What I leaned from Mordheim version 1

chaosticket

Ganger
Jun 17, 2015
104
28
28
united states of america
Ive only recently gotten back into Mordheim rules. Long ago I knew a site that had strategies for every warband in the core rulebook and some expanded ones.
Basic strategy is just #1 Numbers, #2 Two melee weapons, #3 Ranged Weapons.

Essentially get every Hero possible, then equip hero and Henchmen with 2 Clubs/Maces and a Bow/Sling at the minimum.
The reasoning is really simple. More Heroes means both more rolls for wyrdstone and more skills. Most weapons's special rules wont really cover that youll likely only ever have 1 attack with it, and have 2 Mace/Clubs means 2 attacks. Ranged attacks mean you can move and attack, hit fleeing enemies, withdraw while firing, or just stay away from danger while still attacking.
Another very basic reason is that henchmen cannot gain Skills and many weapons are dependent on skills to be effective like being able to fire every turn, or move and fire, not Striking Last, and so on.

Alternative melee weapons:
Swords are expensive compare to Maces, but the Parry ability can be a lifesaver. Spears strike first, which can be very useful but prevents you from using two weapons.
Heroes work better equipped with Swords for that parry save. Henchmen are better off with either double maces or a spear.

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If there was a Tier List, Skaven would probably be #1. They have access to 6 heroes right off the bat. They have an above average warband size at 20 characters. All Heroes and Verminkin Henchmen can use Slings. Ive also learned they are unpopular for these very reasons.

#2 in my opinion are the Sisters of Sigmar. They lack shooting skills for Heroes, but they have above average heroes, slings for everyone, and their unique weapons, the Sigmarite Warhammer and Steel Whip are always available to them even after warband creation.

#3 Are Human Mercenaries. Mercenaries vary, but they arefairly plain. Their Marksmen henchmen(and only them) have starting access to all the rare Blackpowder weapons.
3A Reikland is oddly great. Their captain has a bonus to leadership range and it can stack with the Battle Tongue skill for 18" leadership. Their Marksmen get a free +1 to Ballistic Skill, which also stacks with henchmen advancement for possible BS-5.
3B Middeinheim has an early boost to Captain and Champion strength, but only for them and it means you capped out your Human Strength.
3C Marienburg starts with extra money which is a nice short-term bonus, and a long term bonus to finding Rare items, which also stacks with the Streetwise skill.

#4 are Cult of the Possessed. They have expensive heroes. Possessed are powerful in melee but the mutation options are expensive and must be taken now, not later. Mutants have mandatory mutations. This hurts in so many ways. Their Brethren henchmen have to pay for more ranged weapons but at least they still have them. Dark Souls are melee berserkers, but still have only 1 attack and low weapon skill. Beastmen are a saving grace being excellent henchmen with 2 wounds. If you can get "the Lad's Got Talent", making Beastmen into Heroes is amazingly useful.

#5 are Undead. They have highs and lows. The Vampire captain is amazing but expensive as its a crutch. Zombies are cheap to buy and replace but youre really suffering because theyre a drain on your income dead or undead. Ghouls are very limited being only about as effective as a basic warrior in any warband, but no equipment. Dire Wolves are devastating on the charge but expensive to replace and cannot Run.

#6 Witch Hunters. Their Heroes cannot use Bows or Slings. Their Zealot Henchmen are below average. Their Warband Size is small with only 12 characters allowed. Flaggellants are strong but have no maces or ranged weapon options.
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There are plenty of skills to choose from but few great ones.

Combat:
Step Aside is probably the best as it gives you a 1/3rd chance of ignoring every injury in melee. Thats better than expensive armors.

Bad: Weapons Training allows you to use melee weapons not on your list. Its hard to find a list that doesnt include maces or swords.

Shooting:
Quick Shot is very useful to double how many times you can make range attacks but you cannot move and fire. Thats a +100% improvement.
Trick Shooter is very useful as their is a lot of cover because of terrain.

