Saturday, 18 April 2015

Matter of Survival: Skills Part two

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?!






This is a second part of a Matters of Survival: Skills article. You can check out all the Combat, Shooting and Strength skills in the first part link> here <link. So now i will focus on Academic and Speed skills but first i will remind the rules.

In this article i would like to share some of my wisdom regarding choice of  Skills. 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. 




'Academic Skills'

Battle Tongue: Bad (special)
Not many Warbands will benefit from this skill if there's Hunch, Tacticianor a Combat/Shooting skill to be taken by the Leader.
special: Except for Skaven where against all the expectations for the Assassin Adept to be a Death Incarnate his LD is needed all around the warband. 

Sorcery: Mediocre
+1 to Cast is a nice buff but it looses to Scribe skill. Still you should consider this skill Good if your caster is not a born fighter or a Bow master.

Streetwise: Bad
Please do not ask why... You really had to ask?
In Mordheim street wise means that a Hero is capable of immense feats of strength or marksmanship. If it won't help you kill enemy models or take objectives then it's probably useless and Streetwise skill will stop working after couple of battles when there will be no new items to seek out for.

Haggle: Bad
Why would you favor this one above a Combat/Shooting skill?

Arcane Lore: Bad
Most of us think 'my Leader is a badass and now he will also cast lightning from the tips of his fingers or the middle of his ars! Tremble mortals - Doom has come to this world!' but this skill is such a waste! The Leader is either hand to hand brawler or a marksman  and it means that he already has some tricks up his sleeves. To forfite the rest of his skills so that he can use some fancy spells instead of firing a Crossbow/Pistol or using Magic he already knows is wrong!

Wyrdstone Hunter: Bad
Rabbit Foot is better and won't use up the Advance.

Warrior Wizard: Bad
Armour sucks most of the time and even as i find it useful to protect the Possessed Magister with Heavy Armour i'd rather take more game changing skill.

Scribe: Good
If the Hero is a Caster then this is the right skill. All the magic comes to this single, important moment where you either show some powerfull trick, defeat Voldemort and win the day - or you will become a heap of cold, dead meat...

Mind Focus: Must-have

Must-have for all the Casters who have the right spells to cast.

Tactician: Must-Have
Ability to win the game before it starts is a good one. Hide and do not be shoot at or reposition your own shooters. Get closer to the objectives and the enemy with your fighters. This is a priority regardless of a warband type.

Hunch: Must-Have
Once again win the game before it starts. Imagine the face of your opponent when your warriors appear from a ruined building to 'Sprint' the closest Wyrdstone Shard out of the way. Sweet thing this skill. You may also position your Snipers in some cosy ruins.A lot of 'win the day' options indeed.

Magical Aptitude: Bad (special)
No caster will benefit from this skill before obtaining some new spells and the chance to get the right ones is low.
special: A very good skill if the Caster has some T and there's nothing good to choose from but Spells. After that you may be tempted to double-cast and it is very rewarding. Especially with Necromancer who happens to be close to useless most of the tame he does not cast.




'Speed Skills'

Leap: Must-have
Leap gives you so many options. You can jump with it, charge with it, leap than blast the enemy with a Blunderbuss or leap for objective. This skill is a Must-have.

Sprint: Must-have (special)
Must-have for all the models that you want to get into hand to hand combat or outmanoeuvre the enemy with. It will give the edge over your oponent to have a fast picker or a lightning-fast charger.
special: It is wise to pick speed skills for a Ghoul Hero via The lad's got talent and then choose this skill. A Vampire is a one man army but sometimes he needs backup and to catch up with him is close to impossible without the Sprint.

Acrobat: Bad
This skill is OK if used by a powerfull model that must get into the middle of the enemy warband fast. It just looses to all the Mediocre and better skills there are.

Lightning Reflexes: Good (special)
Good skill for all the human hand to hand fighters with advanced I. Treat the I advance as a signal that Lightning Reflexes should come next. 
special: Must-have for a Vampire, Skaven Assassin Adept or the Possessed. 'In your face' to all the charging Humans and Dwarves out there :) Otherwise it is still a Good skill.

Jump Up: Good
In the case of dense hand to hand combat this skill will probably save the life of your Hero.

Dodge: Good
Step Aside against Shooting. Good for both the hand to hand combat fighters and shooters.

