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| Starting warbands - Post them here! (Read first post, plz) | |
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Author | Message |
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Dribble Joy Veteran
Posts : 137 Trading Reputation : 0 Join date : 2011-08-21
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sat 22 Oct 2011 - 4:56 | |
| The FAQ (on the GW site) adds clubs to the O&G warband. | |
| | | Pararoxy Youngblood
Posts : 12 Trading Reputation : 0 Join date : 2011-10-19
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sat 22 Oct 2011 - 11:22 | |
| so official clubs, very good. | |
| | | Per Warrior
Posts : 15 Trading Reputation : 0 Join date : 2011-10-30 Location : Stockholm, Sweden
Personal Info Primary Warband played: Beastmen (EIF) Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Wed 2 Nov 2011 - 20:32 | |
| I'm new with Mordheim and Beastmen will be my weapon of choice.
This is my planned warband (got about half of it in the mail today, yay). Please comment and critique so I see if there is something horrible in it.
Chieftain, Sword, Axe Shaman, Club, Dagger Bestigor, Axe, Club Bestigor, Axe, Dagger Centigor, Two-handed Weapon
3 Gors, Hammer, Dagger 4 Warhounds 500 gc, 12 models
But as I won't be running extreme WYSIWYG (requires magnets or just a bunch of different models for each model as they change equipment) I'm not too worried. My biggest concern will be to make it easy to discern between the models and to see some kind of kinship (probably a special colour) for each group of henchmen. I will probably switch model when/if I get any LGT. I mean, a new haircut is just the beginning when you set out to be a hero.
Something I'm thinking of is if I should give the Centigor an axe instead and spend the extra money on a helm for the chieftain. A non-cracked skull is better than a cracked one, as long as it's your own.
Also, an additional question (perhaps not quite the right thread for it, sorry) about base size. Is everything on 20mm or are gors and up on 25mm? (and Mino on 40mm)
Thanks. | |
| | | Louis Captain
Posts : 60 Trading Reputation : 0 Join date : 2009-12-15 Age : 40 Location : DK
Personal Info Primary Warband played: Witch Hunters Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Thu 3 Nov 2011 - 8:39 | |
| Your list looks very solid! Generally two-hand weapons are not considered that useful, until you get the "strongman" skill, so you want always strike last (even on charges). So it would clearly be the defensive way, to swap his two-hand weapon for an axe an helmet. Then you can always "upgrade" his weapon, when/if he rolls a new skill. In regards to base-size, I'm not 100% sure, but I think they are all on 25mm, except Minotaur, which is on 40mm. | |
| | | Per Warrior
Posts : 15 Trading Reputation : 0 Join date : 2011-10-30 Location : Stockholm, Sweden
Personal Info Primary Warband played: Beastmen (EIF) Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Thu 3 Nov 2011 - 23:20 | |
| Thanks for the input. Striking last instead of first when charging seems like a big no-no. Axe and Helmet it is. (unless we house rule something there, we haven't gone through those)
I really want more Gors so I can tamagochi them for leveling up as they go, but hey, I can't get everything I want.
Regarding base size I'm not sure. The bases I got with some of the Beastmen Warband from GW (left-overs from a friend) are 20mm. I'll see which bases comes with the warband. The sole Gor-blisters I got came with 25mm bases at least.
..and the Cygor has a cavalry base. Forgot about that. | |
| | | Per Warrior
Posts : 15 Trading Reputation : 0 Join date : 2011-10-30 Location : Stockholm, Sweden
Personal Info Primary Warband played: Beastmen (EIF) Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sat 5 Nov 2011 - 0:31 | |
| No more mystery. The Mordheim Beastmen Raiders pack arrived today and came with only 25mm bases.
