Mordheim: City of the Damned

Mordheim: City of the Damned

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spartanspud Feb 1, 2018 @ 12:39am
Just wondering if anyone has some suggestions for Witch Hunter builds?
Not played this since just around September I think but I have been reading the Matthias Thulman omnibus and it got me itching to get into this so I was wondering if anyone has some suggestions for build for any of the characters?

I intend to make some my own after I get levelled a bit but in the mean time I was curious to hear what people recommend. I don't min/max everything so I am not opposed to some quirky builds as well as the ones that are considered "good" universally.
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Showing 16-30 of 42 comments
Kittenpaw Feb 1, 2018 @ 3:58pm 
Seriosuly, he is just awful at Melee.... I can find no redeeming builds for him. Even a LGT Zealot is better than him, if you want a melee passive.


Want some crazy Witch Hunter builds guys?? Take Mastery Sigil of Sigmar on all your melee units for +40% damage per failed magic resist test. Done? Cool.

Now take a Wolf Priest with basic Ice Storm and Quick Cast 3 storms on your men, 4 if you want, with some other build options. You now have +120-160% damage on all your men for a small blood price and 1 OP. Take Daredevil if you want to be really frisky. Heal as needed. 8)

Mordheim: City of the Damned Character Planner Quick Summary
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Unit profile: Wolf Priest

Attributes:
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Strength: 15
Toughness: 15
Agility: 2
Leadership: 12
Intelligence: 12
Alertness: 4
Weapon Skill: 16
Ballistic Skill: 3
Accuracy: 6

Skills:
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Heart of the Wolf Basic, Quick Prayer Mastery, Ulric's Chosen Mastery, Exhaustion Mastery, Adrenaline Rush Mastery, Devotion Mastery

Spells:
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Ulric's Gift Mastery, Ice Storm Basic

Last edited by Kittenpaw; Feb 1, 2018 @ 4:01pm
Reaver79 Feb 1, 2018 @ 4:01pm 
Nah gotta agree the more i look at him the sadder i get..
I love the skin on the basic WH but he's at tops a ranged attacker.

Hehe that ones kinda devious Kittenpaw :p Have you tried it yet ?
Kittenpaw Feb 1, 2018 @ 4:02pm 
No, but it should work..... very well in fact.
Reaver79 Feb 1, 2018 @ 4:04pm 
Ill say, never really look at the order stuff.. But had thought about trying a WH wb.. Like most their heroes looks.. Sadly the WH seems less and less like a good investment..
spartanspud Feb 2, 2018 @ 5:30am 
Has anyone got anything to say about the actual henchmen? I am at level 3 for the warband and I can't really figure out what would be good for either of the two. I want to get marksmen and novices but that will be a looooong way off so I have to figure out what to do with these guys just now.
Dodging for Flagellants is obviously a must but what are they good for besides that?
And the Zealots seem pretty average at everything. Maybe an ok ranged option but honestly I don't really think they are that good at that either.
Paranoia Feb 2, 2018 @ 5:53am 
Originally posted by spartanspud:
Dodging for Flagellants is obviously a must but what are they good for besides that?
And the Zealots seem pretty average at everything. Maybe an ok ranged option but honestly I don't really think they are that good at that either.

I used 5 Flagellants. Maxed Agility, rest Strength, Great Flails.

They hurt, a lot. And their Psych immunities make them stupid reliable.

