Possible Character builds for a Mercenaries Warband

Discuss about the Reikland Mercenaries warriors, builds, skills, equipment, strategy and more!
Gimgork
Posts: 8
Joined: 07 October 2015, 22:51

Possible Character builds for a Mercenaries Warband

Postby Gimgork » 12 October 2015, 22:32

Hi guys,

in this post i will describe different character builds for a mercenarie warband. Different ideas and the discussion of my builds are welcome. I got a lot of help from the steam community so i thought it is time to give something back and collect the data. Their exists also a wikia for Mordheim and i hope that it grow over the time http://mordheim-city-of-the-damned.wiki ... ercenaries. By the way, so far i had no luck in finding enhancements and runes, also i have no stats from epic gear. So any information on this would be helpfull too.

Mercenarie warband with level 5 members:

Leader/Captain:
Tank against impresives
Spoiler : :
The import thing is to support your leader with a range marksman with handshot and if possible with even more range attacks. The only problem here is the impressive from the sigmar sisters (can't be targeted by range attacks and magic) but therefor she had no fear or terror so you can outnumber her in melee.

Stats: Srenght 6/14 --> 8/14 (+16% bypass parry chance, +24% melee damage, +1 carrying capacity)
Toughness 6/13 --> 10/13 (+20% wounds, +10% Ranged resistance, +20% poison resistance, +10% critical resistance)
Agility 4/13 (+3% melee resistance, +20% dodge chance, +12% to pass climb/leap/jump tests)

Leadership 8/20 --> 13/20 (+26 morale value, +52% chance to pass psychologie tests like fear/terror/all alone)
Intelligence 6/18 --> 8/18 (+8% magic resistance, +16% stun resistance, +24% chance to pass mental condition tests)
Alertness 5/13 (+10 initiative, +5% range resistance, +15% chance to pass perception tests)

Weapon Skill 6/16 --> 13/16 (+13% melee resistance, +26% melee hit chance, +52% parry chance)
Ballistic Skill 6/16 (+18% range damage, +12% range hit chance)
Accuracy 3/10 (+3% critical hit chance, +3% critical hit damage, bypass 6% dodge chance of the target)

Skills: (1) Swift reaction mastery (no skillpoints needed) --> +10% parry chance, -1OP for counter attack after parry
(2) Shield specialist mastery (6 skill points) --> +10% parry chance, +10% melee resistance
(3) Defensive stance (2 skill points) --> +10% melee resistance
(4) Courage (2 skill points) --> +10% to pass fear, terror, all alone tests

Gear: (1) Helm --> +5% armor absorbtion, +10%/15% stun resistance, -15%/-10% perception tests chance
(2) Heavy armor --> -10 initiative, +25%/+35%/+45% armor absorbtion, -20%/-15%/-10% dodge chance, -2m movement range,
-15%/-10%/-5% to pass climb/jump/leap tests
(3) Shield --> +10%/+15% parry chance, +10%/+15% range resistance, +5%/+10% melee resistance
(4) Axe --> 20-24 damage, bypass 6% armor absorption

7 Offense points --> 3 Attacks
8 Strategy points
Tank against henchman/heroes/leader
Spoiler : :
Stats: Srenght 6/14 --> 8/14 (+16% bypass parry chance, +24% melee damage, +1 carrying capacity)
Toughness 6/13 --> 10/13 (+20% wounds, +10% Ranged resistance, +20% poison resistance, +10% critical resistance)
Agility 4/13 (+3% melee resistance, +20% dodge chance, +12% to pass climb/leap/jump tests)

Leadership 8/20 --> 13/20 (+26 morale value, +52% chance to pass psychologie tests like fear/terror/all alone)
Intelligence 6/18 --> 8/18 (+8% magic resistance, +16% stun resistance, +24% chance to pass mental condition tests)
Alertness 5/13 (+10 initiative, +5% range resistance, +15% chance to pass perception tests)

Weapon Skill 6/16 --> 13/16 (+13% melee resistance, +26% melee hit chance, +52% parry chance)
Ballistic Skill 6/16 (+18% range damage, +12% range hit chance)
Accuracy 3/10 (+3% critical hit chance, +3% critical hit damage, bypass 6% dodge chance of the target)

Skills: (1) Swift reaction mastery (no skillpoints needed) --> +10% parry chance, -1OP for counter attack after parry
(2) Shield specialist mastery (6 skill points) --> +10% parry chance, +10% melee resistance
(3) Web of steel (2 skill points) --> you got 2 parry chances per turn
(4) Warcry (2 skill points) --> +10% melee damage for warband members in 5 m radius

