Description: Mordheim discussion
Hazm - May 9, 2006 06:57 AM (GMT)
Just started Mordheim with my orc warband. So far I have played 2 games and have been thrashed in both by a Possessed warband. Does anyone have any tactical advice for me and other new players to Mordheim?
Also a couple of rules queries,
1. When you gain money and want to buy more warriors for your warband can these extra models take the number of models in the warband above the limits for model numbers (I think it is normally about 15)?
2. When a model wants to charge can it turn when it does, or go in one direction, turn and go in another?
3. When models are stunned or knocked down where are they assumed to be, eg. can you charge over or through them and do they block LoS.
Guest - July 11, 2006 08:44 AM (GMT)
3. as they dont intercept when knocked or stunned id say you can charge over them
Pwmf200 - July 11, 2006 09:50 AM (GMT)
Who ever guest is has answered the questions so I will try to give some tactical help, (bear in mind though I have only played a few games all with a HE band) get as many heros as you can as quickly as posable they give you the income and they improve quickly, fill the rest of your band with cheep henchmen, two hand weapons is the best choice 90% of the time, keep the band together you need to get two or more in on one of theres to improve your chances of taking them out and this gives you the best chance to finish off opponents that are down.
Bob of Darkness - July 11, 2006 11:12 AM (GMT)
Just remember that your maximum size for an Orc warband is 20, not 15.
Well, as a Mordheim fanatic, I feel I should help out too :) Take maximum Heroes, as Pwmf200 said, and keeping your Orc henchmen in groups of 1 means more separate advance rolls, and more chance of rolling 'Lad's Got Talent' ;)
Don't overlook crossbows for your Orcs, and remember that some of your Heroes do have access to Shooting skills, and just Quickshot for one or two of them could be very useful in stripping a few wounds off those Possessed.
Guest - July 11, 2006 05:57 PM (GMT)
Squigs are an excellent choice for a starting Orc warband; I had great success with four of the little buggers running ahead of my main force. Two Squigherders should be enough to keep them in line.
Goblins are also a very cheap choice and are good for setting up charges from your Orc heroes. Give them two daggers each and plan on writing them off as sword-fodder. Remember, they only count as half-points to your Break Roll (or whatever, its been awhile since I've played).
Orc Magic is very powerful as well - isn't there a spell that allows a model to always strike first? I cast that on my Orc lord w/a great weapon and let him whoop it up all over the place. Good times.
Remember to roll for Animosity - the first game I played with my O&G had one Goblin archer do a diving attack onto another one and splatter himself all over the cobblestones. :)
Grimesh - May 15, 2007 06:11 AM (GMT)
I hope , it is accepted to revive a sleeping topic.
I am trying to start op a little Mordheim, just between 4 players, who like me collect more than we play.
I do Skaven so no probs there.
J = Dark elves ; same
M = Wood Elves , should be possible too.
L = TK. And as often stated, TK works best at large armies.
Is it at all possible to make a TK-warband?
Or even better: Has anybody here tried to do it.
All answers from "This setup works" to "tried it and it s*cked" are welcome.
I have a Reiklander warband, that he could borrow, but it would be funnier, if L could field some of his TK's.
L is not too keen as fielding them as a VC-warband, as that was an easy sollution. No offence <_<
Alcadizzar - May 15, 2007 06:19 AM (GMT)
For Mordheim, there was a Tomb King Warband brought out for an Araby campaign.
Grimesh - May 15, 2007 08:08 AM (GMT)
Thanx for the reply.
Searching for "Mordheim Araby" gave me a link tohttp://www.mordheimer.com/
and what a treasure chest that seems.
But still..........has anybody tried TK in Mordheim?
Akhenaton - May 15, 2007 10:09 PM (GMT)
Heya Grimesh, good to see you here! I'm Amun-Lothain on Asur.org btw. ;)
I had thought about trying a TK warband, but it would be quite difficult, as TK's really suffer in anything under 2000 pts.
Your best bet would be to make up some house rules of your own, or use the Tomb Guardians rules
from Mordheimer.com, which you probably saw.
Hmm, I haven't played Mordheim in a while, this is making me itch to try it again, with Tomb Kings! :P
Pwmf200 - May 16, 2007 01:02 AM (GMT)
Mordhiem and warbands are completely different things, TK suffer under 2000pts in warhammer because of the lack of a lord, mordhiem is a completely different game all the "armies" are tiny, I havn't used TK in mordhiem but they look similar to vampires which are an effective band, one tough as nails hero and cheep hench men that cause fear etc but never learn.
Thread necromancy is to be avoided but its alright if you have something useful to add to the topic, but generaly a new topic is a better idea.