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> Warbands in Mordheim, which are tough and good for starters?
GuRu
post Oct 14 2004, 10:34 AM
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Sorry for OT, but what's a fun and somewhat competitive warband to play? Oh and no orcs please, I want to paint something different for once.

CoC seems fun, but I hear nurgle's rot is really cheesy.


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Kronork
post Oct 14 2004, 10:43 AM
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SKAVEN is the hardest of the bunch. Second is in my opinion Beastmen. You can get 20 T4 wounds into a starting warband. How's that not good.
But skaven are the best, hands down.
The rest are competetive enough. smilingOrk.gif Undead are fun. You can steal characters from the enemy, if they happen to die... Dark Elves are also an intresting way to go.

Cheers


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GuRu
post Oct 14 2004, 10:50 AM
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I'm liking ostlanders. Plus they get an ogre! thumbs.gif
Big drunken strong guys sound fun.

Pirates are also cool looking, but sadly not really official. I think I'll save myself the trouble of some nerd down at GW telling me he doesn't want a friendly game against an unofficial warband.

Elves.. don't really interest me though(although DE look cool with their armor guys).


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Kronork
post Oct 14 2004, 11:02 AM
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Dark Elves are great at ruining other peoples warbands... laughingOrk.gif

Cheers


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Sneeky Git
post Oct 14 2004, 11:03 AM
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Pirates ARE official as far as I know. The rules were in WD a long time ago (and I think they are available for download from the GW website or fanatic, too). In any event I've found that Mordheim players will accept about any warband list, no matter if it's official or not.

Skaven are very tough in the beginning, but so are witchhunters and sigmarites. Good starters (in campaigns at least, and what else would you want to play in Mordheim?) have some throw away gits (for "cheap bottle tests") and good shooting. Pirates also do pretty well at this game (I'd say they are middle of the pack). And let me tell you: Blunderbuss and swivel guns rock dakka.gif

As for ogres: Everyone (or almost everyone, not sure if there are any exceptions) can have one as a mercenary. I wouldn't recommend this in the beginning though, as they are very expensive.


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Sneeky Git
post Oct 14 2004, 11:05 AM
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QUOTE (Kronork @ Oct 14 2004, 10:32 AM)
Dark Elves are great at ruining other peoples warbands... laughingOrk.gif

Cheers

Why is that? (I've never played against DE, only met a DE mercenary, who was a pain in the bleep.gif until I fed him to the sharks - tought those orcs right to hire some pointy eared git, harhar)


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GuRu
post Oct 14 2004, 11:14 AM
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QUOTE (Sneeky Git @ Oct 14 2004, 10:33 AM)

As for ogres: Everyone (or almost everyone, not sure if there are any exceptions) can have one as a mercenary. I wouldn't recommend this in the beginning though, as they are very expensive.

But ostlanders don't have to pay upkeep for them IIRC since it's part of their list.


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GuRu
post Oct 14 2004, 04:49 PM
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Am I the only that thinks we should get rid of the the uva games section and let the FBH deal with them?

I don't think these games are getting enough traffic anyways.


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Kronork
post Oct 14 2004, 05:20 PM
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I don't know. There is a potential for huge OT remarks in the FBH over this.
There could just be a Uvva games forum tho, with all the other game systems?

Oh and sneeky, the dark elves had those nice weapons that modified injury rolls or similar...


Cheers


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Spaco
post Oct 14 2004, 08:34 PM
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I like Ostlanders alot too, and they'll probably be my second warband if I ever get around to getting back into the game. I don't fancy the models very much and I'd probably convert my own, but the fluff and the rules can't be beat for coolness. I currently play Kislevites, complete with bear and bear cubs(warhound rules, warmaster kislev bear models).
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Me not Weedy
post Oct 15 2004, 07:12 AM
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One of my favorites (especially for the long haul/campaign) is the undead. You need to stay away from the zombies (not really worth the GC, IMO) and load up on the wolves.

You keep the wolves near your vampire and he is nigh unbeatable. Then you give him some of the skills that are synergistic with his undeadness and he will give everyone the beatdown.



