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Choosing a Warband ||
Warband Theme ||
Spending Gold
omposing a warband in Mordheim is special because you will want your warband
to evolve as you gain experience and gold from one mission to another. While
this gives you the opportunity to adjust your warband in-between missions,
decisions on composition and expenses will strongly affect your possibilities
for the next mission. If you spend all your gold but lose all your heroes, there
will be nothing left and you will have to restart from scratch.
irst, you must select a type of warband, similar to choosing an 'army' in
other wargames. Following list offers a quick overview of the basic warbands
included in the rulebook. Look out for separate strategy guides for each.
- Mercenaries: the 'ordinary' human warbands, as far as ordinary
makes any sense in Mordheim. This is the most flexible warband: fair or good
at almost everything and access to more equipment than any other basic
warband. Although they have no spellcasters among their members, they can make
up with missile weapons, and typically their tactics combine shooting and
close combat. You can choose between the strong Middenheimers, the
well-organized Reiklanders or the wealthy Marienburgers. With few special
abilities or rules, they make an excellent warband to explore the game, and
are very competitive.
- Witch Hunters: a fierce warband, agile and tough in close combat.
They do not tolerate spellcasters, but can use prayers
- Sisters of Sigmar: also use prayers instead of spells. They
complement an average profile with very powerful weapons and exceptional
aptitude. Particularly effective versus possessed or undead opponents
- Cult of the Possessed: Strong close combat warband, with many
unique features: The Possessed hero, mutations and fearsome chaos rituals
- Skaven: a vicious and cowardly warband, relying mostly on numbers
and speed. Have an excellent special skill list, magic of the Horned Rat and
the monstrous rat ogre
- Undead: very tough close combat warband: fear-causing, wielding
necromancy and lead by an awesome vampire
Many other warbands are available, some official in the Town Crier magazines
or on the Games Workshop website, some unofficial on Mordheim fan-sites. Most of
these require additional rules and abilities, and Mordheim is complex enough as
it is for a starting player. One of the basic warbands listed above should make
a good start to get to know the game, before moving on to a more colorful
warband
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hile choosing a warband type, you will have considered many options and
reasons why you want this warband and not another. Strengths and weaknesses will
have been important factors, but most people base their final decision on a
certain 'connection' with the warband or its warriors. Much of the fun in
playing Mordheim comes from your association with the warband, drawing on your
own character and imagination. Perhaps without realizing it, you have already
started to think up a theme for your warband: where they come from, why they are
in Mordheim, and what they are trying to achieve. This theme will augment the
fun you have with the game, and will be a crucial factor in all your future
decisions as your warband evolves.
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ost warbands get 500gc to start with. Any gold not spent is saved up in your
treasury, and can be spent on next missions. This way, you may save up enough to
buy expensive equipment or employ proficient warriors. However, spending that
extra gold on your warband may strengthen it enough to prevent losses or make
more profit. Generally, it is a good idea to maximize the strength of your
warband when starting out, even if it leaves your treasury empty.
Gold is spent on employing warriors, equipping them and strengthening your
warband with hired swords or special characters. Previous chapters on
warriors and equipment
will give you an idea of what options are available and why you should take or
leave them; consult those to decide what to put into your warband.
Pay special attention to the following:
- your warband leader is your most precious warrior; you don't want to lose
him!
- the more heroes you have, the better your exploration potential, thus the
more your warband will earn
- when a warrior dies (i.e. out of action and dead), al his equipment
is lost; so don't give expensive equipment to vulnerable warriors
- when 25% of your warriors go out of action, you have to start taking rout
tests; so for every 4 warriors you add after the first, 1 more warrior has to
go out of action before you risk being ousted
- the more warriors are in your warband, the less you make from selling
wyrdstone: every 3 warriors after the first put you in a higher category,
reducing profits
You can see that some of these guidelines contradict; it's up to you to find
a good compromise.
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