tag:blogger.com,1999:blog-600589111118264680.post8317863744871160308..comments2024-03-10T21:35:32.778+11:00Comments on 3++ is the new black. | Kirb your enthusiasm!: Dwarf Treasure Hunters in MordheimAnonymoushttp://www.blogger.com/profile/07693773850422698445noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-600589111118264680.post-92048846077107724432010-09-09T18:35:48.491+10:002010-09-09T18:35:48.491+10:00Except when you have two peopl playing Mordheim at...Except when you have two peopl playing Mordheim at an advanced level a game which should last for half an hour or an hour will turn into 3, 4, 5 or 9+ hours. Longest I've done is 12 hours of manouvrability, feinting and counter attacking and that was 3 guys verse 18, played well, even with powergaming, balance ensues whereas in 40k that is very hard to match gamewise.Auretious Taakhttps://www.blogger.com/profile/09261337221609987048noreply@blogger.comtag:blogger.com,1999:blog-600589111118264680.post-70028401121818942672010-09-08T23:29:39.297+10:002010-09-08T23:29:39.297+10:00Mordheim feels like the cheese fest people tell me...Mordheim feels like the cheese fest people tell me mechhammer 40,000 is.VT2https://www.blogger.com/profile/13922615677851541327noreply@blogger.comtag:blogger.com,1999:blog-600589111118264680.post-4846510425957377072010-09-08T00:52:05.937+10:002010-09-08T00:52:05.937+10:00Part 2:
To your warband Vinsanity:
Noble with 2 ...Part 2:<br /><br />To your warband Vinsanity:<br /><br />Noble with 2 pistols…he can’t use both at once to start. Not to shoot anyways. In combat yeah sure 2 str 4 attacks but then revert to the Double Handed Weapon (This isn’t Warhammer Fantasy call it what it is and make sure it’s a hammer or blunted Double Handed Weapon for the awesome critical chart not the fail bladed weapons chart)…you may well kill the opponent by then and then you can’t shoot at range. Even so, 9” range is fail if you are moving so standing still for the shot is a must. That said if you don’t knock the opponents out then they charge you next turn. Huzzah. Screw the 2 pistols to start with. Take 1 if any. Take a hammer too.<br /><br />Give the engineer a hammer as well. He’ll hit combat, it’s as simple as that.<br /><br />Slayer armament is personnal preference I’d prefer a hammer myself with the dagger cause you save more gold that way for more guys/toys.<br /><br />Thunderers take Crossbows for the extra range and the ability to fire every turn people. Armour is expensive, easily bypassed unless you have LOTS of it in Mordheim (min Heavy Armour and a Shield to get decent and frequent saves) so the handguns extra armour save modifier isn’t worth the other sacrifices in rate of fire and range. Skills? Why give them stuff if they get TLGT that will not compliment them. Regardless a Clansman and a Thunderer have the same stats, just different starting equipment. A Clansman is nice but why give him shooting skills unless you are going to be abusing the combat side as well? Thunderers are natural progression to shooting, then you wanna do stuff to make them more useful as well combat and strength are both valid but special and keep them alive longer (remember 2 skill lists, special skills for race specific lists don’t count as in addition s you have to chosse to learn those skills too unless house riled otherwise) skills will help the warband develop very nicely too. Don’t overlook Beardlings for the points raised above, yeah lesser stats but 2 hand weapons and volume of attacks is awesome. At 90gc’s for 2 clansmen with axes and daggers we get 3 beardlings with hammers and daggers and 6gc’s spare. :D<br /><br />To your list of:<br />Noble - Double Handed Weapon, Pistol, Pistol, Dagger<br />Engineer - Crossbow, Dagger<br />Slayer - Axe, Axe, Dagger<br />Slayer - Axe, Axe, Dagger<br />Thunderer - Crossbow, Dagger<br />Thunderer - Crossbow, Dagger<br />Clansman - Axe, Dagger<br /><br />500 Gold exactly and 7 dudes.