Mordheim: City of the Damned

Mordheim: City of the Damned

View Stats:
Hiranar May 18, 2019 @ 12:44am
Warband and Unit Builds
I'm a pretty indecisive guy, andI've always had problems trying to decide how to build my warband, and moreover, how to build each character within. I know there's a few guides on Steam and a few scattered elsewhere, but nothing super concrete, and I dunno if they're necessarily good either. Are there any "professional" guides out there or whatnot? I'd like my warbands to also be somewhat capable of PvP, since I'd like to try getting into that more with my friends maybe.

The main warbands I was looking for help on were Cult, Sisters, and Witch Hunters, as I can't find lots of guides to compare and contrast out there, especially for Sisters and Witch Hunters. I also can't find basically any guides for Impressive units, even though I like playing around with them occasionally.

Thanks for any help!
< >
Showing 1-15 of 32 comments
DonCarlos May 18, 2019 @ 1:50am 
Well, without knowing your preferences it is hard to give you any concrete builds. Since you mentiioned pvp, I would suggest to have a look at the many videos about high level pvp (you will find good examples by karond and kittchenpaw to name a few).
Paranoia May 18, 2019 @ 5:16am 
Kittenpaw, not Kittchenpaw. :b

But, yes, advice is hard to give without concrete preferences to base them on. I you could always indeed watch what a streamer does, they have a lot of show-cases usually for prepared Warbands.

As for Cult, Mutating Heroes usually wait until Rank 7 before they commit to a Build to see what they'd excel at. Especially Mutant, since one without Arm Mutations makes for a very strong Crit-Shooter, so he only either takes Accuracy or does not use Martials until Rank 7 to see if he can Shoot.

As for guides, I never really paid attention to them, sorry.
You can always asked for suggestions with more specific kinds of questions.

For example, Sisters make for a very easily mobile Warband if one makes use of Exhaustion+Healing Hand and Meditation, especially when using Sisters (the Henchwoman type) due to their extra Movement from Wyrdstone.

Also, no doubt, Mordheim on discord will be of help if you ask there, since most of the PvP Players hang there nowadays for convenience. Will give links if interested. We always have a tournament or few ongoing.
DonCarlos May 18, 2019 @ 7:33am 
Oh sorry. Kittenpaw of course, I apologize.
It was before lunch and I was sooo hungry...
Hiranar May 18, 2019 @ 10:17pm 
I'm pretty flexible, so I don't have nay real concrete preferences, which I guess doesn't help with my indecisiveness. Two things I guess I dislike would be relying on a single "gimmick" or whatnot for a warband, and relying entirely on a single tactic like magic or the like. A gimmick might be suiting up two Necromancers to spam Basic and Mastery Call of Vahnel on zombies to make them 11 speed monsters. That's all fun to try for kicks sometime, but focusing on that feels too reliant on a single strategy to me. And for the second point, it's why I don't necessarily like the idea of relying on spamming Comet or the like on Sisters. I'd rather have a balanced team rather than it all revolving around casting Comet over and over. My Mercenary Warband has a Warlock that does that with Lightning Strike, but he's the only unit that does that, and supports with Armor of Lead otherwise. Sisters could have the bulk of their team spamming Comet, which seems too singularly focused to me.

Other than that, I'm not sure where my preferences lie. I like all the warbands, and my highest have been Skaven and Mercenaries overall. Thanks for the help so far though!
DonCarlos May 19, 2019 @ 12:22am 
I've posted this build a couple of years ago in the Gentleman of Mordheim Forum:
Feel free to adapt it to your liking.
It uses the Skaven Warband but the principles can be tranferred to almost any faction.

Butcher Build (rank 10)
the "The Butchers"
a skaven warband for Mordheim: City of the Damned "Hack&Slay"-style

Preface:
This warband is build around the Black Skaven hero.
This mean fighting machines are able to dish out an incredible amount of damage per turn,
killing most cloth wearers and light armored foes in one single turn.

Damage example:
+50% Strong Blow
+40% Black Hunger
+30% Frenzy
+33% Strength
This will increase the damage of a purple halberd from 56-60 to 142-152 which gives on average:
147 dmg for the first attack
117 dmg for the second attack
88 dmg for the third attack
Total damage: 352.

Please note, this is "gross/pre-armor absorb" damage.


Setup:

This is only a sketch, I have allocated only the points for the required attributes and skills.
Fee free to allocate the rest to your liking.
This setup contains two different build variants for your main damage dealers (the Butchers), each one has its own set of advantages and disadvantages, so choose which one you like most (or take both as I do...).

1xLeader Assassin Adept role: Target caller
1xEnshin Sorceror, role: De-Buffer/Ranged Supporter
1xBlack Skaven, role: Support
2xBlack Skaven, role: 2h-DD (main damage dealer aka Butcher)
3xHenchmen Warguard, role: 2h-dd (additional damage dealer)
2xHenchmen Verminkin, role: Scout/Stopper


