I have a Vampire COunt with a 2h axe and a bunch of dire wolves. People tell me this is not optimal. That is true, but it is in the spirit of the character. It's so thematic to have the dogs tackle an enemy to the ground and then he comes over to deliver the execution.
Double-handed weapons are great for securing kills, but striking last is a bit of a down side. Combining them with charging dire wolves is a good strategy. If the striking last with the double-handed weapon is hurting you, I might suggest a halberd. Your vampire will be hitting at Strength 5, which is still good, and it won't be striking last anymore. Thanks for watching.
I thought these videos were old when I found them. And then I saw they’re not only current, but still being made. Fantastic for someone just getting into the game
Your final comment is so spot on. The setting of Mordheim is fundamentally about doom. Warbands have ups and downs. Mordheim tells the story about how your captain and his men reach their inevitable doom in their greedy quest for quick riches. The important thing is to enjoy the ride of finding out what eventually brings about their comeuppance.
I have found that when I worry too much about my warband, it takes away from the fun of the game. Some of the most fun I have had in this game has come after my warband has suffered a great tragedy. At that point, I say, “Well it can’t get any worse, might as well have fun with it.” Then I start making my moves based on entertainment instead of optimization, and the warband is usually more successful because of it. Nowadays, I try to not wait for the tragedy part and just do what is the most fun from the start. Sometimes it ends in success, sometimes in disaster, but it always ends up being fun!
The vampire leading my undead warband is somehow convinced that he is one of the 'good guys'. A lot of the scenarios begin with him bungling an attempt at diplomacy. (Addressing the leader of my wife's all female Reiklanders as 'Man of the Empire'...)
My take aways from this: Heroes are key to the financial success to the warband. Hire plenty and don’t be too risky with them - you need them healthy for postbattle exploration. Boots on the field better protect your heroes than excessive equipment and give more options in scenarios. Many small henchmen groups help generate new heroes, but reinforce the groups you don’t want to lose. The leader is irreplaceable so consider giving him more personal protection than the other heroes. Lean on the hired swords for extra spice. They are cheaper to hire than henchmen (and a dead mercenary is paid no upkeep!). All that said, it’s a narrative game - try to create epic stories as these are what we fondly remember down the years. It’s a dicegame and our ‘heroes’ are murderous mercenaries- don’t be too dismayed by their deaths. You can always roll a new warband - the first 500gc is free!
I have been playing Mordheim since it was first released - my favorite TableTop wargame as well. Great introduction video - very clear explanation, and you didn't say a single thing I disagreed with. My main two tips (always hire max heroes and always start henchmen in groups of one) are very fully examined.
Such a great video. Love the chill and hand crafted vibe. Good information with depth as well. And amazing miniatures! I’m excited to see more of your videos.
Just some tips, barring power gaming, which is easy to do in Mordheim: - Bodies > strong stats > gear - After game skills are underrated - After game miniatures are VERY underrated (Merchant, Beggar...) - Ranged is devastating... when it works (don't risk doing a full ranged warband , even if the warband is shooty) - The best hired swords are: the cheap ones / the ones that do something your warband can't do well / the ones that do something your warband already does well - Never buy expensive hired swords or gear until 10+ games in - Avoiding combat might seem attractive, but piling in on single models is usually always more rewarding - Take advantage of most leaders BS 4 and give them a shooting weapon, even if cheap - It's dangerous to sink a lot of gold into a single mini, no matter your rating (unless it's the Troll, since it's inmortal) - Spend time reading about all the stuff you can buy, including animals!
All very good tips! About the hired swords though; most of our campaigns/warbands don't last for more than 10-15 games, so most of us end up hiring ogres or knights pretty early just for the fun factor. But yeah, making sure you can afford them for the long haul is important.
Dude i watched your old Sige of the Citadel vid some weeks back as i was looking at Warzone Eternal. And then you start uploading Mordheim stuff, another thing im working on getting into. It is a little spooky but anyway, good stuff, i subbed.
Thank you! Yes I don't chase down classic models too often, but I fell in love the Disciples of the Red Redemption after seeing them in an OldHammered video.
One practice our Calgary group found: Crossbow spam. It isn't just about giving as many people as you can a crossbow and hoping for the best. Give 'em to heroes. Then get those heroes skilled ASAP. Especially Quick Shot. Rate of fire will eventually overcome lack of ballistic skill (though it's good to get that too). Witch Hunters are especially good for this strategy.
Crossbows certainly are scary. But I think the inability to move and shoot with a crossbow balances them a bit. Plus, if you play with a lot of terrain like we do, it can be hard to line up that shot if enemies are running around or hiding (so many people sleep on the hiding rules). Thanks for watching!
@@GetTabled we've been introducing more verticality into our games. It's really opened up the table but it's also made it a little bit more dangerous for the warbands too. We've gotten good at taking the higher ground with our shooters and staking out lanes of travel. A lot of us got good at exploiting the terrain placing rules in each scenario, meaning we got good at placing sniper nests. I play the dwarves. And I use hide whenever I can. What's the low initiative makes it hard to do blind corner charges and on top of that poor movement means I can't go for objectives as fast as the others. I've been having an especially rough time with the meta.
I really enjoyed Mordheim but the only real issue I had were certain warbands were really tricky to run; the undead and possessed weren't really popular in our group but I suppose that's the challenge of the game. Skaven were my favorite and their juves/yoofs (sorry played a bunch of Necromunda and Gorkamorka as well) either developed really odd characteristics or skills that didn't synergize or they became absolute monsters, such as the knife thrower with a BS4 that could pump out poisoned stars or a black skaven with a flail and a dose of poison. Big downside was their crap LD so they'd usually run off so I looked for Bugmans XXXXXX as much as I could. I did try a build starting with a rat ogre but it was really dicey as after the first few games everyone was out to kill it. Only thing was that the scaling/"underdog bonus" wasn't as good in Mordheim as it was in Necromunda or Gorkamorka.
It is by no means a balanced game, but we don't mind since the game is so luck based. I agree about the underdog bonus. It could do a better job at giving players who are falling behind a better bonus. Skaven are definitely a fun time, but you just gotta hope they don't break! Undead and possessed are my favorite, as I like monstrous warbands. Thanks for watching.
They are definitely a good purchase if you already have all your other expenses taken care of an have a little more gold to spend. Or if you are Marienburg mercenaries, you can buy an ogre for some early game power. Thanks for watching!
Sometimes life gets in the way of painting, and we just want to play! I personally try to paint every model before I play, but that's just me. Thanks for watching!