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Author Topic: Dwarven Warband  (Read 3179 times)

Offline Guthwine

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Dwarven Warband
« on: August 09, 2009, 07:55:07 PM »
Hi! I really have a problem playing dwarfs in MH, I just dont seem to get a good composition of my starter Warband. I tried a "mass" use of Beardlings each equiped with 2 Axes. (Noble, Slayer, 8 Beardlings) and a more conventional approach with (Noble, Engineer, Slayer, 2xThunderers, 2xBeardlings). But none of them really works with speed scenarios as you dont get alot of shooting in a dwarven band.

One thought of mine was that you shouldnt be able to move with Crossbows and Handguns after you shoot, because reloading is more complicated than with bows/slings etc. With the stand&shoot rule for XBows and handguns, my opponents manage to get out of LS pretty often and easy.

So the main question is, how do your dwarven starter warbands look like, I would really like to play them (as I like their background alot) but I cant seem to find a good combination of Warriors&Equipment to suite my playstyle. So I tend to play more with my Witchhunters & Bretonians.
Warmaster:
- Bretonia
- Dwarves
- Highelf WIP

Epic:
-Imperial Guard
-Necrons
-Space Marines WIP

Offline Myntokk

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Re: Dwarven Warband
« Reply #1 on: August 14, 2009, 09:46:05 PM »
With "move or fire" weapons I always assumed that the model was supposed to be loading his weapon just before he fired it, during the movement phase, rather than toting a loaded weapon around.

I'm a big fan of the dwarfs, and it seems to me like there are two decent strategies to starting out a dwarf warband.  They're not the easiest group to play though, not by a longshot (although they can be very formidable late in a campaign if given the chance to grow).

Rule number one though, really with any warband, is to always take the maximum number of heroes to ensure that you're getting as much money as you can.  This means definitely take a noble, engineer, and both slayers.  Personally, I don't really like the slayers all that much, and although this certainly is fluffy I find it extremely annoying that they do tend to die off somewhat frequently.  For this reason, I often give up on re-hiring slayers once a few henchmen have made the lad's got talent roll.  Anyways, as for the two strategies:

First is to take a small number of warriors, equip your noble and/or engineer with fancy stuff like gromril and dwarf axes, and voluntarily flee from battle as soon as you have the chance.  This is not the most fun way to play, but it will net you a lot of extra cash fairly quickly and on top of that you'll be starting out with a low rating due to small numbers and you may start getting underdog bonuses early on.  Once you amassed a lot of wealth, then go all out and fill in your warband.  The biggest reason to take this strategy is that neat rare equipment like Gromril is tough to come by later on, and you're not likely to have the gold to spare on them anyways, so if you want it you should grab it while it's cheap and easy to get.

The other option, which is more standard, is to take all four heroes but skip armor and only give them very basic weaponry.  Do the same with henchmen, you can mix it up a bit rather than just taking all beardlings but don't bother with anything fancy and as far as hand weapons go I would stick to hammers and maces rather than axes.

Either way you like it can work out fine, and of course there's always the element of luck involved, but I think the biggest problem you're probably running into with your list is that you absolutely want to start the game with all 4 heroes to make sure that you're bringing in enough money.

Offline TKitch

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Re: Dwarven Warband
« Reply #2 on: August 28, 2009, 06:22:00 PM »
They speak the truth.

Armor in Mordheim is overly expensive for little benefit, it's easy to ignore a lot of AP in a moderately stacked warband, then your hundreds of GC are done and useless.  Hammers and Maces save money and work just as well as axes, until people buy a bunch of armor.  (most likely never.)


More bodies is good.  You want your heroes to stay standing in the fight, so you can search for wyrdstone, and then with 4 dice and your +1, you end up doing pretty well very quickly.  Once you get your max of 12 guys, you'll end up doing really well.

Offline Ram Rock Ed First

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Re: Dwarven Warband
« Reply #3 on: September 22, 2009, 02:40:49 AM »
To the armour points, armour is generally crap except if you have alot of it. The Dwarves can actually start off with one of the best saves in the game for a mere 80 gc's - a suit of Gromril Armour and a Shield is all sorts of resilience personified. I tend to take very small starting warbands for Dwarves. Get some armoured bricks, spend a bit on 9gc Gromril Hammers as they are a hammer and axe in one for cheaper then the other good starting weapon the Dwarf Axe and basically come with the best of both worlds - negates armour easier and also has the bludgeoning critical hit chart which is really quite remarkably useful over the bladed weapons chart. The Dwarves need ranged weapons in there so take Crossbows. You might have 3-6 Dwarves only to start but they are naturally resilient to damage and with a 3+ save brick in there (2+ if using some of the alternative armour save rules) the warband can handle itself quite well till it can engage in combat.
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Styrofoamking to me, 30th September 2009:

Still, I would love your opinion when you can, as I consider you both a friend, and Mordheim's 'Reverse Engineer" - you break it apart to see how it works.

Has anyone seen my Warplock Blunderbuss or Moon Dancing Paint?

Offline Vil le Môvé

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    • Mordheim
Re: Dwarven Warband
« Reply #4 on: September 22, 2009, 11:46:49 AM »
Hi all !

I have a small tactica written by Ian Davies there's some time ago...

If you want it, send me your email adress...
Ni rwa ! Ni rinne ! Ni djeus ! Ni maets !
Marre de s'faire avwar !