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Mordheim - Dwarf Starter Warband


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#1 iron hand

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Posted 23 June 2011 - 03:19 PM

hi, I have made this warband, but I am not sure if I should remove some of the thunderes to buy an gromril armour to my noble while it is still "cheap", but any thought how to improve the list

Dwarf Noble 100
Free Dagger, Dwarf Axe (x1)

Dwarf Engineer 75
Free Dagger, Crossbow

Dwarf Troll Slayer 65 GC
Free Dagger, Dwarf Axe (x1)

Dwarf Troll Slayer 65 GC
Free Dagger, Dwarf Axe (x1)

Dwarf Thunderers 65
Free Dagger, Crossbow

Dwarf Thunderers 65
Free Dagger, Crossbow

Dwarf Thunderers 65
Free Dagger, Crossbow

Warband Rating: 81

Warband Cost: 500

#2 Ok Okri

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Posted 23 June 2011 - 03:41 PM

No, I wouldn't recomend gromril armour. If you are using the standard rules armour is very overcosted and too oft negated. Better to spend the points on bodies.

Personally I would run everybody (bar slayers ofc.) with helmets. That extra stun save is very useful. Also, I wouldn't give the slayers expensive weapons until they have more skills. They are the cheapest guys to replace, so I tend to put them into the fight first (until they gain useful experience).

I found giving the henchmen 2 hammers each was a good start. Shooting is a little hit and miss to start off with, ans xbows are expensive. I find that initially it is best to keep your guys together, and xbows are wasted if you move.

#3 iron hand

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Posted 23 June 2011 - 05:07 PM

No, I wouldn't recomend gromril armour. If you are using the standard rules armour is very overcosted and too oft negated. Better to spend the points on bodies.

Personally I would run everybody (bar slayers ofc.) with helmets. That extra stun save is very useful. Also, I wouldn't give the slayers expensive weapons until they have more skills. They are the cheapest guys to replace, so I tend to put them into the fight first (until they gain useful experience).

I found giving the henchmen 2 hammers each was a good start. Shooting is a little hit and miss to start off with, ans xbows are expensive. I find that initially it is best to keep your guys together, and xbows are wasted if you move.


so you would recoment that I use clansmen or beardlings instead of thunderes. what about this warband ?

Dwarf Noble 101
Free Dagger, Hammer (x2), Helmet

Dwarf Engineer 88
Free Dagger, Crossbow, Hammer (x1), Helmet

Dwarf Troll Slayer 56
Free Dagger Hammer (x2)

Dwarf Troll Slayer 56
Free Dagger Hammer (x2)

Dwarf Thunderers 68
Free Dagger, Crossbow, Hammer (x1)

Dwarf Clansmen 65
Free Dagger, 2-Handed Weapon (x1), Helmet

Dwarf Clansmen 65
Free Dagger, 2-Handed Weapon (x1), Helmet

Warband Rating: 81


Total Warband Cost: 499

Edited by iron hand, 23 June 2011 - 10:43 PM.


#4 Ok Okri

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Posted 24 June 2011 - 09:02 AM

I like that warband more more - you have a couple of shooters and a couple more 'meat shields'. I would, however, consider 2 hammers on each clansmen instead of the GWs, and drop the thunderer crosbow and trying to get a pistol or two on the nobel (to make use of his higher BS and give him that extra boost in the 1st round of combat).

I'd use clansmen or thunderers, preferable thunderers. IIRC the only difference is that thunderers get to take crossbows and clansmen dwarf axes.

I had great success recently filling all my points (after heros) with thunderers with 2 hammers and helmets. Each was a separate henchmen group. If you roll well for experience one might get the BS boost, which is the time to add more to the group and give them crossbows. Until then I found the crossbows were not doing enough to earn their points. Once I'd filled my thunderer allowance, only then did I start on clansmen.

#5 iron hand

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Posted 24 June 2011 - 10:07 AM

I had great success recently filling all my points (after heros) with thunderers with 2 hammers and helmets. Each was a separate henchmen group. If you roll well for experience one might get the BS boost, which is the time to add more to the group and give them crossbows. Until then I found the crossbows were not doing enough to earn their points. Once I'd filled my thunderer allowance, only then did I start on clansmen.


okay the only thing i am worried about is that my opponent are elves (so i am proberly going for a shoot down thingy), high elves to be more correct because there are some rules for high elves lustria in army builder that i can’t find anywhere else on the net, so i am worried that i am getting a huge disadvantages by allowing him to play that. If i remember correctly lustria rules are for small group vs an small army :S but maybe I don’t remember correctly, isn’t there some sort of official elves rules I can suggest that he use instead?

when i think about it, maybe i just be more strickt and say only offical rules... it is not fun to be shot at and easily out runned all the time...

Edited by iron hand, 24 June 2011 - 10:32 AM.