Though it might be kinda nice to model the Gors on 25mm and Ungors on 20mm. Hmm. Perhaps not the right thread to discuss this anyways. Just wanted to bring clarity to my earlier question now that I have the answer. | |
| | | Pararoxy Youngblood
Posts : 12 Trading Reputation : 0 Join date : 2011-10-19
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sat 26 Nov 2011 - 14:15 | |
| I am thinking about a Clan Scryre Skaven Warband, based on the exp rulebookChief Engineer w/ Sword, Dagger ==> 80gc Warlock Engineer w/ Sword, Dagger ==> 55gc Journeyman w/ Dagger, Brace of Warplock Pistols, Halbert ==> 120gc Journeyman w/ Dagger, Sword, Poison Wind Globes ==> 75gc 1 Apprentice w/ Dagger, Sword ==> 30gc Henchmen: 3 Machinists w/ Dagger, Sling, Club ==> 96 gc 1 Thrall w/ Sling, Dagger, Spear ==> 32gc 9 Modells, and a lot of short rage firepower... maybee a warpfire thrower some time what you think? | |
| | | Pilgrim Pod Youngblood
Posts : 12 Trading Reputation : 0 Join date : 2011-12-17 Age : 44 Location : Staffordshire, England
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sat 17 Dec 2011 - 21:36 | |
| Just thought I'd throw in my proposed Dwarf Treasure Hunters warband list. Here goes...
'Anvilcrack's Plunderers'
Heroes
Thalgan Anvilcrack Dwarf Noble - Axe - Dagger
Dwarf Engineer - Crossbow - Dagger
Dwarf Troll Slayer - Axe - Dagger
Dwarf Troll Slayer - Axe - Dagger
Henchmen
Dwarf Thunderer - Crossbow - Dagger
Dwarf Thunderer - Crossbow - Dagger
Dwarf Clansman - Hammer - Dagger
Beardling - Dagger
Beardling - Dagger
Total cost 498gc Warband Rating 91
Just remember it's for squits and giggles!
| |
| | | Von Kurst Distinguished Poster
Posts : 7973 Trading Reputation : 3 Join date : 2009-01-19
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 20 Dec 2011 - 23:36 | |
| Welcome aboard! The warband looks solid. Nice way to work in some strength in numbers. | |
| | | folketsfiende Venerable Ancient
Posts : 998 Trading Reputation : 2 Join date : 2009-05-08 Location : Stockholm, Sweden
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Thu 5 Jan 2012 - 9:30 | |
| Hey guys! Done painted myself a Possessed warband (pics will be up soon), and would like some ideas on the best starting combo given what the models have.
First off, in my group we have a house rule that you may make one exception in what equipment is allowed for one henchmen type or one hero (this is because we have so many modelling ideas that would go to waste otherwise - just think of a gor with a long rifle...). My change for this gang is allowing brethren to have halberds - which I hope won't be too much.
Secondly, I'm pretty picky with my own minis being WYSIWYG, so the list of models below is what is up for use in my warband, no equipment alterations!
So, please give some advice on how to make the best possible starting warband out of this:
Heroes: Magister w/ two swords (which is the best spell for him?) Possessed (probable mutations from physical appearance: spines, hideous, daemon soul) Possessed (tentacle, scorpion tail, spines, hideous, daemon soul) Mutant w/ hammer (spines) Mutant w/ sword (tentacle)
Henchmen: 3 darksouls w/sword 5 brethren w/ halberd Beastwoman with spear Beastwoman with 2h-weapon | |
| | | folketsfiende Venerable Ancient
Posts : 998 Trading Reputation : 2 Join date : 2009-05-08 Location : Stockholm, Sweden
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Wed 11 Jan 2012 - 8:49 | |
| Giving my own post a bump - hope this is excused... Come on guys, help me out here - what is the best starting warband, given the models stated? - folketsfiende wrote:
- Hey guys! Done painted myself a Possessed warband (pics will be up soon), and would like some ideas on the best starting combo given what the models have.
First off, in my group we have a house rule that you may make one exception in what equipment is allowed for one henchmen type or one hero (this is because we have so many modelling ideas that would go to waste otherwise - just think of a gor with a long rifle...). My change for this gang is allowing brethren to have halberds - which I hope won't be too much.
