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Author Topic: Here we go with Mordheim!  (Read 28842 times)

Offline Merrick

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #25 on: October 03, 2009, 01:26:51 PM »
I read the book and decided I prefered them to Marienburgers. :)

Offline Gneisenau

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #26 on: October 03, 2009, 03:12:50 PM »
When does the "all maces" tactic become obsolete?

When they re-balance the rules so that the mace/hammer/club/staff isn't both cheaper and more effective than any other option?

So, never.

The Mordheim rules are not balanced. If you play with friends, perhaps the best option is to have a session before commencing and adapt some of the items and/or costs.

Offline Von Kurst

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #27 on: October 03, 2009, 03:39:36 PM »
I love and enjoy the game, but our list of house rules is fairly extensive...
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Offline Gneisenau

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #28 on: October 03, 2009, 04:02:29 PM »
Please share them if the opportunity arises and you don't mind. :-)

Offline Midaski

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #29 on: October 03, 2009, 05:04:36 PM »
I love and enjoy the game, but our list of house rules is fairly extensive...

I'd like to see a list too - certainly some guide to 'broken' areas.

I had a try out game last night - I hadn't played for a number of years.

I had 11 Reiklanders - and gave them all hand weapons  - a true variety  :icon_wink: - and so with their free daggers, I assumed they all had two attacks in close combat?


Pistols.
We also assumed that if you fired a pistol in the shooting phase in the previous turn, that if the model was in CC next turn that he couldn't fire the pistol in the actual CC?

However could he use it as a club? (like the Ed.6 Pistoliers)
(Actually made no difference as I employed the dagger  :engel: )

Quote from: Gneisenau
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Metal to Finecast - It is mostly a swap of medium. 

You mean they will be using Ouija boards instead of Tarot cards for their business plans from now on?

Offline Von Kurst

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #30 on: October 03, 2009, 06:38:59 PM »
Brokenness is kind of an eye of the beholderish thing.  For example, my group does not have a problem with clubs.  We use them at start because they are cheap and then we move on when we can afford 'real' weapons.

With the internet's focus on 'best builds' for every possible game this will probably change, but at the moment most people who join our group do so because they see us having fun with ship battles or looting a dungeon or just playing on cool terrain.

Hand weapon and free dagger=2 attacks.  (This is known as 'dual wield' and considered broken by many of those who use the term 'dual wield'. Again my players don't really have a problem with everyone using 2 weapons, so we didn't know it was broken.)

Pistols--I would agree with you.  If you have just fired a pistol it is empty.  The Rules as Written crowd argue that that isn't what the rule actually says.  We don't play with that crowd anymore, as their pistols are never empty...

It is a common house rule to use the pistol as a club as per 6th ed Warhammer. 

I'll try to update our house rule list and post it.

Oh and I have a Warrior Priest hired sword in with a group of Estalian Conquistadors who have journeyed to Lustria.  He is kind of there as a commissar to ensure that the mercenaries remain true to their employer and ruler and their faith in Sigmar.  I am kind of stuck on a name and title for this priest.  Any thoughts?
« Last Edit: October 03, 2009, 06:42:54 PM by Von Kurst »
“Why is the rum always gone?” -Captain Jack Sparrow
"It is, it is a glorious thing To be a Pirate King."
 -Gilbert, Sir W(illiam) S(chwenck)

Offline Midaski

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #31 on: October 03, 2009, 09:34:20 PM »
I'll try to update our house rule list and post it.


Yes please - and are these the rules you use for your 'Ships' because I seem to recall you were going to post those up too .............



Oh and I have a Warrior Priest hired sword in with a group of Estalian Conquistadors who have journeyed to Lustria.  He is kind of there as a commissar to ensure that the mercenaries remain true to their employer and ruler and their faith in Sigmar.  I am kind of stuck on a name and title for this priest.  Any thoughts?

Father / Brother are the obvious titles - your use of the word 'commissar' seemed to indicate he is a modest man.

I'm not too good on spanish names, but Ignaceous sounds religious.

 :engel:
Quote from: Gneisenau
Quote
Metal to Finecast - It is mostly a swap of medium. 

You mean they will be using Ouija boards instead of Tarot cards for their business plans from now on?

