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 Starting warbands - Post them here! (Read first post, plz)

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Athanatosz
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Fri 2 Sep 2016 - 0:42

I have a suggestion which can help with the speed skill scale high surface. Instead or until you can get it use ladders.

Ladders (small/large) 5/10 gc Common/Rare 5

Small ladders have a length of up to 3”, large ladders are longer than 3”

it is from border town burning....
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Sat 3 Sep 2016 - 11:15

Athanatosz wrote:
I have a suggestion which can help with the speed skill scale high surface. Instead or until you can get it use ladders.

Ladders (small/large)            5/10 gc  Common/Rare 5

Small ladders have a length of up to 3”, large ladders are longer than 3”

it is from border town burning....

Interesting idea, although I doubt my group will be using Border Town Burning rules. I'd also probably just use a rope & hook instead - less cumbersome. I guess ladders have the benefit of allowing henchmen to use them afterwards, which could be situationally useful to attack an entrenched enemy in a building. In that situation I'd probably just let them stay there though, and rely on my crossbows/toughness/numbers to win a missile war.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Sat 22 Oct 2016 - 8:38

So, this is the Dwarf warband I played during my last campaign, and it worked quite well. We used some house rules, most important the -1 to impact when dualwielding, +1 to AS when using a shield+hand weapon, +1 to parry when having higher WS, critics needed to be confirmed with a 4+ roll, and no need to start near a wall in order to climb it.

It's a close combat focused setup, fairly conventional but with some additions for development during mid campaign. Most people I've met seem to play Dwarfs in Mordheim like they play Fanstasy, dig a hole and shoot, but I think they perform better as close combat warband with some mid range support:

noble:        hammer+brace of pistols  (118gc)
engineer:    hammer+brace of pistols  (83gc)
slayer:       hammer                         (53gc)
slayer:       hammer                         (53gc)

1 clansmen:   hammer                       (43gc)
4 beardlings:  hammer                       (28gc each)

halfing                                            (15gc)
arabian merchant                              (20gc)


That makes quite a big starting Dwarf warband, 11 guys (9 for selling wyrdstone purposes). I dropped usual nice starting equipment choices as dwarf axes, and that's when the arab merchant comes to play. With their +1 to wyrdstone when exploring, Dwarfs are one of the safest warbands to start with hired swords, and the 15gc unkeep halfing+merchant have is totally affordable, specially if you use the merchant during the first games to buy dwarf axes, this guy pays for itself. They are 2 extra bodies for a small cost. Halfing is super cost effective (and my favourite hired sword), but his role in this band should be mobility rather than sniping, so go for leap and maybe even sprint over shooting if he earns skills. He will be making more damage to the enemy achieving mission objectives than actual shooting... unless he ears BS as first advance, then go for quick shoot. Not a big loose if he dies, so be bold using him.

Both, noble and engineer carry brace of pistols to support close combat from mid range. Eagle eyes should be the first choice when a skill is avaliable, and they will start to kick-ass. A popular variant is give a crossbow to the engineer, but I like to keep the band as a compact group with the halfling as a free roamer, dwarfs loose their huge resilience in CC as soon as they are outnumbered. Engineer makes a slow development sniper with his starting 10exp and BS3, and I don't like to give him that role unless I'm playing a long campaign.

Depending of the advances they get, I give slayers dwarf axes or halberds... a slayer with dual dwarf axes + Master of blades is nasty as tank, and halberd + Strike to injure is allways nice as counter charge if the slayer has more than one attack.

I didn't hire any thunderers, because with BS3 and no cheap long range weapons, they are super expensive slow development snipers (65gc, while a muuuch better tilean costs 60 for 3 games). So I focused on cost effective beardlings and one clansman, because with WS4 he can still carry dual weapons and impact on 4+ most foes... and the chance of him becoming a hero is always there.

I ended up being lucky with the advances, and they performed great. Noble ended as a BS6+eagle eyes headshot killing machine, and from mid range safety he wasn't taken OoA a single time. I got an extra hero in the second game, so I ruled the exploration and economy side quite soon, specially with the help of the merchant and the Resource hunter skill I got for the engineer after Eagle eyes. From that moment my warband grew fast and nice equipment started to make my heroes much more useful, making up two flaws Dwarfs have as a band, heroes don't start that great for their cost, and their low numbers makes them be outnumbered most times in CC. Since the merchant got a bodyguard really soon, I didn't get rid of him, but my initial plan was leaving him away as soon as he fullfilled his role, and hiring a tilean marksmen or pitfighter depending of my needs. Dwarfs usually shine at late campaign if they survive enough, but this band was really strong after just 3 games, I think it's a good setup for short and normal campaigns.