Bad: Weapon Expert allows you to use range weapons not on your list. Useful if you find a free Hochland Long Rifle.
Bad: Hunter is only useful if youre using Blackpowder weapons, in which case you can fire every turn instead of every other turn.
Bad: Nimble is only useful if youre using Crossbows or Blackpowder weapons, in which case you can now move and fire.

Speed skills: Theyre #1
Dodge is like Step Aside, but against ranged attack.
Leap lets you jump over things, like things that prevent you from Running or Charging.
Lightning Reflexes allows you to beat chargers by having higher Initiative
Sprint give you +50% Run and Charge Speed, which means you get triple speed.

Strength:
Fearsome is a good power but not too reliable and a surprising number of enemies will be immune because they also cause Fear.
Mighty Blow is good in melee, better if you stack it with some strength increase because it breaks the stat cap.
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All of this is my opinion from my experiences and reading from other more experienced players.
 
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Heroes work better equipped with Swords for that parry save.

An oddity about the way that parries work is that swords are most useful on low WS models. That can indeed be some heroes, such as youngbloods.

#6 Witch Hunters.

I don't have much experience with Mordheim, but my understanding was that witch hunters are regarded as powerful, certainly competitive. You may be under-rating them a bit here.
 
Also fresh out on mordheim, and I think like Necromunda its a game that depends heavily on your table.

Ranged weapons on low BS heroes (youngbloods, thralls, night runners etc) aren't particularly useful as the amount of malus's to ranged combat (range, cover, moving) means they're often hitting on worse than a 6+ if you have decent cover on the table. Which you should do, its a ruined city after all.
 
Also fresh out on mordheim, and I think like Necromunda its a game that depends heavily on your table.

Ranged weapons on low BS heroes (youngbloods, thralls, night runners etc) aren't particularly useful as the amount of malus's to ranged combat (range, cover, moving) means they're often hitting on worse than a 6+ if you have decent cover on the table. Which you should do, its a ruined city after all.
Night Runners have BS-3 actually.

From what I know low stat heroes start off bad but advance quickly being the Juve-types. In Mordheim you dont roll randomly for what new Skills you acquire, you pick them. The chance of acquiring new Skills is about 3 times as likely as any stat increases.

With only 3 advances, you could have Trick Shooter, Quick Shot, and Eagle Eye to often do better than someone with higher BS who has no Skills.


One of the plans I mentioned in the opening was basically just standing still and waiting for the enemy. Having an entire Warband with slings or bows means anyone popping up will be pincushioned. Shooting heroes in particular can have double-triple effect because of their Skills.
Turtling is a viable strategy. Take no casualties, cause as many as possible.
I am quite biased towards keeping warbands low-risk.
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Of the new warbands that got compiled into the 2002 Annual several of them seemed to recognize this.

Averland is a shooty Human Merenary warband. Most Averland heroes have Shooting skills and the new Bergjaeger Heroes have BS-4. For henchmen they unlimited Marksmen, Halfling henchmen with BS-4, and the Mountainguard have better weapon skill for no EXP cost, which can stack.

Orcs&Goblins can have 20 members, Orcs are Toughness 4, the goblins are dirt cheap but cannot use standard bows. They are limited to 4 starting Heroes and Animosity can be very troublesome but theyre still numerous and tough/swarming

Shadow Warriors Elves are limited to 12 members, but are all elite with high stat & shooty heroes(no Juves), high stat henchmen and longbows.
Special note: This is what Witch Hunters could have been, small but elite.
 
Its worth noting that the official faq has a note to say that Shadow Warriors are not balanced at all and shouldn't be played in their current form. I don't believe there was ever an update to the rules for them.

Whereas I'm aware the optimum, powerplay way to do Mordheim is as you say, cheap double clubs and a ranged weapon for everyone, it also strikes me as a really boring way to play Mordheim, that's very much not in the spirit of the game.

So in the games I've played we've got a gentleman's agreement of "don't be that guy" with the result that we all play rule of cool, without spamming, and I think the game is better for it.

So yes, my sisters have shields and hammers, or flails, because they look cool. My assassin adept will take weeping blades because he's an assassin, even if its grossly overpriced for what they are.
 
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