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Games Workshop => Other GW Games => Topic started by: jesterofthedark on July 24, 2009, 11:57:06 PM

Title: New Mordheim League.....
Post by: jesterofthedark on July 24, 2009, 11:57:06 PM
Ok.



So for anyone that is interested I am hoping to get a Mordheim league off and running relatively soon.  The planned start date as of now is Aug 5th, it may be delayed if there is enough interest and players need a little time to get ready.

Rules:

As of now we are going to be using the current incarnation of the mordheim rulebook which can be downloaded off of the GW website.  I have all current materials printed out and will leave the book at the store once the league offically starts. 

The current list of legal warbands is as follows: 
All warbands listed in the Core rulebook
Orc& Goblin warband
Dwarf Treasure Hunters
Osterlander
Averlander
Kislevite
Beastmen
Carnival of Chaos
Title: Re: New Mordheim League.....
Post by: jesterofthedark on July 25, 2009, 12:06:29 AM
The Hired Swords the will be permitted are:
All the ones listed in the Core rulebook
Imperial Assassin
Tilean Marksman
Beasthunter
Highwayman
Roadwarden

The Dramtis Personae Allowed are:
All the ones in the Core rulebook
Nicodemus
Ulli & Marquand
Marianna Chevaux

The league is planned to run for four weeks, of course if everyone would like to keep going I see no reason as to why we should stop.  There will be no entry fee and therefor no prize, maybe a future incarnation will include prize support but for now we are just trying to generate interest in the game.

Also depending on interest we will be running group games or events, I think we will alternate between wed and saturday for those.  This is incase there are players will limited availability. 

Games can be played any day of the week and players are encouraged to use the message boards to setup games if they ae having trouble getting to the store on a wed.  The only limitation on games is that players may not face the same opponent more than twice in a week.  The week begins and ends on Wed.

You may play as many games as you like in a week, and players can freely decline games if they wish.   Any questions you can find me at the store or you can ask them here.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on July 25, 2009, 02:39:59 PM
Oh and so that its stated warband creation is done as normal.  Starting with 500 gold pieces and warbands must include 3 or more models.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on July 26, 2009, 04:21:57 PM
I also have yet to decide the best way to deal with the hired swords.  Basically is there only going to be one of each allowed or should they be available to the bands that can normally hire them.  The rules say a warband can only hire one of a specific type but nothing as to whether in a campaign setting there would only be one available.  We have always run it that there is only one (insert hired sword here) and once hired would not be available till it was released or killed.

I personally like the way we did it, makes getting the guy more dramatic.

Let me know what you guys think.
Title: Re: New Mordheim League.....
Post by: Warpedfuzz on July 27, 2009, 09:15:38 AM
I  kinda read it as named players there can only be 1 of each, say Ulli & Marquand etc...
But the others like Highway men I'd say should be able to be hire on by the warband that it's allowed with. Who gets to decide who gets to hire who? Kind of confused about that? If more than one warband are of the same type would they have to compete for the hired sword? Or would one become available to each of them? Say like highway men.
Title: Re: New Mordheim League.....
Post by: JaredB on July 27, 2009, 09:40:52 AM
The way we did it before is if more than 1 person wants the same one they started an auction. Starting bid is the hire cost.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on July 27, 2009, 01:32:49 PM
Yea, we always ran leagues that hired swords were rarely.  So, there was only one pit fighter or ogre bodyguard.  If two warbands wanted to hire him they bid off.  Both bands wrote down what they would pay (lowest amount being his hiring cost) and then the winner got him.  If you wanted to hire one that was already taken you couldn't.

The Dramtis Personae are rare, there is only one of each them.  But we could always change the way we do hired swords to allow there to be more than just the one pit fighter.  I just personally found the bidding wars more fun and dramatic to the game play.

