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 Druchii Karrond Kar Slavers warband

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El_Jairo
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PostSubject: Druchii Karrond Kar Slavers warband   Thu 22 Aug 2013 - 17:29

Hey everybody,

I must say Mordheim is my favourite game of GW's SG together with Blood Bowl. And of course my primary race is DE in both games.

So I'm having a lot of fun with the Druchii XP Warband.

So far the Slavers have fought 5 battle and these are the house rules we apply.

Light and heavy armour gets +1 armour save.
Dual wielding inflicts -1 to hit but Ambidextrous combat skill overcomes this.
Poison doesn't infer AS mod.
Clubs lose concussion and gain breakable special rule. Slings are also breakable.
Breakable weapons are lost on a 1 after battle.
Spear gains 1 bonus attack if charged when not engaged before normal melee.
Parry save is at to hit -1.
Minimal exploration dice is 3d6.
And an alternative critical table.

Here is the lot: Warband Rating 181
HEROES
Afaky Angrytouch (Noble) XP 33, Sword, R-Xbow, R&H, Lucky Charm LC, Rabbits Foot RF, LA, Shield, Helmet; Dark Venom DV
+BS, Uraithen Master, Tactician

Neranooh Earthfalcon, (Lordling) XP 12, Sword, R-Xbow, Axe, Helmet
-WS, Master of Poisons

Ikoreriz Stronghunter (Lordling) XP 18, Sword, Axe, R-Xbow, R&H, RF, LA, Shield, Helmet; DV
+BS +S, Uraithen Master

Eleiz Wararrow (Sorceress) XP 22, Sword, Bow, RF
+I, Soulstealer 9, Death Spams 9, Doombolt 8

Dibav Wisebat (Beastmaster) XP 22, Beastlash, Axe, R-Xbow, RF, LA, Shield, Helmet
+2I, +S, Master of Poisons

Dilakob Tearrod (Shade) XP 5, Sword, Axe, R-Xbow,  RF, LA, Helmet; DV
+BS, +A

HENCHMEN

1 Shade XP 6, Axe, Bow
+S, +Ld

2 Witches XP 3, Sword, Black Lotus
+A

2 Slave Hounds

My strategy is to go for higher shooting positions with the help of Tactician and Rope & Hook.
I have 2x Master of Poison to feed the Uraithen Masters Dark Venom to weaken my opponent as much as possible before they arrive in melee.
On the noble I would like give Survival of the Fittest, Haggle, Streetwise, Eagle Eye. I'm a little unsure but the thought of loosing him frightens me enough go for Survival first. On other heroes this will be a late skill.
I'm thinking of switching the axe of Stronghunter (+S & BS) to a Halbert as soon as money allows and he can pick up Lightning relfexes. This should help vs armoured targets since armour is boosted by our house rules.
Later he could pick up a draich if I find one.
Furthermore I was thinking of skipping Trickshooter for higher BS and Eagle Eye, which should allow at least one extra round of shooting.

I'm not really sure what to do with the wounded Lordling but I'll see what his next advances are.

The Sorceress wants Mind Focus and Warrior Wizard.

The Shade wants Uraithen Master and Jump-Up.

I have the feeling that there are so many good skills to choose from that I loose focus on what to choose first.
My idea was to wait what stat upgrades my heroes get to see if they will pick up shooting or combat skills. The usefulness of armour make me think that dodge isn't a high priority and the new parry rule makes Step Aside also less important.
So a hero with +A will go for Strike to Injure and Lightning Reflexes.
A hero with ++BS will go for Eagle Eye and Jump-Up after Uraiten Master. I think Jump-Up has good synergy with Uraithen because of it's bonus when you stand still, not to forget that you don't have the penalty for moving too!

On the whole I feel my warband is lacking some CC ability as my dogs are used as speed bumps and I don't have any real CC monster yet. +S only helps 17% with only 1 attack. Strength isn't needed that much since a Draich solves that problem.

If my shade should develop more CC potential (+S, A or W) I will opt for Acrobat and Lightning Reflexes.

What do you guys think about the warband and how do you get CC ability into the Druchii?
Also is there any special gear I should be looking for?
Does it pay off to go for Academic skills on a new Hero?
Is Haggle worth it on a Leader or is this the reason why another hero should get academic?

