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Pestilens List; trying again, please help
Topic Started: 19th August 2009 - 11:16 AM (788 Views)
Rusty Tincanne
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...you can still call me Rusty Tincanne if you want, though.

Well I am finally getting to play Mordheim! The town I moved to is starting a campaign this Friday so I've got to get my warband together... again. <_< This is a 6 week league,
so I can build and expand as the game was designed.

The Pestilens list (Vin'z link is broken): http://www.tabletop-tirol.net/board/attach...=42736faf\ Please note how lame the stat-line on Initiates is - way weaker than the Eshin initiates! But they do help when searching for loot.

Here is a modified version of the list I had when I played a one-off game 2 years ago:

Plague Priest - dagger, flail, helmet, warpstone amulet
Sorcerer - dagger (x2), sling, helmet, Scroll of Rat Familiar
Plague Monk - dagger, censer, helmet
Plague Monk - dagger, Clan Pestilens banner (2-handed weapon), helmet
Monk Initiate - dagger (x2), sling
Monk Initiate - dagger (x2), sling
2 Plague Novices - daggers, clubs, slings
1 Giant Rat

total= 487+d6 wt (I'm counting that as 493)

I figure that I should get all the rare items I can at the start (censer, amulet, banner and scroll) since I'll need to roll for them later on, which takes up a lot of warp tokens. This makes the list look small (only 9 models), and the warband consists mostly of daggers, clubs and two-handed/strike-last weapons.

What are your thoughts about dropping some helmets (from the sorcerer and 2 monks) and getting 2 more Giant Rats or one Novice?

If the spell I roll for is the auto-cast, Children of the Horned Rat spell, I will drop the scroll and get another Novice instead.

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Morgoth
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The Ancient Evil

Short look => Quick reply =

Get a sling for your Plague Priest as he has BS4. A precise stone before others charge in can be important.
And you have the gold for it.

Other than that, the team is very small. But it is your choise to get rare items.
If your helmets makes your character KnockedDown instead of Stunned, they still suffer autohit. Unless you have reserves to engage the enemy.

Still...I have only played 1 game, so I am no adept of Mordheim
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blader4411
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Ok, firstly, drop the helmet on the sorcerer, as helmet=armor, and armor=no spells.
Other than that it looks good, though I'm out of advice as I've only ever used the Eshin skaven in Mordheim.

-Killfang

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Morgoth
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The Ancient Evil

The warband rules pg.31 states, that Eshin Sorcerers may wear armour.
(Not that it is a good idea ;) )
I know the no-spell consequence in WFB, but does that apply in Mordheim?
I would take it off anyway, and with the 10 pts + the last 5 (2 spent on sling for adept) get an extra Giant Rat.
Greetings from MorgothPosted Image Mostly Clan Eshin, occasionally Clan Husk.
Proud keeper of the Poking Stick of Doom, known to many a RPG-player Posted Image
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blader4411
The New Lunar Republic!
Morgoth
Aug 19 2009, 02:35 PM
I know the no-spell consequence in WFB, but does that apply in Mordheim?

It applies:
P.40 in the rulebook (Under "Casting Spells")
Can't cast spells if wearing armour or has a shield/buckler. Warrior priests and Matriarchs are immune though.

-Killfang
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Morkskittar
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The Tunnel's Resident Rodent Ecologist

It is rather small... I honestly would drop the helmets to take... I would probably go with more rats, just to have something expendable. I've never found helmets to be all that useful, but that just might be my personal experience. :P

I've only used the Pestilens list once... I'm not particularly found of it. Everything's so gosh-darned expensive. :P

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blader4411
The New Lunar Republic!
Quote:
 
It is rather small... I honestly would drop the helmets to take... I would probably go with more rats, just to have something expendable. I've never found helmets to be all that useful, but that just might be my personal experience. :P

Agreed, though it may be because I always roll one's for the helmet save :P

Quote:
 
I've only used the Pestilens list once... I'm not particularly found of it. Everything's so gosh-darned expensive. :P


The Eshin list can be very expensive too :P
Mine is, 7 starting models ^_^

-Killfang
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Rusty Tincanne
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...you can still call me Rusty Tincanne if you want, though.

Thanks for the advice. It all seems sound. I like the thinking about the PP having a sling Morgoth. As for the armor on the sorcerer, I never thought of a helmet as armor. Wow. :wacko:

A Plan: Drop all 4 helmets and change the priest's flail to a sword I'd have 45wt. With that I can get 3 GRats or 2 Novices w/ extra daggers (or clubs depending on the cost of the scroll). I can purchase a flail in the future w/o too much worry.

Here is a question: do any of you purchase items from the general equipment list? (Rope and hook, nets, etc.)

As for the cost, I am stuck w/ the Pestilens list because (i) I love Pestilens, and (ii) I only own Pestilens and Moulder minis. :P
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mrtn
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Swashbuckler
It's perfectly alright to play an Eshin warband with Pestilence looking models, if you want that. ;)
I've thought about the Pestilence list, but it looks so much worse than the Eshin list that I've not started the warband. Both the special equipment and the special skills are very bad. I mean, three of the skills force you to take other skills before, that's so stupid! :wacko:

If I made a warband with this list I'd make it very vanilla, with lots of slings, clubs and novices.
Something like
Priest with sword, sling = 97
Sorcerer with sword, sling = 57
2 Plague Monks with flails, slings = 62*2
Initiate sling, dagger (to start with, before you know what skills they get) = 22
Initiate sling, 2 daggers (to start with, before you know what skills they get) = 24

7 Novices with clubs, slings = 25*7

Sum 499

Mutate: And 13 models, how about that!
:censor:
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Skaven Lord Vinshqueek
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Rusty, before I'm going to respond on some of the lists provided here, I would like to know whether you want to play Mordheim amongst friends, or whether you are playing in a campaign that has a fairly competitive nature.