Gear: (1) Helm --> +5% armor absorbtion, +10%/15% stun resistance, -15%/-10% perception tests chance
(2) Heavy armor --> -10 initiative, +25%/+35%/+45% armor absorbtion, -20%/-15%/-10% dodge chance, -2m movement range,
-15%/-10%/-5% to pass climb/jump/leap tests
(3) Shield --> +10%/+15% parry chance, +10%/+15% range resistance, +5%/+10% melee resistance
(4) Axe --> 20-24 damage, bypass 6% armor absorption

7 Offense points --> 3 Attacks
8 Strategy points
Henchman/Marksman
Handshot marksman for supporting Leader (tank impressives)
Spoiler : :
The purpose to use this marksman is mainly to support your Captain when he tanks impresives (see the leader example). So you support with damage, sometimes crits and the skill hand shot.

Stats: Srenght 3/8 (+6% bypass parry chance, +9% melee damage)
Toughness 3/9 (+6% wounds, +1% Ranged resistance, +6% poison resistance, +1% critical resistance)
Agility 4/53 --> 8/15(+8% melee resistance, +40% dodge chance, +24% to pass climb/leap/jump tests)

Leadership 3/12 (+6 morale value, +12% chance to pass psychologie tests like fear/terror/all alone)
Intelligence 3/10 (+3% magic resistance, +6% stun resistance, +9% chance to pass mental condition tests)
Alertness 3/13 -->10/13 (+20 initiative, +10% range resistance, +30% chance to pass perception tests)

Weapon Skill 3/7 (+3% melee resistance, +6% melee hit chance, +12% parry chance)
Ballistic Skill 5/18 --> 12/18 (+36% range damage, +24% range hit chance)
Accuracy 4/18 (+4% critical hit chance, +4% critical hit damage, bypass 8% dodge chance of the target)

Skills: (1) Chain shot mastery (no skillpoints needed) --> +10% ranged hit chance after dealing range damage
(2) Hand shot (2 skill points) --> normal damage, -10% chance to hit in melee or range
(3)

Gear: (1) Pendant --> +5%/+10% chnce to pass psychologie tests
(2) Clothing --> +10 initiative, +10%/+15% dodge chance, +0%/+5% armor absorption
(3) Long bow --> -5 initiative, 1 strategy point for reloading, 25m/30m range, +10%/+15% critical hit damage, 15-25/21-31 damage

As an alternative you can take a normal bow insteed of a long bow --> 1 strategy point for reloading, 20 m range, +8% hit chance, 15-21 damage.

4 Offense points --> 2Attacks
6 Strategy points
Last edited by Gimgork on 13 October 2015, 19:44, edited 8 times in total.

Orkhan
Posts: 75
Joined: 04 September 2015, 21:22

Re: Possible Character builds for a Mercenaries Warband

Postby Orkhan » 13 October 2015, 11:23

Interesting build for your leader. I don't quite like the decision to go for defensive stance over web of steel to be honest. especially with shield mastery hes got a lot of parry, and his starting passive allows him to counterattack quite nicely.

Also this guy has very many Strategy Points, therefor I really like Insult. This is the perfect support ability for characters with less weapon skill in the party, like normal Warriors. When already engaged you can go for Insult + Insult (on second target) + Parry Stance, or Insult + Web of Steel. Very flexible support while staying tanky.

I think the sword is reasonable when you go for 5 Accuray, I'd prefer full Weaponskill (more parry and melee resist) + Hammer or Axe, it does more damage and on higher levels. Furthermore enemies have enough Toughness to counter the 5% (Acc) + 2-4% (Sword) crits anyway.

Gimgork
Posts: 8
Joined: 07 October 2015, 22:51

Re: Possible Character builds for a Mercenaries Warband

Postby Gimgork » 13 October 2015, 13:07

Interesting build for your leader. I don't quite like the decision to go for defensive stance over web of steel to be honest. especially with shield mastery hes got a lot of parry, and his starting passive allows him to counterattack quite nicely.

Also this guy has very many Strategy Points, therefor I really like Insult. This is the perfect support ability for characters with less weapon skill in the party, like normal Warriors. When already engaged you can go for Insult + Insult (on second target) + Parry Stance, or Insult + Web of Steel. Very flexible support while staying tanky.

