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Mayonnaise
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeSun 18 Aug 2013 - 14:48

So I'm starting Mordheim with a new group of people and I'm planning on making a voodoo-themed Carnival of Chaos list. I'm used to playing Witch Hunters and Dwarfs, so this list is a little far out for me. We have a couple house rules, so let me explain those real quick:
- The weapons with asterisks are up to 15gc worth of free items for every new member of a warband.
- The leader gets an additional wound, attack, and free skill at warband creation.
- Two-handed weapons benefit from the same rules as their one-handed counterparts. Models can only equip two handed versions of weapons that they can normally use. If they can't use either a mace, axe, or sword, they can always pick up a two-handed mace instead.

Alright, here we go:
HEROES
Witch Doctor (Master) - 70gc
- Staff (Two-Handed, Parry, Concussion)*
- Sorcery (free skill)

Brute (Brute) - 60gc
- Two-Handed Mace*

Brute - 60gc
- Two-Handed Mace*

Flesh Eater (Tainted One) - 60gc
- Sword*, Mace*, Helmet
- Cloud of Flies

Flesh Eater (Tainted One) - 60gc
- Sword*, Mace*, Helmet
- Cloud of Flies

Zombie (Plaguebearer) - 50gc

Wicked Dolls (Nurglings) x3 - 15gc per, 45gc total

Disciples (Brethren) x2 - 35gc per, 70gc total
- Sword*, Axe*, Helmet

I have 25gc left over. I'm really having trouble choosing between Cloud of Flies or Fearsome for my Tainted Ones. I'm leaning towards Fearsome to make it fluffy (I'm taking ghouls and giving them skeleton warpaint), but I'd have to cut 5gc somewhere and I don't know where. The free 15gc I have per member can only be used to bought whole items, so I can't pool it up and get gifts of nurgle for my tainteds either. If I choose the Cloud of Flies, I'm probably either going to put helmets on my brutes or grab a single brethren with a bow so I at least have *some* shooting (and hope he becomes a hero).
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Captain Ludwig of Altdorf
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeFri 23 Aug 2013 - 22:42

Here's the deal: I have completely zero experience with the possessed (and rather little experience with Mordheim in general). This is the warband I will play in a new campaign. My game club has the following rules:
- Shields confer a 5+ armour safe; bucklers a 6+ (besides the regular parry)
- Any hired swords, warbands and equipment from the Empire in Flames and Annual 2002 supplements may be used (as well as a select few other warbands).
- All optional rules besides blackpowder misfire are used.
As it is a warband that will only fight beginning warbands, I've decided to go for a few heavy hitters who should be able to take on most starting models in hand-to-hand combat. However, this brings two mayor disadvantages: a complete lack of shooting models, and... The warband consists of only 5 models. I've heard it said before that starting possessed warbands tend to be rather weak in comparison to other starting warbands (61 points in my case), but it still seems a bit over-the-top...
But without further ado, my warband:

Holst von Erchstein, magister 85 gc
- leader, wizard
- dagger, toughened leathers, axe, axe

Siebrecht 'overkill' Dachs, mutant 75 gc
- mutation: extra arm
- dagger, axe, axe

Heinz 'venomtail' Rechner, mutant 70 gc
- mutation: scorpion tail
- dagger, axe

'Run for the hills!', possessed 140 gc
- fear, mutation: great claw

Spike, possessed 130 gc
- fear, mutation: scorpion tail

Total: 500 gc

Fluff and pictures coming soon!
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Von Kurst
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeSat 24 Aug 2013 - 2:05

@Mayonnaise--Interesting House rules. I like the theme of the warband and would love to see some photos.

@Captain--Small Possessed warbands can be quite effective because you have tough models and your warband rating is low which gives you the opportunity for early underdog bonuses in games you might win.

The down side is you only have 5 models so you might get mobbed or you might get shot up. A lot depends on how lucky you are with opponents and scenarios in your first few games.