Secondly, I'm pretty picky with my own minis being WYSIWYG, so the list of models below is what is up for use in my warband, no equipment alterations!
So, please give some advice on how to make the best possible starting warband out of this:
Heroes: Magister w/ two swords (which is the best spell for him?) Possessed (probable mutations from physical appearance: spines, hideous, daemon soul) Possessed (tentacle, scorpion tail, spines, hideous, daemon soul) Mutant w/ hammer (spines) Mutant w/ sword (tentacle)
Henchmen: 3 darksouls w/sword 5 brethren w/ halberd Beastwoman with spear Beastwoman with 2h-weapon | |
| | | Lucas Blackwolf Warrior
Posts : 16 Trading Reputation : 0 Join date : 2010-11-22
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Fri 20 Jan 2012 - 15:46 | |
| Alright, finally decided on Marienburgers as my first ever warband. Please bear in mind I have zero playing experience, so what I've put together is based on observing the rules and taking into account what generally seem to be perceived as poor starting choices of equipment here in the community. This thread has been of major help as well. I'm not looking for the ultimate build, but I'd be happy with a forgiving warband, that will let me explore some options. Captain Sword, Dueling Pistol, Light Armour Champion Sword, Dueling pistol, Light Armour Champion Axe, Sword, Light Armour Youngblood Sword, Buckler Youngblood Axe, Pistol Marksman x2 Longbow, Mace Marksman Crossbow, Sword Swordsman x2 Sword, Buckler A few questions from the get-go; - Have I neglected the ordinary Warrior henchman type as a more flexible option and with that, is my choice of weaponry too limited (no halberds, morning stars)? - Are pistols wasted on poor shooters, like the youngblood or even the champion, who's WS is better than BS? Also, a dueling pistol or a brace of ordinary ones? - Is 14 gc in treasury too much unused gold? Should I use some of that to substitute the marksmen's maces with swords so as to give them better chances if something reaches them in melee? Thank you all in advance!
Last edited by Lucas Blackwolf on Sat 21 Jan 2012 - 21:56; edited 1 time in total | |
| | | folketsfiende Venerable Ancient
Posts : 998 Trading Reputation : 2 Join date : 2009-05-08 Location : Stockholm, Sweden
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Fri 20 Jan 2012 - 15:57 | |
| - Lucas Blackwolf wrote:
- A few questions from the get-got;
- Have I neglected the ordinary Warrior henchman type as a more flexible option and with that, is my choice of weaponry too limited (no halberds, morning stars)? - Are pistols wasted on poor shooters, like the youngblood or even the champion, who's WS is better than BS? Also, a dueling pistol or a brace of ordinary ones? - Is 14 gc in treasury too much unused gold? Should I use some of that to substitute the marksmen's maces with swords so as to give them better chances if something reaches them in melee? You don't really need warriors. I do think that halberds are nice, but going shooty with marksmen is better. I do think though that a blunderbuss is well spent gold, especially since your marksmen have BS3. Often you don't get to use pistols much, so they're better on higher BS members. I always choose duelling pistol - +1 to hit is very good, and the extra range is also useful. The marksmen should not be in melee. I wouldn't spend gold on giving them something they won't use if properly played. Maces will do well - and if you're strapped for gold, you might even consider losing the maces... I think you start looks decent. The important thing is that you like the feel of the gang. I hope you will find some help in my laconic statements. | |
| | | Plutz Veteran
Posts : 125 Trading Reputation : 2 Join date : 2010-07-14 Location : Toronto, Ontario, Canada
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Fri 20 Jan 2012 - 22:43 | |
| Here is my Marienburger List for an upcoming campaign. C&C please.
Captain: Heavy armour, Double-handed weapon, Dagger. Strongman, Leap, Weapons training, dodge, resilient. M-> 4 WS-> 4 BS-> 4 S-> 4 T-> 3 W-> 1 A-> 2 LD-> 8
Champion: Heavy armour, mace, dagger. Step aside, Mighty blow, resilient. M-> 4 WS-> 4 BS-> 3 S-> 3 T-> 3 W-> 1 I-> 3 A-> 2 LD-> 7
Champion: Heavy armour, Sword, Dagger. Step aside.
