Now shut that mouth of yours and listen: You want to live through this boy? You want to feel the stench of moist, rotten wood and decomposed flesh on your stupid prinkled face once again? You think you've got IT in you? That which really matters boy? Do you have the skill that will keep you alive in the hellish sreets of Mordheim?!
In this article i would like to share some of my wisdom regarding choice of Skills. I wrote 'wisdom' but let's face the facts: most experienced players already have their own opinion and here is my humble judgement of skills. Gamers new to Mordheim may find my thoughts useful and veterans may always try to persuade me wrong. If you are brave or stupid enough to try - that's what the comments section is for.
To make things simple i grouped the skills into ffour categories.
* Must-have skill is a skill that is good in almost every build regardless of most circumstances.
* Good skill is useful and, probably, will benefit the game but you should always regard it as inferior to the Must-haves.
* Mediocre skill may come in handy but will be useful only occasionally and i wouldn't recommend to take it above Good and Must-haves.
* And there's a Bad skill which is just really bad and most of the time you wouldn't want to pick it.
Some of the skills are also marked as Special.
* Special skill is useful in some situations which depends on the warband, model, scenario or even a strategy you choose to play. A Special skill tag overrides even Must-haves so keep it in mind to check if you are able to benefit from it. If i find a particular skill useful i will mark and explain why and when to take it.
Strike to Injury: Must-have
A very useful skill that gives edge to every capable hand to hand combat oriented Hero. The more A and S there is, the more the chance for Strike to Injury doing its job. In a case of a single succesful attack usually this skill takes the 33% chance to OOA up to 50%!
Combat Master: Bad
Just one additional A for a skill slot and that only if the Hero fights a hand to hand combat against more than one enemy. Even immunity to 'All Alone' tests won't make it worth taking. In the dire situation where you will find yourself with a Hero on total S value with all the advancements used up except one and you will really need this single A - pick the Pit Fighter skill instead.
Weapons Training: Bad (special)
This skill is rather bad. Not many interesting weapons and not many warriors who can benefit from using them.
special: Yet there are some for whom this skill is a big buff. Weapon Training skill especially useful to Henchmen who happens to become a Hero as usually they have limited weapon options.
Web of Steel: Mediocre
Higher Critical Hit effect means a bigger chance at taking the enemy Out of Action, usually in an explosion of blood and gore. However this skill depends on scoring a Critical Hit in the first plase so it should be taken only if a Hero has a lot of A and a good weapon to use.
Expert Swordsman: Mediocre (special)
Expert Swordsman works only for hand to hand combat specialized Heroes with more than 2 A in their profile.
special: The bonus provided by this skill is powerful but only if the Hero is the one to charge. Keep in mind to take this skill for a Hero with a lot of A whose M is 5 or higher in which case he will be the one to choose where and when the combat begins.
Step Aside: Must-have
This skill is a Must-have for all the hand to hand fighters. 33% chance to cheat death is just worth it!
Quick Shot: Must-have
The effects of a Crossbow or a Bow are buffed by this skill to 200%. Damn it multiplies one shot into two - nothing to add to this statement.
Most players think Pistols inferior to Crossbows if both of these are available. Remember that Mordheim is all about mobility and acquiring objectives. A Pistolier Hero with high BS will fallow the main body of the Warband and win the game in case of a choke point showdown. A Pistolier Leader will hit some scores in almost each game if you decide to keep him close to action which would be the obvious choice if Warband is to benefit from his Leader ability .
Eagle Eyes: Mediocre (special)
Most Missile weapons will benefit from this skill but not as much as from Quick Shot or Trick Shooter.
special: There's an exception to this rule and i recommend to chose Eagle Eyes if the Hero has a brace of Crossbow Pistols / Duelling Pistols / Pistols.
Weapons Expert: Bad (special)
This skill is close to useless in the early Campaign game.
special: Weapon Expert skill lets you take a Blunderbuss in a warband where there is none in the equipment list. A Witch Hunter or a Dwarf Thunderer Hero with a Blunderbuss... you know what i mean ;)
Mobile Crossbow is ok but not as much as immobile one with two shots instead of one. Quick Shot will always be better than Nimble.
Trick Shooter: Bad
I highly preffer +1 BS than this.
Handguns are expensive and do not reward you for using them. A lots of gold and a skill to use a tweaked Crossbow which never shoots twice per round. No thanks.
Not many Heroes can use Knives but those who can should and this skill is a Must-have! It gives a lot of edge at short distance enabling the Hero to eliminate up to three targets in one go.
Mighty Blow: Bad (special)
This skill is inferior to +1 S in almost every every way.
special: Sometimes you will find yourself at the end of the road with a capable fighter who against the odds did not evolved his S value. A Double-handed weapond is not enough and he has all the skills you wanted him to have. This is the right moment to take Mighty Blow which otherwise sucks.
Pit Fighter: Mediocre
Most of the bloodiest combat happens to take place in the open :( It helps for the skill to agree with the players that wooden bridges are also 'inside buildings' areas.
Most models cannot evolve their T more than once. T is the most important for all the fighters in the game and can even keep them from receiving a Critical Hit! Resilient is a good choic and a Must-have choice for a Vampire or the Possessed as it Tanks them into monsters!
Wasted skill slot if you ask me.To much items and buffs that can help your Hero to charge against Fear, and Fear itself is powerful but more easy to counter as Campaign goes on.
Strongman: Bad (special)
Most models will not benefit from Strongman at all as their I value is just sad.
special: Most useful for a Vampire with Double-handed weapon od a Tank Champion with I4 or higher. That i can tell you from my own experience ;)
Unstopable Charge: Bad
+1 WS does not always mean you will get +1 to Hit and this makes a skill that requires a charge to work a bad skill. +1 WS is just so much better and simpler to get.
Next time i will break down Academic and Speed skills so stay tuned!