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| Starting warbands - Post them here! (Read first post, plz) | |
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Author | Message |
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Citizen Sade Ancient
Posts : 408 Trading Reputation : 0 Join date : 2009-04-19 Location : Wiltshire, England
Personal Info Primary Warband played: Witch Hunters Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 9 Aug 2009 - 23:23 | |
| For a starting warband, I'd use the GC to buy more henchmen myself. Later on, with Witch Hunters, I'd take crossbows or crossbow pistols over pistols any day. | |
| | | kerill
Posts : 1 Trading Reputation : 0 Join date : 2009-08-10
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Mon 10 Aug 2009 - 12:39 | |
| Warband for C&C, but first of all a rule query:
The third spell stench of nurgle seems to contradict itself- it says all living creatures within 6" are affected friend or foe, but then states that enemy models in 6" must take a T test or lose an attack- so do other carnival members also have to test?
Anyway have rustled up the following list after spending yesterday teaching mordheim to 4 other players. I've only ever played one game myself though so here is my attempt:
Carnival of Chaos warband: "Heroes":
Carnival Master, sword, free dagger 80 Brute, two-handed weapon 75 Brute, two-handed weapon 75 Tainted one, hammer, free dagger, mark of nurgle 63 Tainted one, hammer, free dagger, mark of nurgle 63 (not gone for nurgle's rot since it seems to be universally hated, might offer to my opponent for me to re-roll the spell if I get it).
Henchmen: Brethren, hammer, free dagger 28 Brethren, hammer, free dagger 28 Brethren, hammer, free dagger 28
2* Nurglings 2* Nurglings
Total models: 12 (rout tests on 3) Warband rating:96 | |
| | | Svenn Venerable Ancient
Posts : 927 Trading Reputation : 1 Join date : 2009-04-15 Age : 41 Location : Maryland
Personal Info Primary Warband played: Possessed Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Mon 10 Aug 2009 - 14:36 | |
| I tried out something new with my possessed this weekend. The biggest issue I run into is either you start with 5 weak heroes and dismiss them later to make way for bigger ones, or you start with very few heroes. So, I decided to try out a 4 model warband to start.
Magister Dagger and Sword
Mutant Great Claw, Scorpion Tail Spear, Light Armor
Mutant Extra Arm, Spines 2h Sword, Shield, Light Armor
Brethren Dagger, Mace
This leaves about 12gc left. The idea was to send the brethren in and keep the others safe for the first few games until you're able to afford enough for more heroes. I played 3 games against Skaven and lost all 3. However, I was gaining a LOT of experience along the way. The last battle my Magister was taken out of action in the 2nd round due to being pelted by spells from the Skaven and their warlock (which was found during exploration in the previous game). This essentially killed this warband. They've got about 150gc saved up, but I'm not sure it's worth continuing with a dead Magister.
The biggest problem with this warband is the whole goal is really to go in and lose games quickly until saving up enough cash to hire some decent Possessed so it's really just not much fun to play for a while. Unfortunately, that's just how Possessed seem to have to be. You either end up with few, powerful models and are unable to win until building up... or your start with several weaker models and it's difficult to win until you level up and essentially restart all of your heroes. | |
| | | rain9441 Champion
Posts : 41 Trading Reputation : 0 Join date : 2009-06-05
Personal Info Primary Warband played: Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Mon 10 Aug 2009 - 15:49 | |
| - Svenn wrote:
- I tried out something new with my possessed this weekend.