How to play:
The strategy is quite simple, let the black skaven do, what they are meant for: killing things.
They are designed as "glas cannons", they will enter a fight, hack the unlucky foe into pieces
and disappear into the shadows they came from.
Unfortunately not every foe is wiling to accept its inevitable end, some even try to defend themselves.
This is what the other units in your warband are for, they will prepare the selected foes for their dismissal.
There are different levels of defense in MCotD:
* Melee/Ballistic Resitance - making your units harder to hit is the first line of defense
* Dodge/Parry - avoiding incoming hits is the second line of defense
* Crit/Stun Resistance - if you can't avoid it, limiting of the consequences is the third line of defense
* Armor - mitigating incoming damage is the fourth line of defense
We will remove one layer after the other until you can see the pink flesh of your oppenents and sink your weapons into it.
Oh I forgot to mention, taking cover behind massive walls and hiding in the dark places is the very first line of defense, that is what our scouts are for, there job is to explore the map and discover the places where your victims are hiding and stop those foes that are unlucky enough to not find a reasonable place to hide.
Plan A:
Now, after knowing the strength and the position of our foes, the leader will "prepare" the first target(s) with "Head Shot" for their dismissal. Please note, after a successfull "Head Shot", we already have overcome the first three lines of defense.
If this is not possible (may be because the ballistic or stun resistance of the chosen victim is too high),
don't waste the leaders OP, we will use them later, "Delay" is your friend in this situation.
Plan B:
If plan A fails, we fall back to plan B:
The Enshin Sorceror will cast "Enshrouding mist on your foes", this will reduce its melee resistance by 30%, which is usually enough to make even the most defensive units vulnerable.
We could even try to hit it with a "Nerve Shot" to break any defensive stance - but of course, we should do that before casting "Enshrouding mist"...you will find out why :-)
Then our support black skaven enters the ring, it will either stun the victim (with Overpower) or "eat up" the possible dodge/parry attempts of the victim by simply attacking it. If there is not enough space around your target, don't forget, he is able to disengage after doing his job.

Then our butchers (black skaven) will do their job and finish the victims.

This Tactics will work against most opponents. But there are a few, like the Impressive of the Sisters (the Maiden),
that think they deserve some special treatment. Ok, they will get it :-)
We will stop those misleaded foes with one of our brave scouts and just suck up the first barrage of counter-attacks to "eat up" the possible dodge/parry attempts of the victim by simply attacking it.
Then our third black skaven engages the foe:
It will use the following skill combinations
Damage example:
+125% Dare Devil
+100% Mighty Charge
+15% Frenzy
+45% Strength
This will increase the damage of a purple fighting claw from to 58-66 to 156-178 for the charge attack.
Each subsequent attack will deal another 80 dmg (on average).
But it/he can only do two attacks, you might think.
But this is false, you remember - we reserved the OP of the leader, we will use them to "order" your black skaven for
another 3 attacks, this gives:
167 dmg for the Mighty charge attack
4*80 dmg for the second - fifth attack
Total (gross) damage: 488

Hint: Even when it is tempting, don't use "Enshrouding mist" on those foes, you can't charge into the "cloud".

I forgot to mention how we deal with the fourth line of defense (the armor):
That is where the black skaven's specific passive skill (Perfect Killer) comes in handy, which gives all our attacks a 10% armor penetration, additionally we should prepare our weapon with a Rune of Penetration, which gives another 20% armor penetration and lastly the fighting claws come also with 12% armor penetration.
This gives a total of 42% armor penetration, which is enough even for those notoriously hard to kill "Maiden's".

Now, if there is any resistance left, your warpguards will wipe it aside.

Units:
Only the required skills and the needed attributes are specified.

Leader:
Agility: 12 (for Sidestep)
Toughness: 9 (for Adrenalin Rush)
Leadership: 15 (for Order and Battle Tongue:mastery)
Ballistic Skill: 12 (for Quick Reload:mastery)
Accuracy:15 (for Headshot:mastery)
Items: Helmet, Light Armor, Warplock Pistol

Enshin Sorceror:
Agility: 12 (for sidestep)
Intelligence: 12 (for Channeling:mastery, Mordheim:Knowledge:mastery and spells)
Ballistic SKill: 15 (for Nerve Shot:mastery and Quick Reload:mastery)
Spells: Enshrouding Mist:mastery
Items: Pendant, Clothing, Warplock Pistol


Black Skaven (support)
Strength: 15 (for Overpower:mastery)
Agility: 12 (for Sidestep)
I would suggest to increase Weapon skill to 13 points and Accuracy to 12 points.
This allows you to take the passives: Shield Expert:mastery, Weak Spot:mastery, Quick Incision:Mastery
Items: Helmet, Light Armor, Spear+Shield


Black Skaven (Butcher 1)
Strength: 9 (for Strong Blow)
Toughness: 12 (for Frenzy:mastery, Adrenalin Rush:mastery, Black Hunger:mastery)
Inteligence: 6 (for Mordheim:Knowledge)
I would suggest to increase Weapon skill to 13 points and Accuracy to 12 points.
Items: Helmet, Light Armor, Halberd

Strengthes:
Almost self sufficient, it is not required that your victim is stunned.
Weaknesses: You will need 3 SP for Frenzy and 2 SP for Black Hunger, which limits its range and ability to retreat.
They will lose up to 90 Health during every engagement (30 for Black Hunger and 60 for Adrenalin Rush)


Black Skaven (Butcher 2)
Strength: 15 (for Daredevil: mastery and Mighty Charge:mastery)
Toughness: 6 (for Frenzy)
I would suggest to increase Weapon skill to 13 points and Accuracy to 12 points.
This allows you to take the passives: Swarm:mastery and Art of silent Death:mastery
Items: Helmet, Light Armor, Fighting Claws

Strengthes:
Some targets will be taken Out of Action by your charge attack. Ideal candidate for further attacks with Order.
Excellent choice against heavy armored foes with his high armor penetration ability.
Weaknesses: Because of the disadvantages of Dare Devil, you should prefer stunned targets.


