| how to win | |
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| Tweet Topic Started: 14th February 2007 - 09:17 PM (370 Views) | |
| greyseeritzbitz | 14th February 2007 - 09:17 PM Post #1 |
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Clanrat
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well the topic title sais it all, how do you win, i have a few other questions too, is carnival of chaos an official warband, and does it matter about the base size. thanks. |
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i'm watching you! bringer of the skavenblight hero challenge | |
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| Skaven Lord Vinshqueek | 14th February 2007 - 10:49 PM Post #2 |
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Bunny ear says flop
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*chuckles*... You know, there is this saying in the Netherlands that there are many ways leading to Rome, which roughly means there are so many means to achieve your goal. In my experience, this is most certainly the case with Mordheim, as there will never be an identical match and while winning one match in a scenario, you might lose horribly the second time without even standing a chance. As such, I don't really believe there is a 'set' tactica that is guaranteed to lead you towards victory. However, I can give you some basic pointers that might help you on the way to improve the results of your Mordheim battles. Do mind that these are based upon my experience of the game and my style of playing, so you might need to 'tweak' them here and there to become effective for you. So, a few basic points that ought to guide you through your games: - Keep your force together; - Strength in numbers/ the Vermintide tactic; - Timing your assaults. Aside from the moments when the scenario chosen leaves you no choice to do so, I advice in keeping your force together as much as possible. Especially during the start of a campaign your opponent (only) needs three/ four kills to enforce a rout test upon your warband, which you ought to evade at all times. When you split up your warband, you hand your opponent the possibility to take your warband down piece by piece... I don't say it ought to become a great pack, but when the warband does split up, the different groups need to remain within charging distance from one another. If one group gets charged by stronger enemies, the other group need to be able to move in for support within a single turn! As long as this is made sure, your opponent has to use brute strength to beat you down. From that point, I'd like to move towards the Vermintide tactic, which is basically to assault one enemy model with multiple models from your own warband. While some people might look towards big weaponry (double handed weapon for example) when starting their warband, my advice would be to ensure your models can dish out as many attacks as possible. If you assault one enemy with multiple models from your own warband, this leads us to the eventual result: mucho dice on the injury roll... It doesn't matter wether you can wound someone on an unmodified roll of 2+, cause all that matters is that you roll so many dice on the injury chart (as soon as possible off course), that you march straight through enemy models in one go and don't remain in the same position for too long. The last point is to learn how to time your assaults. This is something you'll have to learn along the way, though a bit of theory might do you good. Timing your assaults means you need to know when you can strike with what model from your warband. For example, if your models would be hard pressed by an enemy offensive, you need to keep the somewhat 'weaker' models back (as in: giant rats, heroes with stat decreases) and ensure the assault once your main line has beaten some enemies either prone/ stunned. Let the main line move in and have the 'weaker' elements finish the prone/ stunned models off. Off course this is partly a field decision, but also part of timing your assaults properly. The main line needs to move on, but the 'weaker' elements ought to be able to assault directly once that main line leaves... Off course, it can also be the other way around, which is to learn how to estimate distances. Cause in some cases, a small push forward or backward might be the difference between a charge and a failed charge. That too is also learning how to (properly) time your moves and assaults. Before I forget it... Models you indicate as 'artillery support' (in our case night runners or vermkinkin with slings only) need to remain in support and as such, kept out of charging distance from the enemy. I assume this is basic knowledge, but as this is partly what makes/ breaks a battle at some points, it shouldn't hurt to repeat it once more. Cause I've seen to many people investing in that support, only to sent them into combat without a moment hesitation. The Carnival of Chaos is an official warband, listed in the 'Empire in Flames' supplement on page 58 to 66... I don't really understand what you mean with base size, cause I'm not too sure wether you're talking about the starting size of the warband, or the base size of the models. In the first case, the answer would be a minimum of three models from which one ALWAYS is the leader. In the second case, I assume (as I don't have it on writing somewhere) the same base sizes are used as in the WH Fantasy system. That one you can look up yourself. Greetz |
In the Horned One we trust, all others we monitor. ![]() Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30 | |
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| greyseeritzbitz | 15th February 2007 - 07:49 PM Post #3 |
