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==Warbands== [[File:Mordheim-Rule-book.jpg|thumb|right|550px|Even the Skaven was swole back then!]] Hoo boy. It'd be easier to say what Mordheim doesn't have, because there is a lot of extra material produced by GW, along with glorious fan-made material. But, to be complete, here's the list of 'official' warbands that are legal in your neighborhood GW store ([[Fail|unless you are in the UK where GW has banned all specialist games from their gaming rooms]]). *'''Original Warbands:''' **'''Mercenaries:''' Come in [[Marienburg]], [[Middenheim]], and [[Reikland]]er varieties. Easiest starting warbands, by far; you're just different flavors of human with a few altered rules. On paper they are the jack-of-all-trades, master-of-none basic warband, but due to their easy access to shooting weapons and powerful melee fighters for the cost, they tend to be more of a master-of-all sort of warband. Still, the standard warband (Reiklanders with fucktons of ranged weapons) is perhaps one of the best ranged warbands in the game. **'''[[Sisters of Sigmar]]:''' Dead hard in the hands of a good player, Sisters get the coveted Steel Whip, one of the best weapons out there. They also have the advantage of armored spellcasters (not that you'll use armor in anything but Gentlemen's Mordheim), good statlines, and a lack of the usual crap that burdens a lot of warbands. They're a lot harder to kitbash than other Warbands however, and the models are expensive as fuck on Ebay, so be forewarned. **'''[[Skaven]]:''' Rats cosplaying as Naruto and friends, only with poisoned swords, claws and fucking magic flintlocks. Initially, these guys get a bad rap. Then, you have fun playing with them. Then, you play a guy who runs a horde of naked Skaven carrying slings, and you hate everything forever, because it turns the game from 'hilarious, quirky skirmish' to 'being a beardy motherfucker'. If you spot someone playing that, slap them hard in the nuts. **'''[[Undead]]:''' Generic undead list; zombies, necromancer and wolves, nothin' too fancy here... Except for that one-army beast called Vampire. Even with the large amount of extra warbands, the Vampire is still one of the best starting Leaders in the game. Notable for the fact that most of their Henchmen cannot gain experience, so you really have a hard time when you lose an important Hero in the game. Ghouls are your friends when you need XP, but they can't wield weapons. Dregs are your best friends. **'''[[Witch Hunters]]:''' BURN THE WITCH! You get to shut down other magic users, plus their option to start the game by RELEASING THE HOUNDS is a fun and viable strategy. Most of their models are hard as fuck, ''especially'' Fanatics, [[Space Marines|who are S/T 4]]. Even their Hounds are S 4. The Witch Hunters hate psychics as well. **'''[[Cult of the Possessed]]:''' [[Chaos]] up in this shit! You start weak, then you get crazy strong, then hilarious mutation tables screw you over completely and you laugh because it's Mordheim, baby! Not recommended for beginners, but smart play with buying mutations can lead to some scary-good forces. *'''Warbands added later:''' **'''[[Carnival of Chaos]]:''' Glorious, glorious [[Nurgle]]-centric army. Generally do fairly well in the first few missions, but some of their rules (namely Nurgle's Rot) can and will completely screw over other players in a long-running game, by breaking their heroes into useless pieces of crap. Also, their lore is an extended league of gentleman reference ("You're my wife now"). **'''[[Dwarf]] Treasure Hunters:''' Slow, heavily-armored, and expensive, [[Dwarfs (Warhammer Fantasy Battle)|Dwarfs]] can be a force to be reckoned with. Just remember; you're a tough motherfucker, so keep your expensive heroes safe, and you'll rock out. Always prepare for ridiculous shit to happen to your Troll Slayers. **'''[[Orc]]s & [[Goblin]]s:''' Greatest bringer of fun in Mordheim out there. Every turn, you need to roll Animosity for your warband; bad rolls can result in stupidity, in-fighting, or suicidally brave charges. A barrel of fun whether you're winning or losing, and they actually have a chance of winning thanks to pretty good stats. **'''[[Beastmen]] Raiders:''' Whoo, [[Beastmen]]! Prepare to have no ranged weapons when you start the game, and some difficult models to control when you start out. They can get good mid-to-late game, but if you're not careful with your heroes, things will go very, very badly for you. **'''[[Ostland]]ers:''' Inbred and dopey mercs who get access to a priest and a goddamn Ogre in their normal warband! On one hand, they get access to goddamn doublebarrelled [[Gunpowder (Warhammer Fantasy)|gunpowder]] weapons <s>, but on the other, they have this weird rule that forces them to spend half their money each turn on one item of some sort. Very, very '''FUN*''' </s> this was removed in the 2002 annual, now they are a solid alternate choice to the other Mercenary warbands. **'''[[Averland]]ers:''' <s>Shooty mercs. Next. Though you do get [[Halfling]]s in your normal warband because that's what everyone wants... Right?... Guys?