Koyote Posted October 14, 2016 Author Report Share Posted October 14, 2016 I'll get to writing up a couple scenarios. I think I'm going to allow most warbands. If the warband is super unofficial and fan made then let me look at it first. I know elves can be OP but I'd rather not limit people too much. Should we encounter balance issues then we can come to some consensus on what limitations to impose. As it is the only limitations I will be imposing are that if your warband can start with 6 heroes at the beginning then you will be limited to 5. Your 6th hero has to be earned through a lads got talent. As far as other modifications go I'm pretty keen to try out Koyotes armor and weapons rules. The exception being that I don't want to do the -1 to hit for two weapons. If it ends up that even with all the other boosts people are still using just dual wield then that can be addressed. Also we will be using the modified rout chart posted earlier in the thread. Joey, if you are interested in exploring other rules, you can find a PDF copy of just about every Mordheim book and article HERE. This collection also includes a number of unofficial campaigns, warbands, and articles written by Mordheimer and others. 1 Quote Link to comment Share on other sites More sharing options...
sounder Posted October 19, 2016 Report Share Posted October 19, 2016 You can count me in as skaven 1 Quote Link to comment Share on other sites More sharing options...
Koyote Posted October 19, 2016 Author Report Share Posted October 19, 2016 Looky, looky, what I have for Joey. It's the Ostlander Ruffian, Brian Boitano. It's a darn shame that without a Mordheim campaign, this fella is going to do nothing but gather dust. 1 Quote Link to comment Share on other sites More sharing options...
Gabado Posted October 22, 2016 Report Share Posted October 22, 2016 is it too late to hop on this bandwagon? I'd like to play Britonnia if that's cool Quote Link to comment Share on other sites More sharing options...
Munkie Posted October 22, 2016 Report Share Posted October 22, 2016 I could probably break the Dwarves out for this too, when (not if) it takes off. Quote Link to comment Share on other sites More sharing options...
Gailbraithe Posted October 22, 2016 Report Share Posted October 22, 2016 Hey, I have a question. Do Magic Users generate their spell during warband creation or at the beginning of each game? I mean do they always have the same spell, or is it like Warhammer 40k psychic abilities where you don't know what spell you have until the game begins? Quote Link to comment Share on other sites More sharing options...
dalmer Posted October 22, 2016 Report Share Posted October 22, 2016 If I recall, the spells themselves are randomly selected each adventure. Your magic user(s) know how MANY spells they have, but the spells themselves... yes, like 40k psychic. 1 Quote Link to comment Share on other sites More sharing options...
Fix Posted October 22, 2016 Report Share Posted October 22, 2016 I have not played Mordheim. That seems like a problem. 1 Quote Link to comment Share on other sites More sharing options...
Wiccus Posted October 23, 2016 Report Share Posted October 23, 2016 I'm working on it Koyote! Been looking at different house rules and scenarios today for inspiration. And I'm about to write the 4 scenarios there will be in the mini campaign. Gabado there is always room for more. Brad, get some random fantasy models together and look at the rules! Miles, your caster starts with 1 randomly determined spell at warband creation and won't know any different spells until he learns them through leveling up. I will be making a more official thread in the next week with the specifics. Quote Link to comment Share on other sites More sharing options...
Koyote Posted October 23, 2016 Author Report Share Posted October 23, 2016 Quote Link to comment Share on other sites More sharing options...
sergentzimm Posted October 24, 2016 Report Share Posted October 24, 2016 I have not played Mordheim. That seems like a problem. Yes it is. I hope to be ready to start back in on this Quote Link to comment Share on other sites More sharing options...
Koyote Posted October 24, 2016 Author Report Share Posted October 24, 2016 Okay, so this is what it looks like so far. Wiccus - OstlandersKoyote - KislevitesSherbert - NorseJMGraham - WitchhuntersSmashthedean - BeastmenGailbraithe – Possessed Sounder – Skaven Gabado – Bretonnians Duskseer – Dark Elves Munkie – Dwarves Fix -Grumpy old trolls who live under a bridge I count 11 interested persons. Not bad. This should translate into 5 or 6 players, which should give all the participants a chance to play a different person each scenario. 1 Quote Link to comment Share on other sites More sharing options...
TW_Haines Posted October 26, 2016 Report Share Posted October 26, 2016 reading rules now. will get back. If i do play its ORKs kuz da boys is bests not no pink skin squishys! Quote Link to comment Share on other sites More sharing options...
TW_Haines Posted October 26, 2016 Report Share Posted October 26, 2016 Thinking of trying black orcs if this is ok. Will need help building a warband kind of confused on how skills and equipment work. have all the models i think. be a bit more steampunk than fantasy. Questions can i buy mounts how do musicians work Found a pdf on black orks, it said i cant use 2 handed weapons rules i read for mordhiem free file don't mention it as a problum Thanks for reading TW Quote Link to comment Share on other sites More sharing options...
intrizic Posted October 26, 2016 Report Share Posted October 26, 2016 Soooo Christian and Kacey and the podcasting crew have convinced me that I need to do this... put me down for skavens 1 Quote Link to comment Share on other sites More sharing options...
