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Dwarf Treasure Hunter War Band And Fluff, Mordheim

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#1 the-black-smith

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Posted 04 March 2012 - 06:22 PM

Hello everybody, i am the black smith! i am in the making of a dwarf warband, i have a few painted and based but i need to take pictures so they will come very soon. but i wanted to share the fluff for it. so, here it is....
In the city of Karan-Koruk business is booming as normal. the streets are packed and the bars are full. inside the castle we see the king and his son, they have just called forth the most famed dwarfs in all of Karan-Koruk.moments later we see the doors open and 7 men come out 1 guard on each side and 5 peculiar, battle hardened, adventurers striding in the middle. the guards notion to the men to stop and then walk away. the king tells them about what has become of mordheim. he also explains how there is a rare and powerful mineral there called wyrdstone, he then pauses to take a breath due to the suspicion someone is listening, then continues, he talks about the worth of the stone, how it could make them the wealthiest city in the region. when the adventurers heard of this there eyes seemed to sparkle. the king gave them a map and war gear and sent them off in the search for wyrdstone. but what they didn't know is all over the land other warbands are forming and have also disembarked in the great search of WYRDSTONE!

Que the skyrim music.

what do you think?
did you like it?
anything to add?


thank you, the black smith.


dwarf warband mordheim


i don't know any other way to get freaking pictures in this forsaken thread!

Edited by the-black-smith, 05 March 2012 - 10:34 PM.


#2 ThaneWill

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Posted 04 March 2012 - 06:30 PM

Well, I like what you're trying to do, but try to get more in character perspective for my liking. I shall give an example for you:

- The Black Smith - walked trough the streets, all around him dwarfs walked the street, movement was getting harder and harder every day as the market bloomed with traders and people of the hold. Next to him walked 4 other dwarfs, explorers of some sort, and at the sides of the group two hammerrers clad in the heraldic colours of Karak Korun guided them forth.................. ect.


See what i mean? Not saying it's bad though ;)

~ Thane Will

PS: I see no Pictures! *raises fist*

#3 the-black-smith

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Posted 05 March 2012 - 10:36 PM

Well, I like what you're trying to do, but try to get more in character perspective for my liking. I shall give an example for you:

- The Black Smith - walked trough the streets, all around him dwarfs walked the street, movement was getting harder and harder every day as the market bloomed with traders and people of the hold. Next to him walked 4 other dwarfs, explorers of some sort, and at the sides of the group two hammerrers clad in the heraldic colours of Karak Korun guided them forth.................. ect.


See what i mean? Not saying it's bad though ;)

~ Thane Will

PS: I see no Pictures! *raises fist*



added the closest thing to pictures i could. also i love the idea of inserting myself in the fluff!

#4 Grabgold Thunderbeard

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Posted 07 March 2012 - 07:33 PM

Nice little band you have there, Mordheim is loads of fun. More fun than (dare I say it) WHFB even because you watch each character grow and change.
Nice work. :)

#5 Grumpy Runelord

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Posted 07 March 2012 - 07:39 PM

Mordheim is great! But dwarfs are weak in Mordheim. With only four heroes (two slayers among them), and movement 3, we are overrun by many other warbands.
I added a Rune Smith with a small anvil of Doom, just to give the dwarf some punch.
I gave them six runes to roll from :-) Works like a mage (if witch hunters may use wizards, why not dwarfs??)

#6 Ok Okri

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Posted 07 March 2012 - 07:52 PM

...dwarfs are weak in Mordheim.


Dwarfs are far from weak in Mordheim. They are one of the better races in my opinion, given their durability and ability to generate more wyrdstone.

t-b-s, I like the minis, but not that taken by the posse. Beardlings are a poor choice in general, whereas slayers are a steal. You really want to be taking all 4 heros from the outset to give you more exploration rolls.

#7 Maxxev

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Posted 07 March 2012 - 10:35 PM

Agreed. They are not weak, but there is a steep learning curve IMO.

As soon as your guys start getting experience and you get a hero promoted the Dwarves were always very strong, I just found the first few games hard to win (because of their low speed and being out numbered).

In mordheim Armour is usually not worth it due to critical roles usually ignoring it, so Slayers so not suffer the issues they do in WHFB so much. Therefire maxing out your heros is utterly essential.

#8 Pacific

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Posted 08 March 2012 - 10:46 AM

First of all, really nice minis! Really neat looking paintjob and I think a nice clean colour scheme!

I've played quite a lot of Mordheim with Dwarves, and they are a fun faction to play. As others have said, having the +1 weird stone is really useful. But, perhaps their most useful ability (at least at the start of a campaign) is them only going 'out of action' on a 6. If you give them a helmet as well, and keep your dwarves together (you will often be outnumbered, but this is a very Dwarf thing to do!) it can be very, very hard for your opponent to take your miniatures off the board. In the meantime, you slowly wear them down.

In mordheim Armour is usually not worth it due to critical roles usually ignoring it, so Slayers so not suffer the issues they do in WHFB so much. Therefire maxing out your heros is utterly essential.


With standard rules I would agree, it is definitely far too expensive. Most house rules (inc. the more popular ones on the internet) drop the price by 50%, which makes it a more common prospect. Dwarves benefit a lot from this, I would always recommend starting a campaign with numbers rather than equipment, but if you have a couple of games with limited deaths you can start to armour your clan. Heavy armour with shield and helmet clansmen (and Dwarven Axe if possible!) are very hard to put down!