I think you took it too much to the extreme. It would be fun to have mutants with actual good mutations but I fear with just the 4 starting guys one death will instantly retire your warband, and you're not getting as much "experience" as you think you are, as an array of 14 skaven will be getting (collectively) 14 free exp per game for participation while you get 4, 8, or 12 depending on underdog bonus. I bet you'd find it alot more fun if you rounded up to 6 guys and saved for your possessed. Something like magister, mutant, mutant, beastman, brethren, brethren. The 2 brethen would be the guys you'd want to lose first to route, and the beastmen would be the guy who takes any extra hits if at all possible. Pray for lads got talent on that beastman at 2 exp! Stuff like this kind of makes me nervous though because if by some freak of nature you managed to win a scenario and get 7 shards of wyrdstone (Usually happens when good players start campaigns and the first person they play is the "new guy") you'd get enough money to slingshot yourself above the competition and be unstoppable. If the reverse happens, you end up feeding and not really playing the game, but rather playing 'catch up'. | |
| | | Svenn Venerable Ancient
Posts : 927 Trading Reputation : 1 Join date : 2009-04-15 Age : 41 Location : Maryland
Personal Info Primary Warband played: Possessed Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Mon 10 Aug 2009 - 16:01 | |
| Yeah, I took it to the extreme on purpose to see how it worked. The idea was that the armor on the mutants would keep them alive while I built up. Now that I think about it though, if I have 7 models then I still route after losing only 1, right? Your idea might be better, with me starting with 6-7 guys. I could keep the mutants back and safe while building up a little bit, but still have a chance at something (probably not winning against skaven since they can start with like 15 guys). | |
| | | catferret Venerable Ancient
Posts : 508 Trading Reputation : 0 Join date : 2008-08-10
Personal Info Primary Warband played: Orcs & Goblins Achievements earned:
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Mon 10 Aug 2009 - 17:01 | |
| 7 models means you take rout checks on 2 casualties.
1-4=1 casualty 5-8=2 casualties 9-12=3 casualties etc
I'm also fairly sure one of the FAQ/erratas said you had to lose a minimum of 2 models before you could voluntarily rout regardless of warband size but that may have only been a Necromunda change. | |
| | | zoglug Warrior
Posts : 16 Trading Reputation : 0 Join date : 2008-01-31
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: None
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 11 Aug 2009 - 21:39 | |
| Hey there!
In order to join WBK and the fellow luncheimers, ive decided to use some of my Orc boyz and create an OnG warband. Heres my initial thought for my warband:
Borzag - Orc Boss - 103 gc (Helmet, Club, Sword)
Zoglug - Orc Shaman - 50 gc (Spear)
Grotsmeg - Big Un - 53 gc (Bow, Club)
Grashnak - Big Un - 53 gc (Bow, Club)
2 x Orc Boyz - 62 gc (2 x Club each)
2 x Orc Boyz - 62 gc (2 x Club each)
2 x Goblins - 46 gc (Short Bow, Club)
1 x Goblin - 30 gc (Squig Prodder
2 x Cave Squig - 30 gc
Total - 489 gc
So whats people initial thoughts? Dont think much will change in it, unless i contemplate dropping an Orc for more squigs, coz i love them! | |
| | | hannibalisfun Youngblood
Posts : 12 Trading Reputation : 0 Join date : 2009-08-23
| Subject: marauder and restless and maneater lists Sun 23 Aug 2009 - 15:10 | |
| I just found out that my local game club is running a mordheim. Now I have never played mordheim or even warhammer fantasy. So, blame my crap list construction on that. maruaders Chieftain | cost | 95 |
| halberd | 10 | seer | cost | 45 |
| halberd | 10 | champion | cost | 45 |
| axe | 5 |
| axe | 5 | champion | cost | 45 |
| axe | 5 |
| axe | 5 | condemned | cost | 55 | Henchmen(4) |
|
| marauder | cost | 35 |
| axe | 5 |
| axe | 5 | marauder | cost | 35 |
| axe | 5 |
| hammer | 3 | marauder | cost | 35 |
| axe | 5 |
| hammer | 3 | marauder | cost | 35 |
| axe | 5 |
| hammer | 3 | total 499 I would included war hounds but I am trying to minimize the monetary impact of the list. Since, I just spent about 140 dollars on two starting armies for Heavy Gear. Restless dead list Liche | cost | 125 |
| shield | 5 | necromancer | cost | 40 |
| shield | 5 |
| dagger | 0 | grave guard | cost | 35 |
| sword | 10 |
| dagger | 0 | grave guard | cost | 35 |
| sword | 10 |
| shield | 5 | grave guard | cost | 35 |
| two handed | 15 | Henchmen(7) |
|
| wights | cost | 30 |
| sword | 10 |
| dagger | 0 | wights | cost | 30 |
| sword | 10 |
| dagger | 0 | wights | cost | 30 |
