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====Possessed==== A rather interesting warband, the possessed have a variety of tools at their disposal, ranging from Possessed and Mutants who have some absolutely trolltastic Mutation combinations, to crazed cult followers and finally to a few beastmen stragglers. Having played this warband a fair bit, it has its ups and downs like every warband (Well aside from Shadow Walkers, fuck 'em), early game they tend to be squishy and can get picked off fairly easily by other warbands though in the mid-late game you can really spiral upwards into a Mind-Rape train of destruction that ate its own breaks... If your new to playing these, then i suggest either Min/Max your warband in 2 different styles: "Cthulu's Cult" - This style of play is very simple, you start off with 500gc, firstly get your leader, a magister with H. Armour, a shield and a sword is a good start, it will cost 135gc which leaves you with 365gc, then comes the easy part, get AS MANY BRETHREN AS YOU CAN!. From this point onwards, once you have 8-10 brethren, which costs between 200-250gc depending on how many, you are left with 115gc, and at this point you may be worried that you have a bunch of guys who are going to have to fist-fuck their way through this campaign, but that little lump of gold at the end is all you need, you spend that on either twin axes for all of them, or an axd and the shield if you want a 6+ armour save, so now your set, turn up to the game and watch as your opponent either grins or despairs at the sea of lightly armoured models you bring, has he underestimated you? or is he simply revelling in the promise of lots of Experience points?, who knows, Hilarity will ensue. You should however remember that the magister cannot use magic while wearing anyt armour. "Upsides" With the sheer amount of models you have down all with axes(meaning you get a -1 save modifier on enemy armour without needing to be strength 4!!), and if you decide to take the pair of axes, you get an extra attack, which means that at best, you can churn out 16-20 attacks a turn at an average of hitting on a 4+ and wounding on a 4+/5+, so roughly 4-5 wounds will go through, of which one might be a critical. Now bearing in mind that most models at the start will have 1 wound, maybe 2 and an armour save of a 4+ (put to 5+ because of that sweet sweet -1 to their armour save), you can gang-rape a high cost enemy hero to death if you play it right and then go after the rest, Bon Appetit!, as for your leader, keep him at the back flinging spells and occasionally attacking if your ballsy enough. NOTE* Always, always, always move in groups. If you leave people alone, they have to make all alone tests and will get smushed in a 1 to 1 with most enemy combatants, strengrth in numbers....strength in numbers.... "Downsides" Due to the high model count and how mordheim works, you get less warpstone when you sell it, meaning you have a slower progression as a warband, however once you have got enough gold you can let loose some of your brethren and evolve the warband into a playstyle you find more fitting, this style of play does not really work in the late-game unless of course you get each of them heavy armour and helmets and maybe shields. "Sayl the Faithless, Nightmaw and......Dominique!" This is my preferred warband of choice by a long way. why?. Because it consists of 3 models, those models are armed to the teeth and are absolute tanks, and it is gimmicky and fun to use, very much a Dick Dastardly and Muttley warband in the sense that 90% of the time you will fail, but that sweet 10% is all worth it(but no seriously, you can get stomped pretty easily so watch out!) Take the magister, a Mutant and a brethren, first give your magister a shield, H. Armour and a sword, this leaves you with 365 gold, then purchase a mutants, give them H.Armour, Shield, Extra limb, Gargantuan Size, Toughened Hide, Extra head and a few other things off the extra mutations chart which can e found somewhere on the internet, this racks up a cost of exactly 325 gold, and for it you get a multi-limbed monstrosity who gets 3-4 attacks in close combat, 3 wounds, a 3+ save and a bunch of other quirky and useful tricks, see that expensive hero? mince him!, see that poor zealot trying to flee? lunch!. Finally get a brethren with sword and shield, and boom there is your warband, use the 'Mutant' to barrel in and mulch combatants, use your magister as support and finally keep dominique by the magisters side to record the events and laugh diabolically. "Upsides" - its FUN - You have a perfect excuse to use Sayl the Faithless and Nightmaw without doing any conversions to make a warband. - Dominique. - Very low model count means lots of moolah for your warband. - the mutant is fantastic for beating down just about everything, though be wary of minster hunting units such as trollslayers, they can dampen your day a little. - Since the Mutant is not a spawn, it can gain the benefits of all the mutations without the drawbacks, it is much more controlled destruction. "Downsides" - Dominique may die - if one of your members die, it is problematic, if your magister or mutant die, kiss goodbye to the warband - easily swamped by horde warbands - all your eggs are in one basket with these three models, don't crack them early.
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