Offline rufus sparkfire

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #32 on: October 03, 2009, 10:21:36 PM »
I don't think you should use the pistol in combat at all after the first round - you switch to another weapon. There's no foundation in the rules for using it as a club.

I don't know why pistols don't use the same rules as crossbow pistols for shooting in combat. The inconsistency is irritating.
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Offline Von Kurst

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #33 on: October 04, 2009, 01:26:40 AM »
@Rufus--There are a number of Warhammer rules that migrated to Mordheim without due attention to the fact that rules between the 2 systems are often very different.  Clubbed pistols in hand-to-hand is one of those.  The fact that in Mordheim pistols have a long and short range is often over-looked as well.  (Especially since their maximum range is 6".)

@Midaski--Ignaceous is great!  Thanks.

--Ships.  Its been awhile since ships have been talked of...
We use Warhammer Ahoy! rules as the base, but we've created a few House Rules for ships as well.
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Offline Marius

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Here we go with Mordheim!
« Reply #34 on: October 04, 2009, 10:32:50 AM »
So, I recently downloaded the Mordheim rulebook and got some of my friends into it. We will be playing our first game as soon as we convert enough soldiers.

Anyway, as I read through the book, I found that Reiklanders appealed to me most and would start converting some of my unused infantry into them at the first opportunity. However, before I do, I would like some advice and recommendations about the build of an army: what works and what doesn't, which soldiers/options to take and which to stay away from.

I know that this thread is very similar to Merrick's Mordheim thread, but I hope that you can spare some time and give this poor little beginner some of your time and wisdom ( :engel:)

Also, I am not requesting a full list, but just some pointers on how to construct a working, fun and good looking (very important) one.
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Offline Midaski

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #35 on: October 04, 2009, 11:18:10 AM »
Clubbed pistols in hand-to-hand is one of those.

I must admit I could not find it in the original rulebook?

  The fact that in Mordheim pistols have a long and short range is often over-looked as well.  (Especially since their maximum range is 6".)

Didn't know that - being familiar with Fantasy one just assumes pistols only have 'one' range.
Is that in the rulebook somewhere?



--Ships.  Its been awhile since ships have been talked of...
We use Warhammer Ahoy! rules as the base, but we've created a few House Rules for ships as well.

So - does that mean you cannot post them up - or have them in a transferrable document?
 :engel:

Soth, Shadowwolf and I played a LotHS 3 ship battle at the Eurobash, and to be honest it was a bit lame.
It went on for many many turns, and with the cannons effectively requiring 3 dice rolls to actually do some damage it was very long-winded.






Quote from: Gneisenau
Quote
Metal to Finecast - It is mostly a swap of medium. 

You mean they will be using Ouija boards instead of Tarot cards for their business plans from now on?

Offline Midaski

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Re: Here we go with Mordheim!
« Reply #36 on: October 04, 2009, 11:34:01 AM »
I'm not sure that one of the Mods isn't going to come along and merge all these Mordheim threads, like they've done with the IG and Orks.

However Merrick's is dieing, and rufus' is about a specific 6-man campaign, so yours may well become "the" one.

I too have just started again after many years, and indeed played Reiklanders for my first list.
[Of course I will switch to Kislevites soon,  :icon_wink: once my opponent and I have got used to the basics again. ]

General guidelines I have gathered.

1. Numbers over loads of equipment. My mate gave HA and LA to his heroes, whereas I had extra men. GIven Xbows & Pistols S4 the armour was basically a waste of time.

2. Hammers and Maces seem to be most effective starting weapons for the way they affect the 'stunned' roll. However I get the impression dual maces on every warrior is very cheesy.
[I used hammers  :icon_wink: ............. well on some]

3. WYSIWYG
I feel that this is very relevant, and therefore could be tricky.
I'm not sure what the general opinion is, but given the nature of the game and the number of models in a warband, it would seem pretty important to accurately portray your men and their weaponry.

However if you start a campaign, and your warband grows and improves, then the weaponry used by your models will change.

So how do you deal with this?

a) Have painted spare weapons you can stick/glue/pin on a mini?

b) Have different magnetised arms to swap around? Feasible, but sometimes your man will have 3/4 weapons and only two hands ...... :icon_wink:

c) Make loads of different Free Company for your Fantasy army with all the combinations you can think of?

d) All three of the above.

