Mordheim: City of the Damned

Mordheim: City of the Damned

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elkaoss Feb 4, 2020 @ 1:52pm
Weapon of choice
I've been playing some time with the mercenaries, but I still have some doubts on which weapons should I use:

- Marksmen: Ok that is easy, firearms until I have enough red points for two shots per turn.
- Leader: I think sword and shield for parrying. And pistols just in case I have a chance to switch weapongs and get a shot to an enemy.
- Henchmen: Here I have doubts, dual weapons or single weapong plus shield? Or should I go for a two handed weapon at least while I can only strike once?
- Champions/Youngbloods: Same doubts, sword and shield for parrying + many hits or two handed weapon (haldberd If possible) to make a couple of powerfull strikes per turn?
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Showing 1-15 of 21 comments
DOOMed Feb 4, 2020 @ 2:08pm 
Originally posted by elkaoss:
I've been playing some time with the mercenaries, but I still have some doubts on which weapons should I use:

- Marksmen: Ok that is easy, firearms until I have enough red points for two shots per turn.
- Leader: I think sword and shield for parrying. And pistols just in case I have a chance to switch weapongs and get a shot to an enemy.
- Henchmen: Here I have doubts, dual weapons or single weapong plus shield? Or should I go for a two handed weapon at least while I can only strike once?
- Champions/Youngbloods: Same doubts, sword and shield for parrying + many hits or two handed weapon (haldberd If possible) to make a couple of powerfull strikes per turn?

Marksmen: Yes, as much damage as you can put out, even when you take lad's got talent for one of them. Some debate on which is best, Longbow or Rifle, but depends entirely on how you want to play him. Personally I prefer enchanted longbow and plenty of shots, always the chance for a miss.

Leader: If you have a shield, sword makes no difference for parry, in fact a shield is better, especially if you take shield specialist. The real choice lies in maxing melee resist (with master shield specialist) or damage output, with something like Halberd. Personally I go for shield and axe. Melee resist with the shield serves better than parry. Without a shield, you can't get melee resist high enough to be consistently good.

Henchman: Two handed, or dual wield early on, for max damage output, is the consensus. Though it can pay to have a single hander slightly better at dodge, and conversely it can pay to have a shield guy slightly better at parry. Early on, it probably doesn't make much difference. Later on, it depends on how your warband has panned out through their bouts. Try and keep a few specialists to swap in and out, depending on injuries or training, etc.

Champions: No messing with this one, go full AGL, full WS and place points where ever else you think you need them. One of the few units that can have 90+ melee resist, so make them that way. Sometimes good to have one an unhittable tank , and another with a BIG weapon to charge in and do insane crits and damage.

Youngblood: An elite version of the marksmen, use them that way. They're pretty poor at chasing down henchman in melee, so either focus on a heavy ranged damage dealer, or use them as a mobile jack of all trades, or just don't use one...

Just my tuppence worth.
DOOMed Feb 4, 2020 @ 2:16pm 
Oh and just because of the topic title: https://www.youtube.com/watch?v=sMZwZiU0kKs

:) :) :) :)
elkaoss Feb 5, 2020 @ 1:16pm 
:D :D

Thanks for your comments.

I had never considered the youngblood as a ranger.I think I have been developing mine more towars melee.
Darth Cannabis Feb 5, 2020 @ 3:49pm 
Originally posted by elkaoss:
:D :D

Thanks for your comments.

I had never considered the youngblood as a ranger.I think I have been developing mine more towars melee.


Well I would say, that he is one of the best hybrids. Say a very agile unit that actually uses quickdraw, or some other such gimmick. Also can be a very effective light halberd or parry build (while being high or decent parry, also having a significant dodge and light armor). As pointed out a good mobile Jack of All Trades.

As a pure ranger thou, you don't really make use of his starting skill. In that situation one can also considering Lad's Got Talent on a marksmen, or use a smuggler, both of which I could consider the stronger as ranged hero depending on scenario. I feel as a pure ranged, he just comes in 3rd, the further the range is. Up close, or more mobile, he fairs better.