<br /><br />It’s okay, it’s just your average noob Dwarf warband, nothing too special nothing unpredictable. You aren’t abusing the exceptional equipment you have available to start with coupled with your natural increased income no matter what. You can lose your entire warband and still find a shard of wrydstone after the battle. It is awesomely powerful when worked with. <br /><br />My own warband would be something like this:<br /><br />Noble, Gromril Armour, dagger, Gromril Hammer, Gromril Mace – 178<br />Engineer, Dagger, Hammer – 53<br />Thunderer, Dagger, Hammer – 43<br />In storage: 2 Suits Gromril Armour, 8 Gromril Hammers<br />Gold Crowns in Storage: 4gc’s.<br /><br />Can’t give the Gromril Armour to the Engineer or the Thunderer till after the first battle so you wait. Shields asap, usual income force multiplying approach to early game development and bam, you’ll have a warband in a few games, especially if you voluntarily rout as soon s you lose 1 guy (remember it’s 2 or 25% of your warband OOA, whichever is lower, before you can call the voluntary route). Works a charm. 3+ saves (Gromril+shields) are bloody hard to get through, and alongside the resilience of the warband, wow, pretty awesome. The Noble is one of the best starting characters in the game, he dies, you can’t get another one so keep him alive, and if it costs a mere 80gc’s from the start to do that then do it. Oh and Helmets. <br /><br />Cheers Vinsanity, nice article, hopefully the criticisms/comments by me with your article give people a good base point to mess with for Dwarves. <br /><br />Cheers all,<br /><br />Auretious Taak.Auretious Taakhttps://www.blogger.com/profile/09261337221609987048noreply@blogger.comtag:blogger.com,1999:blog-600589111118264680.post-31534155924461051652010-09-08T00:51:43.132+10:002010-09-08T00:51:43.132+10:00Part 1:
Lets see then…
Pro’s – long range missil...Part 1:<br /><br />Lets see then…<br /><br />Pro’s – long range missile weapons mean shit on any board with cover scattered 4” or so apart regularly like oh a ruined city like mordheim. Can’t see me, you can’t shoot me. Hooray for fail. Armour is shit in Mordheim as a general rule due to how many ways bypass it with ease. Heavy Armour and a Sheild costs 55gcs. Why didn’t you play smart and get 3 suits of gromril armour to start and shove it in storage and next game buy 3 shields, now the noble and engineer and as soon as a henchy lads up, all have that magical 3+ save. Buy them donkey’s for lulz and you have 2+ saves heee (but can’t get into combat cause donkeys are real arses!). <br /><br />Bullshit on the crappy load out for guys to start too for an effective warband. Lets see…Noble (85) Dagger, Gromril Hammer (9) – 94, 2 Slayers (100) Dagger, Gromril Hammers (18) -118, Engineer (50), Dagger, Hammer (3) – 53, 8 Beardlings (as good in combat as any starting Merc, WS 3 Str 3 but T 4 and as you say Dwaren resilience across the board makes em fucking hard to kill to start, Initiative 2? Who cares: whole warband has it and Leadership is still 8 which is ry Captain levels so they are better for their 25gcs then an equivalent human) with Dagger and Hammer (224), leaves you 11gc’s to o wild with. I’d get another Gromril Hammer and keep it aside for the Engineer after the first game when he can be given it legally, leaves you with 2gcs and a starting rating of 106, which is the max you can stat with and may well give some other players underdog experience from the get go. Woot. Oh look, viable starting warband that laughs at most other warbands out there and maxes their combat potential and has some bargain toys to boot. <br /><br />Also: VINSANITY’S GOLDEN RULE OF MAX THE HEROES IS NOT APPLICABLE, IT’S ALL DOWN TO PLAY STYLE AND EXPERIENCE!. IF NEW TO THE GAME MAX THE HEROES, THE IMPORTANT POINT IS YOU CAN START WITH 3 DWARVES AND ABUSE THEIR EXTRA INCOME AND VOLUNTARY ROUTING TO MAX YOUR HEROES IN ONE OR TWO GAMES AND GAIN UNDERDOG EXPERIENCE TO BOOT BUT ALSO HAVE CARTLOAS OF AWESOME GEAR! FORCE MULTIPLIERS PEOPLE!Auretious Taakhttps://www.blogger.com/profile/09261337221609987048noreply@blogger.com