| sword | 10 |
| dagger | 0 | Zombies | cost | 15 | Zombies | cost | 15 | Zombies | cost | 15 | total 500 I really don't have much to say about this list maneater list captain | cost | 145 |
| helmet | 10 |
| club | 10 |
| light armor | 20 | mountian guide | cost | 145 |
| sword | 10 | youngblood | cost | 45 |
| sword | 10 | youngblood | cost | 45 |
| sword | 10 | youngblood | cost | 45 |
| axe | 5 | total 500 It seemed the ideas for list building was to max the number of heroes. When I did this there was not room for much else. I really don't know if this was the right idea. oh yeah, one of the rules of this campaign is "A model armed with a weapon and sheild can make an extra attack at I=1 this attack roll to hit and wound normally (with users weapon skill and str) if a wound is made the roll for the injury is modified to this: 1-4 knocked down, 5-6 stunned." I can't really make a decision of which army. In the end, i think it will depend on the deals on ebay. Anyway, any help would be much appreciated. Also, I hope this is not too incoherent but I wanted to get this posted before I headed to bed. thanks, Nik | |
| | | Horatius Warlord
Posts : 232 Trading Reputation : 0 Join date : 2008-09-01
Personal Info Primary Warband played: Sisters of Sigmar Achievements earned:
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 23 Aug 2009 - 21:18 | |
| Zoglug: Your list looks fine except for the shaman´s spear. With his low ini the spear is useless, give him a club instead. And you should run your orc henchmen in groups of one to increase your chances for lad´s got talent - you will need it with only four heroes. Hannibalisfun: Your Marauders seem to be fine. I would drop the halberds, two attacks because of two weapons are much better than +1 strength. If you give all your models only one one-handed weapon (and use your free dagger in the other hand) you should be able to squeeze another marauder in. For the Restless Dead i would drop the shields (except for the lich), a 6+ save is not worth it. Better buy another zombie . For the maneaters i don´t have a clue. I tried a list very much like yours and my warband was dead after 2 games because i lost the mountainguide and a youngblood - the ogres are very very vulnerable to shooting. You will probably loose one or more heroes every game, which will hurt your income. They are a difficult warband to play against an opponent that knows his business and tries to deny you close combats - so good luck if you try them out. | |
| | | hannibalisfun Youngblood
Posts : 12 Trading Reputation : 0 Join date : 2009-08-23
| Subject: modified maruader list Sun 23 Aug 2009 - 23:02 | |
| Here is the revised list for my marauders based on Horatius's suggestions. Heroes(5) |
|
| Chieftain | cost | 95 |
| axe | 5 |
| dagger | 0 | seer | cost | 45 |
| hammer | 3 |
| dagger | 0 | champion | cost | 45 |
| axe | 5 |
| dagger | 0 | champion | cost | 45 |
| axe | 5 |
| dagger | 0 | condemned | cost | 55 | Henchmen(4) |
|
| marauder | cost | 35 |
| axe | 5 |
| dagger | 0 | marauder | cost | 35 |
| axe | 5 |
| dagger | 0 | marauder | cost | 35 |
| axe | 5 |
| dagger | 0 | marauder | cost | 35 |
| hammer | 3 |
| dagger | 0 | marauder | cost | 35 |
| hammer | 3 |
| dagger | 0 | as for your suggestions for the restless dead. It seems like a good idea but unless I am not understanding their rules, they are limited to 12 warrior in the warband. I am already at that limit. thanks, Nik | |
| | | Horatius Warlord
Posts : 232 Trading Reputation : 0 Join date : 2008-09-01
Personal Info Primary Warband played: Sisters of Sigmar Achievements earned:
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Mon 24 Aug 2009 - 8:24 | |
| You are right, so try to exchange a zombie for a better henchman or save the money. I always forget that not all warbands have a maximum size of 15, but that´s my own silly fault for not looking at the BTB pdf. Your marauders look fine, once you have the money you should include warhounds as they are cheap, expendable and still pack quite a punch if used in conjunction with others. They are quite cheap on ebay if you are willing to go for older models or some dire wolves. | |
| | | xarly22 Veteran
Posts : 114 Trading Reputation : 0 Join date : 2008-08-23 Age : 39 Location : MADRID (SPAIN)
Personal Info Primary Warband played: Reiklanders Achievements earned:
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 25 Aug 2009 - 17:10 | |
| - Svenn wrote:
- I tried out something new with my possessed this weekend. The biggest issue I run into is either you start with 5 weak heroes and dismiss them later to make way for bigger ones, or you start with very few heroes. So, I decided to try out a 4 model warband to start.