In our campaigns you would not be allowed Toughened Leathers on the Magister if you intend to cast spells because TL are armor. Looking forward to the fluff and photos.
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Captain Ludwig of Altdorf
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeSat 24 Aug 2013 - 14:03

@Von Kurst I just found out you are right regarding the toughened leathers. Turns out our actual house rules count toughened leathers as armour, but someone stated 'toughened leathers confer a 6+ safe but may not be combined with pieces of armour save a buckler or helmet.' Didn't bother to check the actual rules afterwards...
I think I'll change it to this then:

Holst von Erchstein, magister 78 gc
- leader, wizard
- dagger, axe, mace
Siebrecht 'overkill' Dachs, mutant 78 gc
- mutation: extra arm
- dagger, axe, axe, mace
Heinz 'venomtail' Rechner, mutant 73 gc
- mutation: scorpion tail
- dagger, axe, mace
'Run for the hills!', possessed 140 gc
- fear, mutation: great claw
Spike, possessed 130 gc
- fear, mutation: scorpion tail
Total: 499 gc
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Arathorn
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeThu 29 Aug 2013 - 12:36

This will be my new Dwarf warband. Only six models to start with, I know, but I aim at some underdog bonusses.

Noble (85), 128
- Pistol 15
- Dwarven axe 15
- Hammer 3
- Helmet 10

Engineer (50), 83
- Brace of pistol 30
- Hammer 3

Slayer (50), 80
- 2 Dwarven axes 30

Slayer (50), 65
- Great axe 15

Thunderer (40), 65
- Crossbow 25

Thunderer (40), 65
- Crossbow 25


Dwarfs are expensive, and I tooled them up pretty pricey. Hope it works. my old Dwarf warband started with another clansman with axe, but I tend to never use them in battle.
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Von Kurst
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeThu 5 Sep 2013 - 2:45

I'm not a big fan of the pistols on the engineer and the great axe for the Slayer. I'd give the engineer a crossbow in hopes of a lucky kill rather than make him close with the enemy to shoot his pistols.

Making the Slayer strike last with one attack also bothers me, although I understand that the dwarfs are slow and are thus likely to get charged rather than charge.
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avarua
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeTue 3 Dec 2013 - 17:09

We are starting a new campaign in januari 2014. and I stil had some lizardman models around. So I thought, lets bring the old ones back to sort out mordheim and bring the city back on track again and drive out all the unworthy races who are trying to destroy the world.

I used the Lizardman lis from the Mordheimer site. The campaign leader made a few adjustments to the list. Skink priest 3BS instead of 4BS. Saurus Totem Warrior has 3WS instead of 4ws, Dark venom for skinks in 30gc instead of 20, and the mark can only be bought for one model.

so I thought this would be a good starting warband list:


HEROES

Skink Priest
-sword
-shortbow (P) with raptile venom
6+ armor save

Saurus Totem Warrior
-sword
-shield
-mark of the old ones
3+ armor save

Skink Great Crest
-shortbow (p)
-buckler
-club
6+ armor save

Sking Great Crest
-shortbow (p)
-buckler
6+ armor save

HENCHMEN

Saurus Brave 2x
-sword
-shield
3+ armor save

Skink Brave 3x
-shortbow (p)
6+ armor save

what do you guys think of my list so far?
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Aipha
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeTue 3 Dec 2013 - 19:31

Heya Avarua!

Looks good overall, roundabout what I tend to start with these days. Few comments from here:

Saurus: Where do you get the 3+ save from? You should need both Shield AND Light Armour for that.
Skink Priest: Cannot get Reptile Venom - only henchmen can. What spell does he have? A short bow might not be that neccesary if you get Chotec's Wrath, and a lot of the spells are used every round or close to, but it really depends on that. Skip the Sword though - you wouldn't want him in close combat! Add a Shield though.
Skink Great Crests: As with the Priest, you don't want them in close combat - skip melee weapons and Bucklers and go for Shields instead to get that 5gc 5+ armour save. Is that poison Reptile Venom again?
Saurus Braves: Looks good, remember it's 4+, not 3+.
Skink Braves: Looks fine, would wait with the poison though.

All in all, this leaves you with 45gc left, if you make the suggested changes. You could go for some Light Armour and Helmet on that Totem-Warrior, since he's worth a lot atm. (110gc + equipment cost), so you wouldn't want to lose that. Gives you a better chance to use Mark of the Old Ones as well. He's worth 160gc now, but damn hard to kill already. This leaves you with 10gc, which I'd use for a Helmet on the Skink Priest as well (again, to protect the investment). Of course it depends on the spell.

