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

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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 23 Jan 2008 - 14:06

Truly a reply of highest "Cianty-quality".

Nothing to add, except for my appreciation (and admiration) for such a great demonstration of team-spirit by Cianty.

Consider yourself honoured, Pferck my friend Very Happy

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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 23 Jan 2008 - 14:11

Mmmm sorry to say but you should give priority to heroes! Two heroes means max 3 dices in exploration... your campaign development will be slowed down heavily Sad

Oh, obviously if this is a list for one-shot games no probs cheers
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 23 Jan 2008 - 14:24

Thanks a lot for the replies guys!

cianty:
Thanks a lot for your help mate, I didn't knew about the Nurgle's Rot FAQ! Embarassed
Also thank you for the bits list, these bits will be on my bitslist for my next mail-order! Very Happy

Tom:
Haha, thanks!

Konqueror:
Heh, I'm really new to this game. So I don't know much about it, I never played the game before either. I'm just trying to get into Mordheim!
I originally am a 40K player, currently working on a Chaos Renegade Militia army. I'm starting Mordheim because it'll be something entirely different from the standard 'core games'.

Cheers!


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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 23 Jan 2008 - 14:51

Oh don't worry, Mordheim is very similar to real life: The most important thing is money Very Happy
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 23 Jan 2008 - 16:00

Konqueror wrote:
Oh don't worry, Mordheim is very similar to real life: The most important thing is money Very Happy

HAHA! Very Happy

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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 23 Jan 2008 - 16:45

Pfreck wrote:

cianty:
Thanks a lot for your help mate, I didn't knew about the Nurgle's Rot FAQ! Embarassed
Also thank you for the bits list, these bits will be on my bitslist for my next mail-order! Very Happy

You're welcome!

Also I have to agree with Konqueror: you should always include all possibles heroes in your starting warband. Another hero means additional power and can make the difference of +1 wyrdstone/treasure and thus more money to buy regular henchmen or equipment. I hope you enjoy the game! The campaigns, experience, personalisation of your warband give the game a very different feeling than the core games. In the end it's a question of personal taste but that's what I like about it. Oh, and that's another reason why heroes rule: they are the most individual models in your warband.

Cheers!

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PostSubject: Witch Hunter List   Wed 23 Jan 2008 - 18:06

Hi there. I'm about to start a Witch Hunter warband and I wanted to show you my list first, in order to avoid mistakes, which would be quite incovenient if I was to find out when the warband is already assembled and painted.

Feel free to point out any useless/leftover gear, give me advice on the playstyle I should adopt, etc. etc. Note that my play 'group' uses officials rules exclusivly (with a few modification nerfing shooting - a.k.a the Tom's cover policy and the no-shooty-at-a-90-angle rule)

Heroes
Witch Hunter Captain 95GC
Crossbow, Sword, Dagger
Planned upgrade: Lucky charm, buckler, helm.
I like to keep my leader safe and turn him into a ranged threat.

Warrior Priest 46GC
Hammer x2.
Planned upgrade: Lucky charm, helmet, crossbow if he ever gets Nimble.
The more important word here is Warrior. All his spells are CC oriented, so I'll use him as a fighter not a caster.

Witch Hunter 1 63GC
Crossbow, Hammer, Sword.
Planned upgrade: Lucky charm, helmet.

Witch Hunter 2 63GC
Crossbow, Hammer, Sword.
Planned upgrade: Lucky charm, helmet.

Witch Hunter 3 63GC
Crossbow, Hammer, Sword.
Planned upgrade: Lucky charm, helmet.

I'll probably turn one of the 3 above in a close combat beast, but it will depend on what stat upgrade they get. For now they get a parry roll and a stunning attack, all you need to defend yourself.

I give a lucky charm to every heroes since a 4+ 'save' for 10 gc every game is a great deal.


Henchmen
Warhound x4 60GC
Incredibly good 'warrior' for almost nothing.

Flagellants x2 110GC
Flails
In mordheim, fights rarely go on for more than 2 turns, and I feel that getting the first hit in a charge is really important. Anyway, with their S4 and T4, they'll probably get the opponent the next round, and since 3 point of initiative is fairly common, they'll get a chance to strike first the second turn most of the time.

Throughout the campaign, I'll slowly replace warhound with Flagellants and a couple of zealots (bows for the win!)
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Thu 24 Jan 2008 - 2:03

Nice list. Very Happy
Two things:

a) The xbowers will kinda remain in buildings to shoot, so the sword will not be as useful as you hope imho. You can change swords and a dog in flag cheers

b) (Just a tip) Split your flags in many henchmen group with a model each. So after two exp you'll roll lots of advancements and you should get a hero.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Thu 24 Jan 2008 - 7:31

Thanks again!