Magister Dagger and Sword
Mutant Great Claw, Scorpion Tail Spear, Light Armor
Mutant Extra Arm, Spines 2h Sword, Shield, Light Armor
Brethren Dagger, Mace
This leaves about 12gc left. The idea was to send the brethren in and keep the others safe for the first few games until you're able to afford enough for more heroes. I played 3 games against Skaven and lost all 3. However, I was gaining a LOT of experience along the way. The last battle my Magister was taken out of action in the 2nd round due to being pelted by spells from the Skaven and their warlock (which was found during exploration in the previous game). This essentially killed this warband. They've got about 150gc saved up, but I'm not sure it's worth continuing with a dead Magister.
The biggest problem with this warband is the whole goal is really to go in and lose games quickly until saving up enough cash to hire some decent Possessed so it's really just not much fun to play for a while. Unfortunately, that's just how Possessed seem to have to be. You either end up with few, powerful models and are unable to win until building up... or your start with several weaker models and it's difficult to win until you level up and essentially restart all of your heroes. i have a lot of problems when creating a possed warband too. they are very expensive, and the mutants have to start with a mutation always. i prefer to start with 4 heroes, like that: magister: sword, free dagger mutant: mace, free dagger, shield and scorpion tale possed: without mutation possed: without mutation 2 beastmen: maces and axes 2 brothers: maces and free daggers. the cost of the mutant with a mutation is highest than the cost of a beastmen, and the last one is better than a mutant with a mutation. is the same case of the possed. For only 90 gc i have a realy combat monster, and without a mutation is cheap and effective. i use only one mutant becuase a have to start the campaign with the most heroes as posible, but if i start with 2 mutants i have to quit 2 henchmen that are better than the first one, and i have one warrior less, that is very important. in my opinion possed list is a lot of difficult to use, and more dificult for growing into the campaign for the highest costs of the heroes. | |
| | | Fungomungus General
Posts : 199 Trading Reputation : 0 Join date : 2009-07-14 Location : Bandon, OR USA
Personal Info Primary Warband played: Possessed Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 30 Aug 2009 - 11:45 | |
| Im a big fan of max heroes and minimal equipment. I thinkthe key with possesed is that you have to have mutation. They cost A LOT, I know, but they are a must. Magister- 70g dagger, club 3g Mutants x2- 25g -mutation- 40g extra arm club 3g, dagger,short bow 10g 25g -mutation -40g extra arm club 3g, dagger, short bow 10g Possesed x2 90g-mutation- 50g great claw 90g-mutation- 40g scorpion tail total 499g or 1 possesed w/ mutation for a total of 90g+ 50g mutation Beastmen x2 45g each (90g total) daggers and x4 axes to make sure everyone can dual weild axes/ clubs/ dagger also for 499g (if my math is right, you may have to do swapping of equipment to get everyone with the right stuff. And the possesed is Always the right stuff!) So 2 lists, all for the total of 499g, now, u have to becareful, because they are all heroes and you dont want them to die (not that you ever want them TO die). So u could drop a possesed and that will free up 130g or so and get yourself x3 beastmen (135g) with FREE daggers! Or x2 beastmen for 45g each (90g) and have 41 gold to spend on further equipment for your guys, like giving them axe (x5 @5g each is 45g i know, u could leave one of the mutants w/o an axe or just the magister an axe and give one mutant x2 clubs. This is a great start.. if my math is right (probably not). Beastmen are bad azz mofos and with 2 wounds, you want them to advance, and have x2 wpns for extra attacks and hope you get "that lads got talent." And then you are on your way to HELL! or your happy spot; whichever you perfer And the next thing to get is another possesed and beastman as soon as you can afford it. They both have great melee attacks, x2 wounds. I like to make sure my mutants have ranged as well as my brethren, people tend to over look ranged, and those big guys really do a good job attracting missle fire! -Fungo | |
| | | Joker2and53 Warlord
Posts : 205 Trading Reputation : 0 Join date : 2008-10-24 Age : 40 Location : Tallahassee, FL
Personal Info Primary Warband played: Middenheimers Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 6 Sep 2009 - 2:54 | |
| So I was just playing around with the Middenheimer list, mostly to see if I could come up with something competitive, since Middenheimers tend to be a fairly weak warband in my experience. It's rather cheesey and uses some of the TC rules, but, tell me what you think.