M-> 4 WS-> 5 BS-> 3 S-> 3 T-> 4 W-> 1 I-> 3 A-> 1 LD-> 7.
Young Blood: Bow, Dagger. Starting stats.
Young Blood: Halberd, Dagger. Starting Stats.
Marksmen x2: Crossbow, Dagger. Starting Stats.
Marksmen x2: Longbow, Dagger. Starting Stats.
Warrior x1: Halberd, Dagger. Starting Stats.
27gc leftover and warband rating of 86. | |
| | | plainoldandrew Hero
Posts : 26 Trading Reputation : 0 Join date : 2012-01-24 Location : Brisbane, Australia.
Personal Info Primary Warband played: Possessed Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 31 Jan 2012 - 14:12 | |
| - folketsfiende wrote:
- Hey guys! Done painted myself a Possessed warband (pics will be up soon), and would like some ideas on the best starting combo given what the models have.
First off, in my group we have a house rule that you may make one exception in what equipment is allowed for one henchmen type or one hero (this is because we have so many modelling ideas that would go to waste otherwise - just think of a gor with a long rifle...). My change for this gang is allowing brethren to have halberds - which I hope won't be too much.
Secondly, I'm pretty picky with my own minis being WYSIWYG, so the list of models below is what is up for use in my warband, no equipment alterations!
So, please give some advice on how to make the best possible starting warband out of this:
Heroes: Magister w/ two swords (which is the best spell for him?) Possessed (probable mutations from physical appearance: spines, hideous, daemon soul) Possessed (tentacle, scorpion tail, spines, hideous, daemon soul) Mutant w/ hammer (spines) Mutant w/ sword (tentacle)
Henchmen: 3 darksouls w/sword 5 brethren w/ halberd Beastwoman with spear Beastwoman with 2h-weapon i've been considering starting a possessed warband myself. i understand your wysiwyg concerns etc but i thought i'd share my thoughts as they are a bit different (i think!) and i would like to know how they stack up. so my list would look something like the following: Magister: -sword -dagger 80gc Possessed -no mutations 90gc Posessed -no mutations 90gc 5 Brethren -mace -free dagger 140gc 2 Darksouls -flail 100gc the idea would be to have the 2 possessed escort the magister around for the first few games, basically staying out of trouble while the brethren screen the darksouls who look to get the drop on targets of opportunity. once you have the cash the mutants should (obviously) be the priority for purchase, maybe with cloven hoofs and a sword/dagger combo so they can keep pace with the possessed and block for them in much the same way as the brethren block for the darksouls. i think people have an aversion to darksouls because of the low WS but i think that you just need to mitigate that particular shortfall by not charging anything over WS 4. Ideal targets would be guys like Ghouls perhaps (low ws, high toughness). idea being you get the charge (ideally with both darksouls on the one ghoul) and score at least one high strength hit on him with an excellent chance of putting him down. at that point the possessed can swing in for the moneyshot while the darksouls charge the next target. just my 2c anyhow | |
| | | folketsfiende Venerable Ancient
Posts : 998 Trading Reputation : 2 Join date : 2009-05-08 Location : Stockholm, Sweden
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 31 Jan 2012 - 15:47 | |
| - plainoldandrew wrote:
- the idea would be to have the 2 possessed escort the magister around for the first few games, basically staying out of trouble while the brethren screen the darksouls who look to get the drop on targets of opportunity. once you have the cash the mutants should (obviously) be the priority for purchase, maybe with cloven hoofs and a sword/dagger combo so they can keep pace with the possessed and block for them in much the same way as the brethren block for the darksouls.