As you see I would like to share some thought on how Druchii perform nice and fluffy in the Mordheim Realm.
Thank you for sharing your thoughts here.
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Von Kurst
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Thu 22 Aug 2013 - 20:52

Hey El Jario,
Welcome to the forum! I am not familiar with this incarnation of the Dark Elf warband and I don't use any of your house rules so I don't have much to say about the warband. I do hope you have fun with it.

Cheers,
VK
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El_Jairo
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Fri 30 Aug 2013 - 10:49

Update: I did play vs Shadow Warriors but I deleted if because of the brokenness of that warband (all heroes had the sniper skill) and he gave all his members a bonus XP for winning a battle and kept all equipment after a death.
So we could get in another win in a Skirmish scenarios vs Orcs & Goblins. They were about 140 rating and had on Ogre bodyguard. Which I could take out rather luckily: shooting in the first two turns reduced him to 1 wound. He did manage to charge me Beastmaster, because of I forgot to read that he is M6!. Luckily the beastmastered survived the charge and managed to take him OoA with the help of a slave dog.After some more shuffling for position and so on the Beastmaster did go OoA because of charging into the orcs with only 1 dog as support. The Orcs wouldn't rout because of "Da cunning plan" but did voluntarily after I succesfully put two heroes OoA and was threatening the Shaman.
Sadly for the Orcs, one of his two OoA heroes really died. I had more luck and got a Hardened Beastmaster.
I did loose a Witch Elf and didn't find enough experienced replacements, so I switched her for a Slavehound.


BTW: I was doubting to give the beastmaster Lightning Reflexes but because he has only 1A I don't think it is worth it so I opted for Step Aside to stay longer in combat.
Furthermore I took Trick Shooter on the BS5 Uraithen Master Lordling as I do appreciate not having the risk of shooting my own models if I fire through them.


For exploration I rolled 23456, which gave me 5 shards, which I sold for 80gc. Which I trade for 2x RF, 1xLC, 1x LA, Black Lotus for the Witch Elf and one extra dog.[/font][/color]
[color=#333333]I must say that it has become a very expensive henchmen, the witch elf, 70gc to have her with sword and BL and 5xp. On the other hand she does have all the right advances so I really would like to turn her in a hero.


Warband Rating 191
HEROES
Afaky Angrytouch (Noble) XP 35, Sword, Axe, R-Xbow, R&H, Lucky Charm LC, Rabbits Foot RF, LA, Shield, Helmet; Dark Venom DV
+BS, Uraithen Master, Tactician


Neranooh Earthfalcon, (Lordling) XP 14, Sword, R-Xbow, Axe, LA, Shield, Helmet
-WS, Master of Poisons, 2W


Ikoreriz Stronghunter (Lordling) XP 20, Sword, Halberd, R-Xbow, R&H, RF, LA, Shield, Helmet; DV
+BS +S, Uraithen Master, Trick Shooter


Eleiz Wararrow (Sorceress) XP 24, Sword, Bow, RF, LC
+I, Soulstealer 9, Death Spams 9, Doombolt 8, 2A


Dibav Wisebat (Beastmaster) XP 24, Beastlash, Axe, R-Xbow, RF, LA, Shield, Helmet 
+2I, +S, Master of Poisons, Step Aside


Dilakob Tearrod (Shade) XP 7, Sword, Axe, R-Xbow,  RF, LA, Helmet; DV
+BS, +A, Advancement


HENCHMEN


1 Shade XP 7, Axe, Bow
+S, +Ld


1 Witches XP 5, Sword, Black Lotus
+A, +WS


3 Slave Hounds

Edit: I switched out the RF for Halberd on de 2W Lordling, I guess he won't need an AS RR as badly as the other heroes.
I wish I had the money already for Lucky Charms and R&H.
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Von Kurst
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Sat 7 Sep 2013 - 5:35

I'm not sure what the difficulty is but can you see your post on your computer? I have to highlight it to read it which is off-putting.
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DeafNala
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Sat 7 Sep 2013 - 7:51

I just went through your entire thread removing all the color changes to make it readable. DO NOT EVER DO THAT AGAIN! Suspect 
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El_Jairo
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Sun 8 Sep 2013 - 2:24

I'm sorry but the text was all yellow after copy-paste. On the white background this was almost unreadable.
How can I avoid this in the future?
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DeafNala
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Sun 8 Sep 2013 - 5:49

If the text is yellow on white, try switching the editor mode; that's the symbol of a page on the bottom right. If that doesn't work, send the text, & then go back to edit...the color should automatically go to default colors. What a Face 
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Sun 8 Sep 2013 - 8:45

I have had similar issues with imported text. The auto-format does not always work or works in ways that are a mystery to me. I think the problem is that the box we type in has a white background with black letters and the box everyone reads has a dark background with yellow letters.