Scale Sheer Surfaces: Bad (special)
Most of the time you won't have time and need to climb up or down and later in the Campaign there will be ropes and hooks to help. 
special: A Vampire, Skaven Assassin or a Black Skaven with this skill is a predator beast!


 'Warband Exclusive Skills'

I leave this one to other players. Each of us has some favorites. Where would be joy of picking a warband if not for the choice of equipment and skills available exclusively for this warband?! If you have any insight into the exclusive skills feel free to share in the Comments below.


Nazroth,

Saturday, 11 April 2015

Matter of Survival: Skills Part one


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. 


'Combat Skills'

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!

'Shooting Skills'

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.

Pistolier: Good
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 ;)

Nimble: Mediocre
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.

Hunter: Bad
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.

Knife-Fighter: Must-have
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.

'Strength Skills'

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.

Resilient: Good
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!

Fearsome: Bad
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!


Nazroth,

Saturday, 4 April 2015

Warband: the Carnival of Chaos

Ever been to a circus lad? Don't go. It's a waste of your copper, waste of your time and sometimes a waste of your live...








  


All miniatures converted and painted by Marek 'Whisperdalator' Szymonowicz
This article is a form of salute and credit to a work of one painter from another.


Warband: Carnival of Chaos

Ladies and gentleman! Boys and girls! Today i will present to you something splendid! Something truly unbelievable! Gaze upon the unthinkable! Taste that which you have never, ever tasted before!  Sit down and let yourself be dazzled with the mesmerizing atmosphere of the Carnival! Enjoy the Carnival of Chaos!
Advantages:

- Bodybuilders and Cronies,
Brutes start the game with S4, T4 and Strongman Skill which gives them an edge against warriors armed with Two Handed Weapons. Add some Tainted Ones with Blessings of Nurgle and you have four Tanks capable to withstand a lot of damage and pummel almost any foe into Out of Action. But that is not all, you can field up to two Plague Bearers (S4, T4) and add some extra fatties to your roster. Have i already mentioned that Plague Bearers have a Save value of 5+? In the end you can fill the numbers with some cheap Nurglings to enjoy the 'long' game.

- Grandpa's tutelage,
Carnival of Chaos serves one of the Gods of Chaos. Must say that both Blessings of Nurgle and Nurgle Rituales are very, very powerful. When you take a look at the spells you quickly figure out that Carnival of chaos has it all: 
- Buff to armour, 
- Single target damage with 1/6 chance to kill regardless of target's T value, 
- Powerfull debuff spell which affects living targets in casters vicinity,
- 12" Nova damage spell!,
- Save 2+ for the caster,
- Overpowered and cruel base to base spell that no sane enemy player would like to taste with his models,

Weaknesses:

- Forever alone, 
With a lot of Nurgle's bling and a Cart to ride the hood Carnival of Chaos is not an easy warband to befriend with. Lack of possibility to hire a Hired Sword (any and all Hired Swords) is a big disadvantage in the terms of long game. 

- Close and personal,
Carnival of Chaos is rather close combat centered and as such it has close to none shooting. Bows won't do the trick and with no Hired Swords and no Shooting Skills except for a leader this warband stands wurnerable to arrow, bolt and missile opression. 

Curiosities:

- Icecream cart,
I find the Plague Cart a little bit odd. It is a powerfull buff to the no-shooting-warband but in the same time it may be it's undoing. Experienced players do not fear the Cart. Just shoot this huge target with all they've got in hope to slay the driver. When this is done, the Cart goes berserk and kills itself almost every time. Against warbands that lack shooting weapons the Cart is almost useless. So as you can see the means to close the distance between the Carnival and enemy shooters are also liable to shooting.
  
Carnival Master (And his bride)

Brutes

Tainted Ones

 Brethren

 Nurglings

 Plague Bearers

 Plague Cart




Warband: Carnival of Chaos
Cost: 500gc,
Rating: 101,
Carnival Master 78gc, 
Shield, Mace, Dagger, 

Brute 70gc,
Double-handed Weapon,
Dagger,

Brute 70gc,
Double-handed Weapon,
Dagger,

Tainted One 63gc,

Cloud of Flies, 
Sword, Mace, Dagger,  

Tainted One 53gc,
Cloud of Flies, 
Mace, Dagger, 

Brethren (2) 56gc,
Mace, Dagger,


Brethren (2) 50gc,
Dagger, 


Nurglings (4) 60gc,


Nazroth

Wednesday, 25 March 2015

Hired Swords: Part three


We have earned quite a bunch of coins at our last raid. As we have all the gear we need for now, it would be wise to use an additional pair of fighting arms. Let's head back to the Cutthroat's Den and see what remarkable new alliances we can buy with this gold... 
This is the third and final part of my link> Hired Swords article <link. I have already introduced to you eight Hired Swords. Today i'm going to describe the best sniper, best healer, best brawler, best obtainer, best brewer and the expendables. Please remember that this is my subjective opinion. If you disagree with my choice, just feel free to share your wisdom in the comments below.  So let's get going.