Also, if a hired sword is killed a new one is out there to replace him, if a dramtis personae dies they are dead dead and never coming back.  That is the rules per the game.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on July 27, 2009, 01:36:40 PM
I was thinking of offically kickin this off on Aug 5th if we have enough people to start.  So any of you planning on joining let me know so I can see how many we have.  I would like to start when we know we are going to have 8 players involved.

I know as of now we have:

1)Jared = Beastmen
2) Rich = Kislevite
3) Me = Dunno yet
4) Doug = dwarfs
5) Riley = Rats (thats right you get rats, any don't you complain or I'll call them mice!)
6) Dave = skaven
I know a few more of you have said you were intested but didn't want to commit to anything yet.  Also anyone can join up later if they want, so there is no need to commit to anything now.
Title: Re: New Mordheim League.....
Post by: ghost03 on July 27, 2009, 03:41:03 PM
im in with skaven
Title: Re: New Mordheim League.....
Post by: Lykosan on July 27, 2009, 03:46:21 PM
My assasin will kick your assasin's butt..... who am I kidding both of them will die to some random crap. My Verminkin will kick your butt :P


I'm in with Skaven as well.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on July 27, 2009, 04:22:09 PM
good you moes can ring of Fire over who gets to use veskit. 


veskit, when you want to play with rats but have the high tech terminator feel, hire veskit!
Title: Re: New Mordheim League.....
Post by: Warpedfuzz on July 28, 2009, 11:29:37 AM
Probably me w/ beer swealling Dwarf Treasure Hunters.


Not these guys though, haha. Well maybe Devil's Dealer
(http://i255.photobucket.com/albums/hh133/M-PapaSmurf/dwarfskcopy.jpg)

Not sure yet about the Mrs. playing or not yet. If she does we'll have to get her some models.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on July 28, 2009, 01:20:13 PM
 :D that is awesome

On a model related note, I think if she picked up a box of empire flagellants she should be ok.  There looks to be enough there to make some good witch hunters, and obviously the flagellants.  But all the captin models and such usually wield torches.  You know to burn the evil, so I think if we put our heads together we could make those models work if she wants.

Title: Re: New Mordheim League.....
Post by: jesterofthedark on July 28, 2009, 01:31:42 PM
I think offically we are going to go with the old house rule of there being only one of each hired sword in Mordehim.  Anyone wishing to hire one let me know so we can set-up any of the bidding war situations on the first night.

Basically bidding is done as follows. (I know we have covered it prior but I'll just restate to be clear)  Anyone wishing to hire on a hired sword, obviously has to be able to hire them first, will declare such at the start of the week.  You can hire one later  if you can't make it on wed but you will be out of luck if someone beats you too the punch.  Should two players want the same hired sword they will bid off with their available funds.  Lowest bid being the listed hire fee in the book.  You bid by writing you bid down on a piece of paper and revealing it at the same time as the other players involved.  If you tie, just repeat until someone gives up or someone bids higher.  You can not bid more gold than you have available.  I know that seems like common sense but since its been said no one can claim they didn't know.  ;)

You may hire the hired swords in the first week there is no limitation there, just remember you have to pay the upkeep cost at the end of the fight or lose them.  If a hired sword dies another will replace him, i.e. Bill the pit fighter is replaced by his eager younger brother Biff who heard of his death and has come to make his brother proud.

Any questions about what we are planning to do yet??
Title: Re: New Mordheim League.....
Post by: jesterofthedark on July 31, 2009, 05:36:49 PM
Ok, last night there was alot of activity reguarding Mordheim.  So I feel confident that we can go ahead with plans to start this up coming wed.

Anyone that needs help with warband creation I will be around for the next feel days.  I am willing to help you get started, the only thing you will need are suitable models.  We are not sticking to a what you see is what you get format, purely because warbands can change so much in a few games its unreasonable to make players do that.  It is appreciated and cool to do that though, losing an eye and giving a charater and eye patch or wounds just looks sick.