So certainly nothing wrong with developing him more towards melee. Its just that there are other ranged options that can be considered better, particular when we discuss firearms and smuggler (who has a skill specific to gunpowder and critical hits), or the use of LGT marksmen who get use of their start trait as a ranged unit.

I would also have to point out them as good for armored gunner builds. Since neither smuggler nor marksmen use heavy armor, and the youngblood can, he is one of only a handful of units that can be an armored gunner. (had to double check some things before posting this last one.) Those others that can be armored gunners, aren't as effective, or simply more effective in another role. I could definitely picture one in heavy armor, using guard stance after unloading blunderbus on a group.
Last edited by Darth Cannabis; Feb 5, 2020 @ 4:07pm
kappahun Feb 6, 2020 @ 3:26am 
You should simply consider, how you can spend your red pills the most effectively.

5 red pills:
-2 dual wield or two-handed attacks
-2 two single handed attacks, plus one reserve for parry+counter-attack
-singe handed charge + normal attack
- one single handed attack + switch weapons + one dual or two handed attack
-one single handed attack + one special attack with one handed

I'm pretty sure I missed some options.

You can also fiddle around with adrenaline rush, which will give even more flexibility. Also applies to shooters. You can squeeze out two firearm shots with adrenaline rush, and as a backline unit, you don't risk much with it.
Boris Hauer Feb 6, 2020 @ 5:34am 
On my Melee Resist builds for the Champions, I usually equip a spear. Its dodge/parry bypass comes pretty handful since they gain 3% melee resistance on damage dealt. And they're cool with a shield, anyway.
leonardonabreu Feb 7, 2020 @ 2:05am 
I Bornleadered a Champion and maxed WS and Acc. With a Sword of Havok (or Misfortune) and Fatality theres a good chance one of the first 3 strikes will crit, then the 4th being a vital strike increases that chance.
DOOMed Feb 7, 2020 @ 12:56pm 
Originally posted by elkaoss:
:D :D

Thanks for your comments.

I had never considered the youngblood as a ranger.I think I have been developing mine more towards melee.

I tend not to use them. As others have said the Lad's got talent marksmen is SOO much better, whether you choose bow or rifle. 2 Champions for me, a mage (because just MAGIC!) and an upgraded marksman. I usually take a hybrid youngblood to serve a few matches until he dies and either the champs, or the mage are capable enough. Usually the youngblood is deadmeat in most games, until I can get Lad's Got Talent on a marksman. Then again, you can put ordinary guys in those last two hero slots that are shared with the impressive slot, so nothing to stop you working up normal dudes with that.
DOOMed Feb 7, 2020 @ 1:03pm 
Originally posted by Darth Cannabis:
Originally posted by elkaoss:
:D :D

Thanks for your comments.

I had never considered the youngblood as a ranger.I think I have been developing mine more towars melee.


Well I would say, that he is one of the best hybrids. Say a very agile unit that actually uses quickdraw, or some other such gimmick. Also can be a very effective light halberd or parry build (while being high or decent parry, also having a significant dodge and light armor). As pointed out a good mobile Jack of All Trades.

As a pure ranger thou, you don't really make use of his starting skill. In that situation one can also considering Lad's Got Talent on a marksmen, or use a smuggler, both of which I could consider the stronger as ranged hero depending on scenario. I feel as a pure ranged, he just comes in 3rd, the further the range is. Up close, or more mobile, he fairs better.

So certainly nothing wrong with developing him more towards melee. Its just that there are other ranged options that can be considered better, particular when we discuss firearms and smuggler (who has a skill specific to gunpowder and critical hits), or the use of LGT marksmen who get use of their start trait as a ranged unit.

I would also have to point out them as good for armored gunner builds. Since neither smuggler nor marksmen use heavy armor, and the youngblood can, he is one of only a handful of units that can be an armored gunner. (had to double check some things before posting this last one.) Those others that can be armored gunners, aren't as effective, or simply more effective in another role. I could definitely picture one in heavy armor, using guard stance after unloading blunderbus on a group.