This gives you the following:

Skink Priest (75gc)
- Short Bow
- Bone Helmet

Saurus Totem-Warrior (160gc)
- Sword
- Light Armour
- Shield
- Bone Helmet

Skink Great Crest (40gc)
- Short Bow
- Shield

Skink Great Crest (40gc)
- Short Bow
- Shield

2 Saurus Braves (110gc)
- Sword
- Shield

3 Skink Braves (75gc)
- Short Bow

If you really want the Reptile Venom on the Henchmen, you can skip Bone Helmet and Short Bow on the Priest imo., but it really does depend on the spell.
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Pikey
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeWed 4 Dec 2013 - 10:23

So with our gaming group starting a campaign in January, I'm going Dwarves. We're currently going through a few test games to get started. We're quite WISIWYG here, and I'm using the Forgeworld Dwarf Lord and banner bearer as my Noble and Engineer so I've had to pay for light armour on them (at the very least).

We're playing using the base rules in the BRB, so I felt that a 6+ on the light armour was pretty poor - hence the shields. Beardling and Halfling are there as cheap meat shields.

What do you think?

Noble (135gc)
Light Armour
Helmet
Shield
Dwarf Axe

Engineer (115 gc)
Light Armour
Helmet
Shield
Axe
Crossbow

Slayer (70 gc)
Dwarf Axe
Axe

Slayer (70 gc)
Dwarf Axe
Axe

Thunderer (68 gc)
Crossbow
Hammer

Beardling (25 gc)

Halfling Scout (15 gc)

498 gc
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Von Kurst
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeWed 4 Dec 2013 - 13:17

The halfling also gives you a BS4 guy with a bow who can move and shoot, which is not shabby for 15 gc. And if he lives you can have 13 dwarfs.

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Aipha
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeWed 4 Dec 2013 - 14:00

Depending on the length of the campaign, I'd go for a Gromril Armour on the Noble. It's expensive, but a huge saving, and with Heavy Armour for 50gc, it's not that much of a difference in the long run.

Else, I'd skip the Halfling Scout for now, until you want that 13th Dwarf. He's cool, but those 5gc extra will add up in the long run, so you might want some more equipment and more Heroes before investing in Hired Swords. I'd skip the Beardling, as you'd rather want a Clansman or Thunderer as a Hero and go for that first and since you skipped the Scout as well, you can afford that.
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Pikey
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeWed 4 Dec 2013 - 14:13

The problem that I face in dropping the scout is that I then have no cheap meat shields to block charges. End of the day I'm not likely to get a charge off unless it is a counter charge.

I don't really care if the scout gets hit - he's cheap, with a bow and good BS, and if he dies I don't have to pay his 5gc fee.

At least I'm pretty sure that's the way it works isn't it?
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Aipha
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeWed 4 Dec 2013 - 16:00

It is indeed - poor fellow!
You have no cheap meat shields, but having some Dwarves standing side by side, is something which is very hard to take down. Your Scout would fall a lot faster, but well, if that's the plan Razz
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avarua
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeWed 4 Dec 2013 - 18:37

heey Aipha.

First of all, thx for the feedback!

I forgot to say that we use a Sword-Shield houserule that gives +1 armorsave. so that's where the 3+ comes from. than we have a rule to boost armor a bit. Lots of players don't use armor in the beginning because of the critts. So cheaper armor --> more peoples going to use it. Than the poison!

For the spell.. it is not rolled until the campaign starts of.. cant wait to start haha.

As for the poison, you are totally right about the raptile on heroes. I missed the dark venom rule for 10gc completely. But why would you suggest to drop the poison on the skinks? They have low (T2), give them a +1S and they can actually kill big time! And than.. CC they die haha.

So to sum it op:
-Drop CC weapons on skinks Sword/bucklers. Replace for a shield for the +1 save
-Change the poisons "IF" I am going to use them.
-Depending on the spell, Drop CC weapons on Priest
-Give Totem warrior a light armor for 30gc and he had 2+ save. (5 base save +1 shield +1 sword/shield +1 light armor)

Do you have more tips for me? Tactics perhaps? I'd never played Lizardman before so I have no clue on how to play then right. maybe I am going to do a bit gorilla warfare of so. I am a true dwarf/possessed player haha.
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Aipha
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeThu 5 Dec 2013 - 13:53

Np avarua - happy to help!

