Autumn Mordheim Campaign

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Konrad
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Autumn Mordheim Campaign

Post by Konrad » Wed Sep 21, 2011 1:12 am

Jus and I are going to be starting a Mordheim campaign. Even if it ends up being a campaign of two. I'm sure most folks agree the game needs a few rules tweaks to balance things out. Here is what we are going to try.

1. Use the Experimental Armour and fighting with two weapons from Specialist games. Either option "A" or "C". Not sure yet.

2. pg 24- Change "Dagger" to "Dagger, Club, or Staff"
3. pg 24- Change "Hammer, staff, mace or club" to "Warhammer, mace"
Change the cost from "3gc" to "5gc" for all Warbands.

4. pg 28- Change "Short Bow" Maximum range to 18".

5.pg.29- Change "Sling" Maximum range to 16".
Add +1 Enemy armour save to Special Rule

6.pg. 33 Remove "Move or Fire" from "Handgun".
Add "Concussion" to Special Rules.

7. pg. 37 To "Lucky Charm" add When a lucky charm is purchased make a note that it is new and untried. If the very first attempt ot avoid a hit is failed, scratch the charm from the hero's equipment roster. It obviously wasn't lucky at all. If the very first attempt is successful, the charm proves to really be lucky and will operate in all future battles as described.

8.pg. 72 Add, A Skaven warband may not start a campaign with more than 5 heros. The 6th hero may only be added if a henchman rolls, "The Lad's Got Talent".

Any other suggestions, shout out!
...and now his Head was full of nothing but Inchantments, Quarrels, Battles, Challenges, Wounds, Complaints, Amours, and abundance of Stuff and Impossibilities.....
Cervantes, Don Quixote

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me_in_japan
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Re: Autumn Mordheim Campaign

Post by me_in_japan » Wed Sep 21, 2011 3:20 am

change beastman warband rules as follows:

centigors may be armed with equipment chosen from the ungor lists. (it currently says "gor list". There is no gor list... :? )

a centigor may be armed with a buckler at a cost of (whatever a buckler usually costs)

A beastman shaman is a wizard and may use Beastman Shaman magic (as currently being made up by me. Will post later. I promise not to make anything too stupid. Y'all can veto stuff, regardless.)

Minotaurs: either change em to S5 T5, or reduce their cost to 150. As it stands now, having used one, they suck donkey balls. They get shot to pieces before they get anywhere near anybody, they get beat up in CC by basic humans with spears. Bear in mind that as a perma-henchman their stats rarely, if ever, improve past their starting value.

I'm wary of using the 2CC weapon rules, as beastmen have basically the option of having 1 CC weapon or 2 CC weapons. No guns, no spears, nuffink.

Also, how would people feel about me making up rules for power specific beastmen? Marks of chaos, if you like?
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Colonel Voss
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Re: Autumn Mordheim Campaign

Post by Colonel Voss » Wed Sep 21, 2011 4:11 am

If I was closer, maybe. But as is, I'll have to pass.

Also if you don't know about it, this is the ultimate stop for Mordheim http://mordheimer.com/
It's easy to die in the swamp. What's hard is to staying dead.
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Konrad
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Re: Autumn Mordheim Campaign

Post by Konrad » Wed Sep 21, 2011 6:57 am

Colonel Voss wrote:If I was closer, maybe. But as is, I'll have to pass.

Also if you don't know about it, this is the ultimate stop for Mordheim http://mordheimer.com/
Voss has that right.

Tom's Boring Mordheim Forum is great too. http://boringmordheimforum.forumieren.com/
...and now his Head was full of nothing but Inchantments, Quarrels, Battles, Challenges, Wounds, Complaints, Amours, and abundance of Stuff and Impossibilities.....
Cervantes, Don Quixote

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Konrad
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Re: Autumn Mordheim Campaign

Post by Konrad » Wed Sep 21, 2011 7:15 am

me_in_japan wrote:change beastman warband rules as follows:

centigors may be armed with equipment chosen from the ungor lists. (it currently says "gor list". There is no gor list... :? )
How about replace "Gor list" with "Beastman list". Looks like a typo and a big, bad Centigor ought to get big, bad weapons.
A beastman shaman is a wizard and may use Beastman Shaman magic (as currently being made up by me. Will post later. I promise not to make anything too stupid. Y'all can veto stuff, regardless.)
That sounds fun. The Chaos Rituals are not a great list IMO.
Minotaurs: either change em to S5 T5, or reduce their cost to 150. As it stands now, having used one, they suck donkey balls. They get shot to pieces before they get anywhere near anybody, they get beat up in CC by basic humans with spears. Bear in mind that as a perma-henchman their stats rarely, if ever, improve past their starting value.
A reduced cost sounds good. Big and expensive makes them harder to afford, and you want that bad boy on the field as soon as possible right? 150-175gc, somewhere in there does sound good.
I'm wary of using the 2CC weapon rules, as beastmen have basically the option of having 1 CC weapon or 2 CC weapons. No guns, no spears, nuffink.
And Double hnd wpns and Halberds. And think about it, Heavy Armour, Shaggy Hide, Shield, you'd be saving on a base 2+ in HTH. That has to be a tempting option.
Also, how would people feel about me making up rules for power specific beastmen? Marks of chaos, if you like?
They do come with a special skill set. You can even buy mutations. A little imagination finds Marks of Chaos in there. (Horned One=Mark of Khorne, Shaggy Hide=Mark of Nurgle, etc.)
Looking forward to seeing the Beasts. Those guys are scary!
...and now his Head was full of nothing but Inchantments, Quarrels, Battles, Challenges, Wounds, Complaints, Amours, and abundance of Stuff and Impossibilities.....
Cervantes, Don Quixote

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job
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Re: Autumn Mordheim Campaign

Post by job » Wed Oct 26, 2011 12:39 pm

Hey, with the new Mondo bookstore available, I was wondering if people would be interested in setting up a Mordheim night at the store? Maybe starting next year?
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me_in_japan
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Re: Autumn Mordheim Campaign

Post by me_in_japan » Wed Oct 26, 2011 12:48 pm

too far for me :(
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Tenorikuma
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Re: Autumn Mordheim Campaign

Post by Tenorikuma » Wed Oct 26, 2011 1:24 pm

I'd be into a Mordheim campaign.
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Admiral-Badruck
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Re: Autumn Mordheim Campaign

Post by Admiral-Badruck » Wed Oct 26, 2011 1:48 pm

MH is fun but it should only be played by mature gamers. Not sure our group could handl prolonged MH play. We can't even play 40k or FB with out arguing over the rules. MH can only be played by folks that do not care if their gang gets chopped up and wrecked... Kind of like blood bowl teams. That is the game rule lawyers need not apply. That said I have some models. I would like to play again. It was heaps of fun.


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Konrad
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Re: Autumn Mordheim Campaign

Post by Konrad » Wed Oct 26, 2011 11:42 pm

job wrote:Hey, with the new Mondo bookstore available, I was wondering if people would be interested in setting up a Mordheim night at the store? Maybe starting next year?
I'll be bringing my warband next Sunday to Joshin if anyone wants to play. Halloween candy for all participants! Hopefully I'll get a little more terrain done before then.
I'll have to check out Mondo. From the other thread, it sounds like it might work out to be a nice venue for a game night.
...and now his Head was full of nothing but Inchantments, Quarrels, Battles, Challenges, Wounds, Complaints, Amours, and abundance of Stuff and Impossibilities.....
Cervantes, Don Quixote

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