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Post by bensaunders on May 24, 2011 12:27:01 GMT
I've started work on a mercenary (Reiklander) list, in anticipation of the coming campaign.
On the basis of my research, it seems like armour and shields are pretty useless (unless some house rule is adopted). Also I wanted to have 9 models (so three OOA needed for rout) and to make use of those BS 4 marksmen. So here's my provisional list:
Captain 60 Duelling pistol 25 Helmet 10 Sword 10 Champion 35 Halberd 10 Helmet 10 Bow 10 Champion 35 Helmet 10 Bow 10 Axe 5 Youngblood 15 Helmet 10 Sword 10 Youngblood 15 Sword 10 Swordsman 35 Sword 10 Helmet 10 Sword 10 Marksman 25 Crossbow 25 Marksman 25 Crossbow 25 Marksman 25 Longbow 15 495
To some extent, I'm constrained by the models I have available, but I thought it would be good to get some feedback from those who've played the game before I start assembling. I've heard people say, for instance, that halberds aren't very useful - would two axes be better? (Also it would have been useful if I'd checked the equipment lists before I made a youngblood with blunderbuss...)
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Post by Asurya on May 24, 2011 13:52:06 GMT
Having never played it I can't offer anything, but since it's a Mordheim thread, here's a question that others may answer.
What's the point of Youngbloods? Why would I want models in my warband which have a WS and BS of 2?
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Post by bensaunders on May 24, 2011 14:08:18 GMT
I think, aside from the fact that they're cheap, they're only really useful in a campaign. Firstly, I assume they level up fairly quickly, like juves. Secondly, and more importantly, they're heroes and so important for earning income after each game. In a campaign, the conventional wisdom is that you should generally have as many heroes as possible (5 for most starting warbands).
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Post by lordsquinty on May 24, 2011 15:04:51 GMT
Armour's arguably worth taking as most things will be S3 meaning you will still get saves, shields also allow parry rolls to be made iirc. Yeah - Juves allow extra rolls or modifiers (or something) while treasure hunting between games. Also you have to start morale tests once you drop to half warband number - so theyre a cheap way to bulk out a warband. (all the above from memory - so may not be 100% accurate)
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Post by bensaunders on May 24, 2011 16:14:21 GMT
I think it's only bucklers that allow parries; shields a +1 save. But a 6+ save isn't worth a lot, given that there will be a fair few things that ignore it (either due to strength or critical hits), and suits of armour are rather expensive. The consensus seems to be that it's better to have a weapon in each hand.
Rout tests are on 25%. And only heroes (including youngbloods) who don't go out of action can hunt for wyrdstone after the game, which is what earns you gold. Youngbloods are just as effective at that as any other hero.
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Post by marlowe on May 26, 2011 8:26:54 GMT
they can also level fast, due to them starting with low to no exp. which means you can tailor them to your wants, also cheap and cheerful also @ Ben, why i dont agree armour is not worth it, i also agree lots of models are not a bad thing... my dwarfs start with like 4/5 models, but have all armour hand guns etc as it is cheaper for me to equip at start. Everyone plays differently but when i had humans i was around the 7-8 mark but had some more armour. it been a long time and only ever played it casually(very) so i would be lying to say i know what works best. *cough*actually the unofficial Dark Elves work best *cough* But we wont be using them
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