I think the sword is reasonable when you go for 5 Accuray, I'd prefer full Weaponskill (more parry and melee resist) + Hammer or Axe, it does more damage and on higher levels. Furthermore enemies have enough Toughness to counter the 5% (Acc) + 2-4% (Sword) crits anyway.
Thank you for the good ideas. I think i will change accuracy to weaponsskill then and take a axe because it has armor absorption bypass and not a minus in initiative like the hammer. The tank is thought to be against impressives supported by 1 marksman with handshot. So parry is not so good for him, he needs more armor absorption. But i will make another leader/captain section where i take your skill ideas for a tank against henchman so with web of steel and insult (havent thought about insultt until now so thanks).

Orkhan
Posts: 75
Joined: 04 September 2015, 21:22

Re: Possible Character builds for a Mercenaries Warband

Postby Orkhan » 16 October 2015, 09:05

Yeah, against impressives the stacking of Melee resistance makes sense ;-)

I feel it is a wasted Swift Reaction though. Maybe you can make a Champion melee resistance tank and the Leader a parry monster.

Twahn
Posts: 178
Joined: 20 November 2014, 22:49

Re: Possible Character builds for a Mercenaries Warband

Postby Twahn » 13 November 2015, 22:15

For me the captain is about one thing; maximize parry chance and master web of steel. His native OP reduction for parries stacked with the web of steel OP reduction means that he always counter attacks on a successful parry without needing any OP. It's OP. ;)

SixPath
Posts: 98
Joined: 03 December 2014, 13:53

Re: Possible Character builds for a Mercenaries Warband

Postby SixPath » 26 November 2015, 03:15

I personally don't use a captain. My champion is my leader because after all is said and done he's a much more effective fighter.
With higher physical and much higher martial stats, he does however have slightly have less mental.
This I feel is the best choice if you're keeping an ogre around. if you wanted to keep two heroes instead, it's probably better to have one youngblood and two champions.

I recommend having both warcry and web of steel, warcry really helps when you have to gang up on an impressive, and web of steel is great when you're the one being jumped.


I don't feel warlocks are good enough to warrant a place instead of a champion or youngblood.

Kelmor
Posts: 14
Joined: 27 November 2015, 09:28

Re: Possible Character builds for a Mercenaries Warband

Postby Kelmor » 27 November 2015, 09:48

My Warband is 7 and I'm using a Lvl6 Hanceman as an Avoidtank. You can't use Parry against Daemons and Bracers-Chars like, Ratogre, Spawn and Chaos Mutants. Meeleabsorbtion is OK, but I prefer Avoid and Sidestep and don't get Hit at all. Right now, he's doing a geat Job, but with 10 Ag is maxed, so I think he can't make the Job for much longer. He can reach 80% Dogechance, but there is still some room to push him with skills.

What do you use for the Dogejob? Or is Meeleabsorb all you use?

alucardhammer21

Re: Possible Character builds for a Mercenaries Warband

Postby alucardhammer21 » 27 November 2015, 16:25

hope to include heavy knight in this game

Aivan

Re: Possible Character builds for a Mercenaries Warband

Postby Aivan » 02 December 2015, 09:20

I play a lot with Parry Stance. Unfortunately, there is much that ignores that. Plays anyone the Wizard successfully ?

Kelmor
Posts: 14
Joined: 27 November 2015, 09:28

Re: Possible Character builds for a Mercenaries Warband

Postby Kelmor » 03 December 2015, 09:08

Yes, I'm useing my Wizard as a RangeDD. With max Lightningbolt und that Spellpenetationskill (can't remember the Name) he has good Output. At Lvl 7 he's can do two Spells for arount 140 Damage per round. But use always a staff and masted Concentration. Otherwise the cureses are to hard.

I must admit, that he is my ToprangeDD because I wasn't good at protecting my Marksmen. Two died at lvl6 and I hadn't the Money to hire Levelmarksmen. So they are a Little behind.

I think next on my Spelllist ist the Armourreductionspell. When the other RageDDs are better that will be a good Support.

By the way my lvl8 Avoid/Sidestep Henchman managed to tank a Spawn with 5 attacks for two rounds. That beast was damagedskilled with Fenzy and stuff. I like him. My Warband is Lvl7 now, I still don't know if he can do the Job at Lvl10 in Brutal or Deadly because he has no room left for Improvement. We'll see that later.


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