As for Zealots, they, indeed, are pretty average in everything. Would mainly use only if wanted ranged Henchmen early or if Cloth of Flagellant´s sounds a bit too risky.
Last edited by Paranoia; Feb 2, 2018 @ 5:54am
Kittenpaw Feb 2, 2018 @ 6:14am 
I find flagellants to be some of the best dodge henchmen around. Psych immunity with the ability to disengage is a wonderful thing. Why dodge? No more fear of armbands and bracers which bypass parry. No psych tests? All the better to lock down enemy possessed and vampires. Basically, they lock down the enemy trouble makers. They have high toughness to compensate for cloth armor and no shield. Here is my PvP build:

Mordheim: City of the Damned Character Planner Quick Summary
============================================================

Unit profile: Flagellant

Attributes:
===========
Strength: 3
Toughness: 16
Agility: 15
Leadership: 11
Intelligence: 9
Alertness: 3
Weapon Skill: 12
Ballistic Skill: 3
Accuracy: 6

Skills:
=======
Fanaticism Basic, Sidestep Basic, Hardy Basic, Resilient Basic, Counterblow Basic, Knowledge: Mordheim Basic, Insult Basic, Exhaustion Basic, Adrenaline Rush Basic

Books:
==========
Physical Grimore, Tome of Abilities, Book of Training: Intelligence

Equipment:
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Amulet (masterwork), Clothing (masterwork), Mace (masterwork), Mace (masterwork)


I tweaked it a bit for PvE. Amulet of Constitution gets you 400 HP. Cloth of Weaponskill is sort of mandatory. Basically, engage the dangerous subject then immediately enter a Sidestep. Utilize Counter-blow for increased hit chance retaliatory strikes. No reason to attack into them. IF you need some more offense out of them, you can Insult, Exhaust, Sidestep still. Adrenaline rush in case you need to Charge the enemy (that can be swapped out to preference really).

The Warrior Priest and Wolf Priest help this guy out a lot. Ulrics Gift for Hit Chance and damage. Armor, Winters Chill for protection. I think there is a place for a damage dealing Flagellant. Let me play around some...
Kittenpaw Feb 2, 2018 @ 6:30am 
Mordheim: City of the Damned Character Planner Quick Summary
============================================================

Unit profile: Flagellant

Attributes:
===========
Strength: 10
Toughness: 9
Agility: 15
Leadership: 11
Intelligence: 9
Alertness: 3
Weapon Skill: 12
Ballistic Skill: 3
Accuracy: 6

Skills:
=======
Fanaticism Basic, Avoid Basic, Sidestep Basic, Resilient Basic, Hardy Basic, Knowledge: Mordheim Basic, Strong Blow Basic, Adrenaline Rush Basic, Exhaustion Basic

Books:
==========
Physical Grimore, Book of Training: Intelligence, Tome of Abilities

Equipment:
==========
Amulet (masterwork), Clothing (masterwork), Mace (masterwork), Mace (masterwork)


Maybe something like that. Get Ulric’s Gift on him for damage and hit chance. Mastery Order from a leader also adds +15% hit chance. Dual Maces of Perforation can hurt. Armor of Righteousness and Winters Chill can keep him alive, along with dodging. That is 55% armor absorption.

So to summarize, lock down baddies or pump out damage. 21 Physical points is amazing. 11 Martial points is, brutal.
spartanspud Feb 2, 2018 @ 6:34am 
From what you guys have said I think I will probably just not bother hiring more zealots except for when I want to do the library and the misson where you kill the Slaanesh enchanter thingy that I forget the name of so that I can just shoot things then and just keep the flagellants for actually playing. I'll try the two build suggestions out ot see what works best.
Kittenpaw Feb 2, 2018 @ 6:38am 
Zealots probably function best as ranged support. I like 2 ranged henchmen in my warbands for damage output and/or support effects with runes and skill shots. For one example: Rune of Dismay combined with Armor of Righteousness and the fear effect can help with over all Melee Resistance. Especially with Deny the Heretic and Winter’s Chill. So I like a combo of 2 Flagellant, 2 Ranged Zealots and 1 Sword/Board Zealot. Feel like it makes a well rounded selection. The key is making competent archery builds.
Kittenpaw Feb 2, 2018 @ 6:39am 
No, Zealots are solid too, especially ranged ones. I will post it in here

Mordheim: City of the Damned Character Planner Quick Summary
============================================================