Heros Captain - brace of dueling pistols, two hammers, dagger - 116 Wolf Priest of Ulrich - Double Handed Hammer, dagger - 75 Priest of Morr - Scythe, Dagger - 35 Champion - Two Hammers, Dueling Pistol, Dagger - 66 Youngblood - Two Hammers, Dagger, 21
Henchmen Wolf - 25 (available because of the wolf priest, wasn't sure if this counted as equipment or as a henchmen) Warlock - Staff, Dagger - 30 3 Marksmen - Longbow, Dagger - 120
Total - 488
Any thoughts? - Three magic casters. Oh yea. | |
| | | Girr Champion
Posts : 40 Trading Reputation : 0 Join date : 2009-09-05 Age : 38 Location : Stockholm, Sweden
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 6 Sep 2009 - 11:15 | |
| Hello every one! Im starting a Orc warband and need some feedback on my list Im gonna go with only orc's in the warband(Gobblins are far to weedy) with max amount of geard heros and the rest will be just melee boyz! Boss: Lightarmour, Sword, Bow, 2handed wepn and free dagger = 135gcShaman: Sword and free dagger = 50gcBig 'Un: Sword, Bow, Shield and free dagger = 65gcBig 'Un: Sword, Bow, Shield and free dagger = 65gcBoy: Sword and free dagger = 35gcBoy: Sword and free dagger = 35gcBoy: Club and free dagger = 28gcBoy: Club and free dagger = 28gc
Boy: Club and free dagger = 28gc
Boy: Club and free dagger = 28gc Total: 497gc
*Thats a total of 10 models... is that to few? *I know ppl are gonna question the lightarmour on the boss, so Im just gonna add, that the reason he has that atm is that the moddel Im using is a Black orc big boss so it would feel wierd to say that he dosnt have any armour at all...
Other thoughts?
| |
| | | JAFisher44 General
Posts : 183 Trading Reputation : 0 Join date : 2009-01-16 Age : 47 Location : Elma, WA, USA
Personal Info Primary Warband played: Dwarfs Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 6 Sep 2009 - 13:48 | |
| Well, I finally got most of the models I need to start my Ogre Warband. Bear in mind that this is not the BtB Maneater warband, but the one I designed a while back. Hopefully, I can organize a mordheim campaign here in town so that I can finally test my warband against other players.
This is the warband I intend to start with.