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Clanrat
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when i said how to win i meant, how do you get victories, not advice on winning, but what you have to do to win. its hard to say what i mean, but in the rulebook its not very detailed. it said you have to out fight your enemies, but for how long, 6 turns, 20? and what does it mean, out fight. |
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i'm watching you! bringer of the skavenblight hero challenge | |
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| The 13th Master | 15th February 2007 - 08:02 PM Post #4 |
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One of Many, Many as One
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It all depends on your scenario. Your warband may be looking for a captured member amongst an Undead hideout, and you win if you can get to the member and back off a table edge. You might win if you kill all of your opponents or if you can flee without killing any of them. So my advice is to check the Scenario section of your rulebook. |
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| Morkskittar | 15th February 2007 - 08:12 PM Post #5 |
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The Tunnel's Resident Rodent Ecologist
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Each scenario has unique goals - capture buildings, get to the other sde, etc... But for a Skirmish (which is what I think you're referring to), you play until one or the other warband routs. Pillz |
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The Eldritch Wastes: A Post-Lovecraftian Online Serial Novel (Author Website) Pub Fight Deaths: 334. Pillz and Pyllz are © by Morkskittar. ![]() Complete Works of Morkskittar / You Have Just Lost the Game 'zodi | |
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| kingle tut | 15th February 2007 - 08:46 PM Post #6 |
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Chieftain
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In Mordheim, I pretty much go SAD. It may be frowned upon, but I can justify it in the following ways: ~Skaven aren't all that great in combat, especially in Mordheim where you can't really throw your numbers around all that much. ~There's far more tactics to maneuvering single models (they're virtually characters) and shooting than sitting a regiment somewhere and pelting a mass of people. ~It seems sneaky... ~The ONLY armies my opponents field are Undead and Carnival of Chaos. Explain how you charge any of THEM with a best leadership of 7... ~It would be crazy to NEVER get into combat. I've only won one game without hand to hand (and that was on a voluntary rout). Later on in campaigns, I like to bulk out numbers with giant rats (or if I get lots of gc, a rat ogre), and add some variety. In my opinion, the "I have 20 warband members at the start" tactic is not really that great, as most of them have daggers, SERIOUSLY limiting your ability to actually do anything with them (but you slaughter people when it comes to claiming objectives)! |
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| Morkskittar | 15th February 2007 - 09:00 PM Post #7 |
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The Tunnel's Resident Rodent Ecologist
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I disagree with the statement that Skaven aren't good in combat. I find they are better than most races are. Sure, the average troops aren't, but the characters are a lot better than most others as soon as they get experience. I think there are more tactics involved in moving around and charging... getting it the right position to charge and avoid missile fire at the same time is a lot harder than moving while shooting at other shooters. Leaping out of the shadows or suddenly sprinting forward 18" and going through walls and cutting your opponents throat is sneaky too... ![]() I see your point for the next one. I mainly fight High Elves and Brets...I don't see how this last point fits in with the rest. ![]() And I find that 10-12 is a good number of strting models - no higher than 14. You want full charatters, but you don't want so many models that you don't get much GC in the begininning. Pillz |
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The Eldritch Wastes: A Post-Lovecraftian Online Serial Novel (Author Website) Pub Fight Deaths: 334. Pillz and Pyllz are © by Morkskittar. ![]() Complete Works of Morkskittar / You Have Just Lost the Game 'zodi | |
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| Skaven Lord Vinshqueek | 15th February 2007 - 09:57 PM Post #8 |
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Bunny ear says flop
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Before you start the game there is the 'Pre-Battle Sequence' (page 85 of the Mordheim rulebook) where you have to roll 2d6 in order to determine the scenario of that fight. In many cases, if not all, you will see that your opponent failing his/ her rout test is one of the factors in order to win a fight. So, I guess that would then be your answer, which is listed under "Ending the Game", which is a seperate header you will see with each and every scenario ever published for the Mordheim game system. As for what tactic can be used, I refer to my first post in this topic and most certainly hope I will never have to face kingle tut. I'm not accusing you of anything, but SAD in Mordheim equals a WAAC attitude, which I most certainly frown upon and with very good reason. Greetz |
In the Horned One we trust, all others we monitor. ![]() Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30 | |
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