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 Feedback on my rules for new warbands

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Trencher

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PostSubject: Feedback on my rules for new warbands   Wed 22 Mar 2017 - 20:04

Hello.

My game group have decided to revisit Mordheim
This has led to us agreeing not only to a campaign but to a tournament as well.
In an effort to give more options for human warbands I am thinking of making some new warband rules but I don't want to create a lot of rules and I definitely don't want to deal with warbands that have their own set of rules outside the main book. So just like Reiklanders, Middenheimers and Marieburgers are all variants of the common mercenary lists I want to create some other variants on mercs, quick and easy like.

I would like feedback on the rules if they are overpowered or underpowered. And if they fit the feel of Mordheim.


Bandits: Bandits does not have access to marksmen or swordsmen henchmen. Bandits can have up to twenty warriors in the warband.
Skills
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, strength, speed.
Youngblood: Combat, shooting, speed
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Barbarians: Barbarians does not have access to gun power weapons. Their champions starts with 4 strength and all barbarian models starts with 4 in initiative.
Captain: Combat, academic, strength, speed.
Champion: Combat, strength, speed.
Youngblood: Combat, shooting, speed
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Chaos thugs. Chaos thugs does not have access to marksmen or swordsmen henchmen. Instead of youngbloods the chaos thugs have mutants which follow the rules as in the possessed warband. They can even visit the shadowlord if you are using those alternative rules.
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, strength, speed
Mutant: Combat, strength, speed
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Averlanders: Averlanders champions starts 3 in ws and 4 in bs in addition they always counts as having hunting arrows.
Captain: Combat, shooting, academic, strength, speed.
Champion/Bearjaeger: Combat, shooting, speed.
Youngblood: Combat, shooting, speed
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Stirland: Stirlander champions starts with 4 in toughness. In addition they never hire hafling hired swords.
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, shooting, strength.
Youngblood: Combat, shooting, strength .
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Nordland: Nordland champions start with 4 strength in addition all warriors in the warband start with one more point in leadership. Nordland warbands do not have access to swordsmen.
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, strength, speed
Youngblood: Combat, shooting, speed
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Wissenland: When starting out Wissenland warband gets to buy black powder weapons for five gold less on each purchase. This only applies the when the warband is created. In addition their champions starts out with 8 in leadership.
Captain: Combat, shooting, academic, strength, speed.
Champion: Combat, shooting, academic.
Youngblood: Shooting, academic, speed.
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Orcs (Non warhammer)
Orcs champions starts with 4 toughness. Orcs does not have access to gun powered weapons. Orcs does not have Marksmen. Instead of marksmen they can buy brutes who cost 35 gold, follow the rules for warriors and have 4 in toughness. Orcs does not have swordsmen. Instead of swordsmen they can buy Berserkers who follow the same rules except they automatically pass all leadership tests. Fear etc..

I hope these warband have some fitting flavour compared to what Empire region they are from.
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Interus
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PostSubject: Re: Feedback on my rules for new warbands   Wed 22 Mar 2017 - 23:46

I dont see the need for so many variants as archetypes already exist for human warbands. Kislev, Ostlanders, Averlanders, Merc warbands, Outlaws... to name a few. Id stick with those to prevent players being pissed at you for balance reasons (they can be pissed at the designers instead). If anything human warbands are balanced amongst themselves. They only become substandard when compared to Lustria/Khemri and BtB warbands who can outclass them.

Having said that I really like the Chaos Thugs idea. The idea of a mutated band of ex-soldiers with gunpowder weapons, it breaks the mold of Chaos being melee-centric and non-shooty.
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Von Kurst
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PostSubject: Re: Feedback on my rules for new warbands   Thu 23 Mar 2017 - 10:14

+1 to Interus comment. There have to be like 30 or more human warbands published already, which is more than enough choice without having to theoretically balance unknowns.

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Trencher

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PostSubject: Re: Feedback on my rules for new warbands   Thu 23 Mar 2017 - 19:02

The point was to make human warbands without having to use things outside the books with extra amount of rules. Many the out of book warbands are great with awesome flavour and style but they are a bit rules heavy. My idea was to give the other players more options for human warbands that I could fit on a page. Many of my warbands are quicker versions of warband concepts that have already been made in town cryer and stuff.

Interus wrote:

Having said that I really like the Chaos Thugs idea. The idea of a mutated band of ex-soldiers with gunpowder weapons, it breaks the mold of Chaos being melee-centric and non-shooty.

Chaos thugs is actually an idea from the old days. I just wanted to bring them back. Smile
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