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PostSubject: Re: Merchant Caravans   Fri 16 Jul 2010 - 19:14

Skavenslayer wrote:
Can he remove them from his "person" and put them in the wagon after the game, use the rule and take them again before next game ?

No he cannot.

Page 117, Post Battle Sequence
Stages 1-3 remain as they are. Stage 5 is renumbered stage 10. Stage 4 is replaced by the following new stages:
4 Sell Wyrdstone. This can only be done once per post battle sequence.
5 Check available veterans. Roll to see how much Experience worth of veterans is available for hire. You don’t have to commit to hiring any at this point.
6 Make rarity rolls and buy rare items. Make rolls for any rare items you intend to buy and pay for them. These items go into the warband’s stash.
7 Look for Dramatic Personae. If you want to hire any.
8 Hire new recruits & buy common items. New recruits come equipped with their free dagger and may be bought common items. This is done in any order and may be done several times. Note that newly hired recruits cannot buy rare items. They can, however, be equipped with rare items if there are any in the warband’s stash in stage
9 Reallocate equipment. Swap equipment between models as desired (provided they are eligible to use it).

source: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1330026_Mord_Errata.pdf

As you can see equipment may not be reallocated between models until step 9. I interpret this as meaning one cannot remove items until this step as well.
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PostSubject: Re: Merchant Caravans   Fri 16 Jul 2010 - 23:48

err slightly off topic but does anyone have the rules for rapiers?
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PostSubject: Re: Merchant Caravans   Sat 17 Jul 2010 - 0:48

Mordheimer's Information Center wrote:


  • Rapier (A02 84)[/size];
    15 gc;

    Availability: Rare 5

  • The rapier is a long thing blade commonly used by duelists. It is a deadly, shard weapon capable of delivering a
    multitude of blows but lacks the power of a broadsword. Range: Close combat; Strength: As user; Special Rules:
    Parry: Like all swords, you may use a rapier to parry in hand to hand combat. When your opponent scores
    a hit you must roll a D6. If you can score greater than the highest 'to hit' roll you have parried the blow and the attack is discarded.
    Barrage: A warrior armed with a rapier rolls to hit and wound as normal. However, if you mange to hit your
    opponent but fail to wound, you may attack again just as if you had another attack
    but at –1 to hit (down to a maximum to needing a 6 to hit). You may continue attacking as long as you hit and it is possible to strike your opponentmany times, particularly if your warrior has more then one attack on his profile.
    Armor Save: Because a rapier is a very light sword that lacks the thick armor breaking blade of the broadsword,
    armor saves are made at +1
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PostSubject: Re: Merchant Caravans   Sat 17 Jul 2010 - 2:57

Pathfinder Dubstyles, many thanks for looking it up!

edward, the rules can be found in the Mordheim Annual under Ye Olde Curiousity Shoppe. For downloads go to the ressources section or simply here: http://www.tabletopgeeks.com/downloads/

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PostSubject: Re: Merchant Caravans   Sat 17 Jul 2010 - 11:25

Yeah Pathfinder Dubstyles - you probely right.
Now if I wanna play rule lawer, I would say that the items is just being placed in the wagon - if removing equipment is the last thing to do, you can not sell a models sword to get the gold for a axe Very Happy but im just being silly now.

The problem in this case for my group (and I think most others) is that we dont use the sequence, we just roll injures, roll explortion and sell warpstone, then everbody just sell, buy and recuite in the way we want.

Im probely gonna try to house rule, that you can remove items and use the skill - i still thing it gonna be hard to use it probaly with out - there are not so many rare items (in a resonbaly price range) to put in the wagon.

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PostSubject: Re: Merchant Caravans   Sat 17 Jul 2010 - 21:19

thanks a lot guys
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