The various tacticas for Mordheim on the internet state that mass-slings is one of the best set-ups available and I do agree to that, but it's also one of the harder (if not hardest) to get through for your opponents. I am wairy of using the term 'cheesy as hell' to describe it, but I can assure you that after a while people will avoid playing you for the simple fact that you can just hang back and shoot the living daylights out of your opponents, which is what people tend to do with such warbands. As such, I advice against the suggestion of mrtn. That is my personal opinion of how Mordheim would be more fun to play, though it is up to you to take notes, or completely disregard my suggestion.

In regard to suggestions for your warband:

Go for several Giant Rats. The reason I suggest this is that clan Pestilens is basically a fairly combat-aimed warband, with a lack of proper shooting. Slings are suffering from the moving and firing penalty when shooting, not to mention the fact that you have to stand still for the double shot and what you DO want with clan Pestilens is to get them into combat. (Priest and Monks with T4 is fairly hard. Add in the Resilience skill and you will be quite hard to take down)... However, you can expect your opponents to have shooting, which means you need fodder in order to get most of your models survive. You always must shoot the nearest model, unless there's a large target to target, or whether you pass a leadership test (for each model seperately, as while you buy them all in one group, they all roll seperately for all their actions). Since not that many models have high leadership, fodder is a good thing to go with for a combat warband.

In addition, due to the sucky leadership of Skaven, you always want to go for the one quarter plus one rule, which means that Skaven warbands ought to exist of nine (8 + 1 = 3 down before a rout test), thirteen (12 + 1 = 4 down before a rout test), or seventeen (16+ 1 = 5 down before a rout test) models at the very least. This is why Giant Rats come in handy for more then just acting as sheer cannon fodder.

Next on is equipment and listen closely: clubs... Clubs have the Concussion special rule. This means you get a 'bonus' on the injury roll, which is what you need more then all, since that is what eventually takes models down. As it's a bit more in cost then daggers, I highly recommend taking them instead of just going all-out for daggers.

Next to that, the equipment list for clan Pestilens only mostly consists of 'rare', which means that in order to buy them, you first have to find them. I can assure you, finding stuff on a 9 is not funny, as it's fairly above an average roll. Starting with two Censers might look harsh for overall getting a large mob, but they are nasty as hell in combat!

So, my suggestion would be:

Plague Priest w. dagger, censer @ 125 gc
Plague Monk w. dagger, censer @ 85 gc
Pestilens Sorcerer w. dagger, spear, club @ 58 gc
Monk Initiate w. dagger, club, sling @ 25 gc
Monk Initiate w. dagger, club, sling @ 25 gc
Plague Monk w. dagger, club, club @ 51 gc
3 Plague Novices w. dagger, club @ 69 gc
4 Giant Rats @ 60 gc

Total: 498 gc
Models: 13

It has far less slings and some would consider this to be a weak warband, but what it makes sure is that you can keep the Initiates back to cover a range of area to fire at anyone wishing to flank you (they have WS2 and BS3, so missile fire is where their strength lies, until they gain advances that bring them up to higher weapon skill)... Giant Rats go up front to cover fodder, the rest follows.

Greetz
In the Horned One we trust, all others we monitor.

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mrtn
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Whether it's "cheesy as hell" could possibly depend on your gaming group and boards. My friends usually have much more long range shooting, so my skaven are advancing, shooting as they go. Thus they get the -1 moving penalty most of the time. We also use very much terrain, so you get a lot of cover as well. Besides, if you have enough high terrain, the enemy can shoot your nasty characters and ignore the giant rats, so those become quite useless in that environment. Especially since the rats don't gain advances, so the novices give much more bang for your bucks.

Vinsh's list is illegal, BTW, heroes can't take clubs. Silly, but true.
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Rusty Tincanne
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...you can still call me Rusty Tincanne if you want, though.

Thanks for all the great input. It's given me a lot to chew on. I'll respond w/ my thoughts later on, but as I am finalizing my list (I'll post it and tell you all how it does) I have one more quick question:

Can I give my free dagger to another warband member? (If I give a censer to a Monk, can his free dagger go to an initiate? (So the Monk will have just the censer and the initiate will have 2 daggers.)

Thanks again!
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Morgoth
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The Ancient Evil

mrtn
Aug 21 2009, 12:14 AM
...Vinsh's list is illegal, BTW, heroes can't take clubs. Silly, but true.

Actually in the Pestilens list they can. See link in first post.

Not sure, but I suppose no man/rat/whatever in Mordheim would give up their free dagger.
Greetings from MorgothPosted Image Mostly Clan Eshin, occasionally Clan Husk.
Proud keeper of the Poking Stick of Doom, known to many a RPG-player Posted Image
Quote:
 
SingTheScreams:   "....we ain't no chaos-worshipping freaks. We be ratmen, and we do as we please......"

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mrtn
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Damn, I knew I should have looked up the rules again before posting. ;) Clubs are not available in the Eshin list for heroes, if anyone wonders about the confusion.

No, you can't give away your last chance (i e free dagger).
Eight Chicky Bits, is that a Chicky Byte?
Warhammer Fantasy Mod 2.5 for Civilization III Conquests
My Southland Beastmen and Mortals
Fingers are like onions, if you cut them, you cry
Living by Stockholm Rude Time (GMT +1)
Make your own Chaos Warrior
My Skaven Army
My Nurgling Army
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blader4411
The New Lunar Republic!
Nope, the free dagger can NEVER be given away :P

-Killfang
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