Specialist Arms Forum
Mordheim => [Mord] Discussion => Topic started by: Darkson on February 18, 2010, 08:36:58 PM
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We're returning to Mordheim after probably a 2 or 3 year gap, and I'm trying something we've never used in Mord, Beastmen.
So I'm looking for some help on what to take in my starting warband.
I tried the following the other night in our practise games (really, it's been that long since we last played...)
Chief, Sword, Mace
Bestigor, Sword, Mace
Bestigor, Sword, 2hw
Shaman, Sword, Mace
Centigor, Sword, Axe (or Mace, I forget which)
2x Gor, Sword, mace
2x ungor, 2nd dagger
Lots of heros was good, but I felt the warband was to light on numbers.
Also (if it makes a difference) we're probably going to be playing 1st edition (as we've got plenty of printed rulebooks), unless one of the lads can "borrow" his office printer. ;)
Any help gratefully received.
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Barring the Rules Review, there's only been the single edition of Mordheim...unless I've missed something major in the last 6 months or so...?
To the Beastmen, okay I've only had experience with the heinously broken 1st version publishing of the beastmen, where there wasn't a centigor but everyone at least of the gor variety had 2 wounds to start...getting max wounds/toughness very early on made them so, so broken we retired that warband very early due to how unfun it was for everyone else (I was havinga blast taking 15 pistol shots into one hero a turn and coming out alive :p). Oh, and the Chaos Hounds were 60gc and kicked ass not warhounds in the guise of chaos hounds So, advice...
Because you want numbers try this:
Heroes:
Chieftan, dagger, hammer 68
Shaman, dagger, hammer 48
Bestigor, dagger, dagger 47
Bestigor, dagger, dagger 47
Centigor, dagger, dagger 82
Henchmen:
Gor, dagger, dagger 37
Gor, dagger, dagger 37
Gor, dagger, dagger 37
Gor, dagger, dagger 37
4 x Warhounds of Chaos 60
13 models, 500gc start.
Weight of attacks and mobility is your key here. The 4 Gors in separate Henchmen groups to ensure TLGT comes up faster. After your first game get hammers as the secondary weapon to replace the daggers, and get lucky rabbits feet (for exploration) then lucky charms for each of your heroes. Helmets would be a good idea as well. Your expansion in terms of warriors is another Gor (in separate henchman group unless you have 6 heroes in which point add him to whichever group has more attacks base) and another warhound to take you to 15. You should be able to do that within the first 3-4 games easily.
Hope this helps,
Luke.
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Cheers.
We thought the pdf was a 2nd edition? Is it just the the book rules with the rules reviews editted in?
Should have said, we're likely to have a couple of houserules (which might make a difference to your suggestions).
House rule #1:
Shield and Hand Weapon gives an extra +1 to Save (so shield, sword and light armour = 4+ save)
#2.
Either: A natural 6 to it, followed by a 6 to wound = critical OR
Only Heros and Hired guns can make Criticals
(based on the fact in all our other campaigns, armour was rarely taken)
So daggers might not be such a good idea (especially with #1 in effect).
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Your houserules won't change anything, weight of attacks is superior in Mordheim. The Heroes with Daggers only all have strength 4 anyways so it won't matter.
Armour? Not in your starting band, just charge each of his guys with 2 or 3 guys at once and be sure to single out heroes to make their advancement far less each game.
Living Rulebook is with the Rules Review edited in iirc. I've always had my original hard copy and the rules review to hand if needed it.
Cheers mate,
Ram.