Warpguards
There is not much to say about those guys...
I'm using Heavy armor and Halberd for them and take:
Mighty charge, Black Hunger, Frenzy, Armor Proficient


Verminkin
They have a defensive orientation...
I'm using Clothing, Spear + Shield for them and take:
Sidestep, Prowl, Shield Specialist, Awareness


Remarks
:
Use your mobility to your advantage. All units have at least a movement range of 8m per SP, the leader has a range of 10 m per SP and the sorceror even 12 m per SP!
Handle your butchers with care. Send them only in, when you are quite sure, that they are able to finish their job. Once unleashed there is no plan B for them, they usually will not have enough SP for a longer retreat and they are almost defenseless, which makes them vulnerable in longer enduring fights.

Variants:
* Replacing the Dare Devil variant with the Frenzy/Black Hunger alternative makes you less dependant on stuns, which
opens up the choice to convert your support Black Skaven into a third Butcher.
* Some people may be tempted to put more attribute points into accurracy to increase their crit-chance and to make the butchers more reliable against Dodging foes.

Both choices are somewhat problematic. Decreasing your chance to hit (by shifting attribute points from weapon skill to accuracy) will also decrease your effective "to crit" chance. If you have 60% chance to hit and 40% chance to crit your effective "to crit" chance is only 60%*40%=24% because you can only crit when you hit before.
Stunning on the other side, does not only make every melee attack automatically hit (it's even 100% not only 95%) it
also solves the problem with Dodging targets.


Have fun
Paranoia May 19, 2019 @ 5:08am 
Originally posted by Hiranar:
I'm pretty flexible, so I don't have nay real concrete preferences, which I guess doesn't help with my indecisiveness. Two things I guess I dislike would be relying on a single "gimmick" or whatnot for a warband, and relying entirely on a single tactic like magic or the like.

Ah, looking for versatile band of individuals. Methinks Witch Hunters work for that.

Then I would recommend going for Melee Resistance + Heavy Armour Templars. They can either just keep enemy in place with Shields or switch to Heavy Weapon of choice (I recommend Great Axe for Armour bypass) and trust Armour and Melee Resist to keep them alive while they pummel the enemy into the dirt.

Then semi-Shooter-semi-Melee Zealots who can shoot at enemy yet hold their own in melee a bit until someone comes to help.

A Witch Hunter Captain who Majors in Shooting Crossbow Pistols and Trial by Pain while minoring in being a Dodge Tank for when that is required.

A Witch Hunter who does the same as Captain minus the Tanking. He leaves the Trial by Pain to Basic so he and the Captain can stack it on the same enemy without a care of redundancy.

Then a Warrior Priest or two just using Armour of Cheese and Healing Hand to keep the rest alive.

And you can also have an Executioner for a good measure to use whenever you fancy in Reserves.

Captain[www.pyrospace.co.uk]

Witch Hunter[www.pyrospace.co.uk]

Templar[www.pyrospace.co.uk]

Zealot[www.pyrospace.co.uk]

Warrior Priest[www.pyrospace.co.uk]
Kittenpaw May 19, 2019 @ 12:58pm 
https://www.youtube.com/watch?v=Fs67sF_CdWQ&list=PLgMctrfuaDAauRpario_gvOF1pntD_9PU&app=desktop

Here is my Cult team. It’s pretty diverse.

I’m also leveling up a non comet spamming Sisters team in the Buddyhood PvP tournament. It uses Sister Superiors as Damage dealing tanks and Second Wind offensive point recharging.
Hiranar May 20, 2019 @ 10:27am 
Wow, thanks for all the ideas! This is what I was looking for, lots of ideas to help me out. I think I am beginning to get an idea on how to build things, what skills to pick for certain archetypes, like Parry Tank and whatnot.

I do have a question about crit builds, and the Executioner as well. I know crit builds are very good, as they also control the enemies through stun, and that apparently the Executioner is the Impressive that can excel at that in particular. How do you build a, well, crit build? I assume you max Accuracy and the like, but what skills? Vital Strike / Shot is obvious, but I'm not sure what other skills would be best for maximizing crit potential.
Bubs May 20, 2019 @ 11:05am 
Those pyrospace links Paranoia put a few posts back are a great site to preplan any unit in the game.
Paranoia May 20, 2019 @ 11:46am 
Originally posted by Hiranar:
I do have a question about crit builds, and the Executioner as well. I know crit builds are very good, as they also control the enemies through stun, and that apparently the Executioner is the Impressive that can excel at that in particular. How do you build a, well, crit build?

This, for example, works fine for an Executioner:

Executioner

Attributes:
===========
Strength: 16
Toughness: 12
Agility: 17
Leadership: 12
Intelligence: 12
Alertness: 9
Weapon Skill: 14
Ballistic Skill: 3
Accuracy: 20

Skills:
=======
Vital Strike Mastery, Adrenaline Rush Mastery, Sidestep Mastery, Fanatical Zeal Mastery
Deep Wounds, Fatality Mastery, Resilient Basic, Avoid Basic, K: Mordheim

Basically a Crit Build need as high Accuracy as they can afford while still hitting stuff, and, in absense of Stunners (Head Shot, Overpower), a way to boos the mediocre hit chances into relevancy.
Assuming you have a Wolf Priest Buffing his Crit and Hit chances and someone else using Insult Mastery, this one using dual Hammers or Swords or combination of will Crit just about everything.

