Mordheim: City of the Damned

Mordheim: City of the Damned

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VoiceGS Jun 29, 2017 @ 6:29am
Witch Hunter Warband Build.
Hey

So got fed up with dying all the time and switching between different Warbands to try them out and so decided to focus on the Witch Hunters.

My plan is to have my Leader as ranged with Triall by Pain, Ready Stance for the +10 initiative which will keep my at the top of the ladder to use debuffs. I don't plan on getting into melee with him so was thinking of keeping him in Cloth or Leather armor. What would you recommend putting my attributes and the rest of my skills on?

A Smuggler Ranged, I kinda fancy making her a buffer/debuffer so was thinking of taking Captain's Order, Hand Bomb, Sniper Shot and Quick Reload. Also attributes suggestion?

Haven't got far yet but I was thinking of either a Templar Knight Tank or a Priest? Also could a Priest go as tank as well?

With my Henchmen was thinking of taking two Shield Zealots and the rest Flagellant's for some extra damage. With the Flagellant I was thinking of Strong Blow, Daredevil and may be Sidestep for dodge increase?

Are the suggestions ok or is there something better?

Thanks.

Voice
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Showing 1-6 of 6 comments
Paranoia Jun 29, 2017 @ 6:40am 
I can recommend Witch Hunter Captain who also minors in Dodging.
So, in addition to the Shooting Skills, Sidestep Mastery, Resilient, and 15 Agility and 9 Toughness.

Shoot whenever possible, if you get caught or a Tank is needed switch into Mace and empty hand.

Priests Tank well and have high utility.

Flagellants Sidestepping with 15 Agility and rest in Strength work quite well.

Zealots take all the Toughness and CritResist they can, engage and Threathen before attacking. Gives nice extra damage from enemies who didn´t swing beforehand.
VoiceGS Jun 29, 2017 @ 6:53am 
Originally posted by Paranoia:
I can recommend Witch Hunter Captain who also minors in Dodging.
So, in addition to the Shooting Skills, Sidestep Mastery, Resilient, and 15 Agility and 9 Toughness.

Shoot whenever possible, if you get caught or a Tank is needed switch into Mace and empty hand.

Priests Tank well and have high utility.

Flagellants Sidestepping with 15 Agility and rest in Strength work quite well.

Zealots take all the Toughness and CritResist they can, engage and Threathen before attacking. Gives nice extra damage from enemies who didn´t swing beforehand.
Hey.

Thanks for the reply. Well I just lost a mission to the Possesed and my leader became Megalomania so I think I might just make him a 2h killing machine. So I will get Sidestep, Strong Blow as well then.

Voice
miniaaar Jun 29, 2017 @ 7:10am 
Slaviour is currently showcasing (work in progress) his witch hunters warband that went on to the semi-finals of the "Mordheim World Cup, no Lawsuit yet TM".

http://steamcommunity.com/app/276810/discussions/5/1368380934261859407/

You can find an interesting hybrid build for the captain, and also I'd suggest you build an alternate Warrior-Priest leader.

As for me, I went something similar to what Paranoia is suggesting. The only issue is that with 9 toughness, you don't have access to exhaustion mastery (requires 12), thus you lack a bit in the movement department, which can be an issue for an archer character.
Warsmith Honsou Jun 29, 2017 @ 7:15am 
I finished witch hunter campaign with ranged focus, it ended up working, captain was purely crossbow pistol focused with mastery trial by pain and max reload so he could run up close get a good shot then fall back and if the other ranged didn't kill my target they would normally do enough damage to themselves trying to attack me a first or second counter attack was enough to finish them off, also gave him order skill so he could apply trial then just give a melee free attack. Priest tank/support works well also zealots with spear and shield work well for blocking entry points.
Last edited by Warsmith Honsou; Jun 29, 2017 @ 7:16am
VoiceGS Jun 30, 2017 @ 2:35am 
Hey all

Originally posted by miniaaar:
Slaviour is currently showcasing (work in progress) his witch hunters warband that went on to the semi-finals of the "Mordheim World Cup, no Lawsuit yet TM".

http://steamcommunity.com/app/276810/discussions/5/1368380934261859407/
Originally posted by Garbage_Human:
I finished witch hunter campaign with ranged focus, it ended up working, captain was purely crossbow pistol focused with mastery trial by pain and max reload so he could run up close get a good shot then fall back and if the other ranged didn't kill my target they would normally do enough damage to themselves trying to attack me a first or second counter attack was enough to finish them off, also gave him order skill so he could apply trial then just give a melee free attack. Priest tank/support works well also zealots with spear and shield work well for blocking entry points.
Hey.

Thanks for the replies.

Had a look and it looks really cool. Thanks.

Was wondering though. With my ranged Smuggler and Henchmen what should I level in the mental attributes? As I'm not 100% sure on that.

Voice
Warsmith Honsou Jun 30, 2017 @ 3:33am 
Originally posted by saltire1307:
Hey all

Originally posted by miniaaar:
Slaviour is currently showcasing (work in progress) his witch hunters warband that went on to the semi-finals of the "Mordheim World Cup, no Lawsuit yet TM".

http://steamcommunity.com/app/276810/discussions/5/1368380934261859407/
Originally posted by Garbage_Human:
I finished witch hunter campaign with ranged focus, it ended up working, captain was purely crossbow pistol focused with mastery trial by pain and max reload so he could run up close get a good shot then fall back and if the other ranged didn't kill my target they would normally do enough damage to themselves trying to attack me a first or second counter attack was enough to finish them off, also gave him order skill so he could apply trial then just give a melee free attack. Priest tank/support works well also zealots with spear and shield work well for blocking entry points.
Hey.

Thanks for the replies.

Had a look and it looks really cool. Thanks.

Was wondering though. With my ranged Smuggler and Henchmen what should I level in the mental attributes? As I'm not 100% sure on that.

Voice

I focused on Alertness to counter the -10 from long rifle so she could still be a decent runner without enchantment for bonus Initiative.
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Date Posted: Jun 29, 2017 @ 6:29am
Posts: 6