I updated the list, thanks to Deserter!

Carnival of Chaos Warband.

Heroes
Carnival Master [108gc]
- Pistol, Mace, light armour.

Brute [75gc]
- Double-handed Weapon

2 Tainted ones [121gc]
- 1 with Stream of Corruption
- 1 with Hideous
- both Maces

Henchmen
3 Brethren [84gc]
- Hammers, daggers.

1 Plague Bearer [50gc]

3 Nurglings [45gc]


[Total: 483gc]

C&C appreciated. Smile

Cheers,

Rens.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Sat 26 Jan 2008 - 15:33

Well, I tried out my list against a Pirates warband today an won! Sorta. He hadn't played in a while and we got a few rules wrong (goblins DO NOT have WS 3) but my Shaman, goblin archer and Warboss were able to shoot all three of his Heros to death with 6s to hit and 6s to wound. He had half his hand with melee weapons and the other half with bows, so I was able to shoot him up. Actually, none of my Orc henchmen or Heros got into combat, I just basically sat back and shot at him every round. My goblin squig prodder and squigs were the ones to get into combat. Overall it was incredibly fun and I look forward to doing it again real soon. Very Happy
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Sat 26 Jan 2008 - 16:43

You CANNOT have heavy armor. Nor Ithilmar. Nor Gromril. (Gromril and Ithilmar are considered heavy for this purpose).

But we house-ruled that orcs have access to 'em. C'mon, look at the fantasy black orks!! That's ridicolous.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Sat 26 Jan 2008 - 18:47

Konqueror wrote:
C'mon, look at the fantasy black orks!! That's ridicolous.

*nodding vigorously*

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PostSubject: Ostlanders list   Sun 27 Jan 2008 - 10:35

I was thinking about Ostland... I really like it. It has cool bonuses:
-Ogre!
-Lots of cool black powder weapons
-A cool spell list (Actually i don't like only the beer spell!)
-VERY NICE skills (give animal friendship to 6 heroes = a 27 models warband Very Happy)

Although it has some enormous malus... Sad
-No hired swords
-FOUR heroes

BTW I just love it and i wanna try it this year (after this kislevite campaign). Just wondering about a list...

Captain with mace = 63 cheers
Priest with mace =48
2 Champions with mace = 76
Ogre with sword = 170
3 Jaeger with mace = 84
Jaeger with mace and blunderbluss/doublebarrelled pistol = 58

I'm really undecided about the doublebarreled pistol or a blunderbluss...

Any advice? I see that this will start as a melee band, although humans are pretty sucky and prolly they will lose against everyone... but I want to include the ogre and this makes the list less competitive.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Sun 27 Jan 2008 - 10:51

Why would you only want to start with 4 heroes?

You need the heroes to roll for income.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Sun 27 Jan 2008 - 10:53

I've meant *ALL* the ostland 4 heroes...
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Sun 27 Jan 2008 - 15:26

Blunderburst all the way. This weapon killed dozens of my skavens. I hate it.
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Sun 27 Jan 2008 - 16:08

Yeah autohit but S3 and shoots once per game Sad
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Tue 29 Jan 2008 - 5:33

Sorry for the late reply...

See section 6.5.

http://www.mordheimer.com/articles/FAQ.htm#6._Weapons_and_Armour

Games Workshop Official Mordheim's FAQ wrote:

Q: According to page 65, Starting a Warband, a warband can only ever use the weapons and armor on their initial equipment list. A provision is made to get other weapons that aren't on the list later on (ie: the Weapons Training skill). However there is no provision for armor. On the Price Chart we see Gromril and Mithril Armor. They have costs and rare rolls, but no warband has them on their equipment list. Is this something that will be added later or is it an error or something else?

A: No. Gromril and Ithilmar are Materials. They are still suits of heavy armor, albeit made from expensive materials.

Orcs are officially disallowed to wear heavy armour.

Also I'm fairly sure this has something to do with they +1 Toughness boost and their access to the 'ard ead and well 'ard skills (+1 armour save!!). Finally Orcs would never wear armour that was made by Elves (Ithilmar) or Dwarfs (Gromril)!* Never ever.

*This would then have needed to become a separate special rule for Orcs.