Koyote Posted October 26, 2016 Author Report Share Posted October 26, 2016 Thinking of trying black orcs if this is ok. Will need help building a warband kind of confused on how skills and equipment work. have all the models i think. be a bit more steampunk than fantasy. Questions can i buy mounts how do musicians work Found a pdf on black orks, it said i cant use 2 handed weapons rules i read for mordhiem free file don't mention it as a problum Thanks for reading TW You won't begin the campaign with any skills, so you needn't worry about them just yet. During games your heroes and henchmen will gain experience points. Once you've gained enough to 'level up', you will make an advance roll. This will determine whether your hero gains a stat increase or a skill. The main rulebook contains the rules for weapons, armor and equipment. 1) The Black Orc warband rules are from GW's Nemesis Campaign, so they are not on the list of "official" warbands. I put official in quotes because GW no longer supports this game system so who is to say what is official and what's not. Regardless, before you proceed with your Black Orcs, I recommend getting Joey's ok. If Joey says no to da Black Orcs, I strongly suspect that he will say ok to the standard Orc & Goblin warband. 2) I don't know if Joey wants to use the Blazing Saddles rules, so I can't say whether or not mounts will be an option. The Black Orc warband does not include mounts as an option for new warbands. 3) There are no general rules for musicians. If Joey permits the use of the items from the Ye Olde Curiosity Shoppe, then after your first game you can send your heroes to the trading post and in order to locate a Warhorn. A war horn may be used once per battle at the beginning of any turn. It allows the warband to increase its Leadership by +1. The effect will last from the start of one turn to the start of the next. The war horn can be used just before a warband is about to take a rout test. 4) The Black Orc warband does have access to two-handed weapons. https://www.hong-crewet.dk/Mordheim/Warbands/Blackorcs.pdf If you have any other questions about how to build a warband, I recommend that you begin by reading Starting a Warband section of the main rulebook. If, after reading the rules you still have any questions, I'll be more than happy to help you out. 1 Quote Link to comment Share on other sites More sharing options...
Ser Warwick Posted October 29, 2016 Report Share Posted October 29, 2016 Probably going to end up hopping in with some Shadow Warriors. Talking with Joey, his main suggestion to bring them in line was an increase in recruitment cost across the board. I am open to any suggestions for nerfs to make them more palatable as well, but will defer to the campaign leader in all things. Quote Link to comment Share on other sites More sharing options...
Koyote Posted October 31, 2016 Author Report Share Posted October 31, 2016 ... Joey, this is Houston. Do you read me? Do you read? 1 Quote Link to comment Share on other sites More sharing options...
Koyote Posted October 31, 2016 Author Report Share Posted October 31, 2016 1 Quote Link to comment Share on other sites More sharing options...
greenwood Posted November 2, 2016 Report Share Posted November 2, 2016 Playing tomb guard Quote Link to comment Share on other sites More sharing options...
Koyote Posted November 2, 2016 Author Report Share Posted November 2, 2016 1 Quote Link to comment Share on other sites More sharing options...
Koyote Posted November 2, 2016 Author Report Share Posted November 2, 2016 We are at 15 (maybes) and counting. Just a heads up. For those players who wish to run "unofficial" or experimental warbands, Joey may tweak your rules to preserve game balance. Wiccus - OstlandersKoyote - KislevitesSherbert - NorseJMGraham - WitchhuntersSmashthedean - BeastmenGailbraithe – Possessed Sounder – Skaven Gabado – Bretonnians Duskseer – Dark Elves Munkie – Dwarves Fix - Samuri (Nippon) Scipiano - Shadow Warriors TW_Haines - Black Orcs Intrizic - Skaven Greenwood - Tomb Guard Quote Link to comment Share on other sites More sharing options...
Munkie Posted November 2, 2016 Report Share Posted November 2, 2016 May I request no scenarios that are mostly foot races? There's that stupid "escape the table" scenario that is always an auto-loss for my poor wee Dwarves. Quote Link to comment Share on other sites More sharing options...
Munkie Posted November 3, 2016 Report Share Posted November 3, 2016 My goodness this rulebook is terrible! So many things they say you can do and don't explain how. Intercepting a charge doesn't tell you how, just that you're allowed to under certain conditions. Do I move the model into the path of the charger, or does the charger just charge the interceptor instead? Hiding, what does a hidden token do? It tells you when you can place one, and when you can't, but forgets to mention what the effect of "hiding" actually is. Lots of "cause" just no attempt to explain the "effect". Quote Link to comment Share on other sites More sharing options...
intrizic Posted November 3, 2016 Report Share Posted November 3, 2016 a case against Mordhiem... Quote Link to comment Share on other sites More sharing options...
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