Mordheim: City of the Damned

Mordheim: City of the Damned

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mike.xulima May 23, 2018 @ 6:12am
Quick Reload and Tiring?
A while back I'd seen someone say you didn't need master quick reload if you use bows since they only cost 1 AP to reload.

With tiring though, they do cost more than 1 AP if you take more than one shot in a round.

Before I go ahead and buy it, does master quick reload also reduce the cost in AP from tiring on multiple shots? If so it seems more than worth it to master it for a bow archer.
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Paranoia May 23, 2018 @ 7:21am 
Yes.
Zzappruder May 23, 2018 @ 7:36am 
Yes. At level 10 a hero has 9 OP, so you can shoot 4 times. Reloading costs 1 SP + 1 additional SP for every following reload, so 4 reloads costs 1+2+3+4=10 SP. Quick Reload Master gives a -2 on reloads. 4 reloads then only cost 0+0+1+2= 3 SP. A very handy skill indeed
kriscardiac May 23, 2018 @ 7:40am 
It's a requirement for any hero that's using primarily ranged weapons.

Edit: isn't it 'Arm Fatigue' for ranged and 'Tiring' for mêlée?
Last edited by kriscardiac; May 23, 2018 @ 7:42am
mike.xulima May 23, 2018 @ 8:01am 
Thanks - and yeah, it's called fatigue for reloads now that I think of it.
Glean May 26, 2018 @ 9:29pm 
Number 1 thing you should get with all ranged troops imho, including bows. Can always use blue pills for something, well worth getting.
Last edited by Glean; May 26, 2018 @ 9:29pm
Bloodscape May 27, 2018 @ 12:05am 
Agreed, its better for ranged than Knowledge: Mordheim... in overall effect that is.
mike.xulima May 27, 2018 @ 8:44am 
I always take the basic version first, but before this thread had been thinking that you could only mitigate against the weapon's reload cost. Think I saw it on a youtube video, but the guy claimed you didn't need master for bows. Too many of those videos have players that aren't past the "let's play" stage.

And yes, just to be able to Aim instead of Shoot, or to have some movement to reposition yourself or grab some wyrdstone, blue dots are good. And of course for more uses of reload itself!
Kittenpaw May 27, 2018 @ 10:17am 
That is why mastery exhaustion and knowledge of Mordheim are high on my list of needed skills.
Bloodscape May 27, 2018 @ 3:34pm 
Originally posted by Kittenpaw:
That is why mastery exhaustion and knowledge of Mordheim are high on my list of needed skills.
Experimentation on movement is probably one of the funnest things, once you get there.

Henchmen, with certain starting skills can become as good as a hero with movement (and are cheap gatherers).

Flying Sister Henchman:[www.pyrospace.co.uk]
Head: Rune of Dexterity (climbing and jumping chance)
Body: Rune of Burglars (+2 str/+2 agility: carry capacity/melee resist with climbing and jumping chance)
Shield: Rune of Shielding (melee resist)
Weapon: Rune of Luck or Warding (crit resist or magic resist)

Not bad in combat with a 75% melee resist once defensive stance is up
Last edited by Bloodscape; May 27, 2018 @ 3:43pm
Kittenpaw May 27, 2018 @ 3:45pm 
I made a similar PvP build with meditation and exhaustion. Pick up a stone, apply For Sigmar! and she gets 88 movement (8x11). She can lock down all sorts of enemies and harass back lines.
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Date Posted: May 23, 2018 @ 6:12am
Posts: 10