Tomorrow I will start a new campaign, with Marienburg this time. We will play with some nice territory conquest rules, let's see how they perform.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Tue 10 Jan 2017 - 9:05

Reikland Mercenaries:

I am new to Mordheim, but have played plenty of Necromunda and there seems to be a some overlap.

My idea with this warband is to have a lot of dudes, plenty marksmen and pistols!
I am considering downgrading the marksmen to bows to give me a little more gold to upgrade weapons on my heroes and or even giving the marksmen a hand weapon.
If I downgrade the marksmen to bows I could give the Captain a brace of duelling pistols and the marksmen a hammer or mace or even just an extra dagger. Then I would later change the marksmen to crossbows and longbows, so the downgrade will be a little wasted. So some feedback would be appreciated.

My long term plan is to have plenty of pistols on all heroes, replacing hammers with swords - maybe giving the hammers to marksmen, at least one Champion with strongman and a 2H weapon. Get my warband to 15 members.

Mercenary Captain 60
-Hammer or Mace 3
-Duelling pistol 25

Champions 35
-Hammer or Mace 3
-Duelling pistol 25

Champions 35
-Hammer or Mace 3
-Duelling pistol 25

Youngbloods 15
-Hammer or Mace 3

Youngbloods 15
-Hammer or Mace 3

Heroes: 250

2 Marksmen w/Longbows 80
2 Marksmen w/Longbows 80
2 Swordsmen w/Sword 90

Henchmen: 250
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Tue 10 Jan 2017 - 17:05

Nice warband. Starting with dueling pistols on the Captain and Champions might be a good idea. I do like the longbows better than bows, just for the extra range with those BS4 Marksmen. Get your shots in early and often.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 18 Jan 2017 - 12:36

Agree it's a solid shooty list, and longbows are a must for Reiklanders. Dropping the 2 swordsmen for 3 warriors is also an option, to have expendable meat to take and intercept charges, but swordsmen are OK.

One thing as advice, surprisingly dueling pistols work better on youngbloods than champions, because they earn advances much faster (making a good pistolier takes at least 3-4 advances, something the youblood gets with 6-8 exp points, while it takes 9-12 to a champion). Use the pistols with the champions until the youngblood earns an advance (probably after the first game). If it is R, S or A forget about pistols and go for CC specialist, but most probably is you get WS/BS or new skill. If that's the case swap equipment and choose BS or eagle eyes, and see how fast you develop a beast of a pistolier. Even with BS2, a youngblood with eagle eyes and dueling pistols will score some points, and one casualty is all a younblood needs to earn a new advance.

IMO champions work better as close combat thanks to their higher WS and L (important if you face fear causing foes). Captain with pistols is allways great to keep him safe while providing L support.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 18 Jan 2017 - 15:34

That is sound advice bitxo, we just had our first games, we ended up with a 4 warband wyrdstone hunt, with two warbands allying against me after i took out some of their guys with longbows so the Skaven warband ended up with more or less all the wyrdstones. I then had a skirmish where one of my champs suffered multiple wounds and I rolled a 6!, so he have been taken down a peg suffering 6 different injuries, none of them full recovery - he will be retired as soon as someone promotes into hero.
One of my young bloods got a WS/BS advance after that battle so I am thinking giving him BS3 and a brace of the champs guns leaving one on my leader.
Taking warriors instead of swordsmen would probably have been better with how I played them, but I am pretty happy with how it turned out.
I decided to leave the marksmen in one group instead of two which turned out to be a very good decision since I rolled a BS increase on the group, BS5 longbows will probably dominate here in the beginning before people can afford armour.
I have just enough money to get another longbow marksman and another swordsman, which will bring my warband to 13 men.
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Athanatosz
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 22 Feb 2017 - 6:53

My new test "can it work?" warband:
Plaugue pranksters (Carnival of Chaos)

Max the carnival master Eye of the Gods(leader), dagger, mace
70+10+3 gc
Günter the brute, flail
60+10 gc
Jürgen the brute, flail
60+10 gc
Edmund the tainted one, Bloated Foulness, Mark of Nurgle, dagger, mace
25+40+(2*35)+3 gc
Pankraz the tainted one, Bloated Foulness, Mark of Nurgle, dagger, mace
25+40+(2*35)+3 gc

All: 499 gc

It's a bit of the gamble in the first match I hope the sheer power of the heroes could work.



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