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GuRu
post Oct 15 2004, 09:44 AM
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Alright, I've decided on using the stock human merc rules for my starting band, although I will use my own models(I'm going for a spanish look, kinda like the tileans).

And then I will branch on to one of the following:

Carnival, pirates or kislevites.


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Me not Weedy
post Oct 15 2004, 11:17 AM
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QUOTE (GuRu @ Oct 15 2004, 09:14 AM)
Alright, I've decided on using the stock human merc rules for my starting band, although I will use my own models(I'm going for a spanish look, kinda like the tileans).

And then I will branch on to one of the following:

Carnival, pirates or kislevites.

I have the Carnival models and they are nice. Rules are kinda :meh: but not too bad.


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Sneeky Git
post Oct 18 2004, 05:28 AM
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There are rules for Tilean warbands, but I think they are unofficial. Pirazzo's Lost Legion is perfect when you are going for a spanish look.


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GuRu
post Oct 18 2004, 07:36 AM
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QUOTE (Sneeky Git @ Oct 18 2004, 04:58 AM)
There are rules for Tilean warbands, but I think they are unofficial. Pirazzo's Lost Legion is perfect when you are going for a spanish look.

Yes I know, that's where the idea came from.
I wanted *usable* rules with spanish looking guys, so I just picked generic merc band rules.

But I scrapped that idea, and just went straight to pirates as a first band(plastics!)

Check my list here:

http://forums.specialist-games.com/mordhei...p?TOPIC_ID=4967


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Sneeky Git
post Oct 18 2004, 08:49 AM
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Le'me see, mate:

1 Pirate Captain @ 100 GC
Duelling Pistol; Cutlass (x1)

Pistol and Cutlass is a great combo, but I'd take a regular pistol in the beginning to spare some gold coins. And don't forget to take that free dagger for all of your men: You never know when you'll need it, wether in some tavern, in the streets or on board your next ship.

1 Ship's Mate @ 60 GC
Pistol; Cutlass (x1)

1 Ship's Mate @ 60 GC
Pistol; Cutlass (x1)

I'd give one of them a crossbow. That way you get some decent long range fire power and some easy experience for kills. Mordheim is a campaing system, so you have to plan ahead. Gaining skills must be your second goal after survival.

1 Cabin Boy @ 25 GC
Cutlass (x1)

1 Cabin Boy @ 25 GC
Cutlass (x1)

I'd give one of these a blunderbuss. I know it's one-use-only per game, but always makes some kills, which in return grants your cabin boys experience. Spears are also good for cabin boys, as they'll attack first when being charged.

1 Gunners @ 97 GC
Swivel Gun; Ball Shot; Grape Shot

Expensive but fun. I prefer cheaper wargear and more men in the beginning, but you just can't beat a swivel gun.

1 Gunners @ 60 GC
Handgun

Fine, but I prefer crossbows (see your question regarding handguns), as handguns are unreliable. And I don't mind some crossbows on board, but I know that it's a matter of taste and fluff with some people.

1 Crew @ 35 GC
Cutlass (x1)

1 Crew @ 35 GC
Cutlass (x1)

As long as they've got their free dagger they should be fine.

Warband Rating: 81

Number of models: 9

I think you need more men. Cut down on expensive equippement and get more crew men. And I'd never leave port without a boatsman, but that's a matter of taste.


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GuRu
post Oct 18 2004, 10:17 AM
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Hey sneeky, can you post your pirate list?

I'd like to see a "pro's" list as a good example.