</s> Good equipment access all round. They have some good shooting heros and henchmen, with Halflins being cheap good shots but worse than Reikland marksmen in close combat. Their Mountainguard henchmen are more expensive than normal but gain a higher starting WS to compensate. That's for the official, now some of the unofficial bands. Many of these came with upgraded settings, for which they tend to be be balanced for. *'''[[Lustria]] Warbands:''' (Tend to be at least slightly OP compared to other warbands. Ye who plays a campaign with elf-lovers, abandon all hope.). **'''Shadow Warriors:''' Elves from Nagarythe. Like the Skaven in that shooting is your best friend but whereas Skaven can shoot lots of shots on average or above average BS, Shadow Warriors can shoot you from halfway across the board and still have a good chance of hitting you (and killing if you didn't take armour or as its better known "playing properly"). **'''[[Amazon]]s:''' Warrior-women from the jungles of Lustria, brought in underwear to Mordheim by slavers. Armor doesn't exist to them and their heroines have lasers. Yes, lasers. **'''[[Dark Elves]]:''' Combine super high ballistic skills with great mobility, stealth and repeating crossbows... that's why everyone hates Dark Elves and no one wants to play against them. Probably the most OP warband in the game, they start fairly weak but soon become godly snipers. **'''[[Lizardmen]]:''' Fukken nasty at everything; they'll make your enemy think you've rolled on the Advancement table twice as much. They don't get armor, but they're armored automatically. Also, regular Henchmen with S 4/T 4. Can be mighty fun when pitted against other, unofficial warbands, but damn-near broken against anything else. *'''[[Bretonnia]] Knights:''' Although they aren't really supposed to be in Mordheim they were added due to popular demand. So gather up your knights and purge the evil from Mordheim on horseback while archers and riflemen are confused why they can't fire at you. *'''[[Pirate]]s:''' You know what pirates are. Notable features of this warband are the Boatswains, henchmen whose experience in the ship's rigging makes them good at traveling above street level, and the ability to bring a small cannon ashore for a bit of fire support. You can also enslave heroes from other warbands and make them fight for you with a mop, which is fun. *'''[[Pit Fighter]]s:''' Someone was watching too much Gladiator in GW at the time (not really, they just ported Escaped Pit Slaves over from [[Necromunda]]), and they decided to make a warband with this guys. Crazy killing machines in close combat that will make you cry and think why did I agree on playing with unofficial bands. *'''[[Hochland]] Bandits:''' The bandit warband, filled with thieves, cutthroats and thugs, lots of flavorful rules and very good in the postgame sequence. *'''Gunnery School of [[Nuln]]:''' A requirement for graduating in the prestigious Gunnery schools of Nuln is to undergo fieldwork to get experience with firearms, so they are sent to places they feel will be best for training, they're a mostly shooty warband, if you like sitting on a roof and taking potshots at everyone then this is the warband for you. And lastly, the créme de la créme of the fan-made bands. There are innumerable versions of different warbands made by fans, each more OP than the other, but a few keep to the standards presented by the original game. *'''Border Town Burning Warbands:''' (set in Cathay, very weeaboo and chinese.). **'''Battle Monks:''' No one has ever played this warband, but they look funny as hell. They like to fight unarmed, which kind of defeats the idea of Mordheim, but whatever. Monks can get stupid fast, sort of like Skaven, too. In fact, just play [[Skaven]]; it's essentially the same. **'''Merchant Caravans:''' Merchants look fun on paper, but tend to do shitty in-game, unless you're lucky with your first few rolls. Brings about the box of infinite fun that is the Trade Coach; it barrels through the board like it was made by cardboard and plastic if touched by the smalles shortbow arrow. **'''Restless Dead:''' Undead but not. Has skellies and grave guard, and the leader is a Lich, but it's basically the same. **'''Marauders of Chaos:''' Proper fuckoff vikings, oh yeah! They'll slap the shit out of human warbands in melee, and the warband can even get Marks! Really makes [[Beastmen]] look shitty in comparison, but then, that's accurate to main game too. **'''[[Norse]] Explorers:''' [[Viking]]s, though not very chaos. Just play Marauders. **'''Maneaters:''' A warband of [[Ogre]]s; balanced by most of the Ogres not being proppa Ogres, but smaller, weaker Oggies. You can make a viable warband with only three models, all with three Wounds each. **'''[[Night Goblin]]s:''' THE horde band, your most expensive hero costs 65 gold without gear. since you have the cheapest units in the game it's almost mandatory to take the troll. A barrel of fun almost as great as default O&G.
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