#6 Ok Okri

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Posted 24 June 2011 - 10:21 AM

Hmm...As far as I am aware, the Lustria lists are for a separate setting from the main Mordheim lists, and are not balanced. I believe there is a comment to this effect on the Mordheimers website. Lustria warbands, whilst internally balanced, are more powerful than mordheim warbands, which are in turn more powerful than the Khemri warbands. I am not familiar with the HE warband, but do know the Dark Elf Lustria warband was much more powerful than the core warbands. I do not know of any othe HE warband though.

In my experience, trying to out shoot elves is not a wise option, and can be quite tedious. However, more important is playing with something you are comfortable with, and that reflects your playstyle. I've tried a few dwarf warbands (including the hero-only), and found the above to be the best performing against a variety of players.

#7 iron hand

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Posted 24 June 2011 - 10:53 AM

okay thanks for all the great advice :D i think i have a fair chance of winning now :) thanks again Ok Okri

#8 Ok Okri

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Posted 24 June 2011 - 05:22 PM

No probs. I hope it goes well for you. Do let us know!

#9 Montegue

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Posted 20 November 2011 - 11:28 PM

Ive been rocking my little mordheim campaign with my dwarfs, and can offer this advice. I hope it's not too long in coming.

First, Crossbows are god. Even at medium ranges, picking off a few members of a warband can lead to a quick route, and can ease our only real disadvantage beyond movement - numbers.

Also, you might consider keeping the great weapons. Early on, I was all hammers. Now, though, I find myself wanting to make sure that I wound opponents, especially tough ones like beast men and Orcs with toughness advances. Sure, the extra chance to stun is nice, but one guy can get the knock down and the next is more likely to wound and take the guy out.

Armor sucks early on, but once you have a full warband, I would consider buying it first for your leaders, then for your other guys. Getting Gromil after generation is expensive, but it's only one tick better than heavy plus shield. Don't use a shield until your model gets an extra attack. Once you get an extra attack, shields can be useful. Armor isn't awesome, but it's not completely fail. More models are the priority. Then more gear.

#10 Tegnus Vagnarsson

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Posted 29 January 2012 - 11:57 PM

I haven't played Mordheim in what feels like an age, but I did play against the HE warband a few times and they are broken as sin. They can load up 5 characters with elf bows and spend the whole game moving away and shooting and Dwarfs have nothing to catch them with. Missle fire is the only way to get them. Knock one down with a crossbow and have a hero run in and bash him.

I used to buy all the heros you can get, give them helmets where I could and a weapon (usually a Dwarf Axe each on the trollslayers and as soon as one of them gets a skill take master of blades and give both Dwarf axes to him, and buy a 2 handed weapon for the other guy) and then I fill up the rest on bearlings with 2 hammers, or 1 hammer and a dagger... I can't remember. If it was 1 hammer I bought them all a second hammer asap. As beardlings died I'd replace them with Thunderers.

Beardlings are good and cheap, can fight practically as well as clansmen and are just as tough, and you really need numbers to be successful. My Starting warbands almost always had at least 9 Dwarfs in it.

I also ignore armour (excepting helmets) until you have a full warband. It's just too expensive for little gain.

Edited by Tegnus Vagnarsson, 29 January 2012 - 11:59 PM.


#11 finn sourscowl

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Posted 08 May 2012 - 01:32 PM

i'm starting mordhiem with my friends and have taken all the advice on here , wish me luck , and i'll keep you all posted

#12 finn sourscowl

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Posted 13 May 2012 - 12:30 AM

played my first game
i won against beastmen , and didn't loose a single dwarf

#13 Montegue

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Posted 17 May 2012 - 01:53 PM

Dwarf toughness in Mordheim is not to be underestimated. Our lack of movement hurts us in scenarios where you have to get to and hold objectives, but other than that we do good. Crossbows make up for a lot of stubby-leg running.

#14 finn sourscowl

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Posted 29 May 2012 - 12:28 AM

played against lizard men
they are a pain , the skinks can always run and keep out of charge range and still shoot at us
plus there 3 d6 ld , i made him take at least 6 checks which he passed all of them , with only 3 skinks left in the end , then on my second test i failed my ld test and he won ,

need to add more shooters i think

#15 Ok Okri

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Posted 29 May 2012 - 08:52 AM

My approach to getting henchmen (particularly shooters) is to start them all in separate groups. Wait for one to get the upgrade you want (BS) then add to that group. I'll also point out that winning is not as valuable as losing well: you will do far better by maximising your chances at getting kills with your heros, than you will gain from the +1 experience to your leader.

#16 WanderingMinstrel

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Posted 23 July 2012 - 08:40 AM

I'll also point out that winning is not as valuable as losing well: you will do far better by maximising your chances at getting kills with your heros, than you will gain from the +1 experience to your leader.


Very good advice for the newbies. Shortbeards... take heed!




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