Unit profile: Zealot

Attributes:
===========
Strength: 3
Toughness: 15
Agility: 8
Leadership: 10
Intelligence: 9
Alertness: 5
Weapon Skill: 4
Ballistic Skill: 15
Accuracy: 9

Skills:
=======
Vengeance Basic, Quick Reload Basic, Knowledge: Mordheim Basic, Hardy Basic, Adrenaline Rush Basic, Introspection Basic, Trial by Pain Basic, Nerve Shot Basic, Head Shot Basic

Books:
==========
Martial Grimore, Tome of Abilities, Book of Training: Toughness

Equipment:
==========
Helmet (masterwork), Light Armour (masterwork), Bow (masterwork)


That is your standard support ranged unit. Capable of 7 red pills for: Headshot, Skill shot or Skill shot, x2 regular shots. Helmet of Constitution makes them so beefy and gives an HP pool to draw Adrenaline Rush from. Chest piece of Ballistic Skill. You can swap Leadership for Alertness, I always use leadership in PvP for morale boosting. Stacking Trial by Pain mastery and Basic is lovely, especially on your dodge Flagellant’s opponent 😇. Nerve shot breaks parry and web of steel = more damage. Headshot to stun enemies for critical hits and guaranteed hits.
Last edited by Kittenpaw; Feb 2, 2018 @ 6:47am
spartanspud Feb 2, 2018 @ 6:56am 
Hmm ok. That does seem pretty good too. I look forward to getting to try these guys out in their fully levelled glory. Thanks for all your suggestions. =)
Kittenpaw Feb 2, 2018 @ 7:09am 
Mordheim: City of the Damned Character Planner Quick Summary
============================================================

Unit profile: Zealot

Attributes:
===========
Strength: 4
Toughness: 12
Agility: 13
Leadership: 10
Intelligence: 9
Alertness: 5
Weapon Skill: 15
Ballistic Skill: 3
Accuracy: 7

Skills:
=======
Vengeance Basic, Knowledge: Mordheim Basic, Resilient Basic, Hardy Basic, Shield Specialist Basic, Defensive Stance Basic, Burn the Witch Basic, Feint Basic

Books:
==========
Tome of Abilities, Book of Training: Weapon Skill, Physical Grimore

Equipment:
==========
Helmet (masterwork), Light Armour (masterwork), Mace (masterwork), Shield (masterwork)

That guy has 70% Melee Resist with Shield of Shielding and Defensive Stance. With any combo of Deny the Heretic or Winter’s Chill or Armor of Righteousness’s Fear triggered, he becomes mostly unhittable. He probably needs Pendant of Courage. He also has 2 Skill points left. Feint makes the first enemy attack a 1% hit chance. Burn the Witch is nice for enemy casters.
Last edited by Kittenpaw; Feb 2, 2018 @ 7:15am
Paranoia Feb 2, 2018 @ 7:31am 
Flagellant
12, 7, 15, 6, 9, 8, 12, 3, 6

Sidestep, Fanatical Zeal, Insult, Adrenaline Rush, Kidney Strike,
Avoid, K: Mordheim, Quick Incision

Book of Training: Intelligence, Tome of Abilities, Physical Grimore

Amulet (True Grit), Clothing (+4 Agility or Weapon Skill), Great Flail (+Hit)

Easy to Crit, easy to Stun, but stings a lot. If there´s an Executioner throwing Pyre around and/or nsult Mastered somewhere, their poor hitting skills do not matter. Pretty basic.
Last edited by Paranoia; Feb 2, 2018 @ 7:35am
spartanspud Feb 2, 2018 @ 7:34am 
Originally posted by Kittenpaw:
Feint makes the first enemy attack a 1% hit chance. Burn the Witch is nice for enemy casters.

Knowing my luck that's all the enemy needs. =)
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Date Posted: Feb 1, 2018 @ 12:39am
Posts: 42