Alright, that explains the armour - the more the better reason to pick up a Light Armour for that 2+ save!

About the Skink poison: Atm., your Skinks have BS3 - on average with long range (Short Bows are long range until you get within charge distance) and cover, that's a 6+ to hit. If you're moving (which Skinks do a lot in my experience), that's 6+ followed by a 4+. I just don't find poison much worth it, if I only hit with one Skink every round.

Also, there's the money problem. With poison on 3 henchmen, that's 15gc pr. game. As Lizardmen, you only start with 4 Heroes. On average that brings you in 3 Shards, which you can sell for 65gc. Poison would thus be 23% of your income and it leaves you 50gc to buy items for, or replace dead Heroes/Henchmen (not Heroes hopefully!) - that's not much imo.
Another point is, that if you need to sacrifice something, it's your Skinks. So the less you invest in them, the less you'll lose.

Last point, which is also a part of a tactical view: Depending on what scenario you play, your Heroes should go for objectives. Poison is not worth much if they keep running around for Wyrdstone Shards or tries to Breakthrough the enemy lines fast!

Concerning your sum up:
- Aye, skip the CC weapons, but if Sword/Shield applies on ranged as well, get a Sword for your Great Crests later on!
- As I mentioned, Heroes should go for objectives, but yeah, Dark Venom if it's a shootout.
- I only get my Priest in close combat, if he is to take something stunned or KD out or he can fight vs. 1 opponent with no one else being able to charge him. But well, my opponents ALWAYS go for my Priest (which I can understand), so that's mostly why.
- Light Armour, isn't that 25gc? Even though we play with Light Armour for 10gc in all warbands, we've kept it at 25gc for Lizardmen.

Got lots of tactics, use them if you want:
Skink Priest: Depends on the spells he has.
- Chotec's Wrath: This is the only spell I'd go into close combat with. At least stay close to the Totem Warrior and help him kill whatever big armoured dude the opponent has.
- Sotec's Blessing: Buff your Totem Warrior until he has Toughness - laugh manically.
- Huanchi's Stealth: Keep your Priest close to your Great Crests, climb up in some tower, hail arrows and cast this spell. You might want a ranged weapon for him as well, in case your opponent is busy handling the rest of your warband.
- The Old One's Protection: Mostly useless. Get your Priest a ranged weapon.
- Tinci's Rage: This is where you get a Kroxigor. Buff him up and let him and your Totem Warrior have fun.
- Itzl's Speed: Go for objectives. Cast this spell on yourself and run 16" pr. round.

Skink Great Crests:
First skill I'd get for them would be Infiltration. Having them steal all objectives before we've even started, is a true pleasure. This is what they're good for in the beginning. Later on, you should get Weapon Expert and a Crossbow with Quick Shot, but not before you have Dodge and a Wound extra (or preferably two). This is also where you can start investing in Dark Venom (S5 Crossbow shots just hurt). Until then, keep him running objectives or staying with the rest of your Skinks, putting them in front, so they'll be shot at. Usually there's no need to take higher ground, unless there's something specific you want to take out. Staying out of charge range is usually easy for Skinks with their 6" movement, so move forward, shoot, and move back when the enemy advances towards you. Shoot again until you charge with your Saurus.

Saurus Totem Warrior:
This is your tank. He should get Resilient/Step Aside first, depending on your opponent and your Priest's spell. If your opponent has a lot of S4 units, Pistols or whatever, go with Step Aside, unless you have Sotec's Blessing, then go Resilient. If they only have S3, go with Resilient. Whatever you picked first, pick the other one next. Then go Toughened Hide for those nasty shots, which might hit you (Crossbows are usually what kills my Totem Warrior). Run him with your Saurus Braves and charge or be charged (doesn't matter much really, you won't go down easily). Just make sure he stands in the middle though. If you have a Kroxigor, run him with that and tear the enemy apart.

Skink Braves:
These are your small annoying hit-and-run dudes. In the beginning you have your fancy Short Bows. Move forward, shoot, move back, just like the Great Crests. Later on (at S4), you'll get Javelins/Throwing Knives, Spears & Bucklers. And Bolas' for the fun of it (when you have BS4). If you get Skinks with WS3 BS4 S4 A2, you're all set to take a charge, stab the opponent down and have your Saurus charge them the next round. Just move forward (within short range with no cover preferably, which is 4" with Javelins and 6" with Throwing Knives), throw your throwing weapons and wait for the charge, which has just been halved.