Roadwarden
The Road Warden is the best sniper in Mordheim. With the ability to move and shoot he can choose his targets freely. Enemy leader behind some cronies? Just move a bit so that a terrain piece obscures them and leaves only one uncovered target for the bolt. With Trick Shooter and Eagle Eyes skills the Roadwarden is more than able with crossbow but his also a formidable figter. Still i preffer to benefit from shooting.

Roadwarden comes at a price so he fits into second wave as a choice of Hired Sword.


Kislev Ranger*
This one is not a Cupid yet he can send his arrows straight into the hearts of careless monsters and he'll do it without revealing himself. "One shot - one kill" well Kislev Ranger can make it real ;) Yet Kislev Ranger is more than meets the eye - he is also a splendid healer capable of restoring Wounds lost earlier in battle by his companions and himself!

As Campaign grows same goes for the Wound value of my models. Kislev Ranger appears after that so he is a third wave choice. 


Dwarf Troll Slayer
If Arnold Schwarzenegger fought this guy instead of a Predator then he would have eventually succumbed and bled to death. Dwarf Troll Slayer comes with a T4, Hard to Kill and Hard Head in a package. He can be bringed low by superior numbers but as Dwarfs aren't known to grow high - it may yet prove to be his advantage. Yes you can knock him down but what then? Are you strong enough to deal the fatal blow? If not, he'll just stand up and pummel the hell out of you.

I preffer Pit Fighter's Punch and Ogre Bodyguard's big body more than this resilient bearder beast but still hire him if there's no Elf around and i have gold. Second wave choice.


Halfling Thief*
Small but capable body. This dirty little thief is a masterful infiltrator that can be used to gain the upper hand in many scenarios. Imagine the face of an enemy leader when a halfling appears from out of nowhere to grab the mission objective and run back into your deployment zone. But with big advantage comes a big risk. One day you can wake yourself without either gold nor wyrdstone with some items missing from your warbands stash.

Is Halfling Thief worth the risk? I think he is but either from the start when you have nothing to loose, or in the end where all the bodies (even those small) count. I choose to refrain from hiring untill the end game. Third wave choice.



Witch*
Sabbath or not, i find Witches most useful. As an additional (and powerful) caster a Witch can buff power of every evil warband. A variety of effective spells both deffensive and offensive changes this hired sword to be a formidable threat to enemy models. More so a Witch's greatest strength comes into action before the battle in the form of Magical Potions, capable to abnormally increase power of one of our heroes. 

There aren't many evil aligned Hired Swords and this one is the best there is. Zero wave choice.
Expendables
Either to expensive to hire or to weak to even bother - the expendables are: Freelancer, Elf Mage*, Highwayman, Beasthunter. Please do not get me wrong as i see the uses for some of these. Except for the Freelancer all of expendables have something to offer but in my opinion they are just so outclassed. I will think trice before fielding one of these and even then i probably wouldn't pay his fee after the battle. 

*These Hired Swords are not 'officialy official' but they appear here and there as approved by players all around the world. Personally i find them worth mentioning.

Here's where you can find the second part of the link> Hired Swords article <link Feel free to leave me some comments with your opinion about the Hired Swords. Which one's your favorite and why?

Nazroth,

Friday, 31 October 2014

Mordheim Town Cryer: Breaking News! Mordheim on PC

Have you heard the news boy? Some warbands will venture into the city once more! Whole camp is going crazy about that. Grab your gear, we don't want to miss it!










Breaking news! Fellow gamers there have been many rumours about that in the passing months. Some of you may have already seen this, but for all those ignorant of the fact: Mordheim City of the Damned will be reincarnated as PC game!

Here are some brand new screenshots and information:
Official site: http://www.mordheim-cityofthedamned.com
Facebook: https://www.facebook.com/mordheimcityofthedamned




 

Don't know how about you all, but i'm going to enjoy this product up to it's limits. Long years have passed since something new came up with Mordheim in it's title. Let us all keep our fingers crossed for this game to be almost as good as the original!


