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Author Topic: Possessed Questions  (Read 6143 times)

Offline clockwork_rat

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Possessed Questions
« on: January 06, 2010, 12:52:35 PM »
Heya all, my friends and I are getting back into the swing of things, and I had some questions re: The Possessed.

1) What mutations have you gotten that have been the most helpful in the game right off the bat?

2) Would it be better to wait to get the possessed and have him be a beastly model, or get him early and have him be weaker, and work your way up?

3) What should I be looking for in a good starting possessed warband?

4) I am looking for the possessed conversion article that was in TC, does anyone have a link for it?

I am a player that likes to build the models and have a good idea of the direction before I sit down and play. Any and all information would be appreciated! Thanks tons!

Offline M.T.

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Re: Possessed Questions
« Reply #1 on: January 07, 2010, 04:15:36 PM »
1. Blackblood on Possessed, Scorpion Tail on Mutants.
2. Well, if you take mutated Possessed and both Mutants, you can expect small numbers (6-7 models) but very powerful warband.
However, if you take Possessed without mutations, you still have some power.
3. Magister, Possessed, Mutants, Beastmen.

Offline someone2040

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Re: Possessed Questions
« Reply #2 on: January 08, 2010, 06:05:21 AM »
I played Possessed in my last season of Mordheim (or maybe it's still current, haven't been checking in since the new year). I'm not an experienced player by any means, but here are my thoughts.

1) I didn't really get to play my super-possessed, so my possessed started with spines. I found it was ok, it's good for stripping off Parry and can take models out of action.
 For my Mutants, I had one with a Scorpion Tail, and another with an Extra Arm (Who still has... well... no arms modelled). I can't really comment either way, since my games were generally me wiping the floor with the enemy, or being wiped off myself. Scorpion Tail just seemed to miss a lot for me. I don't remember it ever doing that well, but that comes down to dice I suppose. Extra Arms is a bit of utility. I went with it because we played shields giving an extra armour save in close combat. So I could have survivability, and still use 2 weapons.

2) I think you need to take a Possessed early. Because to get a monster possessed, you need the cash rolling in. Don't rely on talent, because I didn't get a Lads got Talent until very late in the campaign, so was stuck with just my 4 heroe's. Not taking a Possesed would leave me with only 3! Also, Possessed can get very good if you roll decently for your upgrades. My Possessed ended up being strength 5, toughness 5, resilient, combat master, dodge, step aside, jump up with 3 attacks and spines. Nasty to come up against (of course, bloody crossbow managed to crit him out of the very last game. Super frustrated with that. Was hoping for another point of toughness to get around that).

3) Beastmen are great. Take them if you can. You need your heroe's, so at minimum the Magister, Mutants and a Possessed. Some people squeeze another Possessed in, but then you've got a very small warband. I started with Magister, 2 Mutants, Possessed, 2 Beastmen and 2 Brethren. Beastmen are the stars, weapon skill 4, toughness 4, 2 wounds. Very tough to take down.

4) Can't remember which one sorry. I converted mine out of Flagellants to look like the official models. My Mutants were more hunched over, and used heads from the Men-At-Arms kits (Cause they're ugly, so are disfigured). I think it worked really well... just need the motivation to finish the job and slap some paint on them. Beastmen were just from the Beast Herd kit.
If you're going to play Possessed on proper base size (25mm), don't use the Spawn kit. The Spawn are huge (probably bigger than an Ogre). Not an appropriate size for a model that isn't a Large Target. It'd look cool, but they're just too large.

Definately think Possessed are a great warband to choose for Modelling purposes. The mutations alone let you do a lot of cool looking stuff.

Offline drremulack

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Re: Possessed Questions
« Reply #3 on: September 16, 2010, 03:32:17 PM »
Sorry for the "Thread-o-mancy" here.  I've been playing Possessed for years and I couldn't resist.

Here are my responses to your questions and my usual build for Possessed (roughly).

1) What mutations have you gotten that have been the most helpful in the game right off the bat?

For my mutants; I reserve one mutant for defense/objective snagging and he gets either hooves or spines.  Then I have a second offensive mutant and he either gets claw, extra arm, or scorpian tail.

For my Possessed; first of all I only take one, second of all I give him two mutations, I usually take tentacles and a claw or spines. (depending on my mood)

Spines are useful for removing Lucky Charms. Because the spines "hit" take place BEFORE the combat and the warrior has to use his Lucky Charm on the FIRST hit he takes.

Also Claw gives you an extra attack at +1 Strength, so on a Possessed you get 1 S6 attack and 2 S5 attacks.


2) Would it be better to wait to get the possessed and have him be a beastly model, or get him early and have him be weaker, and work your way up?


Always get one Possessed and then save up for a second one.  I recommend get items or Hire Swords that help you will shooting support and money generation.  Have one mediocre possessed to start and use him to intimidate people with fear and high strength attacks.

Recommended Hired Swords:
Tilean marksman, Arabian Merchant, Emissary of Chaos (Tzeentch for Academic skills), and a begger (+1 Exploration dice).


3) What should I be looking for in a good starting possessed warband?

Here is what I usually start with:

1 Magister with a sword or axe and a bow.
1 Mutant with Hooves, Axe and Sword (or dagger)
1 Mutant with Extra Arms Axe, Sword, and Dagger
1 Possessed with Claw and Tentacles.

1 Beastman with a Double Handed Weapon.   

I use the Beastman and the hooves mutant as bait for the POssessed and Extra ARms mutant.


4) I am looking for the possessed conversion article that was in TC, does anyone have a link for it?

There was a White Dwarf article about Possessed conversions I don't remember a TC.  I recommend you check Tabletopgeeks.com