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siredge
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PostSubject: Beastmen movement   Fri 11 Feb 2011 - 7:07

HI all,

First off I want to say it is nice to see an active forum for Mordhiem. I love this game and its awesome to see others still keeping it alive.

Ok on to my topic. I have just created a beastmen warband (havent even played a game yet). I have looked through the list a couple times and read the errata fixing some of the known issues but I am confused on a couple things.

For the max stats on the Centigor and the Ungors it says that their max movement is 9 and 6 respectively, but their starting stats are 8 and 5. Seeing as how there is no way to up these stats does that mean it was another type and they should be 9 and 6 or should they stay at 8 and 5?

Also for kicks anyone have any suggestions for someone first starting a beastmen band ( band makeup, tactics etc)

Thanks all!
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folketsfiende
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PostSubject: Re: Beastmen movement   Fri 11 Feb 2011 - 7:31

Hi siredge, and welcome to the forum!

The centigor starts at M8, and the rest at M5 (which is pretty much as it is). As for raising M-value, see the following passage at p82 in the rules:

Characteristics for certain warriors may not be
increased beyond the maximum limits shown on the
following profiles. If a characteristic is at its
maximum, take the other option or roll again if you
can only increase one characteristic. If both are
already at their racial maximum, you may increase any
other (that is not already at its racial maximum) by +1
instead. Note that this is the only way to gain the
maximum Movement for some races.


The more models you've got in your starting the warband, the better it is, generally. Try to get nine models or more (to avoid early rout tests). Always max out on number of heroes! Equip your models with two one-handed weapons (unless your gaming group uses some kind of anti dual wield house rules). Ungors could be wielding spears, if you're planning to take any. Other than that, beastmen are pretty straight forward. Good luck with your gaming, and please post some nice pics of your gang and its fights!


Last edited by folketsfiende on Mon 14 Feb 2011 - 1:37; edited 1 time in total
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PostSubject: Re: Beastmen movement   Fri 11 Feb 2011 - 7:35

WOW! i never saw that before. Thanks for the clarification.
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PostSubject: Re: Beastmen movement   Fri 11 Feb 2011 - 9:06

Welcome to the forum!

With beasts I like to go the Big Guy route for the same reasons I take the troll with Orcs. The Minotaur is the best of the big guys (after the troll) at start and he is really hard for other beginning warbands to take down. Charge the Minotaur and the Centigor into the enemy and watch the enemy get cut down.

Having low numbers means you will receive more gold in Exploration so you can make up for the small size of your beginning warband by purchasing warriors.

Maximize heroes from the start and concentrate on buying Gors until you have rolled the LGT.

Ungors are cannon fodder and not worth the investment until your numbers are higher.
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PostSubject: Re: Beastmen movement   Mon 14 Feb 2011 - 8:58

Thanks for all the advice. I played my first game with them this Sat. They played a warband that has been around a lot so they got +5 exp at the end of the day (huge warband rating difference and SWs so they had shooting out the wazoo) So i didnt win the game but no one die and my leader rolled 66 on the serious injury chart. All in all not a bad start.

So i have seen this guys SW band grow over the games and they are pretty tough cuz everyone is a pretty good shot now and he has a couple guys who are beast in h2h. Anyone know the best way to try and deal with late game SWs?
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PostSubject: Re: Beastmen movement   Mon 14 Feb 2011 - 9:06

Yuck! In that case buy enough Ungors to equal 25% of your band and let him shoot them. Everyone else hide. Then run away and count your experience.

Otherwise use lots of terrain. Advance in short bursts so that everyone can hide. When you are too close to hide, try to maneuver so that you hit only part of the band and can gang up on it. If he uses infiltrators, hunt them down and gang up on them.

What's your shaman's spell? Do they let you hire and hired swords? We allow the Warlock and the Ogre Bodyguard from the rule book.
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PostSubject: Re: Beastmen movement   Mon 14 Feb 2011 - 9:10

Well at the moment we are going with no hired swords for the beastmen (which sucks cuz I rolled triple 6s on the exploration lol) I want to talk to them and see how the others feel. My shaman got the lure of chaos spell. Which isnt terrible but the SWs leadership is better than mine so it will be tough to use. (even tougher if he gets the elven runes again)
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PostSubject: Re: Beastmen movement   Mon 14 Feb 2011 - 9:18

Yuck some more.

The Beastman rule about Hired Swords is fluffy and all, but since the warband was one of the last things Specialist Games did, the rule means that you can't get a Hired Sword unless someone writes one for you. Silly.

We allow the Warlock, the Ogre Bodyguard and anyone chaotic or evil.

Are the SWs your only opponent? I'd try to avoid them as much as possible.
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PostSubject: Re: Beastmen movement   Mon 14 Feb 2011 - 9:29

Well There are two others that have started playing us. One Undead the other Dark Elves. I dont get to see them as much so when I get to play its normally against my friend with the SWs. He also has an orc band but he chose to use the elves.
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PostSubject: Re: Beastmen movement   Mon 14 Feb 2011 - 10:18

Those elves are nasty and mean. One of my friends used to play them too, and they allways won.
Von Kurst's tactics is probably the same direction I would go against shooters like that.
Especially in the beginning, I would just "sacrifice" henchmen, to get xp for my heroes.

With your T4 and his S3 on shooting, you should have a slim chance of surviving, if your are shot at, when moving from cover to cover towards him.

But I'd say that SW are the worst posible enemy for a beastman warband.
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PostSubject: Re: Beastmen movement   Tue 15 Feb 2011 - 3:44

Beastmen can take the Cursed Hillman (Fanatic Online 49). Taking this guy actually gives the Beasties some long range firepower!
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PostSubject: Re: Beastmen movement   Tue 15 Feb 2011 - 7:33

I have been trying to find the fanatic online issues. Anyone know the best place to get them? i have been unsuccesful
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PostSubject: Re: Beastmen movement   Wed 16 Feb 2011 - 13:37

I have as well. Anybody?
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PostSubject: Re: Beastmen movement   Thu 17 Feb 2011 - 5:47

Shadow warriors are unfortunately one of those broken warbands. These days we only allow them in collaborative games (which is in fact mainly what we have played the last few years).

Hide and make them come try and dig you out.
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PostSubject: Re: Beastmen movement   Fri 18 Feb 2011 - 4:44

All FO higher than issue FO55 are on the new SG site (http://www.sg.tacticalwargames.net/fanatic/). I don't understand why they haven't put up the older articles though. Sad

I have the following four Mordheim articles from FO which are not on the new SG site:

  • FO44 - Gunpowder Plot Scenario.
  • FO45 - Dwarf Slayer Pirate Hired Sword. This hired sword is also in the new "Swords of the Empire" article for Mutiny in Marienburg (http://libermalefic.blogspot.com/2010/10/old-swords-on-new-contracts.html).
  • FO46 - Great Library Scenario.
  • FO49 - Cursed Hillman Hired Sword.

The two FO scenarios that I have are both available over at Tabletop Geeks (http://tabletopgeeks.com/downloads/).
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PostSubject: Re: Beastmen movement   Today at 14:43

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