 :engel:

I drafted a list from the book before our game last Friday, and then had to change it to a list made up from the models I had.

Quote from: Gneisenau
Quote
Metal to Finecast - It is mostly a swap of medium. 

You mean they will be using Ouija boards instead of Tarot cards for their business plans from now on?

Offline rufus sparkfire

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #37 on: October 04, 2009, 10:25:07 PM »
Clubbed pistols in hand-to-hand is one of those.

I must admit I could not find it in the original rulebook?

Because it's not there. By the rulebook and FAQ, you have to change to a different weapon after the first round (lances and pistols are the only weapons you can change in combat).

  The fact that in Mordheim pistols have a long and short range is often over-looked as well.  (Especially since their maximum range is 6".)

Didn't know that - being familiar with Fantasy one just assumes pistols only have 'one' range.
Is that in the rulebook somewhere?

The rulebook doesn't have the exception to the normal rules that the warhammer rulebook does.



Wysiwyg = don't care about it. Using awesome miniatures is more important than wysiwyg, in all cases.
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Offline Von Kurst

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Re: Here we go with Mordheim!
« Reply #38 on: October 05, 2009, 01:30:40 AM »
Wysiwyg=too hard with metal models.  I have a fondness for modeling on eye-patches and peg-legs or crutches and I like to use plastics as much as possible but after a few years we gave up on modeling everything.  We try to have at least 2 weapons represented, but playing in a store environment we have too many kids using space marines to be over strict.  (Kids=college age)

Ship rules--mainly its sorting through the confusion that makes perfect sense to me and making it presentable.
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Offline Pistol Pete

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Re: Here we go with Mordheim!
« Reply #39 on: October 05, 2009, 05:26:19 AM »
I agree that the Mordheim rules need some tweaking.  I actually made some of my own house rules.  I had to stop halfway through because I moved across the country for work and was forced to leave my warhammer stuff behind).

I was trying to find a way to make armor a little more useful ,and make the weapons play a little more realistically, as well as balancing out the warbands a bit.

I'll see if I can dig up what I've got.  I don't have my mordhim book with me,but I may actually have a pdf version of it on my computer, come to think of it.


As far as wysiwig goes, it's a real bear to do it right, since armaments can and do change.  My solution is to figure out a weapon combination that is likely going to be used for a long time.

In my reikland warband, that means the swordsmen have swords, and the marksmen have bows.  The swordsmen will likely continue to carry swords for their primary armament, though the bowmen will eventually be given crossbows (a second model will do for them).  Both also carry clubs, discretely modeled in some cases by a small 1/16 plastic rod glued to the model.

I'd suggest that the character models represent the weaponry as accurately as possible since they're your powerhouse characters, and likely to have the most varied loadout.  Again, I think it's good to have the characters planned out in advance (as to what you plan for upgrades) so that you can sort of work this out when modeling the figure (and making room for future upgrades).
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Offline t12161991

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Re: Here we go with Mordheim!
« Reply #40 on: October 05, 2009, 05:35:41 AM »
You can download it from the GW website if you don't have it. The specialist games section on the far right.
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Offline Fandir Nightshade

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Re: Make Merrick's Marienburg Mordheim Mob
« Reply #41 on: October 05, 2009, 09:20:15 AM »

Quote
Spears?  Wot?
My group got started with the optional Critical Hit Tables a few years ago and we love our swords and axes.  Clubs are still good, but we pay with a mix of weapons.  Although the halberd still gets little love...

Yeah we used kind of a lot of spears...if I remember it right you strike first with the spear even if you are attacked...with Middenheimers 1 S 4 attack before the enemy quite often spelled doom for the enemy before he got to strike...

But could be I remember it wrong.

Offline rufus sparkfire

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Re: Here we go with Mordheim!
« Reply #42 on: October 05, 2009, 09:41:46 AM »
They changed spears so that you only strike before chargers if you have higher initiative. Which means spears really only work for skaven and elves.
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Offline Fandir Nightshade

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Re: Here we go with Mordheim!
« Reply #43 on: October 05, 2009, 09:42:54 AM »
Those Basterds!!!

