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Kodiak_Jones
23-04-2009, 09:46 PM
I want to start up another Mordheim Campaign and i thought i'd run a few ideas by everyone.

First off, I am only going to allow the following warbands into the campaign:
1. Averlanders (http://www.mordheimer.com/downloads/of_wrbnds/Averland_Mercenaries.pdf)
2. Cult of the Possessed (http://www.mordheimer.com/downloads/of_wrbnds/Cult_of_the_Possessed.pdf)
3. Kislevite (http://www.mordheimer.com/downloads/of_wrbnds/Kislevite_Warband.pdf)
4. Marienburgers (http://www.mordheimer.com/downloads/of_wrbnds/Mercenaries.pdf)
5. Middenheimers (http://www.mordheimer.com/downloads/of_wrbnds/Mercenaries.pdf)
6. Ostander (http://www.mordheimer.com/warbands/official/ostanders.htm)
7. Reiklanders (http://www.mordheimer.com/downloads/of_wrbnds/Mercenaries.pdf)
8. Sisters of Sigmar (http://www.mordheimer.com/downloads/of_wrbnds/Sisters_of_Sigmar.pdf)
9.Witch Hunters (http://www.mordheimer.com/downloads/of_wrbnds/Witch_Hunters.pdf)

I'm also considering allowing in Amazons (http://www.mordheimer.com/downloads/un_wrbnds/Amazon_Warband.pdf) but haven't decided yet.

As you can see they are for the most part all Offical warbands and with the exception of the possessed are all human based stats. I would like to see what a predominantly Human campaign will size up to be.

Now reading through a lot of the Mordheim artilces, the developers were looking for a way to make shields more viable than everyone running around with 2 hand weapons. As an experiment i would like to make a few rules changes.
1. Attacking using 2 weapons suffers a -1 when rolling to hit with both weapons
2. The removal of the Step Aside Skill in the Combat Skills and replacing it with the Dual Wield skill which will remove the -1 modifier when using 2 hand wepaons
3. All sheilds will give +1 armorsave but will also give a 5+ ward save for the protection of the sheild

Let me know what you think. Input is good.

LAZtheinfamous
23-04-2009, 10:41 PM
I want to start up another Mordheim Campaign and i thought i'd run a few ideas by everyone.

First off, I am only going to allow the following warbands into the campaign:
1. Averlanders (http://www.mordheimer.com/downloads/of_wrbnds/Averland_Mercenaries.pdf)
2. Cult of the Possessed (http://www.mordheimer.com/downloads/of_wrbnds/Cult_of_the_Possessed.pdf)
3. Kislevite (http://www.mordheimer.com/downloads/of_wrbnds/Kislevite_Warband.pdf)
4. Marienburgers (http://www.mordheimer.com/downloads/of_wrbnds/Mercenaries.pdf)
5. Middenheimers (http://www.mordheimer.com/downloads/of_wrbnds/Mercenaries.pdf)
6. Ostander (http://www.mordheimer.com/warbands/official/ostanders.htm)
7. Reiklanders (http://www.mordheimer.com/downloads/of_wrbnds/Mercenaries.pdf)
8. Sisters of Sigmar (http://www.mordheimer.com/downloads/of_wrbnds/Sisters_of_Sigmar.pdf)
9.Witch Hunters (http://www.mordheimer.com/downloads/of_wrbnds/Witch_Hunters.pdf)

I'm also considering allowing in Amazons (http://www.mordheimer.com/downloads/un_wrbnds/Amazon_Warband.pdf) but haven't decided yet.

As you can see they are for the most part all Offical warbands and with the exception of the possessed are all human based stats. I would like to see what a predominantly Human campaign will size up to be.

Now reading through a lot of the Mordheim artilces, the developers were looking for a way to make shields more viable than everyone running around with 2 hand weapons. As an experiment i would like to make a few rules changes.
1. Attacking using 2 weapons suffers a -1 when rolling to hit with both weapons
2. The removal of the Step Aside Skill in the Combat Skills and replacing it with the Dual Wield skill which will remove the -1 modifier when using 2 hand wepaons
3. All sheilds will give +1 armorsave but will also give a 5+ ward save for the protection of the sheild

Let me know what you think. Input is good.

Hrumph. Only reason Skaven are broken, is because you play them. I would at the least add Orcs and Dwarves to the list. They were also very balanced races (though winning with dwarves would be hard).