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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Tue 29 Jan 2008 - 5:47

Yeah. In fact we just permit simple heavy armor. ^^

Although you could permit dwarven armors as gained from massacres and pillages i think
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PostSubject: Da mushroom eaters(orcs and goblins)   Tue 29 Jan 2008 - 11:39

Well the moment I started working on my orcs warband I knew a couple of things that I wanted:

1)equipment will be bought in large numbers and diffrent kindes

2)Members will be specialised

3)qualitiy over quantinty

4)Hired swords


Now with that in mind I set off creating Da mushroom eaters(fluff will make sance,sort of..).Here is my first attempt at a Mordheim warband(dramatic drums please)

Orc big boss(Vugdush the paranoid)
light armor
helmet
shield
sword(Big chopa on the model itself)
bow
135

Shaman(Guurg the zapper)
2x axes
50

Big un(Pilg Ironpants)
light armor
shield
helmet
axe
bow
90

Big un(Puurk the empty-headed)
two handed wepon
bow
65

Goblin(Tobaxr the sneaky)
sword
shied
30

Goblin(Stugoz Ironarm)
sword(on the model it will be a large axe)
25

Goblin(Nurekd finger-puller)
dagger
club
18

Goblin(Kexr the pooker)
spear
25

Total:438

So as you can I have 62 gold coins left and have been playing with some options:

1:pit fighter and a squig(my favourite so far)

2:warlock and a squig(notice a pattern)

3:more squigs and that thing that makes 6 inches to 12 inches radious of going crazy(pooker?)

4:lose the light armor on ironpants and get an ogre?


So what is your advice?.Also i must say that you are the most polite forum by far.I think its becouse of the people that are atracted to Mordheim.No rule-lawyers or power gamers just plain simple nerds Very Happy (no offence).


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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Tue 29 Jan 2008 - 12:48

I've never really been a "hired sword" kind of guy, and I love squigs

They are actually very useful in a game 4s (and 4ws ??) and you never have a failed charge =)

Ogers are also nice....

I would definitely say 3 or 4... (and I'm nto a big armor guy so if I was forced to choose one, I would definitely say Lose two armors and get an oger and at least one squig)

That's just me =)

Geek I believe is the correct term Twisted Evil although I'm sure I fit into both categories pretty well =)
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Tue 29 Jan 2008 - 15:47

da green one wrote:
that thing that makes 6 inches to 12 inches radious of going crazy(pooker?)

Prodder.


I would go for either option ONE (more reasonable) or option TWO (more fun: magic sucks in Mordheim but the warlock model is awesome!).

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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Tue 29 Jan 2008 - 16:42

*grumble under breath*


( Very Happy )
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Tue 29 Jan 2008 - 18:31

Do you realise how much figs can fit in a 16''x1'' rectangle? Basicly, on a table with a fair ammount of building, a marksmen with a blunderburst will be able to defend a street agaisnt a lot more of opponent by simply standing there, hidden, around the corner. His single presence is a serious threat.

A S3 hit means 50% chances of wounding agaisnt most target. Typicaly, a shot hits 5-6 guys which should mean 2-3 wound, which should translate in 1 OOA. Of course, you can get unlucky and knock down one opponent, but the contrary is also true. I've already seen a 4 OOA shot. Crying or Very sad
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PostSubject: Re: Starting warbands - Post them here! (Read first post, plz)   Wed 30 Jan 2008 - 1:14

Oh I understand so Ishould go with 1,2,3 or 4. Suspect.Anyway I have a couple of questions that should make the choice easier:

1)How much damage can a single magician do?and how large diffrence is it if using two?

2)With a pit fighter i would have limited shooting in the warband(3 bows and a spell)but would rock in close combat.How many warbands use the hit and run tactics?

3)Where does it say that goblins dont gain expirence and cant roll "lads got talent"?

4)What is the survival chance of a fanatic?1:2,1:10 or 1:100

Now for the fluff.Before i start writing the story itself i want to share with you a short version to check with fluff:

Basicly the 3 orks in the warband(not the shaman,he will get a special story,a very disturbing one)decide to eat some madcap mushrooms to make them stronger.Of course they eat to much and manige to overdose themself and fall into a coma.After waking up from the coma they realise they been striped from their equipment and abandoned by their tribe.

After wondering the land for some time they encounter the shaman acompanied by the goblins.He promises to supply them mushrooms(on which they became addicted)and gear if they fight for him.


So is the fluff writible or shuld i dump it and do another story.

P.S:expect goblin bases and a ork picture within 24 hours.

P.S.2:Ashton my mistake i mixed up geek and nerd.I myself only fall in the first category.
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