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The team is oftenmost similarly as in if pillaging houses, the distance is great enough to regroup before the enemy gets to one's Characters.
Sure you can cheese your way through mordheim, but where is the fun in that?
My 2 cents on the deployments:
Haunter in Darkness
Both warbands are scattered randomly around the area, scared by something.
Yep I generally avoid this too. Unless you're playing Skaven, going into this is like rolling the dice and voluntarily accepting a very real risk of getting units downed in round 1.
Horrors of Mordheim
One warband divides into 3 strike teams while the other is scattered randomly around the area, scared by something.
A little less risky compared to Haunter. Definitely not what I would pick, all other things being equal.
Vision of Dread
One warband deploys tightly around its wagon while the other is scattered randomly around the area, scared by something.
Did a couple of Deadly scenarios with no OoAs so I'm leaning towards this one being not too bad. I like to have a fairly tanky high initiative unit up front to scout so that I reduce the risk of having lower levelled and less geared units running slapbang into the enemy. Often prefer to not explore as much if it means I will have exposed units or units ending the turn with no defensive stance.
The Cache
One warband deploys tightly around its wagon, while the other divides into 3 strike teams.
IMHO for scenarios involving 3 strikes teams, the first order of the day is to get units grouped up or within 1 turn distance so that they can reinforce each other. I try to have at least 1 tanky unit in each team and divide the more vulnerable units as evenly as I can. The AI tends to swarm you once they know the position of 1 group, so I try my best to avoid engagements early on.
Hunters and Prey
Both warbands divide into 3 strike teams and disperse in the area.
As with Cache, I believe it's prudent to get units grouped up as fast as I can and avoid confrontation. A little less risk of getting swarmed en masse as compared to Cache, but quite often there is less room to maneuver as enemy units are all over the place. In cases where only 6-7 units are fielded and can be conveniently grouped into 2 teams instead of 3, it's a fairly straightforward matchup not too different from the rest.
Pillagers
One warband is caught exploring buildings while the other divides into 3 strike teams surrounding the buildings.
No real issues with this one. If one strike team is smashed early, there should be ample space to maneuver and the rest should be fairly easy pickings.
Scavengers
One warband is caught exploring buildings while the other deploys tightly around its wagon.
I like this one for collecting items and quite often the AI tends to be poorly concentrated or focussed.
A Walk in the Fog, Rival in the Ruins:
Never had issues with these and they are my favorite deployments especially when trying to level a few low level units in a high level team.
Well again I think it boils down to how much risk is deemed acceptable. Some people buy insurance, others don't. Some people engage in risky physical and financial ventures. Most don't. Personally if the returns are Exceptional Wyrdstone and Exceptional Items, I don't mind taking on stiffer odds if I feel the team is in good shape.
People are requesting for greater variety of maps and scenarios so I doubt removing them from the campaign rotation would be popular. I'm fine with starting a little further from each other and/or having starting locations being a little less random. Or improve rewards slightly for scattered scenarios.
Generally I'm fine with things as they are even if I don't play on Haunter or Horrors very much.
Certain mission types simply favour certain types of warbands. My Undead for example run with cloth only and usually have high initiative through choice of weapon and investment in Alertness.
I've crushed several missions where both sides were scattered, because mostly I get to go first and I get to either take out an enemy or two before they even move, or force 1v1 situations, where against the AI it's nearly impossible not to come out on top unless playing Brutal / Deadly.
For me, any of the missions where one warband starts by their wagon I consider as safe. Either I start grouped up, or I know where they all are.
The two I consider most dangerous and sometimes consider skipping are Haunter and Horrors. Sometimes they're no problem, sometimes they create a situation where the computer can take out a warrior or two and there is nothing I can do to prevent it.
I also lost a henchman on a Walk in the Fog as every so often that mission seems to glitch when doing random deployments and throw a few units into the middle, and on deadly its tough for many units to survive a 1:3.
Another thing I've started doing is taking almost all my units to 9 Toughness and picking up Resilient. I find that what kills units faster than anything is getting hit with a couple of crits. Also, even when units are knocked OoA, if they haven't been crit they seem to have a pretty good chance to come through with no permanent injuries.
Says it all, really...
Also, evaluating risks and deciding whether you want to take them is kind of a big part of Mordheim.
I'd like to see these scenarios tweaked, not removed. In the scenarios where one side is surrounded and the other split, the terrain and deployment positions should be such that the surrounded side can't easily all charge in the same direction- since one of the patrol groups is invariably at the wagon, and both sides know where the wagon is, such a strategy is otherwise almost impossible for the surrounding side to counter effectively- and this in a situation in which they're supposed to have the advantage.
The Haunter scenario, though, is just plain bad. If I want the winner decided by little more than plain luck, I'll go play Yahtzee.