Mind, Shooters have more relevant Crit- Skills, but I focused on melee for now.

Armour of +Accuracy, +Crit on Weapons, start murdering everything.
Last edited by Paranoia; May 20, 2019 @ 11:46am
Kindler May 20, 2019 @ 12:36pm 
^ Hammers are excellent for crit builds (the above has 25% natural crit chance. Blessing of Ulric from a Wolf Priest buffs it to 35%. Hitting once triggers Fatality, which buffs it to 45%) because their effect adds an extra 15% crit damage. Deep Wounds adds another 20%, and Blessing of Ulric buffs it by yet another 20%, so you get a full +70% damage bonus each time you crit.

Runes of Havoc are excellent, because they'll add another always-on 8% to crit chance if you take them with both. But you could also take two Runes of Alacrity instead and drop Sidestep/Avoid to get more hits in (each one-handed weapon with a Rune of Alacrity provides a 25% chance to recover another Offense Point, so each time you take damage you've got a 50% chance to recover one.) Put him in Light Armor, hit him with Winter's Chill/Armor of Righteousness, and pick up mastered Frenzy instead. He'll get hit a lot, but he'll A) Resist magic more, and B) recover more OP to hit (and possibly Crit) more, and C) get a 30% overall damage boost, which is pretty dope. You can also use your Leader to bump his damage with War Cry. With two hammers and the above crit damage and melee damage boosts, he should crit for about 200 damage, which is pretty damn good, considering he can use Vital Strike 4 times if you use Adrenaline Rush.

Oh, and Wolf Priests can cast Ulric's Gift (which is a very good idea because it boosts hit chance as well as melee damage) for another 20% standard melee damage boost.

Alternately, you can use Runes of Carnage (though you'll need to find weapons in the wild with this enchantment or grind Wyrdstone through the Brigand's Burg faction) to boost your crit damage by yet a further 20/40%. At that point, you'll be critting for about 240ish.

Oh, your Leader should also take Order. Use it on the Executioner to get in more hits.

Basically, Executioners, with a warband built around them, are capable of sweeping entire enemy warbands. Two crits will kill most regular enemy units (400+ damage). You can knock out two or three enemies per turn, depending on how freely you use Adrenaline Rush/Mark of Alacrity.

I also have a Mercenary warband I'll post later. It has a lot of options available for damage and tanking. It just takes a while to build everything in the Pyrospace site.
Kittenpaw May 20, 2019 @ 3:32pm 
I have a Crit Marauder in that YouTube video. Fatality, Vital Strike, Crit Weapons with Havoc Runes, Pre-Stunned Targets. Then there are certain Spell buffs. And certain faction specific skills like Blood Offering or Swarm and Arm mutations.
Hiranar May 20, 2019 @ 3:39pm 
This is all really helpful, all of you. Thanks a lot, but I had (another) question. In regards to the Zealots for Witch Hunters, is spreading them out in terms of skills a bad idea? I know they are flexible and decent at melee and ranged, but I'm wondering if it would be better to specialize one towards say, ranged, another towards melee, and so on. Though that may not be necessary due to the ranged power of the Witch Hunter and the Captain.

I'm not sure I'd like to build an entire warband around a single unit, though I do like having warbands be adaptable overall. I'm fine with the units being specialized, but the warband overall be be versatile, if that makes sense.

What's the best way to build as Wolf Priest, since they're good additions to Order warbands? Tanky with high strength, with spell buffs for them and the big hitters?

Finally, for the Flagellant, which I plan on having one, or maybe two, of, I just build them as tanky dodge tanks, right? I was going to prioritize Agility and Toughness and Weapon skill on them, give them a two hander, and just sic them on fear-based enemies like the Vampires and Imrpessives.
Kindler May 20, 2019 @ 4:26pm 
Here's my go-to Merc team (sorry in advance for this looking awful, I don't know how to do the fancy URL insertions):


Captain: http://www.pyrospace.co.uk/mordheim/#eyJwIjoiY2FwdGFpbiIsImEiOnsicyI6NiwidCI6NSwiYWciOjAsImwiOjEwLCJpIjo5LCJhbCI6MCwidyI6MTAsImIiOjAsImFjIjo1fSwiZSI6eyJoIjp7Im4iOiJoZWxtZXQiLCJ2IjoibWFzdGVyd29yayJ9LCJiIjp7Im4iOiJoZWF2eSIsInYiOiJtYXN0ZXJ3b3JrIn0sIm0iOnsibiI6ImF4ZSIsInYiOiJtYXN0ZXJ3b3JrIn0sIm8iOnsibiI6InNoaWVsZCIsInYiOiJtYXN0ZXJ3b3JrIn19LCJzayI6W3sibiI6InN3aWZ0X3JlYWN0aW9uIiwidCI6MCwidiI6MH0seyJuIjoid2ViX29mX3N0ZWVsIiwidCI6MSwidiI6MH0seyJuIjoiYXJtb3VyX3Byb2ZpY2llbnQiLCJ0IjowLCJ2IjoxfSx7Im4iOiJyZXNpbGllbnQiLCJ0IjowLCJ2IjowfSx7Im4iOiJzaGllbGRfc3BlY2lhbGlzdCIsInQiOjAsInYiOjF9LHsibiI6Imtub3dsZWRnZV9tb3JkaGVpbSIsInQiOjAsInYiOjF9LHsibiI6InN0cm9uZ19ibG93IiwidCI6MSwidiI6MH0seyJuIjoiaW5zdWx0IiwidCI6MSwidiI6MX1dLCJzcCI6W10sIm0iOltdLCJpIjpbXSwiYiI6W119