Skink Brave Heroes:
Throwing Knives, Knife Fighter, Dodge, Eagle Eyes, etc. and just move with your Javelin throwing Skinks (I have yet to get Throwing Knives on them, since it's quite expensive, but it's a possibility later on). With Leap, you'll never get in close combat, so don't bother with that. Get Sword/Shield or Spear/Buckler (if you got 3/4 attacks) anyway though. Shield might be prefered due to shooters though, but vs. Crossbows, you'll only have a 6+ save anyway.

Saurus Braves:
Ah, the strongest Henchmen you can get! Not much to say. Move forward, take a charge or charge, doesn't matter much – if you can’t charge, shoot with your Skinks, if you can, well, good. Get Light Armour & Helmets on them and watch how rarely they die. Support your Totem Warrior, because he's the most important.

Saurus Brave Heroes:
This is where all the fun comes in. Get Strength/Speed; get Resilient, Dodge, Leap/Sprint, Scale Sheer Surfaces, etc. – get objectives and jump the enemy. Strongman/Lightning Reflexes/Mighty Blow and Tinci’s Rage on one of them, and you got a S9 Hero. Congratulations, you’ve just killed all the enemies single-handed. All depends on the increases of course, but it’s fun to charge one, take him out of action, get charged and then take all them out of action as well. Getting a Combat Manual and Step Aside/Strike to Injure and you’re all set. You might also go for Combat/Strength, but if you get a Combat Manual, it’s the same.

In general: Run in the first round, move and hide in the second round – depending on whether you’re against shooters or need objectives or not. If you do, keep running. Third round you should be within 16” so you can start shooting. Later on, this is 8”/6”, but you’ll be more powerful with your Skinks, and can go close combat (they’ll still die, but it’s better than getting your Saurus swarmed). Your fast Heroes should go for objectives (Skinks and Saurus Braves with Speed).

Hope this helps!
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beninator

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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeSun 8 Dec 2013 - 5:28

Anyhow, my first warband for our upcoming campaign. I don't know where it'll be set, but I DO know I'm psyched and ready for it. Without further ado, my Savage Orc warband

Savage Orc Boss-132
-Skullbusta & Axe
-Light Armor
-Helmet
-Warpaint
-Sling
Weirdo-50
-Warpaint
-Club & Dagger
-Sling
Spotta-30
-Club & Shield
-Sling
-Warpaint
Spotta-30
-Club & Shield
-Sling
-Warpaint
Heroes Total: 242
453
Henchmen:
3 Brutes-138
-2 Clubs
2 Nuttaz-82
-2 Clubs
3 Gobbos-36
-Slings
Henchmen Total: 256
Grand Total: 498

My ONE problem: The Idol of Mork is WAY too good to not be used, it's 30 points that negates a single hit AND allows a reroll of one leadership test or rout test per game. What should I drop to make room?
Any suggestions?

Cheers.
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NoisyAssassin
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeMon 10 Feb 2014 - 3:16

Looking to start up Mordheim with Skaven. Been poking around a bit at the lists, not sure if this is a reasonable starting force or not:

125 – Assassin Adept: Weeping Blades, Throwing Stars, Helmet
80 – Eshin Sorcerer: Fighting Claws
57 – Black Skaven: Flail, Sling
52 – Black Skaven: Halberd, Sling
32 – Night Runner: Sword, Dagger, Sling
32 – Night Runner: Sword, Dagger, Sling
(x5) 24 – Verminkin: 2x Dagger, Sling

Biggest question is the weeping blades on the Assassin: really worth it? If I drop them for a sword or halberd I save 40 points. Actually considering ranged skills for him too: throwing stars start to get really nasty with only a couple of skills. Is that a route worth pursuing? Also potentially worth noting that I'll be joining in a campaign late, where several warbands already have ratings in the 200 range.
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Von Kurst
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeSat 15 Feb 2014 - 15:18

A sorcerer with fighting claws is an odd choice. What is his spell?