1. Makes sense.
2. Step Aside is a good rule! Especially for those who cannot take armor or shields. Granted, its mainly Possessed, but there are a few other units out there without access to shields. But adding a Dual Wield Skill makes sense. Just don't get rid of step aside for it. Get rid of one of the others that doesn't get used that much.
3. I would say more like; +1 to armor save, but a 5+ ward save vs. missile attacks, since you can really hide behind a shield when missiles start flying, but in a fight you have to poke the other dude with your sword, thus exposing you more. This might also help reduce the dominance of crossbows. :D

Marticus
24-04-2009, 09:07 AM
i agree there with you laz.... shields and armour seem pointless in mordheim usually and 2 weapons is the way to go.. so having an incentive for shields is good and that agaiunst ranged fire is great, i can image them hunkering down behind the shield :) maybe just a minus one for the weapon in the offhand of the character?

Kodiak_Jones
24-04-2009, 07:24 PM
Ok, good point about the Step Aside. The reason i decided to scrap that one is that it had the same ability.

K, how bout this. You got a big shield for protection so in a sense its harder to hit you. How bout +1 Armor save and -1 to Hit rolls for both melee and ranged attacks?

I also like the off-hand only being -1 to hit. So lets try this.

Merc wielding 2 swords is in close combat with another Merc with a sword and a shield. He does not have the Dual Wield Skill. He rolls his attacks needing 4's to hit based on weapon skill. He rolls 2 seperate dice for his attacks each representing his main and off hand. His main rolls a 4 and his off hand rolls a 5. Because of the shield the 4 suffers a -1 making it a 3 and a miss. The 5 becomes a 4 because of the shield which would be a hit but is further reduced by one becuase he does not have the dual wield skill making it a 3 as well. So two wiffs.

The warrior with the shield makes his attack needing a 4 and gets a 5 with no modifiers. His opponent tries to parry with his sword and gets a 6. At the end of the combat no wounds are suffered.

Now, another idea is that the -1 ability can only be applied once per attack. For example, a merc is shooting another merc at short range. He usually needs 4's but his target has a sheild so he is going to need to roll a 5 or better. He rolls a 4 and misses. However he has quick shot and can shoot again. This time he rolls a 4 as well but the shield has already been used against that opponent so he cannot use it again making it a hit.

The same would apply in close combat. The previous combat the Attacking merc got a 4 and a 5. The sheild would have to be nominated against 1 of the attacks (in theory is should be before the dice are rolled but when a character has more than one attack who do you determine which dice you want to affect). The opponent sees the 4 and the five and decides to modify the main hand making it a miss only suffering one hit instead of 2. If you pick it after the rolls it really makes it an excellent defensive piece of equipment. Let me know. Thanks

Jasfmpgh
26-04-2009, 01:43 PM
As per our Mad Mex talk, I agree with the shield rule. I'd also say add Amazons and Vampires to the army lists.
I'd also like to add a rule which says that you always wound on a 6 no matter toughness.. just to keep people from being locked in combats that they can't even hurt the other guy.

grimdisco
26-04-2009, 03:00 PM
Well I would let people use Amazons. But thats because I play them.

I dont think they are unbalanced.

the shied ward save is a bit much.
If you give the shield and sword combo a +1 to armor saves then that would be good or maybe an extra parry. Ward save is a bit over the top.

I have been using the standard rules for Mordheim as a way to speed up my Warhammer RPG combat and it matches up well and lets me get on with the story much faster.

Nitram
12-05-2009, 05:20 PM
Amazon's dont fit the storyline.
Leave'm out.

Aeth
12-05-2009, 06:55 PM
A -1 to hit penalty for an off-hand weapon? sounds like Baldurs Gate :)

grimdisco
13-05-2009, 02:42 AM
Amazon's dont fit the storyline.
Leave'm out.

They do just call them Valerye like they were meant to be.

Alex Shaw
17-06-2009, 01:37 PM
Man, I miss Mordheim, very few people play it around here anymore. The two-hand weapon rules were always overpowered, although it just meant that everyone was running aorund with two swords...

Never really got on with warbands that weren't in either the main rulebook or the Empire In Flames books, but then I never saw the point of adding in additional Imperial warbands that were just pretty much the same as Reiklanders or Marienburgers just with different bonuses. Ah well.

I like the 'Dual Wield' skill, that seems like a good balancer, but maybe the shield ward save is a bit much?