The Mordheim Scavenger


Warband Guides


•  Witch Hunters

•  Skaven

•  Reiklanders

Index


Main

p.I: Optional Rules

p.II: New Warbands

p.III: Dramatis Personae

p.IV: Hired Swords

p.V: Scenarios

p.VI: Campaigns

p.VII: Warband Guides

p.VIII: Gallery

p.IX: Submit Your Work

p.X: Awards



"What need have I for eyes that have seen such things, nor hands to touch, nor tounge to give voice to theat brief uncertain terror of the dark. A curse uopn hand and heart, I say, for neither serves man well but serves him ill. I see all men's hears and hear the beating out of their lives knock-by-knock. How they grasp upon the shattered ruin of existence, so desperate are they to prolong their daily torment. Counting dross as if it were gold until their tally is done.

I am here walking gently amongst you. I watch quietly the hour come round and silently I summon you. You look upon me and recognise me then for all men know me that live ever in the mervice. You grip slackens and your sword fall from lifeless fingers and drops to the ground. You cry out soundlessly and try to speak but cannot, for now you know the time for words is passed. now you can but follow me into the darkness that waits for you as it always has..."

"Death is as light as a feather, duty as heavy as a mountain. Alas, tis' a hard choice to make, but even worse is when thine choice is made for thee."

Warband Guides




Witch Hunters


When Mordheim first came out, I spent many an hour scavenging through the rulebook - trying to find the warband that really jumped out at me - and from the outset, it was Witch Hunters. What is there not to like a about a band of religious nuts chasing magic casters and lucky people around for fun? Hehe, Glory to Sigmar! The witch hunter boxed set is out, and I awaited its release patiently. However, I was dissapointed with it - the modles that came in it were not at all what I myself had planned to have. So I have collected my Sigmarites by blisters, and now have a arse whippin' band. Anyhow, the following are my thoughts on the Witch Hunters.

First and foremost, I feel that the best thing to do with witch hunters is give all of 'em crossbows and set them up in high places - free to pick off those who are unwary. Lets face it - witch hunters are not your greatest hand to hand fighters and putting them in the heat of combat is not such a great idea - thats why you max out on wardogs and parhaps grab a flagellant or two. At the very beggining of the game I always send my wardogs rocketing up to mob down an enemy - sometimes I will send my warrior priest with them to provide leadership support. For 15gc a piece, a fighter with ws4 and s4 is impossible to pass up - so first thing - always max out on wardogs!

In my warband, I decided to go light on the equipment. I have three witch hunters all with crossbows, daggers, maces and swords. Then I have my captain with the same eq. The idea is that they all just, for the most part, stay in one place and shoot at those who expose themselves.

I love flagellants. S4 and T4, even without armour they are tough to kill. Unfortunatly, their equipment selection is very limited - no matter what you equip them with, the end up costing 55gc. I did not have the money to pay 55 gc a modle - so I sent them out there with no eq. One battle in a campaign and I will be able to give my two flagellants a flail each - strength 6 first round of combat! Even a dwarf will be wounded on 2's then!

A Warrior Priest is a must have for any true Witch Hunter band. What you do with them depends on your spell selection. If I have healing hand I will either keep him out of sight and standing right next to my captain up in a building - or I will keep him with the flagellants to heal them just before the start of the combat phase. If I get hearts of steel, then I send him up with my wardogs and give them a least a sporting chance at passing a leadership test. There are lots of things to do with your Warrior Priest, it just depends on your warband and you playing style.

Here is an example starting warband for Witch Hunters:

1 Witch Hunter Captain
•  Dagger
•  Mace
•  Sword
•  Crossbow

3 Witch Hunters
•  Dagger
•  Mace
•  Sword
•  Crossbow

1Warrior Priest
•  Dagger
•  Mace
•  Sword


2 Flagellants
•  No Equipment

5 Wardogs
•  Jaws and Brutality!





"Listen now to my tune: ah, how my flute sings! Heed my call mortals, and do not think of the thing that waits you in the shadows where my siren's call lures you. Come men, come rats, come the creatures of the dark. Hear not the cries of those who have gone before you, see not the brink of the abyss where your dancing steps take you.

Dance to the tune of my flute, even if your feet are raw and bleeding. Smile with me, eving if it is the smile of skulls and your skin peels away. Laugh with me, though your throats may choke with bile. For you are all my puppets and I shall lead you in a merry dance.

The merry dance of death.


And though thou walk with the shadow of fear before thine eyes, and the bitter taste of death upon thy tounge, yet each day thou shalt hear the call of thy doom and wage war upon thy destruction.

And though thou sleep beneath the blinded pall of night, and the taste of darkness is ever sweetened by victory, yet the grasp of death is daily defeated, and the glow of immortality grows ever brighter.

And though thou layest now in the cold grip of earth, and worms spawn silently upon thy palate, yet thy prison of moulded flesh gives succour still to the maggots that feed in unseeing, unthinking and uncertain hope.
Skaven



The Skaven were the very first warband I played with in Mordheim. This was not so much by choice - but by "that was what was in the set". At any rate, they are a good warband that is well suited to Mordheim.

If you play Skaven, then you probably know that your biggest advantage is in numbers and speed. A good thing to do is move your modles up going from cover to cover until you are ready for your attack. It is sometimes fun to let your oppnent try to chase you around for a while before you turn and crush them.

What you will need for skaven is a lot of slings - i say give them to all of your henchmen if you give them nothing else. A warband with, say 10 henchmen all armed with slings, can launch of 20 shots in one turn - thats pretty nasty if you come down to thinking it through.

And then, when it comes time to add some muscle to your band, pick up a rat ogre - now thats some strength!

Always max out on your black scaven, and Night Runners. If you wish, add an Eshin Sorcerer but I have never really had much good come out of one. I always give my Assassin Adept Fighting Claws - they are truely a nasty weapon - espeically when combined with art of silent death.

The following is an example of a starting Skaven warband.

1 Assassin Adept
•  Fighting Claws

2 Black Skaven
•  Dagger
•  Sword
•  Sling

2 Night Runners
•  Dagger x2
•  Sling


10 Verminkin
•  Dagger x2
•  Sling










Reiklanders



The Reikland mercenary warband is fun to play. Set up your marksmen in high buildings and give them crossbows to play with - something is bound to happen. I have been beaten by Reiklanders many times, and finnally got a chance to play with them not too long ago. They are my favorite of the mercenary warbands I think.

I have seen several approaches to reiklander warbands - some people take a mix, longbows and crossbows with their marksmen, and some just take crossbows. To add a little punch to their bands, a lot of people I have seen have recruited an Ogre as help right off the bat. This is not a bad idea really, and ogres are useful to have. Others will take swordsmen and champions for the muscle of their band.

It is importaint that you decide what you want the muscle of your band to be, because no battle is won by shooting (excluding the occaisonal game against skaven when they rout). It always eventually comes down to bloody fighting. And unfortunatly, this is where the reiklanders sometimes lack if the band is improperly designed.

I find the most useful is an Ogre. Giving them a sword and club, they make daunting opponents. I have known people to give their captain duelling pistoles, which is fine, and actually an effective way to go. All the mercenary bands are very versatile, so it depends on how you like to play.

The following is an example starting Reikland Warband:

1 Mercenary Captain
•  Dagger
•  Sword
•  Helmet
•  Heavy Armour
•  Duelling Pistol

2 Champions
•  Dagger
•  Halbeard


3 Marksmen
•  Dagger
•  Crossbow

1 Warrior
•  Dagger
•  Buckler
•  Sword

1 Ogre Bodyguard
•  Sword
•  Club
•  Light Armour