Parry Tank. I slap a Rune of Aegis on his Helmet and give him a Shield of Shielding. He rarely needs to parry twice against AI opponents. I give him a Rune of Weapon Skill for his Heavy Armor.
Mastered Knowledge: Mordheim means he can get pretty much anywhere he needs to. He's a great Runner to grab Wyrdstone, or just to get to a specific enemy ASAP. You could pick up War Cry if you want to buff Melee Damage, but the net benefit is rather small, in my opinion, for this particular warband, which has lots of shields and few heavy weapons.

Champion:


http://www.pyrospace.co.uk/mordheim/#eyJwIjoiY2hhbXBpb24iLCJhIjp7InMiOjYsInQiOjYsImFnIjo0LCJsIjo2LCJpIjo1LCJhbCI6MCwidyI6MTEsImIiOjAsImFjIjoxMH0sImUiOnsiaCI6eyJuIjoiaGVsbWV0IiwidiI6Im1hc3RlcndvcmsifSwiYiI6eyJuIjoiaGVhdnkiLCJ2IjoibWFzdGVyd29yayJ9LCJtIjp7Im4iOiJheGUiLCJ2IjoibWFzdGVyd29yayJ9LCJvIjp7Im4iOiJzaGllbGQiLCJ2IjoibWFzdGVyd29yayJ9fSwic2siOlt7Im4iOiJhZGFwdGFibGVfZGVmZW5zZSIsInQiOjAsInYiOjB9LHsibiI6ImFybW91cl9wcm9maWNpZW50IiwidCI6MCwidiI6MX0seyJuIjoic2hpZWxkX3NwZWNpYWxpc3QiLCJ0IjowLCJ2IjoxfSx7Im4iOiJrbm93bGVkZ2VfbW9yZGhlaW0iLCJ0IjowLCJ2IjowfSx7Im4iOiJyZXNpbGllbnQiLCJ0IjowLCJ2IjowfSx7Im4iOiJkZWZlbnNpdmVfc3RhbmNlIiwidCI6MSwidiI6MX0seyJuIjoic3Ryb25nX2Jsb3ciLCJ0IjoxLCJ2IjowfSx7Im4iOiJpbnN1bHQiLCJ0IjoxLCJ2IjowfSx7Im4iOiJ2aXRhbF9zdHJpa2UiLCJ0IjoxLCJ2IjoxfV0sInNwIjpbXSwibSI6W10sImkiOltdLCJiIjpbInRvbWVfb2ZfYWJpbGl0aWVzIiwicGh5c2ljYWxfZ3JpbW9pcmUiXX0%3D

MR tank. He gets a Rune of Assassins in his Heavy Armor (+2 AGI, +2 Weapon Skill; it's the biggest net benefit to his MR I can give him). Shield of Shielding buffs his MR to 62%. Defensive Stance to 82%. 4 Hits with Adaptable Defense bumps it to 94%. For most encounters, this is plenty, though there are more MR-focused builds out there that can reach 100%+ MR. The surprising thing is that he's got weirdly high Accuracy for a tank, so I give him Mastered Vital Strike in addition to the standard Strong Blow. Give him a Havoc (or, better yet, Misfortune) Rune in his weapon, and he can crit way more often than you'd think. Knowledge: Mordheim again (you'll see it on most of my units).

Wolf Priest of Ulric:
http://www.pyrospace.co.uk/mordheim/#eyJwIjoid29sZl9wcmllc3QiLCJhIjp7InMiOjUsInQiOjgsImFnIjozLCJsIjozLCJpIjo5LCJhbCI6NCwidyI6OSwiYiI6MCwiYWMiOjd9LCJlIjp7ImgiOnsibiI6ImhlbG1ldCIsInYiOiJtYXN0ZXJ3b3JrIn0sImIiOnsibiI6ImhlYXZ5IiwidiI6Im1hc3RlcndvcmsifSwibSI6eyJuIjoiZ3JlYXRfdWxyaWNhbl9heGUiLCJ2IjoibWFzdGVyd29yayJ9fSwic2siOlt7Im4iOiJoZWFydF9vZl90aGVfd29sZiIsInQiOjAsInYiOjB9LHsibiI6Imd1YXJkX3N0YW5jZSIsInQiOjEsInYiOjF9LHsibiI6ImFybW91cl9wcm9maWNpZW50IiwidCI6MCwidiI6MX0seyJuIjoidWxyaWNzX2Nob3NlbiIsInQiOjAsInYiOjF9LHsibiI6InJlc2lsaWVudCIsInQiOjAsInYiOjB9LHsibiI6ImRldm90aW9uIiwidCI6MCwidiI6MX0seyJuIjoiaWdub3JlX3BhaW4iLCJ0IjoxLCJ2IjowfSx7Im4iOiJjcnVzaF90aGVfd2VhayIsInQiOjEsInYiOjB9LHsibiI6InN0aW11bHVzIiwidCI6MSwidiI6MH1dLCJzcCI6W3sibiI6InVscmljc19naWZ0IiwidiI6MH0seyJuIjoiYmxlc3Npbmdfb2ZfdWxyaWMiLCJ2IjoxfSx7Im4iOiJ3aW50ZXJzX2NoaWxsIiwidiI6MX0seyJuIjoic25vd19raW5nc19kZWNyZWUiLCJ2IjoxfV0sIm0iOltdLCJpIjpbXSwiYiI6WyJ0b21lX29mX21hZ2ljIiwidG9tZV9vZl9hYmlsaXRpZXMiLCJtYXJ0aWFsX2dyaW1vaXJlIl19