 :icon_evil:

well than Middenheimers kind of suck! Are the Sisters still so ubertough with those killer chain whips?

Offline rufus sparkfire

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Re: Here we go with Mordheim!
« Reply #44 on: October 05, 2009, 10:02:32 AM »
Plus you can't use a spear with another weapon, so you're reduced to using a shield in the other hand.

I've never read the rules for Sisters of Sigmar actually!
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Offline Fandir Nightshade

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Re: Here we go with Mordheim!
« Reply #45 on: October 05, 2009, 10:06:04 AM »
Middenheimer with sword and spear was my standard set up for the characters....well I think that way they are down the drain as more attacks beat higher strength in mordheim.

Offline Von Kurst

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Re: Here we go with Mordheim!
« Reply #46 on: October 05, 2009, 10:12:26 AM »
Ya, but more attacks at higher strength is never bad.  I haven't run Middenheimers for a year or so, but the last band did fine.
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"It is, it is a glorious thing To be a Pirate King."
 -Gilbert, Sir W(illiam) S(chwenck)

Offline Pistol Pete

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Re: Here we go with Mordheim!
« Reply #47 on: October 05, 2009, 11:48:14 PM »
Here are the Mordhiam House rules I'm tinkering with.  It's a work in progress, so let me know what you think or how these rules play, if you decide to use them.

 :happy:


House Rules

Here's couple of rules tweaks I've come up with.  I wanted something that was more realistic, but I've also tried to balance things out a bit more.  Some things were made better, some were increased in price, some
were just made more fun.  See what you think.


                                             Hand Weapons

Most one-handed weapons are designated as hand weapons.  A warrior fighting on foot, with a shield or buckler, may add an additional +1 to his armor save in close combat.  A warrior may also use two hand weapons at the same time.  A warrior fighting with two hand weapons gains an additional attack with the weapon in his off hand. For example; A warrior using a club and dagger attacks with his base amount of attacks with the club. and add an additional attack with the dagger.


--------------------------------------------

Dagger/Knife- 2 gold

Special Rules- Enemy armor bonus, Sidearm:  Every warrior hired by the warband brings a dagger with him.  This free dagger is his personal weapon, and it cannot be sold, traded, or added to the treasury.  This free dagger does not count against his weapon allotment.  Obviously, warriors who do not use weapons (ghouls, wardogs, etc) do not carry a dagger with them.
---------------------------------------------

Club- 3 gold

The club is one of the most popular weapons in Mordheim beacuse it is one of the simplest to improvise.  A sturdy branch or a broken table leg has begun (and ended!) many an adventuring career.  Still, the club is
often discarded at the first opportunity for something better.

Special Rules- Concussion, Crude: The club lacks the weighted head of a mace or hammer.  Against an opponent with a helmet, the concussion ability is lost.  In addition, a club never inflicts critical hits.
-----------------------------------------------

Short Sword or Poignard- 5 Gold

Unlike the utilitarian dagger, these weapons are designed purely for fighting.  These weapons have a much longer blade than the typical belt knife carried for daily chores.  A warrior who manages to obtain one will often adopt it as his last-ditch weapon.  In times of danger, it is not uncommon for the warrior to sleep with it under his pillow.

Speacial rules- Sidearm: This is the only weapon that may replace a warrior's dagger.  A warrior who has a short sword will carry that in preference to his dagger (which may then be added to the treasury).  This does not count against his weapon allotment.  The short sword/poignard is a much better weapon than the dagger, and as such, it has no penalties in combat.  This weapon cannot be sold or traded, although it can be upgraded with a fancier model (jewelled, gromril, ilthmar) if the warrior can obtain one.
---------------------------------------------   

Nunchaku- 8 gold, or 15 gold per pair (Skaven only)

This Skaven weapon consists of two short lengths of wood connected by a length of chain.  Commonly wielded in pairs, the nunchaku generates much more force than a simple club.

Special rules- Concussion
-----------------------------------------------

Mace/Hammer/Axe- 10 gold

These brutally effective weapons are especially useful against armored opponents.

Special Rules- Concussion, Armor Piercing (-1 to armor save)
------------------------------------------------




                                               Other Weapons

Some weapons just don't fit into other the other catregories.
                 