The same could be said of the Witch hunters though, if you make a zealot a ranged unit. Not, perhaps the best choice, but with the zealot, there are so many permutations and they can be average/able at anything. I feel the youngblood is the same. He's not like a witch hunter (the unit) who can be a MR monster. He's just....just, well I don't use one other than to be mobile or to die, to save another, more important from that fate. That said he can be a good dodge/MR tank, but it's those starting points in BS that detract from that.
Last edited by DOOMed; Feb 7, 2020 @ 1:04pm
DOOMed Feb 7, 2020 @ 1:05pm 
Originally posted by Boris Hauer:
On my Melee Resist builds for the Champions, I usually equip a spear. Its dodge/parry bypass comes pretty handful since they gain 3% melee resistance on damage dealt. And they're cool with a shield, anyway.

I do this, though I also like the sword. Mostly for the extra crit %
DOOMed Feb 7, 2020 @ 1:08pm 
Originally posted by leonardonabreu:
I Bornleadered a Champion and maxed WS and Acc. With a Sword of Havok (or Misfortune) and Fatality theres a good chance one of the first 3 strikes will crit, then the 4th being a vital strike increases that chance.

Fatality is GOOD. Often the champ is left with something like 6 or 7 accuracy (if you max WS) and fatality can make all the difference for actually scoring crits. ^^ especially if you have a sword with the appropriate rune.
DOOMed Feb 7, 2020 @ 1:25pm 
Originally posted by Darth Cannabis:
Originally posted by elkaoss:
:D :D

Thanks for your comments.

I had never considered the youngblood as a ranger.I think I have been developing mine more towars melee.


Well I would say, that he is one of the best hybrids. Say a very agile unit that actually uses quickdraw, or some other such gimmick. Also can be a very effective light halberd or parry build (while being high or decent parry, also having a significant dodge and light armor). As pointed out a good mobile Jack of All Trades.

As a pure ranger thou, you don't really make use of his starting skill. In that situation one can also considering Lad's Got Talent on a marksmen, or use a smuggler, both of which I could consider the stronger as ranged hero depending on scenario. I feel as a pure ranged, he just comes in 3rd, the further the range is. Up close, or more mobile, he fairs better.

So certainly nothing wrong with developing him more towards melee. Its just that there are other ranged options that can be considered better, particular when we discuss firearms and smuggler (who has a skill specific to gunpowder and critical hits), or the use of LGT marksmen who get use of their start trait as a ranged unit.

I would also have to point out them as good for armored gunner builds. Since neither smuggler nor marksmen use heavy armor, and the youngblood can, he is one of only a handful of units that can be an armored gunner. (had to double check some things before posting this last one.) Those others that can be armored gunners, aren't as effective, or simply more effective in another role. I could definitely picture one in heavy armor, using guard stance after unloading blunderbus on a group.

armored gunner builds. Since neither smuggler nor marksmen use heavy armor, and the youngblood can, he is one of only a handful of units that can be an armored gunner.

But actually putting points into armour and the cost of that, seriously detracts from the "gunner" advantage. Personally I would never swap agility for toughness, or strength, both of which would probably be needed to make such a build viable. Shoot, or hack. Dodge or parry, or, on very specialised builds, melee resist. The latter can coincide, depending on AGL or WS build, but other than that, they shouldn't be a bastard child to aim for.
Last edited by DOOMed; Feb 7, 2020 @ 1:26pm
Darth Cannabis Feb 7, 2020 @ 3:48pm 
Originally posted by Get Some!:
Originally posted by Darth Cannabis:


Well I would say, that he is one of the best hybrids. Say a very agile unit that actually uses quickdraw, or some other such gimmick. Also can be a very effective light halberd or parry build (while being high or decent parry, also having a significant dodge and light armor). As pointed out a good mobile Jack of All Trades.

As a pure ranger thou, you don't really make use of his starting skill. In that situation one can also considering Lad's Got Talent on a marksmen, or use a smuggler, both of which I could consider the stronger as ranged hero depending on scenario. I feel as a pure ranged, he just comes in 3rd, the further the range is. Up close, or more mobile, he fairs better.

