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PostSubject: Introductory Warbands   Wed 24 Sep 2008 - 8:17

Well I am planning to get each of the original 6 warbands to introduce people to mordheim, but I need to make sure they are all around the same level so playing is fun (IE no 20 skaven slings). so here are my warbands, I have tried to get variety miniature wise though keeping the gear to what is on the models;

Reikland Mercenaries

Mercenary Captain (60) Duelling Pistol (25) Sword (10) Helmet (10)
Champion (35) Sword (10) Buckler (5)
Champion (35) Sword (10) Buckler (5)
Youngblood (15) 2 clubs (6)
Youngblood (15) 2 clubs (6)
2 Marksmen (50) Crossbows (50)
3 Swordsmen (105) Swords (30) Bucklers (15)

Left Over Gold Coins: 8

Cult of the Possessed

Magister (70) Axe (5)
Possessed (90)
Mutant (25) Scorpion Tail (40) 2 Axes (10)
Mutant (25) Deamon Soul (20) Axe (5) Club (3)
1 Darksoul (35) Two-Handed Weapon (15)
2 Brethren (50) Club (6) Axe (10)
2 Brethren (50) Spear (20)

Left Over Gold Coins: 11

Witch Hunters

Witch Hunter Captain (60) Brace of Pistols (30) Sword (10)
Witch Hunter (25) Axe (5) Pistol (15)
Witch Hunter (25) Two-Handed Weapon (15)
Witch Hunter (25) Sword (10) Pistol (15)
Warrior Priest (40) Club (3)
2 Flagellants (80) Two-Handed Weapon (30)
3 Zealots (60) 2 clubs (18 )
2 Warhounds (30)

Left Over Gold Coins: 4

Sisters of Sigmar

Sigmarite Matriarch (70) 2 Sigmarite Warhammer (30)
Sister Superior (35) Steel Whip (10) hammer (3)
Sister Superior (35) Steel Whip (10) hammer (3)
Sister Superior (35) Steel Whip (10) hammer (3)
Augur (25) 2 Hammers (6)
3 Sigmarite Sisters (75) 2 Hammers (18)
2 Novices (30) 2 Hammers (12)
2 Novices (30) 2 Hammers (12)
2 Novices (30) 2 Hammers (12)

Left Over Gold Coins:6

Undead

Vampire (110) 2 Swords (20)
Necromancer (35) Extra Dagger (2)
Dreg (30) Extra Dagger (2)
Dreg (30) Extra Dagger (2)
Dreg (30) Extra Dagger (2)
2 Ghouls (80)
2 Ghouls (80)
5 Zombies (75)

Left Over Gold Coins: 2

Skaven

Assassin Adept (60) Weeping blades (50) Sling (2)
Black Skaven (40) 2 Clubs (6) Sling (2)
Black Skaven (40) 2 Clubs (6) Sling (2)
Eshin Sorcerer (45)
Night Runners (20) Extra Dagger (2) Sling (2)
Night Runners (20) Extra Dagger (2) Sling (2)
3 Verminkin (60) 2 Clubs (18 )
3 Verminkin (60) 2 Clubs (18 )
2 Verminkin (40) Sling (4) 2 Clubs (12)

Left Over Gold Coins:7
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PostSubject: Re: Introductory Warbands   Wed 24 Sep 2008 - 8:20

I think Possessed atleast NEED to have one mutation each, not 100% sure though

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PostSubject: Re: Introductory Warbands   Wed 24 Sep 2008 - 8:29

nope only the mutants must have one mutation.
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PostSubject: Re: Introductory Warbands   Wed 24 Sep 2008 - 9:22

Hm. I think there is a mix between hard and nice Warbands.

mrbretonnia wrote:

Reikland Mercenaries

Mercenary Captain (60) Duelling Pistol (25) Sword (10) Helmet (10)
Champion (35) Sword (10) Buckler (5)
Champion (35) Sword (10) Buckler (5)
Youngblood (15) 2 clubs (6)
Youngblood (15) 2 clubs (6)
2 Marksmen (50) Crossbows (50)
3 Swordsmen (105) Swords (30) Bucklers (15)

Left Over Gold Coins: 8

I would give a sword to each youngblood. 2 Clubs are not very nice and a sword is verry usefull for Youngbloods. They have a low WS so they are often hit on 3+. They would parry on 4+. Not bad, I think.
And I would not take Swordsmen. For the Reiklanders I would take more Bowmen.

mrbretonnia wrote:

Cult of the Possessed

Magister (70) Axe (5)
Possessed (90)
Mutant (25) Scorpion Tail (40) 2 Axes (10)
Mutant (25) Deamon Soul (20) Axe (5) Club (3)
1 Darksoul (35) Two-Handed Weapon (15)
2 Brethren (50) Club (6) Axe (10)
2 Brethren (50) Spear (20)