Support build. Winter's Chill is excellent. He'll slap it on anyone who's in a tight spot. Blessing of Ulric is a great Crit booster (especially for that Champion I just mentioned). Crush the Weak is another excellent ability (-15% Crit resistance) to support that. Guard Stance/Ignore Pain is a good combo for him (brings his total Armor to 75% for 4SP and 20 Wounds, a bargain in many situations). Snow King's Decree is very effective when you can hit an enemy MR tank with it; swinging 4 times =80-120 damage. Very useful for hard to hit targets. These can be built way more offensively than this, but it works for this 'Band.

Smuggler:
http://www.pyrospace.co.uk/mordheim/#eyJwIjoic211Z2dsZXIiLCJhIjp7InMiOjQsInQiOjksImFnIjoyLCJsIjo5LCJpIjo2LCJhbCI6MCwidyI6MCwiYiI6MTAsImFjIjo4fSwiZSI6eyJoIjp7Im4iOiJoZWxtZXQiLCJ2IjoibWFzdGVyd29yayJ9LCJiIjp7Im4iOiJsaWdodCIsInYiOiJtYXN0ZXJ3b3JrIn0sIm0iOnsibiI6ImR1ZWxsaW5nX3Bpc3RvbHMiLCJ2IjoibWFzdGVyd29yayJ9fSwic2siOlt7Im4iOiJibGFja19wb3dkZXJfdHJhcCIsInQiOjEsInYiOjB9LHsibiI6InZpdGFsX3Nob3QiLCJ0IjoxLCJ2IjoxfSx7Im4iOiJmaW5lX3R1bmluZyIsInQiOjAsInYiOjF9LHsibiI6ImNhcHRhaW5zX29yZGVyIiwidCI6MSwidiI6MX0seyJuIjoicXVpY2tfcmVsb2FkIiwidCI6MCwidiI6MX0seyJuIjoiaW1wYWN0X3Nob3QiLCJ0IjoxLCJ2IjoxfSx7Im4iOiJ0cmlja19zaG9vdGVyIiwidCI6MCwidiI6MH1dLCJzcCI6W10sIm0iOltdLCJpIjpbXSwiYiI6WyJtYXJ0aWFsX2dyaW1vaXJlIiwidG9tZV9vZl9hYmlsaXRpZXMiXX0%3D

Ranged crit/armor penetration build. I give her Dueling Pistols of Havoc for the hit chance boost/crit bonus. She's got a 34% crit chance, 54% with Vital Shot, both of which are very good. Impact Shot ignores a whopping 40% of a target's armor if you need guaranteed damage, but crits ignore armor as it is, so it may not be necessary. I give her extra strength so she can pick up more stuff, which is a big reason to have a Smuggler in the first place (less so in this warband, because there's so many with 7+ movement). Captain's Order is the wild card here; it's a 30% damage boost buff to any ally for a mere 2 SP. It applies to both melee and ranged damage (but not spells). It's wonderfully spammable, since there's no cooldown. It's a great way to bump up your damage output, especially when you pair her with an LGT marksman.
You can drop Impact Shot and either master another skill (like Trick Shooter, which is always good) or pick up something like Hand Bomb for guaranteed AoE damage (very, very useful against enemies with high armor and range resistance, like the Maiden of Sigmar Impressive).
Some have found some utility with White Powder Trap, but it's pretty situational to me. You can use it to trap choke points, and I've used it that way a few times, but you really have to plan it out so your own units aren't in the blast radius. The AI rarely gets hit by it unless they have nowhere else to go, and PVP players aren't going to go anywhere near any items to loot.

Speaking of which, LGT Marksman:
http://www.pyrospace.co.uk/mordheim/#eyJwIjoibWFya3NtYW4iLCJhIjp7InMiOjYsInQiOjksImFnIjoyLCJsIjo2LCJpIjo2LCJhbCI6NSwidyI6MCwiYiI6MTEsImFjIjoxMn0sImUiOnsiaCI6eyJuIjoiaGVsbWV0IiwidiI6Im1hc3RlcndvcmsifSwiYiI6eyJuIjoibGlnaHQiLCJ2IjoibWFzdGVyd29yayJ9LCJtIjp7Im4iOiJsb25nYm93IiwidiI6Im1hc3RlcndvcmsifX0sInNrIjpbeyJuIjoiY2hhaW5fc2hvdCIsInQiOjAsInYiOjB9LHsibiI6ImxhZHNfZ290X3RhbGVudCIsInQiOjAsInYiOjF9LHsibiI6InF1aWNrX3JlbG9hZCIsInQiOjAsInYiOjF9LHsibiI6InRyaWNrX3Nob290ZXIiLCJ0IjowLCJ2IjowfSx7Im4iOiJhZHJlbmFsaW5lX3J1c2giLCJ0IjoxLCJ2IjoxfSx7Im4iOiJ2aXRhbF9zaG90IiwidCI6MSwidiI6MX0seyJuIjoiY3JpcHBsaW5nX3Nob3QiLCJ0IjoxLCJ2IjowfSx7Im4iOiJoZWFkX3Nob3QiLCJ0IjoxLCJ2IjowfV0sInNwIjpbXSwibSI6W10sImkiOltdLCJiIjpbImJvb2tfb2ZfdG91Z2huZXNzIiwibWFydGlhbF9ncmltb2lyZSJdfQ%3D%3D

