Splitting this off from the miniatures and terrain thread.
Firstly, while I've played quite a lot of Necromunda, my experience in Mordheim runs to maybe 6-10 games? I ran a pretty successful Reiklander band over that time, but my friends were less keen on lots of bows and crossbows protected by just enough melee, and I was perhaps a bit too good at covering firing lanes (our teenager improvised terrain probably contributed to this).
I thought I'd start off with Middenheimers this time, as the Frostgrave Barbarians looked cool and the immediate strength bump for Captains/Champions looked nice - an early mosty-unparryable great weapon could be extremely dangerous, even if I expect they're probably the weakest of the three in the long run.
Anyway, this is what I came up with to begin:
Captain - Hammer, Bow (sword on model for show until a few crowns made)
Champion - Bill (counts as halberd)
Champion - Sword, Bow
Youngblood - Hammer
Young blood - Hammer
Henchmen group 1 - 2x Swordsmen, each with Axe (counting as Hammers until I make a few more crowns...) and Sword.
Henchmen group 2 - 3x "Swordsmen", each with Hammer or Mace (will be upgraded ASAP)
Henchmen group 3 - 2x Marksmen, each with Bow
(All obviously have their free Dagger too)
Total: 499 crowns
This starts me off with 12 models (close to being able to bump up a rout test threshold), maximum starting heroes, and I figure I should be able to upgrade some weapons after the first few games.
I have 4 ranged attackers for a bit of cover during the advance, then 8 of the 12 will be solid in melee (and the Youngbloods will do their best.
Once there, I have a couple of models getting 2x S4 attacks and one with 1x S5.to help deal with any high Toughness/armoured models.
Does this look OK? I'd want them to be competent, but I'm not interested in being highly optimised. I'd rather be fun to play against. Any advice would be gratefully received!
Firstly, while I've played quite a lot of Necromunda, my experience in Mordheim runs to maybe 6-10 games? I ran a pretty successful Reiklander band over that time, but my friends were less keen on lots of bows and crossbows protected by just enough melee, and I was perhaps a bit too good at covering firing lanes (our teenager improvised terrain probably contributed to this).
I thought I'd start off with Middenheimers this time, as the Frostgrave Barbarians looked cool and the immediate strength bump for Captains/Champions looked nice - an early mosty-unparryable great weapon could be extremely dangerous, even if I expect they're probably the weakest of the three in the long run.
Anyway, this is what I came up with to begin:
Captain - Hammer, Bow (sword on model for show until a few crowns made)
Champion - Bill (counts as halberd)
Champion - Sword, Bow
Youngblood - Hammer
Young blood - Hammer
Henchmen group 1 - 2x Swordsmen, each with Axe (counting as Hammers until I make a few more crowns...) and Sword.
Henchmen group 2 - 3x "Swordsmen", each with Hammer or Mace (will be upgraded ASAP)
Henchmen group 3 - 2x Marksmen, each with Bow
(All obviously have their free Dagger too)
Total: 499 crowns
This starts me off with 12 models (close to being able to bump up a rout test threshold), maximum starting heroes, and I figure I should be able to upgrade some weapons after the first few games.
I have 4 ranged attackers for a bit of cover during the advance, then 8 of the 12 will be solid in melee (and the Youngbloods will do their best.
Once there, I have a couple of models getting 2x S4 attacks and one with 1x S5.to help deal with any high Toughness/armoured models.
Does this look OK? I'd want them to be competent, but I'm not interested in being highly optimised. I'd rather be fun to play against. Any advice would be gratefully received!
