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Lord of Lustria
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PostSubject: Starting tomb guardians   Sun 18 Nov 2012 - 8:35

HI, I am startinga new tomb guardians warband for a campaign following what i assume is the regular mordheim rules (gw rulebook), though all warbands are allowed (some unofficial and experimental warbands have house rules in place to tone downtheir competitiveness) All upgrades and new members are to be bought using the mordheimer.com rules. I'm really hoping for some tips concerning tomb guardians because I have heard they have the highest learning curve. Ive written up a starting list:

Tomb lord w/ 2h weapon, bow, arrows of asp, light armor

Liche priest w/ staff

Acoyalty w/ sword and mace

Acoyalty w/ sword and mace

4 skeletons w/ bow and 2 daggers

1 skeleton w/ bow, arrows of asp and 2 daggers

total: 499


is it best to start with as many characters as possible? or spam skeletons?

thanks
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folketsfiende
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PostSubject: Re: Starting tomb guardians   Mon 19 Nov 2012 - 8:52

Always aim for as many heroes as possible, if you're playing a campaign that is. It's the heroes that bring in the cash to buy more members and gear, if they stay un-Out of Action:ed.
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Lord of Lustria
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PostSubject: Re: Starting tomb guardians   Mon 19 Nov 2012 - 12:47

thank you, I think im going to play a counts as undead warband, so I'll take 3 dregs a vamp and necro
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Goglutin
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PostSubject: Re: Starting tomb guardians   Wed 21 Nov 2012 - 6:23

Erhh... asp arrows are special equipment... a skeleton cannot have it ...

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PostSubject: Re: Starting tomb guardians   Wed 21 Nov 2012 - 9:11

Thanks, ill just use the 10 points to give my tomb lord a bow as well
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Goglutin
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PostSubject: Re: Starting tomb guardians   Wed 21 Nov 2012 - 14:24

Personnaly I would invest in henchmen that can get xp so you can filll your hero slot as soon as possible.

Take 2 tomb guardians instead of skeletons.

Also, we play with a house rule that allow you to have 0-3 tomb guardians instead of 0-2 just in case your tomb lord dies so you can fill your 6 hero slot anyway.

The warband is experimental and have ''mistakes''.

1- You cannot fill all your hero slots if your leader die. (Having 0-3 tomb guardians instead of 0-2 solve the problem)
2- In the spell description, I think the term ''mummy'' refers to tomb lord and tomb guardians.
3- Not very clear, but I think that tomb guards use the tomb lord maximum profile.


Last edited by Goglutin on Wed 21 Nov 2012 - 15:47; edited 1 time in total
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Goglutin
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PostSubject: Re: Starting tomb guardians   Wed 21 Nov 2012 - 15:32

Personnaly I'd go like this:

(203 GC) Tomb lord : Sword, Mace, Bow, Asp arrows, Light armour
(85 GC) Liche priest : Serpent staff
(33 GC) Acolyte : Sword, Mace
(26 GC) Acolyte : 2X Mace

(46 GC) Tomb Guardian 1: 2X Mace, Bow
(46 GC) Tomb Guardian 2 :2X Mace, Bow
(46 GC) Tomb Guardian 3: 2X Mace, Bow

(15 GC) Tomb scorpion

Total : 500 GC

Put the three tomb guardians alone in their henchmen group to raise your chances to get heroes...

This is more efficient than aestetic or original... If you want more fluff for weapons just drop the scorpion and the light armour (total 35 GC) and invest it in other weapons instead of maces... But if you aim for efficiency more than narrative and fun I think you have it here.
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Lord of Lustria
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PostSubject: Re: Starting tomb guardians   Wed 21 Nov 2012 - 17:35

I'll bring the hero death to the guys attention, cuz he was adimant about making tomb guardians better, and what model should i use to make tomb scorpions? a scarab base?
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Goglutin
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PostSubject: Re: Starting tomb guardians   Wed 21 Nov 2012 - 19:26

Well, Its supposed to be a big scorpion...

Ideally I think its should fit a 20mm or 25mm base.

Personnaly I used those one. They are just a tad too small for my tastes but they are cheap.

http://www.reapermini.com/OnlineStore/scorpion/sku-down/03528

You should check those too... its a good range of mummies to get Tomb lord, acolytes, lich priest and tomb guardians for a low cost.

http://www.reapermini.com/OnlineStore/mummy
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PostSubject: Re: Starting tomb guardians   Wed 21 Nov 2012 - 20:11

Well...

The issue about the number of heroes limited to 5 if the leader die is really more a mistake than anything else. Adding another tomb guardian is easy, fix the problem and do not increase the warband potential much.

If you dont do this the warband is the only one I know that cannot fill his hero slots if one die. Big, big, BIG disadvantage and they are rather limited with characters getting experience. Even by doing this its hard to fill all hero slots so... good luck Wink
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PostSubject: Re: Starting tomb guardians   Thu 22 Nov 2012 - 9:20

Thank you Smile it should help that I get an extra exploration dice
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