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 Sisters Henchmen Weapons

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Spoonie
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PostSubject: Sisters Henchmen Weapons   Wed 10 Aug 2016 - 8:16

Hey all, it's almost Mordheim season again 'round here. I've decided to put together Sisters this year since we haven't really had any for a long time in our campaigns.

I think I have the heroes sorted easy enough, but I can't decide what to do with the Henchmen. Our group has traditionally ran a house rule forbidding Henchmen from dual wielding. So that leaves me with the flail or double handed.weapon, or running a single hammer or whip.

The Sigmarite Hammer is effectively a Halberd, which has always been a popular choice in general with our house rule. The whip is mathematically pretty strong, but I feel like the warband would look odd with a ton of whips. The flail would be easiest to model for the models I'm using, but there's enough whiff fests in Mordheim.that being stuck with S3 in subsequent rounds is a lukewarm prospect for me. Finally the great weapon, which seems like a cool idea, but leaves the Henchmen pretty.vulnerable and liable to steal lots of xp when fighting alongside a hero.

Currently I'm leaning towards the flail or hammer, but could use some input before my models arrive!
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Athanatosz
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PostSubject: Re: Sisters Henchmen Weapons   Wed 10 Aug 2016 - 8:26

I advise Flail (heh).
Would be better to know your house rules...
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Spoonie
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PostSubject: Re: Sisters Henchmen Weapons   Wed 10 Aug 2016 - 8:40

I think I listed the only really applicable house rule. I can't think of any others off the top of my head, but we don'the use that many.
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Citizen Sade
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PostSubject: Re: Sisters Henchmen Weapons   Wed 10 Aug 2016 - 10:17

Sigmarite hammer and buckler would be a nice albeit pricey option. If your group has also buffed shields with the fairly common 5+ armour save in hand-to-hand house rule, you might want to consider them instead.
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Spoonie
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PostSubject: Re: Sisters Henchmen Weapons   Wed 10 Aug 2016 - 15:11

Mmm yeah, buckler I hadn't thought of. Might have.to add the bucklers later on, but still a nice addition to the hammers. I don't recall us ever using the handweapon/shield save bonus though.
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Lord 0
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PostSubject: Re: Sisters Henchmen Weapons   Wed 10 Aug 2016 - 16:14

+1 for the Sigmarite Hammer and shield/buckler, especially if you are using the 'shields and bucklers get +2 and +1 respectively to the armor save' rule.

+1 to *using* 'shields and bucklers get +2 and +1 respectively to the armor save' rule. What we found in my group was that the +1 bonus in melee they each got means that a henchman with nothing but a shield gets a 4+ armor save vs most daggers. This tended to mean henchmen either fought with 1 weapon and shield or they dual-wielded with two proper weapons, most commonly hammer and axe. Dual-wielding became an interesting choice, not the no-brainer it once was.
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Athanatosz
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PostSubject: Re: Sisters Henchmen Weapons   Wed 17 Aug 2016 - 3:22

Lord 0 wrote:

+1 to *using* 'shields and bucklers get +2 and +1 respectively to the armor save' rule. What we found in my group was that the +1 bonus in melee they each got means that a henchman with nothing but a shield gets a 4+ armor save vs most daggers. This tended to mean henchmen either fought with 1 weapon and shield or they dual-wielded with two proper weapons, most commonly hammer and axe. Dual-wielding became an interesting choice, not the no-brainer it once was.


Yep +1 to this...


We also give +1 armour save if the warrior use a shield+1 handed melee weapon.
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PostSubject: Re: Sisters Henchmen Weapons   Today at 9:07

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