You run the risk of not getting much money, since you have few heroes, so the mutants will take some time to earn the money for... Other than that I like your way of thinking! | |
| | | aviphysics Champion
Posts : 43 Trading Reputation : 0 Join date : 2012-02-02
| Subject: dwarf treasure hunters. Sun 5 Feb 2012 - 1:24 | |
| I am trying to build a Dwarf Treasure Hunters warband. This is the list I am thinking about and the house rules we are playing with. It was really painful to work this out. I really wanted to start with some of the fancy dwarven gear.
Dwarf Nobel 85 axe 5 hammer 3 helmet 10 Dwarf Troll Slayer 50 axe 5 hammer 3 Dwarf Troll Slayer 50 axe 5 hammer 3 Dwarf Engineer 50 crossbow 25 hammer 3 helmet 10 Thunderer 40 hammer 3 crossbow 25 dagger helmet 10 Clansman 40 hammer 3 hammer 3 helmet 10 Clansman 40 hammer 3 hammer 3 helmet 10
House Rules Light Armour is 15 GC Medium Armour provides a 5 up save and is 30 GC Heavy Armour provides a 4 up save Gromril armor (and other 4 up armor) gives a 3 up save Shields are +2 armor save Bucklers add +1 armor save in addition to normal parry Handguns can move and fire Slings have -1 BS if fired twice, cannot fire twice and move and give +1 to armor save We are considering giving characters with a 4 up armor save or better a re-roll on the serious injury chart. characters attacking with two weapons suffer -1 to their WS short bows have a range of 18" (I think I got all of them in there. Rules might be tuned as we go for maximum fun) edit: not really a rule but we plan to use lots of terrain pieces.
I am torn on whether to include beardlings or not. I would rather not water down my heroes with TLGT beardlings. On the other hand they would be great meat shields. and are basically the only way to get to 9 men. Even with low attack stats they would still increase the warbands earnings and are just as tough to kill.
I am really unsure if it is worth including thunderers at the start. I could give him up for a couple of beardlings.
I could give up all my helmets and get two beardlings or another clansman or thunderer. It doesn't really seem worth it accept for the sake of getting a better chance of lads got talent and having some canon fodder. The helmets seem like they should really do a great job of keeping my soldiers in the game and make up for the loss of troups.
Axes seem like they might be a must have if any of the other players decide to take advantage of the improved armour.
I think my main goal is to make it through the first couple of matches without getting my heroes knocked out of action or a dead expensive henchman (and a lads got talent or two if I am lucky). Even if I nine guys if I was planning on getting three guys knocked out a game then I think on average I would loose 1 guy a game which doesn't seem sustainable with anything accept beardlings.
Any advice would be greatly appreciated. | |
| | | aviphysics Champion
Posts : 43 Trading Reputation : 0 Join date : 2012-02-02
| Subject: odds of getting THGT Sun 5 Feb 2012 - 4:46 | |
| edit: I originally said games but meant levels.
related to my last post, the odds of getting two TLGT over some number of levels with some number of henchmen, assuming you replace one that gets promoted first, are as follows.
----------------------------------------levels------------------------------- # henchmen|----1----|----2----|----3----|----4----|----5--- -------2-------|--2.8%-|-13.2%-|-26.3%-|-39.5%-|-51.5% -------3-------|--7.4%-|-26.3%-|-45.7%-|-61.9%-|-74.0% -------4-------|-13.2%-|-39.5%-|-61.9%-|-77.3%-|-87.0% -------5-------|-19.6%-|-51.5%-|-74.0%-|-87.0%-|-93.7% -------6-------|-26.3%-|-61.9%-|-82.7%-|-92.7%-|-97.1%
Basically, with 4 or 5 guys the odds are pretty decent of it happening after relatively few games. | |
| | | aviphysics Champion
Posts : 43 Trading Reputation : 0 Join date : 2012-02-02
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 5 Feb 2012 - 7:27 | |
| I think I am gonna go with this then see what happens. Some of those beardlings will surely die so I can replace them with clansman, slayers and thunderers. Should be pretty interesting.... Mwahahaha. Edit: might replace 4 of the beardlings with 2 clansman with 2 hammers each and helmets. Not as good odds of lads got talent but basically same combat strength with room for troll slayers.