The important thing is checking your post after you hit send to see what others are seeing.
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El_Jairo
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Tue 10 Sep 2013 - 6:35

Thanks for the hint VK.
I wanted t o give an update of my warband but I'll keep it short as I will be playing again tonight.

Last time I played vs Orcs. They had an all 6 T5 heroes, the shaman even had 2 wounds. They had also 2 Arrer boys and 2 regular boys and a troll.

I didn't know how to handle them well as we played a simple skirmish. I set up second and he had two groups. I deployed spread out to have as much shooting lanes as possible. I figured out that shooting vs T5 isn't real effective and that the troll is really hard to hurt.
I did manage to get the arrer boys and 1 boy down but lost in CC. I tried to rescue my witch elf by joining her charge by my leader and the Haldberd Lordling into an Orc hero. They failed miserably. Went all OoA but only the witch died. I find the witches too expensive for henchmen and not really effective.
In hindsight I should have regrouped together in a building with one floor. Orcs have a hard time climbing, I should abuse that.

I did rout after seeing 2 of my heroes go OoA.

I'm curious if I will play the same warband tonight as I'm playing the same player. I'll try to get some higher buildings this time.

My leader learned trick shooter and the Heroic shade has now 2W and 3A. Not really turning out that shooty Wink
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El_Jairo
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Fri 13 Sep 2013 - 16:43

So I did get to play the same warband "Super Green" Orcs. They had about 80 more warband rating so we gained an extra Xp.

This time we re-rolled occupy into Wyrdstone Hunt. I got lucky and got first to place Wyrdstone. I picked out the top of a tower building and the first floor of a nearby ruin. He put his stone centrally on the floor next to a large ruined building.
To make things better I got to choose sides and picked the closest to my two stones. I repositioned forward towards the stones with two groups: Tearrod (hero Shade) and Stronghunter (Lordling) moved towards the tower. Stronghunter ran towards the towers door. Shadowed by Tearrod.
Angrytouch (Noble), Eleiz (Sorc.), Earthfalcon  (Lordling) and Wisebat (Beastm.) moved towards the building with the third stone. They where supported by the new spear Corsair.
My dogs moved up to marchblock the Orcs, hiding behind walls from Orcish sight.
The shade moved to the door of a two story building. It had on the 'head' of the building only a window on the first floor, that was a perfect spot to see in the lane wich the right Orcs column would march towards me.

The Orcs moved forwards in two columns towards the second stone. The troll took the left centre together with the leader, Shaman (casted club), two heroes and 2 boys. The arrers, together with the last boy toke the right flank together with 2 heroes and the Pitfighter.
A boy in the left centre got fired up and rushed forwards through animosity. He failed to charge my central dog.


Stronghunter got up to the top floor on the tower. We counted all movement through the tower as difficult, so I just made it with 10". It had about 6" of hight.
Tearrod fell just short to make it to the tower top.


The shade took position in his window failing his shot on long range.


Earthfalcon and Angrytouch (picking up stone) climbed to the floor in the ruin and took position for shooting. Wisebat moved in position on the edge of the ruins wall. He provided cover for Eleiz. The corsair covered the window left in the ruins wall.


The dogs tried to stay out the sight of the orcs behind the walls. Hiding if they could.


The Orcs were partially marched blocked: left centre all but the leader and on the right only one arrer and a Talented boy.
The boy on the right got inspired by his left neighbour. Sprinting forward, he could charge the dog, which survived.

My other dogs decided to charge, in order to march block further from my positions and make sure I could rout when I wanted to.
All my dogs managed to survive combat, which didn't prove successful but for the Talented boy who stunned the dog.

Tearrod joined Stronghunter who started shooting the boys but proved ineffective, I think I did got a Knock Down (KD) on an arrer boy.
Angrytouch and his mates succeeded in pinching of a wound of the troll. Which failed every regeneration save this game.
Eleiz failed to wound her Doombolt and the shade almost did something useful. Very Happy Or did he take out an arrer? Yeah I guess he did because no-one else was firing a lot in that direction.