I agree though, the first few games are always most difficult. In my current campaign, several brave dwarves died to my friends zombie-spam :(

#9 the-black-smith

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Posted 09 March 2012 - 05:23 AM

thank you everyone! i am currently working on a hobbit chef and another slayer (the one guy with 2 axes is my other slayer i know his beard isnt red!) but am actually having to paint a friends squad of skeles and they will take me a while so the chef wont be up soon. i have also gotten some of WK's dwarfs for more variety on weapons. but i cant play with them until they are painted, just a personal preference. i also have alot of GC so im going to max my unit cap

Ok Okri: those are 4 clansmen 1 slayer and 1 noble. the guys with crossbows were sold and i bought clansmen to feed my hunger for combat. i am sadly proxying a 2nd slayer because the other one is in the works and almost done.

BrimstoneForge: i didnt know we had mages, or even fan made ones. i have people playing ogres and tomb kings so im sure they would be alright with that runesmith

Pacific: i have rarely had people gone out of action do to their toughness and special rules. we also have no way to deal with crowd control except fight it out and hope they whiff

#10 Ok Okri

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Posted 09 March 2012 - 10:14 AM

Ok Okri: those are 4 clansmen 1 slayer and 1 noble. the guys with crossbows were sold and i bought clansmen to feed my hunger for combat. i am sadly proxying a 2nd slayer because the other one is in the works and almost done.


I was going off the warband you had listed in the picture description. Clansmen are definately a better option than beardlings, but my personal preference is for thunderers (in groups of 1 initially). As I recall, the only real benefit of clansmen over thunderers was their ability to carry dwarven axes (which I wouldn't afford/risk getting them until late in a campaign). I used my thunderers for close combat until they got a BS upgrade (at which point I'd get them xbows and start adding to that group).

#11 Captn Morgrim

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Posted 09 March 2012 - 07:08 PM

Mordheim, eh? Luckily fer ye, Mister Black-Smith, or may I call ye Black? I know a number o' fine rogues called Black, quite common amongst the adventurous sorts...
Arrr, d*mn me addled brain, where was I?

T' make matters short, I agree with Ok Okri in general. Dwarves are a though breed, even more so since our Beardling warriors have the very same hire fee like a manling and yet beat 'em in almost every aspect. I personally wouldn't leave house without an Engineer, fer he's a very useful hero, even his stats don't show it.

- Crossbows: While BS 4 makes 'em perfect, even BS 3 and their long range (+6 for an Engineer) makes 'em work well. Potshots can take out one or two enemies or slow them long enough.
- Pistols: Don't benefit as much from the Engineer, but pack a surprising punch. Makes outrunning yer lads less of an option, as it essentially increases yer threat range. Used 'em in masse on a Pirate Dwarf crew and had some success with it (of course, we adapted as a houserule the 6th edititon than thrown weapons and pistols don't suffer from movement).
- Handguns: A crazy tactic I came up with me manling pirates was to equip a few lads with handguns and have them move around while reloading. Rapid deployment, so to speak, as they were eligible to sprint too while reloading and thus were quite mobile.

Here's some advice I offered to another Dwarf Adventurer headin' towards the accursed city:

For equipment a hammer or mace is your most reliable starting equipment, but heroes live and die with their defenses, so I wouldn't mind going for dual Dwarf Axes with one Hero (plus the skill later on) right at the start, or a dwarf axe plus a sword.

Dwarf Noble with sword, helmet, hammer, pistol ... 123
Dwarf Engineer with hammer, crossbow ... 88
Trollslayer with Dwarf Axe and sword ... 85
Trollslayer with Dwarf axe and hammer ... 68
Thunderer with crossbows and hammers... 68
plus either
1 Thunderer with crossbow and hammer... 68
or
2 Beardlings with hammer each... 28 x 2 = 56



#12 the-black-smith

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Posted 10 March 2012 - 07:05 PM

ok okri: then my description is false advertisement! but in my warband now i have an engineer and 2 thunderers all with crossbows.

captn morgrim: hay man we used to chat on the the WAAAGH forum along time ago. i joined that forum 07 and stopped my participation around 09 and started my shenanigans here shortly after. ANY WAY! good advice, but i find close combat more effective early game then apposed to shooting because we will get the advantage. also i have mt slayers with 2 dwarf axes each and everyone else has 2 axes

#13 Graydon Ironshield

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Posted 29 July 2012 - 07:34 PM

We had a Mordheim campaign for a while, and I ran my dwarf treasure hunters. What I found to work was to outfit my Slayers with spears, and I used crossbows, they simply worked better. I also didn't bother with armour, too expensive, and my T4 worked more often than not, especially when coupled with certain upgrades. The biggest issues I ever faced was the low movement ( I lost any foot race, right off the bat), and the cost of replacement fighters.

#14 Graydon Ironshield

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Posted 29 July 2012 - 07:41 PM

Mordheim is great! But dwarfs are weak in Mordheim. With only four heroes (two slayers among them), and movement 3, we are overrun by many other warbands.
I added a Rune Smith with a small anvil of Doom, just to give the dwarf some punch.
I gave them six runes to roll from :-) Works like a mage (if witch hunters may use wizards, why not dwarfs??)


Is there any chance you could post these homebrew additions of yours? I'm curious. I would have loved having a portable anvil when fighting those accursed High Elves (insert sound of flipping througfh personal Book of Grudges).





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