You could certainly save some coin by spending less on expensive equipment at the beginning of the campaign. I leave things like halberds and flails until I have more attacks on a warrior's profile, although if you know that you are facing some high T enemies then they are not a bad choice.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeSat 15 Feb 2014 - 22:11

Thanks for the reply.
- Thoughts on the Sorc: I'm not able to roll for his spell yet (league only meets once a month and requires that someone in it witness all die rolls). That said, I have to make my models first... Claws seem like a good defensive option, and terrifying if I can roll the combat spell.
- On high T: the league has two dwarf treasure hunter warbands in it, as well as a cult of the possessed where the possessed already have T5 and T6 respectively (I'm coming into it late). Actually also debating warplock pistols on the Assassin to deal with dwarves (and because I've got a great potential conversion for them) but they seem expensive and less good once I start leveling.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeSun 16 Feb 2014 - 3:30

The claws ensure that he can do nothing but cast spells and fight close up which, especially in your campaign, will lead to lots of injury rolls.  The sorcerer would be better served with a missile weapon such as a warplock pistol or sling, allowing him to keep some space between himself and enemies.

Edit: Come to find out one of our current skaven bands has a sorcerer with fighting claws. Combined with Warpfire and Art of Silent Death he's doing all right. Who knew.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeSun 9 Mar 2014 - 22:56

I ended up starting him with a flail and sling, and he rolled Black Fury. Turns out that 3 S7 attacks are rather terrifying; he's been a powerhouse so far! I have been liking the option to hang back and sling when I don't have a good isolated target or a multicharge lined up though.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeMon 10 Mar 2014 - 2:53

Black Fury and the flail are a great combo. Our group discussed the uselessness of slings for warriors with fighting claws earlier today...
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeFri 18 Apr 2014 - 0:28

Going to be wrapping up the current league term in our Mordheim group, and I may be looking for something a little different than the Skaven. After seeing how powerful it is to be able to manipulate deployment through skills when you've got a band that can run 10-18" each turn, I'm thinking something on the opposite end of the spectrum is called for: STUNTIES! This would definitely be an underpowered silly list, but is it too silly to work?

123 - Noble: Brace of Pistols, Hammer, Shield
93 - Engineer: Brace of Pistols, Hammer, Helmet
65 - Troll Slayer: Two-handed Weapon
80 - Troll Slayer: 2x Dwarf Axe
58 - Thunderer: Pistol, Hammer
80 - Ogre Mercenary: Two-handed Weapon


Idea is a close combat/pistol-centric force that uses the Ogre as a means to actually get the reach I need as a close range M3 warband. First purchases would include another Thunderer with a brace of pistols, and scour the shops to find some war dogs. Then on to duelling pistols, with a focus on pistol-related skills for the Noble and Engineer.

Oh, and the Helmet and Shield are model-based restrictions, so those have to stay.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeFri 18 Apr 2014 - 5:53

From Skaven to Dwarfs!

Hate Dwarfs! Hates Skaven too!

I must say I would have a hard time leaving such a wonderfully executed warband as your skaven. I'd play them for a couple of years or so...

Not a fan of the double handed weapon on the Troll Slayer to start. Or the ogre, either for that matter. It will suck money as long as it survives and it will always be out of sinc with the rest of the warband because of his speed.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Starting warbands - Post them here! (Read first post, plz) - Page 9 Icon_minitimeThu 22 May 2014 - 17:01

Bean a wile since I've played, in the past I've mainly played Skaven, Mercs and Sisters. this time out I've decided to try my first Undead, I've gone with a "Living Undead" theme largely by accident, I ran out of Cash building my core of Heroes, but so far it's working out ok for me with three wins and a tie.

My starting roaster

Silvia Argent
Vampire W/Sword, Scepter (mace), Heavy Armor & Helmet.

Magda Keller
Necromancer W/Sword & Staff. Spell: Life Stealer

Eda
Dreg W/Sword, Light Armor & Sheild

Eva
Dreg W/Sword, Light Armor & Sheild

Yula
Dreg W/Sword, Light Armor & Sheild

Warband Value: 53
GC: 3

Other Warbands include one of each flavor of Core Book Mercs, a Sisters Warband and we did have Witch Hunters but in their 2nd battle all their Heroes died along with around half the Henchmen, so the Warband disbanded.

We have to battles per round (opponents drawn at random), you can have a third but you don't get a Exploration or Trading & Recruitment phase after the third battle.

We are currently two rounds in.
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