Left Over Gold Coins: 11

Witch Hunters

I don't like the 2. Mutant. The Dark Soul is a waste of money. If you take only 3 Brethren and one Mutant, you will be able to take a 2. Possessed. Without Beastmen an mutations they ar not so hard.

mrbretonnia wrote:

Witch Hunter Captain (60) Brace of Pistols (30) Sword (10)
Witch Hunter (25) Axe (5) Pistol (15)
Witch Hunter (25) Two-Handed Weapon (15)
Witch Hunter (25) Sword (10) Pistol (15)
Warrior Priest (40) Club (3)
2 Flagellants (80) Two-Handed Weapon (30)
3 Zealots (60) 2 clubs (18 )
2 Warhounds (30)

Left Over Gold Coins: 4

It's okay, I think.

mrbretonnia wrote:

Sisters of Sigmar

Sigmarite Matriarch (70) 2 Sigmarite Warhammer (30)
Sister Superior (35) Steel Whip (10) hammer (3)
Sister Superior (35) Steel Whip (10) hammer (3)
Sister Superior (35) Steel Whip (10) hammer (3)
Augur (25) 2 Hammers (6)
3 Sigmarite Sisters (75) 2 Hammers (18)
2 Novices (30) 2 Hammers (12)
2 Novices (30) 2 Hammers (12)
2 Novices (30) 2 Hammers (12)

Left Over Gold Coins:6

With the 6 Coins left you will be able to get 3 Slings for the Sisters. Without any longrange weapons it is a little bit boring.

mrbretonnia wrote:

Undead

Vampire (110) 2 Swords (20)
Necromancer (35) Extra Dagger (2)
Dreg (30) Extra Dagger (2)
Dreg (30) Extra Dagger (2)
Dreg (30) Extra Dagger (2)
2 Ghouls (80)
2 Ghouls (80)
5 Zombies (75)

Left Over Gold Coins: 2

Also uninteressting with only two diffrent Weapons.

mrbretonnia wrote:

Skaven

Assassin Adept (60) Weeping blades (50) Sling (2)
Black Skaven (40) 2 Clubs (6) Sling (2)
Black Skaven (40) 2 Clubs (6) Sling (2)
Eshin Sorcerer (45)
Night Runners (20) Extra Dagger (2) Sling (2)
Night Runners (20) Extra Dagger (2) Sling (2)
3 Verminkin (60) 2 Clubs (18 )
3 Verminkin (60) 2 Clubs (18 )
2 Verminkin (40) Sling (4) 2 Clubs (12)

Left Over Gold Coins:7

A little bit to hard. 7 Slings and 10 Clubs. One Figther without any weapon and two with extra Dagger. No Fighting Claws, no Sowrds or Throwing Daggers?
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PostSubject: Re: Introductory Warbands   Wed 24 Sep 2008 - 11:11

I'm still newish to the other warbands but for the Reiklanders:

Mercenary Captain (60) Duelling Pistol (25) Sword (10) Helmet (10)
Champion (35) Sword (10) Buckler (5)
Champion (35) Sword (10) Buckler (5)
Youngblood (15) 2 clubs (6)
Youngblood (15) 2 clubs (6)
2 Marksmen (50) Crossbows (50)
3 Swordsmen (105) Swords (30) Bucklers (15)



Since this is mainly to people into the game i'd swap out a swordsman for another marksman, maybe a 2nd if you can drop a club off each youngblood, bucklers from champions and helm from captain. Means they get to experience and work with the Reik's main strength of marksmen.

Maybe even swap to longbows or just bows so they can learn the moving and shooting thing.

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PostSubject: Re: Introductory Warbands   Wed 24 Sep 2008 - 17:13

If it was me...I would drop the bucklers and buy a helmet or other stuff. tongue

"ducks as I am waiting to get hit by a newspaper"
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PostSubject: Re: Introductory Warbands   Wed 24 Sep 2008 - 22:57

RE more crossbows: Reikland with lots of shooting is like skaven with lots of slings

Re Hit with newspaper: I would, but I dont have any newspaper and my magazines are too important to ruin Wink
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PostSubject: Re: Introductory Warbands   Thu 25 Sep 2008 - 2:19

A sugestion could be to make the warbands varied, as in including two handers, buckler / swords, crossbows and bows, this means the players will get a good feel for... *Smacks Dabank with newspaper... Ha got you!!!*... the different weapon types. Maybe do this for all the starting warbands so they can play with the selecion of items available.

I don't think they need max/mined competative warbands for their first game, better to let them get a feel for combos and then work out what they prefer.