The orcs found themselves march blocked again but moved in positions. The leader behind the troll picked up the second stone. The Shaman with the to heroes charged the fight with the dog (OoA), in cover behind the left ruin in the centre.
A Big Un charged the fight with the central dog failed to do damage and the dog took an arrer boy with him OoA. Right dog was removed.


I did make my rout test so I decided to go for some shooting now all CC was ended. The group with the Shaman was well hidden. I could only see some legs of a Big Un. In the centre we had a gravy target: the troll in front of the leader. I tried first to shoot the leader with tearrod before I realized what a benefit Large Target was to my Uraithen Masters. To my suprise the troll fell and was stunned by combined fire power of only my Noble's group. 
Stronghunter managed to inflict a KD and the shade too. 
Eleiz joined the bloodshed with a rabbit footed Doombolt into the central Big Un, stunning him but he was saved by his helmet. It jumped onto the nearby boy and KD-ed him, jumping towards the nearest boy and OoA-ed to stop jumping.


Without moving cover the leader cowered away behind the wall, joined by a talented boy. The Shaman group moved up. As did the column on the right, not really using the buildings for cover.
Luckily my dogs stopped their forward march out of charge range.


This meant I had another round of shooting. I put some arrer and the troll OoA totaling 4 guys, enough for a rout test. I managed to injure all orcs which were in charge range.


Even though the Orcs made their rout test they decided to rout because they couldn't start a fight for the last two stones.


Exploration went nuts for me. I rolled 4x 4 and 6 5. I decided to re-roll all fours: getting 2x4 and 3x6, 5. So a straggler and a returned favor.
Only one dog died after combat and one arrer boy for the orcs.
I picked up 3 LC's, R&H for almost all heroes and a new Corsair. He gets the spear of the WS5 one who has now the sword, shied and T. Leather armour.


After a long thought on who to take for the favour I decided to pick up the Dark Elf Assassin (updated to Druchii rules) over the Witch. Though I am uncertain because of the witch's needed 4+ roll to hire.
BTW you don't need to roll this on a favour, right?
I took the assassin because I figured I would never succeed in having 70gc spare. His upkeep is quite steep but it equals that of a dog. Because of his all Dark Venom weapons he proves a well received aid to my "dakka" repeater crossbows. I did get blessed again with 4 DV for my heroes to go around. He only needs one skill to gain Uraithen Master to become really good. He already has Danco of Doom which is a 5+ version of Fey Quickness. This means he can obtain 3+ Step Aside and Dodge rolls ! Shocked , though it would cost him two other skills. I just hope for Step Aside after Fey Quickness. He has an elven cloak to help vs shooting.
All my warband members managed to get a new advance roll! cheers 
They now have warband rating 247 and the following stats and gear.
HEROES
Angrytouch 
BS5 2W, Uraithen Master, Trick Shooter and Tactician
 w/ Axe, Sword, Shield, LA, H, LC, RF & R&H
Earthfalcon 
WS3 2W, Master of Poisons, Step Aside
 w/ Halberd, Sword, Shield, LA, H, LC, RF & R&H
Stronghunter 
BS5 S4 Ld9 UM, TS
 w/ Axe, Sword, Shield, LA, H, LC, RF & R&H

Eleiz
WS4 I6 2A, Soul Stealer, Deathspams, Doombolt
w/ Axe, Sword, LC, RF & R&H
Wisebat
S4 I7, MoP, SA, Shield Fighter
 w/ Axe, Beastlash, Shield, LA, H, LC, RF & R&H

Tearrod
BS5 2W 3A, UM
 w/ Sword, LA, H, RF & R&H

Henchmen
Shade w/bow and axe
S4 I6 Ld9

Corsair w/sword, shield and TL
Corsair w/spear, shield and TL


3 dogs


We found a total of 9 stones and sold 8 for 120 gc, which we all spent on gear and corsair/dog.


I was kind of shocked to see my rating rocked up since last fight but I guess you get that from playing up in rating.
Maybe it is time to dig up the old Orc & Goblin models for a second warband in this Mordheim city.
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PostSubject: Re: Druchii Karrond Kar Slavers warband   Today at 20:00

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