Ranged damage dealer. He's got a few options. First, he takes up a hero slot (I assume you know how to do Lad's Got Talent best; you hire a Rank 5+ Marksman in the reserve and master Lad's Got Talent first thing so you can take advantage of all the free skill points when you hire him). Second, Adrenaline Rush isn't exactly VITAL, but it sure helps a whole lot. You'll need a Book of Toughness to boost it to 12 to master it, but it gives him up to 12 OP for when you really need it.
Anyway, his deal is to shoot a lot. Chain Shot stacks, which is the most important thing to note. That means that you can shoot 4 times normally, then use Adrenaline Rush, and pop a Headshot with no net aim penalty (it's normally -30%, but 4 stacks of Chain Shot erases it and puts it up to net +10%). Headshot simply forces the target to pass a stun check or be stunned.
Alternately, you can use a Rune of Misfortune, drill into an enemy 3 times, and cap him with Vital Shot at +46% chance to crit.
Or, if your target has crazy stun or crit resistance (probably on late game missions; the AI really likes to spam consumables like Elven Wine), you can instead opt to drop Crippling Shot, which shaves off 1 OP--Very useful when you target enemy dual-wielders or 2-handers, since it robs them of their third swing.
There are other builds for LGT Marksmen out there, but this is the one I usually use. He's been a staple of my Merc bands for a while, and I keep him around, but don't always take him.

Sometimes, I take a Warlock:
http://www.pyrospace.co.uk/mordheim/#eyJwIjoid2FybG9jayIsImEiOnsicyI6NiwidCI6OSwiYWciOjAsImwiOjAsImkiOjExLCJhbCI6MTEsInciOjUsImIiOjAsImFjIjo2fSwiZSI6eyJoIjp7Im4iOiJhbXVsZXQiLCJ2IjoibWFzdGVyd29yayJ9LCJiIjp7Im4iOiJjbG90aCIsInYiOiJtYXN0ZXJ3b3JrIn0sIm0iOnsibiI6InN0YWZmIiwidiI6Im1hc3RlcndvcmsifX0sInNrIjpbeyJuIjoiY29uY2VudHJhdGlvbiIsInQiOjEsInYiOjB9LHsibiI6ImFkcmVuYWxpbmVfcnVzaCIsInQiOjEsInYiOjF9LHsibiI6ImltcHJvdmVkX2Nhc3RpbmciLCJ0IjowLCJ2IjoxfSx7Im4iOiJmbGF3bGVzc19wb3NpdGlvbmluZyIsInQiOjAsInYiOjB9LHsibiI6ImNoYW5uZWxpbmciLCJ0IjowLCJ2IjoxfSx7Im4iOiJrbm93bGVkZ2VfbW9yZGhlaW0iLCJ0IjowLCJ2IjoxfSx7Im4iOiJpbnRyb3NwZWN0aW9uIiwidCI6MSwidiI6MX1dLCJzcCI6W3sibiI6ImJsaW5kaW5nX2xpZ2h0IiwidiI6MH0seyJuIjoibGlnaHRuaW5nX3N0cmlrZSIsInYiOjF9LHsibiI6ImZpcmViYWxsIiwidiI6MX0seyJuIjoiY3Vyc2Vfb2ZfcnVzdCIsInYiOjF9XSwibSI6W10sImkiOltdLCJiIjpbImJvb2tfb2ZfdG91Z2huZXNzIiwidG9tZV9vZl9hYmlsaXRpZXMiLCJ0b21lX29mX21hZ2ljIiwicGh5c2ljYWxfZ3JpbW9pcmUiXX0%3D

Magic Nuker. Improved Casting and Channeling are nonnegotiable for him. Same goes for -Curse Chance runes in both his staff and his Amulet. He's got to cast as often as possible, or there's no point.
Lightning Strike is the strongest single-target damage spell in the game, and Fireball is one of the stronger AoE spells, if not THE strongest. He regularly hits for 65+ damage with Lightning, and around 40ish with Fireball. Concentration is useful on occasion, but I rarely need it (mastered Lightning Strike has a 90% casting chance, so you're talking about 2 SP for a bonus 5% chance). I use it when I absolutely HAVE to succeed. It does help with Fireball, which has a lower casting chance, but you're probably going to be spamming Lightning instead.
Curse of Rust is just all around useful. It's a great way to increase your damage output against hard targets, like enemy tanks or impressives (or tanky impressives). I took both Introspection and Adrenaline Rush, but it's really up to you if either of those are worth it. Sometimes I really want to drop two Lightning Strikes and a Fireball, sometimes I need an extra Lightning Strike, etc. The Curse chances add up fast though, so keep an eye on it if you spam a lot.