Nazroth,

Saturday, 19 July 2014

Rules: Alliances

Must say that our Dwarven friends have proved their worth. Standing here, basking in the sunlight and shooting to these pitiful zombies below is kinda fun. Hopefully these bearded bastars won't figure out that while we're here, having fun, our true comrades are plundering their stash...








Fellow warband leaders. Have you ever found yourself in a multiplayer game full of ridiculous, totally out of flavor alliances? Well i had more than once. Dwarves and Orcs as a team? Really? It's about time to do things right. Hereby i pronounce to you a set of rules that will ( i hope) once and for all clarify the alliances in multiplayer games. Remember that these rules are optional and experimental as well. 



ME - all Human Mercenaries,
WH - Witch Hunters,
SOS - sisters of Sigmar,
DTH - Dwarf Treasure Hunters,
UN - the Undead,
CU - Cult of the Possessed,
SKA - Skaven,
OG - Orcs & Goblins,
COC - Carnival of Chaos,










In multiplayer games two or more warbands may form an alliance using the rules introduced in the Mordheim Annual 2002, "Chaos in the Streets" article. Each time a player pronounces an alliance refer to the table above to see the type of the alliance.
 
No simbol - 'Almost friendly'
These warbands are friendly to each other as much as it is possible in Mordheim. The warbands probably hate but will not move against each other until provoked.

Members of allied Warbands:
- Do not count each other as enemies. 
- May freely run within 8" of each other. 
- Are not forced to charge enemy models due to some special rules. Note however that Orc or Goblin failing an Animosity test counts allied models as friendly Hired Swords, therefore will shoot or charge on a result of '1'.
- Will automatically break from close combat with each other as soon as the alliance is pronounced. Simply place the models 1" apart. They can move as normal in their next Movement phase. Models knocked down or stunned follow the normal rules for being knocked down or stunned, etc.

- Charging, shooting, throwing non-helpful spells at a member of an allied warband will automatically break the alliance with that warband. Note that this includes attacks caused by failed Animosity test. If that happens it is still possible to form an alliance once more, but this time it would have 'Not in a thousand years' status.

/ - 'Watch your back'
Sometimes these warbands will find themselves in an alliance, although they will never truly fight back to back. Alliance would be temporary and fragile so stay aware.


Members of allied Warbands:
- Do not count each other as enemies. 
- May freely run within 8" of each other.
- Are forced to charge enemy models due to some special rules.
- Will automatically break from close combat with each other as soon as the alliance is pronounced. Simply place the models 1" apart. They can move as normal in their next Movement phase. Models knocked down or stunned follow the normal rules for being knocked down or stunned, etc.
- Will be subject to the Animosity rule so long as they will start the turn within 8" from the 'Watch your back' allies.

- Charging, shooting, throwing non-helpful spells at a member of an allied warband will automatically break the alliance with that warband. Note that this includes attacks caused by failed Animosity test. If that happens it is still possible to form an alliance once more, but this time it would have 'Not in a thousand years' status.

After the battle that ended while in a 'Watch your back' alliance, test your warband leader LD. If the test is failed one randomly selected non-leader hero will miss the next game as he refuses to fight alongside suspicious ally.

X - 'Not in a thousand years'
These warbands hate each other so zealously that they will never form an alliance. Each form of cooperation will end drastically. Some circumstances may force these warbands to fallow the same goal and form an alliance for the purpose of the game (to eliminate greater foe and then split the treasure?), but i will not happen without consequences.

Members of allied Warbands:
- Count each other as enemies. 
- May not run within 8" of each other.
- Are forced to charge enemy models due to some special rules.
- Will continue to fight each other in close combat when and after the alliance is pronounced.
- Will be subject to the Animosity rule so long as as they will stay in the 'Not in a thousand years' alliance.

- Note that charging, shooting, throwing non-helpful spells at a member of an allied warband is OK so both players agrees to keep the alliance going. These warbands are not in an alliance as your warband leader sees it.

After the battle that ended while in a 'Not in a thousand years' alliance, but before genereting income test your warband leader LD with a -2 modifier. If the test is failed the warband revolts and land frustration on the warband leader. If the leader went OOA during the battle roll for the infury table with a -1 modifier to both dice, otherwise threat the leader as OOA instead.