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PostSubject: Re: Introductory Warbands   Thu 25 Sep 2008 - 2:31

I'd agree with Duce... a little variety'd be good, as new players might think it boring to run around with a lot of guys who all have clubs for cheapness and none of the cool weapons that actually are available.
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PostSubject: Re: Introductory Warbands   Thu 25 Sep 2008 - 2:54

Will re work them tonight. Follow this thread =)
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PostSubject: Re: Introductory Warbands   Thu 25 Sep 2008 - 8:18

Ok, lets do 3 of them at a time and not move on until they look like they are fun and balanced;

Undead

Vampire (110) Sword (10) Heavy Armour (50) Shield (5) Dagger (0)
Necromancer (35) Sword (10) Dagger (0)
Dreg (20) Spear (10) Dagger (0)
Dreg (20) Axe (5) Club (3) Dagger (0)
Dreg (20) Bow (10) Extra Dagger (2) Dagger (0)
2 Ghouls (80)
7 Zombies (105)

Left Over Gold Coins: 5

I wanted the Undead to represent what it has to bring; a horde of shambling zombies with a hardcore vampire

Witch Hunters

Witch Hunter Captain (60) Brace of Pistols (30) Sword (10) Dagger (0)
Witch Hunter (25) Axe (5) Pistol (15) Dagger (0)
Witch Hunter (25) Two-Handed Weapon (15) Dagger (0)
Witch Hunter (25) Sword (10) Pistol (15) Dagger (0)
Warrior Priest (40) Club (3) Dagger (0)
2 Flagellants (80) Flails (30) Dagger (0)
2 Warhounds (30)
Zealot (20) Sword (10) Shield (5) Dagger (0)
Zealot (20) Axe (5) Dagger (0)
Zealot (20) Club (3) Dagger (0)

Left Over Gold Coins: -1 (I dont really care, this is for fun)

This is my favourite. based purely on the mini's, It has a massive amount of variety and looks awesome!

Skaven

Assassin Adept (60) Weaping Blades (50) Throwing Stars (15) Dagger (0)
Eshin Sorcerer (45) Spear (10) Dagger (0)
Black Skaven (40) Fighting Claws (35) Dagger (0)
Black Skaven (40) Flail (15) Dagger (0)
Night Runner (20) 2 Daggers (2)
3 Verminkin (60) Sword (30) Dagger (0)
3 Verminkin (60) Slings (6) Dagger (0)

Left Over Gold Coins: 2

Not so numerous but more ninja-death with variety.


Ok what do you think about these three?
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PostSubject: Re: Introductory Warbands   Thu 25 Sep 2008 - 21:23

Anyone?
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PostSubject: Re: Introductory Warbands   Thu 25 Sep 2008 - 22:36

Get rid of the throwing star and buy some sling with it. Other than that it seems cool. Variety is nice but these realllly suck for the price
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PostSubject: Re: Introductory Warbands   Thu 25 Sep 2008 - 23:27

I like them as well. You've got a lot of variety, so people will both have fun playing and modelling theit warband. And they'll be able to get a feel of the pros and cons of the various wepons.
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PostSubject: Re: Introductory Warbands   Fri 26 Sep 2008 - 0:13

JohnYoung wrote:
Get rid of the throwing star and buy some sling with it. Other than that it seems cool. Variety is nice but these realllly suck for the price

The point is the variety, not the effectivness.
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PostSubject: Re: Introductory Warbands   Fri 26 Sep 2008 - 0:55

mrbretonnia wrote:
The point is the variety, not the effectivness

I totally agree. And it's nice that you get to play with throwing stars at least once during your carreer as Mordheim player if you choose this warband Wink
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PostSubject: Re: Introductory Warbands   Fri 26 Sep 2008 - 2:09

Agree with Eliazar, learning each weapons Pro's and Con's are nice for the beginner, shows them whats worth it and what is second line stuff.

And as he said it lets them try out everything. To vet gamers a throwing star may be crap for the price, but to a beginner they have loving images of it being thrown ninja style into someone. Who knows it may be the small nudge they need to decide on playing the game.

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PostSubject: Re: Introductory Warbands   Fri 26 Sep 2008 - 2:13

What? throwing weapons suck for their price? what are you guys smoking, they are awesome!

/sarcasm

ok, next 3 will be up soon.
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PostSubject: Re: Introductory Warbands   Wed 8 Oct 2008 - 12:36

In the vein of having variety...

On the Reichlanders, I would also suggest dropping a swordman and picking up a 3rd marksman. However, I'd recommend arming that marksman with a Long Bow... that would allow the band to have a missile weapon without the Move or Shoot restriction. It also allows someone to learn varying tactics.

I don't know where I'd place it, but I would also consider a Spear and Shield combo. It would teach the "First Strike" rules.

But that's just me...
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PostSubject: Re: Introductory Warbands   Today at 2:59

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