Title: Re: New Mordheim League.....
Post by: Grand Master Steve on July 31, 2009, 11:28:36 PM
I have been thinking of playing Norse. I recall there being a town cryer with the Norse in it. Also I see a slight problem with the hired swords. There are some search results if I recall correctly that say X warband finds X wandering hired sword and it joins for at least one game.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 01, 2009, 12:04:41 AM
there is a result you can get from exploration that states:

You come across a hired sword and they offer to join your warband free of charge for the next fight.  If you wish to keep them on after you must pay their upkeep as normal after the battle.

The logic behind this would be that you can not come across a hired sword that is already hired since he is with another warband.  And if you came across that particular guy he would have a prior job and you would probably not be talking so much as fighting it out like a normal game.  So it see no conflict there.

Sadly the Norse warband is not currently accepted, I'm just going with the legal bands as far as GW has stated.  This is just purely because I think some of the town cryer ones and ones from other sources may end up being either too under or over powered to be allowed.  But there are the kislivites: Norse men that hate chaos and get a bear.  Averlanders : they are a clan with drunken brawlers.  And Osterlanders: they are wealthy southerns.  I may have mixed up the averlanders and the osterlanders but you get the jist.
Title: Re: New Mordheim League.....
Post by: Grand Master Steve on August 01, 2009, 01:39:12 AM
the averlanders seem cool they get halflings. Ill play them I just dont want to get side tracked from my current model projects. Lots of gaurd to paint as well as marines.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 02, 2009, 12:57:34 PM
I hear ya on that one, seems like everytime I get focused on one thing two more pop up to distract me.
Title: Re: New Mordheim League.....
Post by: Grand Master Steve on August 02, 2009, 06:11:31 PM
Yep, Im liking the look of the rich guys that kick around halflings. If i do it i dont think ill be in time because it has to be a bitz order from GW for some hero models and the halflings not to mention a box of men at arms.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 03, 2009, 05:05:30 AM
well, it all really depends on your starting warband.  You only get 500 to start and you have to equip them all.  so you may be able to run something with your current collection of empire mini's.

But you could always join later if you wanted to get the bitz order in first.
Title: Re: New Mordheim League.....
Post by: Grand Master Steve on August 04, 2009, 09:59:36 PM
I got some spare empire (Men at arms?) I think they are called and I ordered some pewter minis for heros and three halflings to kick around. Im going to use my empire state troop bits to make guys with riffles and such.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 05, 2009, 01:02:24 AM
cool beans,

we should plan to have all players there by 5 p.m. to kick this off right.
Title: Re: New Mordheim League.....
Post by: Grand Master Steve on August 06, 2009, 10:51:58 PM
im getting my guys together I forget through whats the maximum limit a warband size can be?
Title: Re: New Mordheim League.....
Post by: Warpedfuzz on August 06, 2009, 11:08:08 PM
Checking in:

Dwarves are being painted and made for battle. A hand wound was my worse injury last battle.

Witch Hunters are ordered on will arrive soon. A trip to the pound is in order and the smithy for new weapons. Tactics are being reviewed and rules are being read.

Oh and I know of one Possed band w/o a leader if anyone wants to apply to the position. haha! Only kidding Dave. I'll get you next time.   (just having some fun) ::)

How'd other games end up? Billy and Cookie?




Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 07, 2009, 03:10:36 AM
Billy and Cookie's game ending with cookie occupying 4 buildings to billy's 3 buildings.  No casualties worth mentioning from that game. 

I am have noticed at this point that quite a few warbands have benifited from the lad's got talent rolls. 

In my game Tim's undead stomped my possessed into a bloody pulp, the magister chose a tactical retreat.  No one died but one mutant will be missing the next game.
Title: Re: New Mordheim League.....
Post by: Grand Master Steve on August 07, 2009, 09:36:32 PM
Is a mercenary warband size maximum of 14?
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 07, 2009, 11:17:25 PM
depends on which warband you are talking about.  The merc bands from the rule book at all 15, but if its kis, aver, or osterlanders I'd have to check their entries.



