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ninefinger

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Posts posted by ninefinger

  1. Looking at the section from empire in flames at the end of the rules pdf, 6 can ride in a wagon, with 1 as the driver. Doesn't need to be a hero.

     

    I don't see any rules listed for how damage/injuries are applies. It doesn't seem to be misc. equipment anymore, which would mean it was lost with the hero.

     

    I'll dig up,the original sources and see if there a page I shouldn't have left out. My suggestion would be that it follows the rules for henchmen after the battle, as do the steeds. Dead on a 1-2, fine on a 3-6.

     

    And if you really have a fantasy of riding in a wagon shooting everyone, we should play gorkamorka sometime.

  2. The goal with parry was to simplify the rule.

     

    The traditional problems with the way the old way worked revolved around no benefit for higher WS vs Lower, and just being a little clunky.

     

    I don't really care whether the math works out the same, more just whether adjusting master of blades in that way would be OP

     

     

    I'm disappointed you haven't realized how low a Ld 5 is on the giant rats.  Just wait until you face undead.  No charge will get through! :wink:

  3. Curious how the Master of Blades skill interacts with parry being a straight 6+? Not that being able to parry twice with a re-roll isn't already good enough, just wondering how the "parries on a tie or better" part would work.

    I think my thought is bump it up to a 5+ with that skill.

    I realize the math is pretty fuzzy, but its only against one incoming hit, so hopefully not too overpowered.  Fits the theme of dwarf skills making them even hardier.

     

    Thoughts?

  4. I just tried to make a Dwarf warband, and I feel naked. Only 7 models??? (It doesn't help that I don't own any slayer models) No self-respecting Skaven warlord would ever set foot on the battlefield with less than 21 models.

     

    I've got loaners if you need slayers.

     

    I think my standard build with dwarves starts around 7.  They're a slow starter, (Ba dum pah) but tend to do really well in campaigns in the long term.  Super survivable and the extra shard of wyrdstone per game build them up eventually. 

  5. Was the Shadow Warrior list official or fan made?

     

    Another question: A certain person believes that parrying with dwarf axes is superior to parrying with a standard sword. I believe this is due to the dwarf axe Parry rule not being edited like the main book's Parry rule. As such, I believe a dwarf axe uses the same parry that the rest of us sword-wielders use. Is that correct?

    Shadow warriors were published in a town cryer (monthly magazine), but were later ruled unofficial in the official faq (http://www.hong-crewet.dk/Mordheim/Rules/Mord_Errata.pdf)

     

    Parry in the dwarf warband should have been re-written, and the dwarf special skill that improves parry with dwarves axes will likely give a plus one or such.

     

    I'll try and update the per when I get a moment.

     

    -jeffrey

  6.  

    Question: Are we doing anything with wagons? I'm seeing them mentioned in the materials.

     

    Another Question: Are Elves OP or something? I didn't see any in the warband list.

     

    There  are rules for wagons in the end of the Rulebook document posted on ordo.  I've never actually playtested them, but I'd like to  work through them sometime.  i've got a couple chariot models, etc. available as proxies.

     

     

    Elves.  Quite the eternal debate in mordheim.   I'm very open to the idea that they're playable and balanced, but its rarely seen.  The problem lies in that their base stats are all above average.  Movement and Initiative are super valuable in Mordheim.

     

    The biggest potential complaint, is that a 'fluffy' elf warband would have mostly missle weapons, and the ability to climb easily (I 5), making an easy tactic of climbing to the tallest buildings, shooting at anything that moves, and then disengaging their movement.    This is not a fun tactic to play against.  You can mitigate a shooting focused warband with terrain, but its generally easier to just leave elves out of the equation.  

     

    If someone finds a  list, I'm totally open to reviewing it and play testing it.  My tendence will probably be to harshly slash out custom skills and equipment.

     

     

    There is an elf hired sword available to most 'good' warbands. He's pretty sweet.

     

    -rhuntar

    • Like 1
  7. Rhuntar, weekends are easiest for me. Can we do a Saturday/Sunday? Lemme know what works best. :)

    Sure thing.  I'll be at game night tonight, but am free this coming weekend for sure.  I'm in  nopo, but can get to any store or open the clubhouse to play there. Saturday is wide open and Sunday i'm running Mordheim at WoW, so it'd need to be either early (before 3?) or late (after 7 or so).

     

    Looks like we'll have some sweet zombie on zombie action.

     

    -jeffrey

    • Like 1
  8. Sounds like we'll have a decent turnout! I'll be there at 4, but games can start anytime. I'm planning to stay plenty late, so no rush!

     

    I've got scenarios pre-selected, cheat sheets for help with the rules and will have the models we need for random events that will no doubt befall your hapless heroes. (I'll have a selection of these pre-selected as well, just to help games flow, so you can spend less time looking up charts and more time finding wyrdstone)

     

    People can play a few games if time, heat and enthusiasm allow.

     

    We'll chat through Campaign Objectives as well, and folks can lock in their choice anytime before next week.

     

    See y'all tonight!!

    • Like 1
  9. stupid question 101 time: how come the sigmar sisters have special rules and access to special items yet regular witch hunter warband does not? am i missing something?  

    Witch hunters have access to a x-bow pistol off the bat (only ones i believe, and it's got a special in combat effect), and a greater variety of missile weapons in general (slings only for sisters).  

     

    The witch hunter theme in general is of a smaller elite warband, heroes with quality eq, backed up by fanatical degenerates.

     

    Sister's theme is slightly different, more black/white and much less grey in character than the witch hunters.

     

    *Shrug*  it seemed like a good idea 15 years ago and fit the model designs, is probably the reason...

    • Like 1
  10. Not sure whether folks who frequent Guardian schedule games on the forum here.  Somebody with more knowledge can chime in.

     

    Its probably a safe bet to head over there and check out the scene.  Hope you get a game!

  11. !!! rhuntar, anyway my wife could use your sisters of sigmar?!  then we both have sigmar armies.... if not, no biggie.  she can just use dwarfs and shoot us to death

    Totally welcome to it.

     

     I'll pull them out and make sure they're ready, and try and shoot a pic so you can build a list ahead of time if desired.

     

    (I'm not going to be picky about wisiwig, but I tend to prefer to build my lists based on the models, just for my own ease of play.) They're largely the basic models, so any stock photos would show you what should be available.

    • Like 1
  12. Ha! was just working on that.

     

    I'm a big fan of these as well, and they have the tracking for Campaign Points that we'll be using

     

    http://bordertownburning.ciantygames.com/pdf/btb_editable_roster.pdf

     

    I'll have a pile of these printed off at Game Night, as well

     

     

    Edit: A second option from the guys at Liber Malefic

     

    https://dl.dropboxusercontent.com/u/9489887/Roster%20Sheet%202014%20Fillable%20MiM%20blank.pdf

  13. I'm down as soon as I sort out my saturday.  (may be doing a charity walk or some such)

     

    and back to the topic at hand - any suggestions for a necro build?

     

     

     

    working list

     

     

    2 FG, 2 Wights, 2 Werewolves, 1 Ghoul, 4 Zombies, Hack en slash, 3 Re-rolls - 1.2 mil

     

    thinking block on 2 flesh golems and guard on the 2 wights -  sure hands on a ghoul (or maybe werewolf) and kickoff return on the other werewolf (or some other 1 pointer)

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