Dwarf Nobel 85 hammer 3 Dwarf Engineer 50 crossbow 25 helmet 10 Thunderer 40 helmet 10 crossbow 25 Beardling 25 hammer 3 dagger Beardling 25 hammer 3 dagger Beardling 25 dagger hammer 3 Beardling 25 dagger hammer 3 Beardling 25 dagger hammer 3 Beardling 25 hammer 3 dagger Beardling 25 dagger hammer 3 Beardling 25 dagger hammer 3 Beardling 25 dagger hammer 3 | |
| | | Von Kurst Distinguished Poster
Posts : 7973 Trading Reputation : 3 Join date : 2009-01-19
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 7 Feb 2012 - 2:38 | |
| Have you played your first game with the list yet?
I would think that it would be hard to replace fallen warriors with so little income potential. On the other hand maybe a mob of dwarfs can win, stranger things have happened.
Your list is unorthodox and I would caution against it. You are ignoring the cardinal rule of Mordheim which is that heroes equal money. In addition with few heroes and lots of warriors you are maximizing your expenses while minimizing your income.
Always start with the maximum number of heroes you can field--in your case 4. Lads got Talent will take care of itself and with thier extra shard every game, Dwarfs have it easier than certain other 4 hero warbands while you wait.
If you do play this list, protect your heroes! | |
| | | aviphysics Champion
Posts : 43 Trading Reputation : 0 Join date : 2012-02-02
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 7 Feb 2012 - 8:02 | |
| - Von Kurst wrote:
- Have you played your first game with the list yet?
I would think that it would be hard to replace fallen warriors with so little income potential. On the other hand maybe a mob of dwarfs can win, stranger things have happened.
Your list is unorthodox and I would caution against it. You are ignoring the cardinal rule of Mordheim which is that heroes equal money. In addition with few heroes and lots of warriors you are maximizing your expenses while minimizing your income.
Always start with the maximum number of heroes you can field--in your case 4. Lads got Talent will take care of itself and with thier extra shard every game, Dwarfs have it easier than certain other 4 hero warbands while you wait.
If you do play this list, protect your heroes! My reasoning is as follows First is that 2 wyrdstone only requires a roll of 6, so I have a very good chance of getting 2 from my two heroes and then 1 more for being dwarfs. 2 more heroes would likely only buy one more. With 10 heroes, that is only worth about 5 GC. So with two heroes I can expect to get about 60 GP. In a wyrdstone hunt the extra men could easily be an economic advantage. Second, only heroes that were not knocked out of action can search for wyrdstone. If I hired two slayers, my warband would have to be smaller and more reliant on heroes being in harms way. So they might not even really make much GC for me anyway. Especially since everyone is gonna want to kill them first. That is just what happens to units that hit hard with no armor. Third, I have two hero slots that I can't fill by hiring. So I need some TLGT to fill them. With 8 henchmen I have pretty good odds getting at least one TLGT after the second game and decent odds of getting two. Hiring slayers would mean fewer henchmen any lower odds of TLGT so fewer heroes in the medium run. They also would almost certainly have to replace my clansmen which I would much rather get TLGT with then beardlings. Fourth, odds are that with three henchmen OOA (the number that I need to route) I will lose one of them. With 60 GP I can easily replace any of the units I currently have. If I am just a little lucky, I will be able to hire a slayer or two in the first two games. Either way I have a decent chance of getting five heroes in two games. Fifth, initially slayers are kind of week for their cost compared to clansmen. Also, a hero clansman will get advances at a much faster rate then slayers because of low starting xp (same for beardlings). So basically, My plan is to use my engineer for sniping and keep my leader somewhat safe for the first game while I use a mob of tough beardlings to cover my march across the battlefield trying to corner the enemy and force all alone tests whenever possible. One of the big advantage dwarfs have over any other warband is cheap