Side note,  Just so everyone reading this boards knows the current hired swords and Dramatis personae hired are:

Kevin- Warlock
Jared- Uli and Marquand
Riley- Veskit
Tim- Ogre Bodyguard
Rich- Elven Archer

in case between now and wed if anyone gets the exploration role of "Returning a Favor" or if anyone looks for dramatis personae.
Title: Re: New Mordheim League.....
Post by: JaredB on August 08, 2009, 02:24:17 PM
Uli and Marquand have left since they only stay for 1 battle.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 08, 2009, 03:37:05 PM
did either of them getting taken out of action??

because riley and I where going over the stuff last night and discovered that the dramatis roll on the serious injury chart not the henchmen injury chart.
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 09, 2009, 11:35:36 PM
Hi ive been looking into playing mordheim for a while but have no minis or rulebooks etc. I need to play. However i have tons of free time to learn fast and i know a few people who play (billy + steve mostly). I was wondering what i need to play and keep up with you guys and if i could join in your or another game. If you could can you post a decent melee/warrior warband and the dollar value itd cost to buy. Id love to play but i have a max spending limit of $75. Please let me know if i can play and some ideas. Thank you very much!
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 10, 2009, 12:28:08 AM
Mordheim is really easy to get into, quick to learn.  There are some advanced rules that take a while to pick up on, like diving off buildings to charge but not really a common tactic. 

Warbands are easy to put together price wise, you shouldn't need to spend anywhere near $75.  If you can come down Wed that is when we are "offically" meeting and we can show you the basics.
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 10, 2009, 01:01:46 AM
Awesome thanks! what time? I usually favor big weapons and the heaviest of armor in melee if you know a good warband i could use for that could you let me know before wednesday how much they would cost please? If 75 is a lot to spend is should be all set to purchase them at battlegrounds wednesday. Thank you very much jester
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 10, 2009, 08:22:23 PM
well to be honest most of the warbands have access to heavy armor, its just expensive.  So what type of army do you like??  Chaos worshippers, Righteous Nuns, Ratmen, dwarves, etc.

Yea, buying the warband is fairly easy too, you can just pick up some fantasy mini's and convert them as needed or you can order the actual warband mini's in.  The warbands run you about 45 bucks and model count varies on the team.  I suggest going with a conversion team.

Usually we try to set the general time for between 5-6 and then are there till the store closes or people have to leave.
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 10, 2009, 09:05:56 PM
Ok dwarves sounds about my thing. I read on wikipedia that theres official minis for the game though? I dont really care just whatevers at battlegrounds that i can buy then and there is fine. Or is it like dnd where any mini is good and theres a character sheet? I thought it was like a minis game that what you buy has its own stats? Is 60 enough?
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 10, 2009, 10:02:00 PM
Ok so ive checked out my stuff online. I believe i like dwarves, witch hunters, or possesed/chaos? Are these sold at battlegrounds? And do i need a book? It says theres one i need to know what equipment costs and stuff. So how much would one of those warbands and everything else i need to play cost?
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 11, 2009, 01:01:57 AM
there is a rule book but it is one you would get offline, off the gw website.  But we have copies floating around the store.  As for the type of game, its a minis game, just you gain experience and level up your minis to gain new abilities.

For minis you can order an actual warband like I said before they are around 45 bucks.  But the better option is to pick the band you like and find the minis in the warhammer fantasy range.  Like to start a Beastman warband you could buy a beastman regiment with 12 gors and 8 ungors, this gives you a bunch of models to construct your starting force with and its only 35 bucks.

As for the bands you have listed I can list some of their strengths and weaknesses to help you kind of narrow you choices.  The Dwarfs are hardy, the have a above average starting toughness and specialize in shooting in that their engineer can increase the range of their weapons.  The down side is that they are really slow and I feel they end up with a low starting warband size due to cost of equipment and forces.

The witch hunters well they are a human warband that excels at hunting wizards, in game terms they just hit them easier.  But their real strength is the mix of access to the prayers of sigmar and a rather diverse henchman selection.  Weakness well the ted to not excel in anything of importance to start like many other warbands.

Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 11, 2009, 01:08:40 AM
Cult of the possessed and Carnival of Chaos are you chaotic forces.

Cult is good at close combat, their possessed ( part human part demon monsters) are fairly strong early game and both them and the mutants have access to mutations.  This offers many options, maybe too many.  This also makes them get expensive really quickly, as a result they tend to start off with fewer stronger models.  The cult also lacks alot in the shooting department.

The carnival is a nurgle based force, less options but they still pack a punch.  They have access to actual demons in the game, sadly their henchmen while very powerful can not gain experience and therefor never get any better as the warband progresses.  They do get cultist henchmen which can gain experience but many player go with the demons.

Its kind of hard to really explain without going too into the rules, the best would be to come down on wed around 5 and we can sit down and go over it all, maybe even get a practice game in before you comit to buying anything.
Title: Re: New Mordheim League.....
Post by: cryptoron on August 11, 2009, 12:28:35 PM
Is it too late to get into this?
Title: Re: New Mordheim League.....
Post by: JaredB on August 11, 2009, 06:22:02 PM
week 2 starts tomorrow so it shouldn't be too late. Some people you play may have advanced warbands but if you survive you get more xp.
Title: Re: New Mordheim League.....
Post by: cryptoron on August 11, 2009, 06:40:15 PM
ok sign me up!
I have Human Mercenaries, Marionburgers.
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 11, 2009, 11:03:01 PM
ok, I'd be careful with challenging any of the more promoted warbands, ya you'd get underdog points but you don't wanna get curb stomped your first game either.
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 12, 2009, 02:56:13 AM
I went to the store and checked out the rulebooks. I decided on ordering the basic cult of possesed warband which should be ready for next game. Only problem is i start college sept 8th and i have a class at 630-930. So is it ok if i play in the friday game i saw people playing? I thought they were a part of your league (maybe not, billy, steve, and cookie etc) ill be coming today to learn and watch a lil bit of the gameplay.
Title: Re: New Mordheim League.....
Post by: cryptoron on August 12, 2009, 03:26:01 PM
Curb Stomped?  But thats what hencmen are for.  I figure if the hencmen are getting it with out lube I'll just embrace that most noble of pirate traditions.  Fight, to run away.
Title: Re: New Mordheim League.....
Post by: Lykosan on August 12, 2009, 03:55:47 PM
One of the things you will find out Ron is that your henchmen will more than likely end up being WAY better than some of your heroes or all of your heroes. I'm still surprised that my assasin is still alive and unhurt.
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 13, 2009, 04:39:59 PM
hey kevin, can anyone in my possesed warband use ranged weapons like the blunderbus or repeating crossbow? is so can i wield any melee weapons with that?
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 14, 2009, 02:23:56 AM
sadly no,  The only weapons a model can use are those they have access to through their armory.  So if you found a weapon after a game that was not one listed in your starting warband equipment your guys would not know how to use it, unless they took a skill like weapons expert.

A model is allowed to have the following, 2 ranged weapons (but you may only fire one in your shooting phase) 2 melee weapons, and any armor.  The rules for what you wield are, you have two hands (barring mutations) so you may hold one weapon/shield in it.  So, if you had a human with: a bow, pistol, mace, sword, shield, and light armor.  He can:
1) Chose to shoot with either the bow or handgun in the shooting phase.
2) Fight with 2 attacks in combat ( one mace and one sword) and have a 6+ armor save from the light armor.  Or, you could choose to make one attack with either weapon and use the shield in the off hand.  This gives you a 5+ armor save. 

