Help Getting Started

General discussion with other Mordheim: City of the Damned players.
MrPyro
Posts: 56
Joined: 19 October 2015, 20:09

Re: Help Getting Started

Postby MrPyro » 24 November 2015, 10:18

I've found that this game, like XCOM, has a bit of an inverse difficulty curve; starting a new warband is harder than running a levelled one. When I went back and started a new Mercs warband I struggled with getting them started, even though with a levelled Merc warband I blast through fights rarely losing a guy OOA.

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

Re: Help Getting Started

Postby SixPath » 26 November 2015, 02:59

Skaven are probably the easiest warband to play, they usually get higher initiative and can swarm very quickly.

If I don't have eyes of enemy warband at the start of the match, I move my entire warband in the direction of the lootiest part of the map. If I run into any enemies, I usually kill one on the spot by swarming them with my whole warband. This will allow you to go into a 5v4 which'll make the odds heavily in your favor. Remember to always put the damage dealers of the enemy warband in low odds situations such as a 2v1 or 3v1. This will distribute their damage across your men rather than nearly killing one.
Always have your low life men disengage, and wait out the rest. If you put on ranged secondaries then I personally would recommend having them support when they're low life.

Do not accept matches that are scattered, you could end up with your leader flanked by two at the start which is a terrible thing to happen.

I personally find axes to be the best weapons early game, and spears to be neigh useless because they're just too weak. Middle and late game it becomes more about using whatever purples you find rather than the types like early game is.

I would work on getting skills on your heroes asap, as your henchmen at this early in the game aren't worth the money because each one will likely get some crippling injury before they get a high enough level to compete with your heroes.

I'm 42/0 and I only do brutal or deadly missions on my merc campaign, and this works for me.
Also, avoid using more than one ranged member, and I'm fairly certain it's better to have an impressive than two heroes.
Always use your ranged in melee combat early game if the odds get even or if they don't have a ranged unit. When units tangle up your range will be nearly useless because the odds of hitting decrease when shooting at someone engaged in melee combat, not to mention 2v1s will devastate your warband due to all alone checks, which absolutely make up most of the early game.

Astralwyrm
Posts: 256
Joined: 08 July 2015, 11:47

Re: Help Getting Started

Postby Astralwyrm » 26 November 2015, 12:39

I'm 42/0 and I only do brutal or deadly missions on my merc campaign, and this works for me.
Also, avoid using more than one ranged member, and I'm fairly certain it's better to have an impressive than two heroes.
Always use your ranged in melee combat early game if the odds get even or if they don't have a ranged unit. When units tangle up your range will be nearly useless because the odds of hitting decrease when shooting at someone engaged in melee combat, not to mention 2v1s will devastate your warband due to all alone checks, which absolutely make up most of the early game.
You can offset those issues with multiple different skills, aim, overhead etc My Warplock pistol Nightrunners often do the most damage even to engaged enemies. The Rat Ogre impressive is arguable since stupidity really limits him early game.

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Evan_
Posts: 46
Joined: 27 November 2015, 09:43

Re: Help Getting Started

Postby Evan_ » 27 November 2015, 10:02

The Rat Ogre impressive is arguable since stupidity really limits him early game.
Having a horned rat around helps. He has that ability that nullifies stupidity for 2 rounds for 3 SP. Plus he can spam wither and still be built for sniping with warplock guns.

I'm still yet to decide if I prefer the orgre + mage pair to even more weeping blades and pistols around, but my warpguards are definately happy not being the primary tanks anymore. :D

Astralwyrm
Posts: 256
Joined: 08 July 2015, 11:47

Re: Help Getting Started

Postby Astralwyrm » 27 November 2015, 10:32

True, though that is part of the problem, it makes him dependant on the Skaven Mage and on the Mage having more initiative than he does to avoid turn 1 waste. At the very least he is a good long term investment if you can eventually cap out his intelligence and boost it until he no longer needs guidance to pass stupidity tests.

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Evan_
Posts: 46
Joined: 27 November 2015, 09:43

Re: Help Getting Started

Postby Evan_ » 27 November 2015, 11:02

Losing he first move of the rat-ogre doesn't really hurt in my opinion - instantly rushing for the enemy was one of the first debilitating mistakes I learned to not comit. :D He might get exposed while the rest of the team goes to safety (or warpstones), but that's his job anyways.

Though it's good to know he can get independent by int + skills. Though I'm really curious if he'll really worth it on the (very) long run. Using heroes in his stead means more advanced equipment and skills on the board. But since I just recently unlocked the ogre, it's a relief to have someone who doesn't scream for better gear and xp before he can take (and dish out) punishment.

Astralwyrm
Posts: 256
Joined: 08 July 2015, 11:47

Re: Help Getting Started

Postby Astralwyrm » 27 November 2015, 12:27

Not sure honestly, there are some pretty OP builds I've heard of for Skaven Heroes. Nightrunners who can lock down enemies via crippling shot, -sp poison and overwatch. Black Skaven who can build for massive single hit damage with daredevil, mighty charge etc. And Warpguard heroes running heavy armour, defensive stance and shield specialist to wall. The rat ogre does have parry piercing in his favour.


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