Bruiser [185] Ogre Club [10] Iron Fist [7]
Butcher [135] Hammer [3] Axe [5]
Gnoblar Trappers x4 [80]
Gnoblar Fighters x5 [75]
Total [500]
Last edited by JAFisher44 on Sun 31 Oct 2010 - 0:54; edited 1 time in total | |
| | | Pfreck Warlord
Posts : 271 Trading Reputation : 1 Join date : 2008-01-22 Age : 33 Location : Amsterdam, the Netherlands
Personal Info Primary Warband played: Skaven Achievements earned: None
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 6 Sep 2009 - 17:54 | |
| Hey guys, I was thinking about starting a Restless Dead warband. So here's the list of the starting warband. I tried to give them various equipment, to make them even more fun to play with. HEROESLiche [145gc] / Light armourNecromancer [ 50gc] / SwordGrave Guard [ 50gc] / Double-handed Axe2 Grave Guard [ 86gc] / Axe, maceHENCHMEN3 Wights [108gc] / Two maces4 Zombies [ 60gc] TOTAL: [499gc] C&C is much appreciated, as usual! | |
| | | Horatius Warlord
Posts : 232 Trading Reputation : 0 Join date : 2008-09-01
Personal Info Primary Warband played: Sisters of Sigmar Achievements earned:
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 6 Sep 2009 - 17:58 | |
| Hm, let me see.. The Middenheimers look o.k., i don´t like the priest of morr (he is only good against undead) but the warband is definitely playable. And since he replaces a youngblood..... go for it. But be aware that magic is heavily dependant on the spells you roll, if you don´t get any good ones you will struggle. In a campaign the low number of henchmen that can gain the lad´s got talent (only the 3 marksmen) could be a problem, but you can always buy them after the first game. Now to the mob: I like goblins (with bows they are decent ranged support and they are cheap) and squigs, but since you don´t like them i won´t suggest adding them . Drop the shields - they are nearly useless - and the swords on the two boys. Buy some more bows instead, especially the shaman could use one if he gets a weak spell. Or drop the 2hweapon and buy another henchman - numbers are the single most important thing in mordheim. I can´t comment on the ogres - i don´t know the list . I hope this helps a little bit! | |
| | | Joker2and53 Warlord
Posts : 205 Trading Reputation : 0 Join date : 2008-10-24 Age : 40 Location : Tallahassee, FL
Personal Info Primary Warband played: Middenheimers Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 6 Sep 2009 - 19:18 | |
| - Horatius wrote:
- Hm, let me see..
The Middenheimers look o.k., i don´t like the priest of morr (he is only good against undead) but the warband is definitely playable. And since he replaces a youngblood..... go for it. But be aware that magic is heavily dependant on the spells you roll, if you don´t get any good ones you will struggle. In a campaign the low number of henchmen that can gain the lad´s got talent (only the 3 marksmen) could be a problem, but you can always buy them after the first game.
Thanks for the reply. I don't expect I will ever play with this warband, I just had some Middenheimer models lying around and was bored one day. There had been a couple threads posted recently asking about the additional mercenary heroes (wolf priest and priest of Moor) added through town cryer, so I had then churning through my mind as I wrote the list. I suppose if I was really ballsy I would add the witch to the list as well and have four magic casters, but that just seems plain unfair, even for the generally weak Middenheimers. In fact, the witch article even recommends using the Middenheimer female model to represent the witch. | |
| | | Girr Champion
Posts : 40 Trading Reputation : 0 Join date : 2009-09-05 Age : 38 Location : Stockholm, Sweden
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 6 Sep 2009 - 21:35 | |
| Thanks for the reply Horatius! Ill mix it up a bit and post later on ! | |
| | | Ralron
Posts : 4 Trading Reputation : 0 Join date : 2008-09-13 Age : 34 Location : Austria
Personal Info Primary Warband played: Achievements earned:
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Sun 6 Sep 2009 - 21:39 | |