beardlings that are tough to kill. Besides movement, the biggest disadvantage is expensive Slayers that are only as hard to kill as beardlings with no armor. Given that we will be playing multi player matches, the speed could even work in my favor allowing me to arrive second to any battle and clean up the mess. Edit: Just wanted to rap it up... So to wrap it up I would say that I am not ignoring the cardinal but following it all the way to one of the possible logical ends. It is a decision that gives lady luck more control of the rains but on the average should be the fastest way to a full six heroes. One good reason to try to get them early is that henchmen gain levels very slowly after the fist one. BTW. here are the odds of getting different numbers of TLGT on the first level with 8 henchmen. 0___0.23256803936138 1___0.3721088629782 2___0.26047620408474 3___0.1041904816339 4___0.030656411941777 The average number is 1.33_ If this works out well, I am gonna try all beardlings next time and see what happens. | |
| | | Edyy Captain
Posts : 75 Trading Reputation : 0 Join date : 2011-05-20 Age : 32 Location : Birmingham (UK)
Personal Info Primary Warband played: Dwarfs Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Mon 13 Feb 2012 - 9:55 | |
| @Plutz... how come your heroes have skills and stat increases? | |
| | | Pararoxy Youngblood
Posts : 12 Trading Reputation : 0 Join date : 2011-10-19
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 14 Feb 2012 - 18:14 | |
| with the BTB Restless Dead warband, is it clever to start with a bone goliath?
i mean all you have is the goliath, all heroes, a club and a dagger... but its a huge (S 5 T 5 W3 SV 4+ huuuuuuuuuuuuuuuuuuuge) monster. | |
| | | aviphysics Champion
Posts : 43 Trading Reputation : 0 Join date : 2012-02-02
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 19 Feb 2012 - 23:36 | |
| So after some soul searching I think I am leaning toward this for my treasure hunters. As the game progresses I will buy dwarven axes for the slayers and hand down their two handed swords to some clansmen. It still breaks my heart to have fewer henchmen to start with and I will totally have to try make a nearly all beardling warband some day.
BTW I roughly calculated the statistics for a starting slayer with double handed axe vs a starting champion and they are devastating. That +2 strength is devastating on wound rolls and will be even more useful when the house rules for armor come into play.
With the -1 WS for using two weapons (house rule) I am not sure daggers are worth equipping on the guys armed only with club.
I am not sure whether or not the beardlings are worth having or if I would be better off with a clansman. I was sort of thinking that they would be good to have for fodder. Clansmen are just much more expensive to lose. If I am planning to lose, an OOA clansman with club is gonna cost on average of 14 GC or so. If I had 8 guys and had to lose 2 to go OOA than that would be 28 GC a game. Having 2 OOA bearlings and an OOA clansman on the other hand costs 33 GC on average so the beardlings don't totally make sense I guess.
Dwarf Nobel hammer
Dwarf Engineer crossbow
Slayer double handed axe
Slayer double handed axe
Thunderer crossbow
clansman hammer
clansman hammer
Beardling hammer
Beardling hammer | |
| | | aviphysics Champion
Posts : 43 Trading Reputation : 0 Join date : 2012-02-02
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Mon 20 Feb 2012 - 1:44 | |
| Without knowing anything about the warbands I will be fighting against I think this is about the strongest dwarven treasure hunters. I didn't really feel I could afford to properly equip the noble so I just gave him the one hammer for now. Might be a waste of his WS though
Dwarf Nobel 85 hammer 3 Dwarf Engineer 50 crossbow 25 Thunderer 40 crossbow 25 Slayer 50 double handed axe 15 Slayer 50 dwarven axe 15 hammer 3 clansman 40 hammer 3 hammer 3 clansman 40 hammer 3 hammer 3 clansman 40 hammer 3 hammer 3 | |
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| Subject: Re: Starting warbands - Post them here! (Read first post, plz) | |
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| | | | Starting warbands - Post them here! (Read first post, plz) | |
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