So certainly nothing wrong with developing him more towards melee. Its just that there are other ranged options that can be considered better, particular when we discuss firearms and smuggler (who has a skill specific to gunpowder and critical hits), or the use of LGT marksmen who get use of their start trait as a ranged unit.

I would also have to point out them as good for armored gunner builds. Since neither smuggler nor marksmen use heavy armor, and the youngblood can, he is one of only a handful of units that can be an armored gunner. (had to double check some things before posting this last one.) Those others that can be armored gunners, aren't as effective, or simply more effective in another role. I could definitely picture one in heavy armor, using guard stance after unloading blunderbus on a group.

armored gunner builds. Since neither smuggler nor marksmen use heavy armor, and the youngblood can, he is one of only a handful of units that can be an armored gunner.

But actually putting points into armour and the cost of that, seriously detracts from the "gunner" advantage. Personally I would never swap agility for toughness, or strength, both of which would probably be needed to make such a build viable. Shoot, or hack. Dodge or parry, or, on very specialised builds, melee resist. The latter can coincide, depending on AGL or WS build, but other than that, they shouldn't be a bastard child to aim for.

Well the way I see it having the most potential working, is basically a high toughness and alertness to go along with the ballistic, and a definite reliance on guard stance (unique skill to mercenaries). The idea is that while your in the middle of your other tanks with a shorter range yet powerful gun and better range resistance, what does hit you merely plinks off that high armor absorption, and IF an enemy gets thru, you have a moderate str (due to armor proficient) to counter back after absorbing they're hits with armor. Wouldn't advise trying it, without a proper melee band of champions, captain, and warriors around it.

Its still something, that is mostly theory, and is most likely going to be my next experiment. Considering the str need of 9 for master armor proficient, I would still possibly put it in same category as his other more hybrid builds. As far as pure damage potential, a light armored smuggler, would probably still ultimately do better. There are some spots (certain story missions) where I could see it potentially being of use thou. Main issue to work out is IF guard stances requirements, spread the other required skills or stats to thin.

(my initial experiments on armored range builds in general, was due to desire to make unorthodox tactics brethen for a Tzeentch themed band. Ultimately, the idea was shortbow using armored critters, that can fill in as disposable shock troops to protect the many spellcasters the band would have. Mixed results, but ultimately the conclusion is that any armored ranged, has an element of melee hybridization, if for no other reason, higher str and endurance than other ranged counter parts.)
Last edited by Darth Cannabis; Feb 7, 2020 @ 3:59pm
leonardonabreu Feb 7, 2020 @ 4:26pm 
In theory I use a Youngblood to be the Wyrdstone runner. Mastery Knowledge Mordheim, Mastery Resist Corruption and some more mobility / defensive / disengage boosts. Could be used as an anti-ranged with his special skills.
In practice I’m trying to level up the third one with this set-up, the other two got too mangled to be efficient (one lost its leg at level 9)
Darth Cannabis Feb 7, 2020 @ 5:29pm 
Originally posted by leonardonabreu:
In theory I use a Youngblood to be the Wyrdstone runner. Mastery Knowledge Mordheim, Mastery Resist Corruption and some more mobility / defensive / disengage boosts. Could be used as an anti-ranged with his special skills.
In practice I’m trying to level up the third one with this set-up, the other two got too mangled to be efficient (one lost its leg at level 9)

I imagine a similar anti-ranged role as potential use with the armored gunner idea as well. Essentially the getting within that umbrella of their shots, while shrugging them off at a much greater degree. Trading shots but not being hurt as much. May be particularly useful for certain "attic shooters".

The more I think about, the more sure I am it will be my next youngblood experiment. There is just so much you can try with them, due to the overall balance that is so considered, Jack of All Trades, and what skills they have access to. Decent attribute limits for anything, but nothing particularly able to be maxed without some serious planning.
Last edited by Darth Cannabis; Feb 7, 2020 @ 5:32pm
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Date Posted: Feb 4, 2020 @ 1:52pm
Posts: 21