Please excuse my rambling, I assure you I do have a point buried in here somewhere
Have you ever noticed that each setting for Mordheim is pretty much defined by the terrain that is expected in the setting, and the warbands that one could call the local flavour? Often the "local flavour" warbands are actually the more "evil/antagonist" guys, but not always. However, playing in a setting just doesn't feel quite right, to me at least, if you don't have the right terrain and at least one of the local flavour warbands.
Vanilla Modheim - More-or-less ruined buildings. Possessed and Skaven (Vampire count warbands in a pinch)
Lustria - Jungle and swamps. Lizardmen and Amazons
Khemri - Deserts and tombs. Tomb Kings and Tomb raiders
Mousillon - again, more-or-less ruined buildings. Bretonnians and Blood Dragon vampires
Karak Azgal - caverns and tunnels and great halls. Dwarfs and Goblins (either Night, or following Orcs)
Border Town Burning - forests and steppe-type land. Battle Monks and Norse/Beastman Raiders.
I recently got back into Mordheim, and dragged a few of my friends along with me :p I've got together a couple of warbands, and so have they, and I've been looking into what kind of terrain I can make from materials I have on hand. And it occurs to me that what warbands we have on hand, and what terrain we can cheaply make, don't mesh up with any of the existent setting warband/terrain combinations.
Terrain I can make cheaply: ruined and whole buildings, dead European-type trees, palm trees, hills, sand dunes, rocky outcrops.
Warbands that are likely to be playing in said terrain: dwarfs, orcs (sans goblins), ogre maneaters, dark elves, undead (the lead by a vampire kind), and my own bandit-and-criminal-themed mercenary warband.
Can anybody think of any locations and situations around the warhammer world that would fit the forces and scenery at our disposal?