| Hello everyone I want to start a new Mordheim Warband and thought about Dwarfs... What do you think about this warband ? (The Gromril armor costs are a part of houserules) Dwarf Noble (85) Gromril-Armor (50) Dwarf - Axe (15) Shield (5) Helmet (10) Complete: 165 Crowns Dwarf Engineer (50) Crossbow (25) Complete: 75 Crowns Dwarf Troll Slayer (50) Dwarf - Axe (15) Complete: 65 Crowns Dwarf Troll Slayer (50) Dwarf - Axe (15) Complete: 65 Crowns Dwarf Thunderer (40) Crossbow (25) Complete: 65 Crowns Dwarf Clansmen (40) Dwarf - Axe (15) Helmet (10) Complete: 65 Crowns What do you think about the warband ? Too less dwarfs ? But because there are only 6 Dwarfs and I get an extra Shart of wyrdstone I think with a good roll it should be possible to buy an extra dwarf with nice equipment after each battle (As soon as no darf dies...) Greetings, Ralron | |
| | | Girr Champion
Posts : 40 Trading Reputation : 0 Join date : 2009-09-05 Age : 38 Location : Stockholm, Sweden
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 8 Sep 2009 - 12:57 | |
| Okay second atempt, 'er we go! I squeezed in another boy and got rid of the shields.. It feels alot better now Boss: Duble handed weapon, Bow = 105gc Shamy: Sword, Bow = 60gc Big 'Un: Sword, Bow = 60gc Big 'Un: Sword, Bow = 60gc Boy: Sword = 35gc Boy: Club, Bow = 38gc Boy: Club = 28gc Boy: Club = 28gc Boy: Club = 28gc Boy: Club = 28gc Boy: Club = 28gc Total: 498gc
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| | | Horatius Warlord
Posts : 232 Trading Reputation : 0 Join date : 2008-09-01
Personal Info Primary Warband played: Sisters of Sigmar Achievements earned:
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 8 Sep 2009 - 18:05 | |
| Ralron, i think you have too few dwarves and too much equipment in your warband. You will need to loose only two dwarves per game before you test for routs, try to get some more henchmen into the list (and you will need promotions to get the two missing heroes). In my opinion the extra income is not worth the lack of numbers. I would drop the dwarf axes for normal ones or hammers (maybe except for the noble) and the helmet of the clansman. I tend to give henchmen less equipment than heroes because they are much easier to loose. Girr, your mob looks fine except for the lack of gobbos & squiggs . | |
| | | Girr Champion
Posts : 40 Trading Reputation : 0 Join date : 2009-09-05 Age : 38 Location : Stockholm, Sweden
Personal Info Primary Warband played: Orcs & Goblins Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Tue 8 Sep 2009 - 21:59 | |
| Hehehehe thanks Horatius xD | |
| | | JAFisher44 General
Posts : 183 Trading Reputation : 0 Join date : 2009-01-16 Age : 47 Location : Elma, WA, USA
Personal Info Primary Warband played: Dwarfs Achievements earned: none
| Subject: Re: Starting warbands - Post them here! (Read first post, plz) Wed 9 Sep 2009 - 9:35 | |
| I agree, Superdwarfs is a recipe for failure. Go for the bare minimum of equipment. Run lots of henchmen in lots of groups (for max LGT potential). Lose the Gromril. Even at 50 gc it isn't worth it. If you feel you have to buy lots of equipment, go with ranged. It kind of sucks that Dwarf ranged is so damn expensive. Frankly I think that crossbows are way overcosted. +1 S and 5 extra range are about a wash for move or fire, yet a crossbow is more than 3x expensive as a bow. But, I digress.
Here is the warband I usually start off with.
Noble (85) Hammer (3) Hammer (3) Total (91)
Engineer (50) Hammer (3) Hammer (3) Total (56)
Slayer (50) Hammer (3) Hammer (3) Total (56)
Slayer (50) Hammer (3) Hammer (3) Total (56)
Thunderer x1 (40) Free Dagger
Thunderer x1 (40) Free Dagger
Thunderer x1 (40) Free Dagger
Thunderer x1 (40) Free Dagger
Thunderer x1 (40) Free Dagger
Clansman x1 (40) Free Dagger
Total 499
I take thunderers over clansmen cause they cost the same, they have the same stats, they have access to hammers, and they can do range if things go well for me money wise.
Beardlings are tempting cause they are cheap, but I really don't want a Beardling Hero.
Granted, in my group we play by the rules as written for the most part, so no penalties for dual weilding. About the only "house rule" is that we allow people to fire a hero after they roll a LGT if they want the henchman over one of their current heroes. | |
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