Finally, my last option is a Warrior Priest (from maxing out one of the secondary factions):

http://www.pyrospace.co.uk/mordheim/#eyJwIjoid2Fycmlvcl9wcmllc3QiLCJhIjp7InMiOjksInQiOjEwLCJhZyI6MCwibCI6NiwiaSI6MTAsImFsIjowLCJ3IjoxMSwiYiI6MCwiYWMiOjJ9LCJlIjp7ImgiOnsibiI6ImFtdWxldCIsInYiOiJtYXN0ZXJ3b3JrIn0sImIiOnsibiI6ImhlYXZ5IiwidiI6Im1hc3RlcndvcmsifSwibSI6eyJuIjoic2lnbWFyaXRlX3dhcmhhbW1lciIsInYiOiJtYXN0ZXJ3b3JrIn0sIm8iOnsibiI6InNoaWVsZCIsInYiOiJtYXN0ZXJ3b3JrIn19LCJzayI6W3sibiI6ImRpdmluZV9yYWdlIiwidCI6MCwidiI6MH0seyJuIjoiZGV2b3Rpb24iLCJ0IjowLCJ2IjoxfSx7Im4iOiJwaWV0eSIsInQiOjAsInYiOjB9LHsibiI6ImFybW91cl9wcm9maWNpZW50IiwidCI6MCwidiI6MX0seyJuIjoiYWRyZW5hbGluZV9ydXNoIiwidCI6MSwidiI6MX0seyJuIjoia25vd2xlZGdlX21vcmRoZWltIiwidCI6MCwidiI6MX0seyJuIjoid2ViX29mX3N0ZWVsIiwidCI6MSwidiI6MX1dLCJzcCI6W3sibiI6ImltbWFjdWxhdGVfZmxlc2giLCJ2IjowfSx7Im4iOiJhcm1vdXJfb2ZfcmlnaHRlb3VzbmVzcyIsInYiOjF9LHsibiI6InByYXllcl9vZl9hYnNvbHV0aW9uIiwidiI6MX0seyJuIjoiaGVhbGluZ19oYW5kIiwidiI6MH1dLCJtIjpbXSwiaSI6W10sImIiOlsidG9tZV9vZl9tYWdpYyIsInRvbWVfb2ZfYWJpbGl0aWVzIiwicGh5c2ljYWxfZ3JpbW9pcmUiXX0%3D

Buffbot/Healer. I give him a Shield of Shielding when he's one-handing. When casting, I like to keep him with a Sigmarite Great Hammer instead for the extra -Divine Wrath.
His purpose is to buff the crap out of your tanks. +20% Armor for Armor of Righteousness, +10% from Prayer of Absolution immediately bumps any unit in Heavy Armor with Proficiency up to 85%, which is just ludicrous. It combos even better with Winter's Chill (-20% damage dealt debuff). Healing Hand is there to make up for mistakes, but if it's prepared right, the vast majority of enemy attacks will be hitting you for single digits, unless they crit. But you can immediately recover 80 wounds with little risk if you have to (that's what Piety is for; the range of Healing Hands is just 3 meters, so basically overlapping their zone of control circle. An extra 5M range really makes a huge difference, believe me). Adrenaline Rush is there if he needs the OP in an emergency. Web of Steel is a defensive option. You can easily swap it for Ignore Pain or Defensive Stance if you can bump up his MR instead.

Henchmen are pretty standard. Marksmen are there to spread Misfortune, crit if they can, or spread around Crippling Shots or other debuffs. Warriors are mostly tanky, but I like to take one or two and give them a Greataxe and Guard Stance so they can dish out damage. You can stick them in heavy armor if you give them Basic Knowledge:Mordheim and Armor Proficiency to keep their movement at 6. Just make sure to bump their Toughness a whole lot so they don't get critted when you can least afford it (basic Resilient is enough for AI fighting).

Anywho, this is what I use. It works out pretty awesomely.
Paranoia May 20, 2019 @ 4:51pm 
Originally posted by Hiranar:
This is all really helpful, all of you. Thanks a lot, but I had (another) question. In regards to the Zealots for Witch Hunters, is spreading them out in terms of skills a bad idea? I know they are flexible and decent at melee and ranged, but I'm wondering if it would be better to specialize one towards say, ranged, another towards melee, and so on. Though that may not be necessary due to the ranged power of the Witch Hunter and the Captain.

Sure, team versatility is a good idea. I personally prefer Melee Zealots without the shooty bits. Usually thay are just semi-Tanky with Shields and Web of Steel and deal damage increased by their Passive whenever necessary to go on offensive and ditch the Shields.
I do not really have too much experience with full-shooty Zealots.



Originally posted by Hiranar:
What's the best way to build as Wolf Priest, since they're good additions to Order warbands? Tanky with high strength, with spell buffs for them and the big hitters?

Finally, for the Flagellant, which I plan on having one, or maybe two, of, I just build them as tanky dodge tanks, right? I was going to prioritize Agility and Toughness and Weapon skill on them, give them a two hander, and just sic them on fear-based enemies like the Vampires and Imrpessives.

Usually with Heavy Armour with Armour Proficient Mastery, rest to Toughness, Resilient. Caster Skills of choice and then just pummeling people with Great Weapon whenever Casting is enough. Very Tanky. Can take Ignore Pain to increase Armour when under pressure.


As for Flagellants, that was basically it in a nut-shell, yes. Myself I lived risky and took Strength instead of Toughness, trusting Dodge to keep them alive, but that is up to personal taste.
Just tie something mean down for a turn or two, then Disengage and let someone else do it when the heat becomes too much. It is not like one'll fail All Alone. :b
< >
Showing 1-15 of 32 comments
Per page: 1530 50

Date Posted: May 18, 2019 @ 12:44am
Posts: 32