Make sense?  I know what guys are allowed to take for weapons gets confusing because you can buy stuff not in your armory after any game.  But you have to think that your guys just don't know how to use the weapons.
Title: Re: New Mordheim League.....
Post by: The_Chef on August 14, 2009, 03:14:22 AM
Allright. After being there on wednesday I've gotten curious. Anyone feel like playing a game? I get my schedule on saturday and Will let you all know what I have free. I've been slowly getting a dwarf team up and running. As anyone who's played fantasy with me knows. Free wins.
Title: Re: New Mordheim League.....
Post by: cryptoron on August 14, 2009, 10:37:27 AM
Due to some bad decisions when I started the warband I'm considering scrapping it and starting a new one.  Is that allowed, and if so what are the rules?
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 14, 2009, 09:17:38 PM
it is allowed, basically you just start over with 500 gold.  You'll just be at a disadvantage compared to more advanced teams.  But you have already faced that.
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 15, 2009, 11:51:47 PM
Im up for a game with anyone on wednesday ill be there a lil early even. But im not sure possesed is really all i thought it was, i think i may go to dwarves if this week dont go so good. Can i do that and use dwarves i have from the dnd minis game and save 30 dollars
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 16, 2009, 02:22:41 AM
yes, just as long as your able to have enough different models so your opponent can tell the difference between your heroes and the different henchmen groups.

If your having any trouble with the possessed let me know, I've been using them for a while and maybe I can give you a few helpful hints.  But, like I mentioned last week the cult is a funny army to start with.  Most of the time when you are trying to make a mutant or possessed you find your spending too much on the one model, or not enough and always feel like you could have made them soo much better with a few more gold. 

;)
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 16, 2009, 04:19:15 AM
And the fact that one dwarf can make you rout before you get near close combat and you wana break someones legs haha. I gotta see the dwarves, i like thhe fear guy billy had that good in melee like possesed but can equip and shoot. Plus whatever the hell an engineer does it shoots shit good haha. Just let me know the different kinds of dwarves i need like(2 with guns, 5 warriors, 2 hero warriors, and a wizard etc) or just help me get close enough to smack something, thanks dude!
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 16, 2009, 01:20:27 PM
Well your experiences being on the bad end of a dwarf fight are more an example of a new warband taking underdog vs an experienced warband.  If you fought the same band when you were both closer in level I bet you would have fought that the speed and power of your warband would have been more apparent compared to the shooting and toughness of the dwarfs.

The dwarfs in their own right are tuff to start, the crossbows are a move or shoot weapon.  Add that to their slow speed and they don't get as many good shots as you may think.  Their henchmen and heroes are also not as cheap so you end up with just as small a warband as the  possessed.  Its all in their rules.
Title: Re: New Mordheim League.....
Post by: Dave G. on August 16, 2009, 03:02:39 PM
Hey this is tribalgooseeb/vikingwarrior. I couldnt get into my account so i made a new one. I think i just need to learn more about my options in combat like how to charge and how i determine what i need to roll for stuff. Also i forgot that i leveled up a mutant but couldnt find anywhere in the book the pit thing i go to or how i can become a possesed. Also my brethren is a hero and it says i get 2 skills my heroes can take. Is that any that any hero could take or a specific type of hero?
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 16, 2009, 03:54:03 PM
you can only send the magister or a mutant to the pit.  But, bear in mind that if you do that there is a good chance nothing can happen or on a double 1 they die.  You might want to look at taking some skills for them first.  Sprint triples your run/charge and is always a good one to take to start out.  Strike to injure is a +1 to all injury rolls, meaning you kill someone on a 4,5,6 instead of just a 5,6.

when one of your henchman becomes a hero your alllowed to two of any skills groups allowed to your heroes.  So you can give them access to combat, strength, acedemic, speed skills.  No one in the cult can take shooting so the new hero can not choose that as a skills list to take from.

Alot of this game is playing on the strengths of a group, for you its trying to get your possessed or mutants into combat before they get shot to death.  You can take the dodge skill with most of your heroes, this gives you a 5+ before armor saves to avoid being shot.  Also skills like sprint and leap give you a farther charge range.  Its really just something you only learn from playing a few games.  I wouldn't give up on the army after only one or two games, give your units a chance to level up and see if they can become some real monsters.

Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 17, 2009, 12:45:50 AM
how exactly does the pit work anyways and what are the rewards and risks?
Title: Re: New Mordheim League.....
Post by: Ian Mulligan on August 17, 2009, 01:22:00 AM
how exactly does the pit work anyways and what are the rewards and risks?

Its all in the rulebook.
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 17, 2009, 02:54:41 PM
can somebody print one out for me for this wednesday and ill pay for the paper i dont own a computer i do all this through my phone
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 17, 2009, 07:13:05 PM
I have the rules for it printed out in my folder that I bring with me, and keep meaning to leave down there.

basically it works as follows.  When a mutant or magister levels up and rolls a new skill result, you may instead send them to the pit to request the shadowlords favor.  You roll 2d6 and consult the chart that follows

2: The character is eaten by crazed deamons living in the pit
3-6: Your prayers are ignored, the character gets nothing from this trip. (Basically you get nothing for this roll and as such get nothing for that level.  But at least your guy is still alive)
7-8: Free mutation, you roll another d6 on a 1 your character losses one point from one of its characteristics. (Ex. loss one point of Speed or Strength, your choice.)  If you roll a 2-5 you may pick a free mutation to give the character from the mutations list.
9-10: Chaos Armor, the character's skin becomes like armor giving it a 4+ armor save that can be combined with shields and does not affect the character's ability to move or cast spells.
11: Demon Weapon, your pick the way the weapon looks but it does not have any of the abilities of the type of weapon it just looks like it.  This weapon gives the user +1 Strength and +1 to hit in close combat.
12: Possessed. the character becomes twisted by chaos, gaining +1 Weapon Skill, +1 Strength, +1 Attacks, and +1 wounds.  This does not count towards the models racial maximum in those stats, also the model losses D3 skills and may no longer use weapons or armor.  Except the model may use deamon weapons and chaos armor.

The benifits can be great.  Would I risk a good magister on them? Probably not when you can get a new spell or lower the difficulty of one you already have.  As for mutants, well early on these are great but if one gets really good and then dies in the pit you'll be kickin your own ass for that one.
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 17, 2009, 10:31:44 PM
my mutated claws are like that +1 str is that better than most weapons? how many attacks does a possesed get if it has 1 claw and 1 scorpion tail? 2 right?
Title: Re: New Mordheim League.....
Post by: jesterofthedark on August 18, 2009, 01:01:16 AM
A possessed is different from a mutant, you have to be clear about what your refering too.

A Possessed has a base of 2 attacks at str 4, which means if you add a crab claw you get one more attack at +1 str.  Also if you add in the scorpion tail you get one more attack at str 5, that is a total of 4 attacks.

A mutant with a crab claw will make one attack at str 3 if your holding a weapon in that hand, your second arm becomes the claw giving you one more attack at str +1.  This also means that hand cannot hold anything else because its now a giant claw. 

These example get confusing but if you give a mutant 2 crab claws, it just has two attacks each at +1 str.  Its easier to explain in person, but they faq alot of the mutation stuff.
Title: Re: New Mordheim League.....
Post by: VikingWarrior on August 18, 2009, 08:32:27 PM
whoever has the best warband rating im challenging you first thing tomorow night! i figure i risk losing 2 guys no matter who i play and if i am i might as well get the most underdog xp i possibly can right?
Title: Re: New Mordheim League.....
Post by: Warpedfuzz on August 18, 2009, 08:54:08 PM
The Thunder Hammers will be there tomorrow night, but the Loyalist (Witch Hunters, name in processes) will not be able to attend til maybe later on. We're trying to get a game in tonight. If we do it'll count as our fight against each other this week and one of our fights I guess.  Won't be staying too late due to early work, but I'm sure I can get a game, or two in.
Title: Re: New Mordheim League.....
Post by: gladiator7907 on August 25, 2009, 02:03:31 PM
hey its dave/vikingwarrior i got my minis and was wondering if soneone had some black primer spray i could use quick tomorow i need to do about 6-7 minis id appreciate the help