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Sneeky Git
post Oct 18 2004, 01:40 PM
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I'll give you my current list first and then try to sum up what I started with:

Henry Morgan and the crew of the Dauntless - a pirates warband

Henry Morgan (Captn)
Free Dagger; Duelling Pistol; Cutlass (x1); Light Armour
Step Aside
Dodge
Lucky Charm
Parrot
Blind in One Eye

John Silver (Mate)
Free Dagger; Brace of Pistols; Cutlass (x1)
Horrible Scars
Lucky Charm

Long Ben (Boats) [hero]
Rope and Hook; Free Dagger; Belaying Pins; Pistol; Cutlass
Promotion!
Sea Legs
Step Aside
Strike to Injure
Bitter Emnity

Tom Sawyer (Cabin)
Free Dagger; Boat Hook (x1)
Step Aside
Strike to Injure
Bitter Emnity

Huckelberry Finn (Cabin)
Free Dagger; Cat O' 9 Tails (x1); Mace (x1)
Step Aside
Jump Up

Klabauter Joe (Gunnr) [hero]
Free Dagger; Swivel Gun; Ball Shot; Grape Shot; Cutlass (x1);
Promotion!

Robs (Gunnr)
Free Dagger; Blunderbuss; Cutlass (x1)

Steve and Clive (Crew)
Free Dagger; Cutlass (x1)

Will and LeChuck (Crew)
Free Dagger; Cutlass (x1); Mace (x1)

Gutz and Krum (Crew)
Free Dagger; Crossbow

Barnie Beefsteak (Scout)
Cook; Free Dagger; Bow; Helmet

Simius Gannt, The Crow Master (special character)
Sorcery
Dodge
Needle and Thread
Mantle of Crows

Stash:
Gold (x23); Wyrdstone Shards (x1)
Jewelled Dagger
Jewelled Sword

models: 15
rating: 301

I started of with the captain, two mates, two cabin boys, a boatsman, one gunner and a couple of crewmen. I think I even had the halfling in there from the beginning on. I started out with some axes and maces for my crewmen, I think. Some of the equippement was lost with 2 crewmen in my first two games - tough luck. John Silver originally had a crossbow, but he handed it over to a crewman when he got those horrible scars - fear is simply great in close combat. The captain might have had a crossbow, too, in the beginning, but I don't think so.

I had no swivel gun, the gunner had a blunderbuss (just cross checked: unlike some other warbands cabin boys can't have a blunderbuss without the appropriate skill). I was lucky he got promoted soon, so he could collect some experience points before getting his swivel gun. Now I've got a gunner-hero with BS 4 and 3 wounds pphhtork.gif

In the first games with a new warband I always try to take out some foes with crossbow fire to get the numbers right. When you charge, make sure that you've got strength in numbers. Your crewmen will drag 'em down and your heros will take 'em out. And always remember to check for prisoners harhar CoolOrkDark.gif


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GuRu
post Oct 18 2004, 06:01 PM
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Avast matey! I updated it. Hopefully it's better while not going far away from pirate fluff. Also I just found out that axes were very often used by pirates for combat and repairs, so it's quite fluffy.

1 Pirate Captain @ 105 GC
Duelling Pistol; Cutlass (x1); Toughened Leathers

1 Ship's Mate @ 60 GC
Pistol; Cutlass (x1)

1 Ship's Mate @ 68 GC
Crossbow; Peg Leg

1 Cabin Boy @ 30 GC
Free Dagger; Axe (x1); Cutlass (x1)

1 Cabin Boy @ 20 GC
Free Dagger; Axe (x1)

1 Gunners @ 65 GC
Free Dagger; Blunderbuss; Cutlass (x1)

1 Crew @ 50 GC
Free Dagger; Crossbow

1 Crew @ 35 GC
Free Dagger; Cutlass (x1)

1 Crew @ 35 GC
Free Dagger; Cutlass (x1)

1 Crew @ 30 GC
Axe (x1)

Warband Rating: 86

Number of models: 10


Total Warband Cost: 498


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Sneeky Git
post Oct 19 2004, 06:53 AM
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Looking good, GuRu thumbs.gif You only forgot to give some of your men the free dagger. I'd also give the mate with the crossbow an axe or cutlass (your cabin boy has three weapons, so he can spare one), so he can defend himself if needed. Hardened leathers aren't worth much in Mordheim (armour is ignored way too often by critical hits), but it's definitely fluffy, as is the duelling pistol. Some extravagance never hurt a pirate or any adventrurer in Mordheim at that.

Good luck with that list, and make sure to keep me posted on the progress of this warband. cheers.gif


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