Multiple Alliances.
In the multiple alliance treat the alliance status as the worst possible status between allied warbands. For example an alliance between Marienburg Mercenaries, Dwarf Treasure Hunters and the Possessed will have the 'Not in a thousand years' status. 

If an already allied warband join another alliance all members of the previous alliance are considered to be in the new alliance and must accept or leave it at once. If they decide to stay in the alliance they will be counted toward the new alliance status with all it's consequences.



I hope these rules will make your games more realistic and more funn as well. I will test the rules and probably change them a little bit in the future. 


Nazroth,

Saturday, 12 July 2014

Hired Swords: Part two

We have earned quite a bunch of coins at our last raid. As we have all the gear we need for now, it would be wise to use an additional pair of fighting arms. Let's head back to the Cutthroat's Den and see what remarkable new alliances we can buy with this gold... 
This is the second part of my link> Hired Swords article <link. Last time i have introduced to you what is in my opinion the best fighter, best tank, best shooter and best caster among all of the 'legal' Hired Swords. Today i'm going to fulfill my announcement and describe the best seeker, best sneak, best trickster, and best buff that you can hire. Please remember that this is my subjective opinion. If you disagree with my choice, just feel free to share your wisdom in the comments below.  So let's get to business.

Elf Ranger
The Elf Ranger has the keenest sight of all the Hired Swords. The 'Seeker' special rule allows him to spot hidden enemies at twice the distance of his impressive Initiative of 6. Armed with Elven Bow with BS 5 and M5 he is a mobile detector that will shoot your foes right after uncovering them for the rest of your warband. He will also lend some help in exploration so be assured that money spent on this nimble fellow would not be wasted.

As the elf comes with a specific role to fulfill, he appears in the third wave of recruitment.


Imperial Assassin
Death from behind, the Assassin is the best sneak in Mordheim. Starting with a decent equipment and two powerful skills he already is a capable fighter, but after advancement he becomes a real threat to all shooting warbands. Backstabber skill is an overkill with which you will be able to eliminate entrenched enemies while Hide in Shadows will provide you with all the means to outmaneuver your opponents. He will be able to hide almost everywhere and will provide a magnificent support to all close combat warbands.

"Valar Morghulis". The Imperial Assassin is my second wave choice. 


Halfling Scout
This funny looking little dude is my favorite buff in the game. Cheap to hire, economical to use, thirteenth starting member of a warband that increases the maximum number of models you can field. This means that he will be useful throughout the enitre campaign, right from the moment when you spent your first golden crowns and until the very end. And if that was not enough, he is a damn Luck magnet - call me superstitious but i know it. I just do. 

Zero wave choice, always from the start.


Arabian Merchant
He knows the best tricks. He's a two models in one. He will acquire the best items for you and in the end he will fill your chests with gold. All of which he does for free. Oh maybe not literally free but he will earn his own upkeep and leave something for the rest of the warband too. If you are thinking about a long campaign and wish to excel yourself in the exploration phase then this is your 'must have' choice. 

First wave choice on my private Hired Swords list. Sooner the better. 

Here's where the second part of the link> Hired Swords article <link comes to an end. Next time i will present you the best sniper and the best to leave alone Hired Swords.

Nazroth,

Sunday, 6 July 2014

Matter of Survival: Trading

Here's your gold lad. You've made through your first encounter in one piece. I say these crowns were earned. Now listen to me boy. There's plenty of whoresons awaiting you and your gold. They will try  to beguile you with all those fancy knives and shiny armour. Do not let them get into your hed, you hear me? Spend some coins on Lucky Charm and keep the rest...







Hello there fellow Campaigners. If after the first battle you've found yourself in possession of some gold then here are some trading hints you may find quite useful.



First of all priorytise your purchase starting with warband members (if needed) then acquire less rare, cheap and most important equipment. It is of a great importance to spend your coins on things that will instantly boost your warbands fighting and exploration abilities.

Recruit heroes.
The heroes will search for wyrdstone after the battle and each one of them will drastically increase the warbands income. If you haven't recruited max heroes at the start of a campaign, or one of them died in the first battle - it is most important to recruit up to a maximum ASAP.

Recruit henchmen.
If it takes your number up to 9, 13 or 17 do not hesitate to recruit new warband members. The number of models OOA required to take Rout Test depends on it. Some scenarios offer great awards to the winner in which case you do not want to loose by failing Rout Test.