------------------------------------------------
Fist- Free, if you've lost all your weapons!

Special rules- "Oh noes!": May only make 1 attack, Str -1, +1 enemy armor bonus.
------------------------------------------------

Morning Star- 15 Gold

Special Rules- +1 Str on first turn of combat.  May not be used in conjunction with any other weapons or a buckler.  The morning star may be used with a sheild, however, and gains the hand weapon and sheild bonus.
------------------------------------------------

Spear- 10 gold

The spearman is a dangerous foe in combat.  To get close enough to strike him down, you must first get past
his spear.  Do you feel lucky?

Special Rules- Versatile:  The spear may be used one-handed, two-handed, or on horseback.

Two-handed- First Strike or Parry; A spearman may parry when using a spear two-handed.  On the turn he is charged he may opt to strike first instead of parrying.  He may not use both abilities in the same combat round, and may only use the strike first ability on the turn he is charged.

One-handed- Unwieldy: The spear can be used in one hand with a shield in the other, if the warrior desires, but it loses the Parry ability. The spear may not be used with any other weapon at the same time.  The spear may not be used with a buckler.

Horseback- +1 Str on the charge.  May be used with a shield.
----------------------------------------------

Lance- 40 gold

Special Rules- +2 str on the charge, cavalry only!
----------------------------------------------

Gromril Weapon- 4x price, -1 armor save
----------------------------------------------

Ilthmar Weapon- 3x price, +1 initiative




                                             Two-handed weapons

These weapons require two hands, and thus, cannot be used at the same time as a sheild or buckler.  A warrior with a shield may still use the it against shooting or magic attacks, regardless of what weapons he uses in combat.  A two-handed weapon cannot be combined with other weapons, unless the wielder has a third arm, or a skaven tail attack or somesuch.
---------------------------------------------

Staff- 10 gold

In the hands of a skilled warrior, the quarterstaff is a powerful and versatile weapon. Its long length
allows it to strike terrible blows, and keep the enemy at arms length.   

Special Rules- Two-handed, Parry, Concussion
----------------------------------------------

Halberd- 10 gold

Special Rules- +1 Str, Two hands
----------------------------------------------

Flail- 15 Gold

Special rules- +2 str on first turn of combat, Two hands
----------------------------------------------

Great Weapon- 15 gold
 
Special Rules- +2 str, strikes last, Two hands






Missile weapons (still in progress)
Short Bow
Bow
Longbow
Elf Bow

Crossbow
Crossbow pistol
Throwing Knife



Sling- 5 gold

The sling is a popular weapon in the streets of Mordhiem.  It is cheap and easy to improvise, and lethal in
the hands of a skilled user.  Lead sling bullets are the preferred ammunition of choice.

Special Rules- Multiple Shots x2: If the warrior has not moved that turn, he may fire 2 shots at -1 to hit.
He may only do this at half range targets.
----------------------------------------------



Summary:

The dagger rules simply incorporate the FAQ addtions, but it is otherwise unchanged. 
I've always felt that clubs/hammers/maces were underpriced.  The club remains cheap, but is a bit less
effective (but still great early in the campaign!).  This suits its improvised nature much better, I think.

 
I've combined the axe's armor piercing ability with the hammer/mace's concussion ability and adjusted the
price accordingly.  It makes those axe-armed models usable now (yay!), and the higher price reflects the
lethality more accurately.  The armor piercing is a nice bonus, but it won't be a big deal until later in
the campaign.

I always felt staves should have had different rules than clubs/hammers/maces, and have added some neat
rules for them.  They are similar to the new spear rules I have come up with, which makes sense because
they have a lot of similarities when used two-handed.

The spear got a slight tweak.  I've allowed spears to have Parry in addition to First Strike, but now it is
a two-handed weapon.  It's always bugged me that "spear and shield" combat would be encouraged for a skirmish
game like mordhiem (it's impractical and clumsy without a shield wall), when the two-handed technique is really FAR better for this type of combat. I believe this reflects the dangerous nature of the spear a bit better. Those who really want to use a shield with
their spear may do so, but they won't get any bonuses! 

