Although this is an older video it was still the most useful wargaming tutorial I have ever watched, thankyou mate! Now I understand all of the core rules and mechanics so I can play, so thankyou!
As someone who plays mordheim with a mixed bunch of players, veterans of the system as well as new bloods, heed this: It doesnt mix competitive players and those who like to play for fun very well. Make sure before a game where the stakes are. If you're new to the system, familiarise yourself with the og rules before adding in a lot of houserules and cool stuff. It needs quite some houserules but some might alter details you better know before changes are done. As mentioned in the video, broheim ratings are generally fine to give a hint on playability, but some warbands were designed for a specific campaignsetting, and might add, or need, more new stuff/rules than you think. Try to play with a ending in mind, be it a narrative or amount of games, its way more enjoyable than just playing an endless grind. Its a very random game, dicerolls determine everything, not just the actions during a szenario.
this is perfect as I'm starting a campaign at our LGS and the response of interest is overwhelming. So many new players and this will def help in getting them started.
Loved HeroQuest back in the day, still have my 1990 (UK/Euro) edition along with Keller's Keep, Return of the Witch Lord and Against the Ogre Horde. I have been on a board game binge last 12months or so, have purchased quite a few games, all because I stumbled across a RU-vid video of someone unboxing a HeroQuest 2021 Mythic Tier box set. Ended up purchasing that myself on Ebay, was quite expensive but they're crazy prices now. But this home made leather bound book looks absolutely fantastic, you scored big time there, no matter the cost. Thanks for the link too.
I prefer CWC 2 from what I have read. They brought more chrome into the game based on historical facts which I find very valuable. The 1st edition is solid, but it is a little too abstract for my tastes. I want to see some semblance of reality in my games. LAWS for example should have a really short range, especially if using the standard scale of 1 stand = a platoon. It is just a defensive measure, so in open country tanks should be able to navigate them. No game can be a simulation, but a good game produces historical decision-making IMO. Although we house rule that hits are permanent and increase the save values of everything as well as introduce a saving throw of 3+ for infantry. This makes things feel more realistic while not changing much of the mechanics, and Infantry are then very reliable and take a long time to get rid of. I have found that this helps increase the usefulness of infantry as Tanks have a harder time sticking around to get rid of them, especially if they are in cover.