Trinkets over weapons.
Some items are especially useful. Assuming that all your heroes are equipped with weapon adequate to their role, i suggest to use this priority list:
- Rabbit foot for the leader,
- Rabbit foot for the rest of the heroes, 
- Lucky charm for the leader, 
- Lucky charm for any tough combat heroes, 
- Holy/Unholy relic,
- Rope & Hook for any agile wall climbers (Vampire, Skaven heroes etc,)
- Helmet for the leader and any combat heroes, 
- Armour and fancy weapons for the leader and heroes, 

As you can see - the first exploration will probably end with up to 5 rabbit foots and that assuming your warband will find all of them in one go.  As most of the warbands are highly leader-oriented, try to invest some gold in his safety and usefulness. Mostly becouse the Leader is an expensive, rating increasing, slowly leveling and difficult to replace member of a warband.

Hire sellswords.
Sooner or later there will come a moment of stability. The income will overcome the needs and you will wonder of what to buy next. Some players prefer to keep reserve gold for a rainy day. I suggest you do otherwise. Remember that when you gather resources, other warbands will make good use of gold and advance themselves. Invest the gold to hire Hired Swords. You can find the list of useful Hired Swords in the link> Hired Swords article <link.

Now go there and spend some gold!


Nazroth,


Friday, 4 July 2014

Rules: Footbridges (how to build and then destroy)

To move at the ground level is to ask death for a dance. If we're going to survive this mess we've got to use gangplanks. Let's head up and see if these wretches will follow our example...










Today i'm going to show you a fast & furious way to make your own footbridges. As for the reason of why you should be willing to create some gangways, it is obvious: they will present you with more movement options and strategies. Mordheim is all about simple rules and a lot of gaming options to choose from. Catwalks, gangplanks and footbridges will take your game higher and exert impact on the way you play.  Later on i will also present you with all the new rules for footbridges to use in Modheim.
For those of you who already knows how to make a Mordheim footbridge, please skip to the bottom of the post to see the rules and photos. 

Modellin footbridges

Here is what you'll need: wood / basing glue, super glue, sharp modelling knife, scissors, cutting line, brush, watter pot and some water, weights (or something heavy),

fruit basket, thin wooden planks,

Start with dismantling the basket using knife and scissors. Cut all the wood into large base* planks and a bunch of small texture** planks.
* Base planks will be used as a main body of the footbridges.
** Texture planks will be used to give the footbridges a wooden texture.

 

Prepare the base of a footbridge by adhering some texture planks to the lower parts of the base planks, so that they would look much more solid when looked upon from the miniature's eye of view. It will be quick if you use super glue for the task.


Now it is time to texturise your footbridges with a lot of texture planks. Fruit basket is made up of very thin planks, which are perfect to the task. Carefully apply the adhesive to the surface of the bridge, put some planks on it.

 

Now  quickly turn the bridge over so that the upper side is lying on the surface of your workbench. Texture planks are very thin and they will probably absorb some water from the glue and bulge a little. You can prevent that by putting some waight onto the drying bridge.
 

It won't take long before you will be able to relievie the completely dry footbridge. Now you can add some balustrade or ornamentation to it. Once more use the super glue to save some time. Remember to paint the complete product of your work with a mix of basing glue and water. It will harden the wood and prevent it from sheding splinters.


After all the bridges dry up, you can udnercoat and the paint them. The complete set of footbridges may look like this:



Rules: Footbridges

Footbridges and catwalks are a common sight in Mordheim as well as in the other cities of the Imperium. Some of these gangplanks are just a bunch of randomly placed planks while others are more like a full scale bridges. Whilst not a one have the same length or size, all possess a single common feature: they're all made from wood. 

For the purposes of the game please apply the following rules to all the footbridges:

Destructable object: 
It is possible to destroy a wooden footbridge. Any model able to fight in close combat phase may attack a footbridge which is in base contact. If the model is in hand to hand combat with enemy model, it may still redirect some attacks to the bridge if you wish. The hits against a bridge will auto hit and you will need a roll of '6' to wound. Models armed with axes or flaming weapons will need a roll of '5+' to wound the bridge. Small bridges (up to 6" length) have 3  Wounds, while Large bridges (more than 6" length) have 5 Wounds. You do not roll for the Injury, also Critical Hits do not apply to the bridges. Simply remove the bridge that has 0 Wounds left and perform 'Falling' for all the models that were on the bridge. 

Pit Fighter: 
The Pit Fighter skill applies to the model fighting in hand to hand combat while on the bridge. 



Regards,