Nunchucks- This is a simple club upgrade, something between a mace and a club.  It has concussion, but because of the extra power generated, it does critical hits (unlike a club).  This basically uses the book rules for clubs, but makes them a little more expensive (which I believe is the right choice; they were two good for 3 gold).  Most importantly, skaven would look awesome with nunchucks, being ninjas and all.

Slings have been toned down a bit, a little pricier and you can't move and fire two shots that turn.  Keeps the skaven sling spam in check.

Shortsword is basically an improved dagger, that replaces the free dagger (so it doesn't hog a weapon slot).




Armor-
----------------------------------------------

Shield- A warrior needs one hand free to use a shield. He may not use a shield during any round of combat    where he is also using a two-handed weapon, or a weapon in each hand. The shield provides a    substantial degree of protection to the user under the following circumstances:

        +1 to armor save in close combat. 
        +1 to armor save vs shooting attacks (this bonus applies regarless of the user's weapon).
        +2 to armor save when using a shield in conjunction with a "hand weapon". Only applies to a warrior         on foot.  A warrior on horseback cannot evade enemy blows as easily.   
   
----------------------------------------------

Buckler- Parry, +1 to armor save when using a buckler and "hand weapon" in close combat. 

The buckler provides no benefit against shooting attacks.  Like the shield, a buckler requires one    hand free to wield it, so it may not be used with two weapons, or with a two handed weapon.
----------------------------------------------

Helmet- Avoid Stun, Unclubbable (a warrior with a helmet does not suffer from the "concussion" ability a    club. Roll injuries as normal with no modifiers for the club.
----------------------------------------------

Light Armor- 6+ Armor Save.
----------------------------------------------

Heavy Armor- 5+ Armor save, Heavy armor + sheild results in a -1 movement penalty.
----------------------------------------------

Ilthmar Armor- 5+ Armor save, no movement penalties for using a shield.
----------------------------------------------

Gromril Armor- 4+ Armor save, no movement penalties for using a shield.


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Offline GamesPoet

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Re: Here we go with Mordheim!
« Reply #48 on: October 06, 2009, 12:27:21 AM »
I'm contemplating buying a Mordheim set that I saw for sale a bit back.

Does the set have the most up to date rules :icon_question:

And if I recall correctly, it has one of the Empire forces and Skaven in it, correct :icon_question:
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Offline Von Kurst

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Re: Here we go with Mordheim!
« Reply #49 on: October 06, 2009, 12:30:17 AM »
@Pistol Pete--Nice!
@Gamespoet--all Mordheim sets come with the original rules.  The Living Rulebook is available on line through the Specialist Games site.

My version of a piratey Da Mob after one month of play--

HEROES
  Kap'un Grootka da Lame - Leader, Quickshot, BS5, I4, A2, L9  dagger,
  crossbow,  axe, Peg leg, Lucky Charm, Rope and Hook. Leg Wound -1M.
  Quartermaster  'Ead Taker- Resilient, Step Aside, 2W,  axe, dagger,
 Lucky Charm.
  Madness (Stupidity).
  2nd Ossifer Yo'and Da Nife - Step Aside, Weapons Master,  sword,
  dagger, blunderbuss, Lucky Charm. Nervous Condition -1 I.
  Kul'nary Artist Cookie Wassis -  Fires of Gork (reduced to Difficulty
  7), Fooled Ya! Ledz Go, Resilient, St4, I4, axe, club, dagger, Rope &
 Hook, Lucky Charm. Madness (Frenzy)
  Cutta Rip - Weapons Master, WS4, W2, LGT, Spear, Club, dagger,
 pistol, Rope and Hook.
  Rippa Fil - Mighty Blow, BS2, I3, A2, Ld8, LGT, Sword, dagger.  Blind in One Eye -1BS.
 
  HENCHMEN
  Grog Soppa -BS4, dagger, club, bow.
  Fas' Jobba - I3, Ld8, dagger, club
  Da Press Gang (2) - A2, club x2, dagger
 Da Lil' Grotz (3) - x2 dagger, short bow.
 Da Udder Grot - I4, x2 dagger, short bow.
  Da Troll (still needs a name)
 
“Why is the rum always gone?” -Captain Jack Sparrow
"It is, it is a glorious thing To be a Pirate King."
 -Gilbert, Sir W(illiam) S(chwenck)