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The reason I love the Mordheim tabletop is that I adore its sense of continuity. Cities of The Damned does this too, with characters undergoing trials and tribulations (largely through RNG) that lead to an emerging story for each character that makes you care about what happens to them. The Voluntary Rout system in the tabletop empowers that, where the option of forfeiting is one that in many instances actually makes sense - the player has to decide whether the objective they are fighting over is worth putting their much-loved characters at further risk, and this is a part of the game that I feel the computer game misses out on.
Plus it gives me an excuse to get seven or eight people together once a week and to make waffles and cocktails for everyone while they play a fun and continuous Tactical RPG. :>
Mordheim was simply a fantasy copy of Necromunda so people fell back to playing Necro in a month or so.
I just play with my friends. We had to house rule a bunch of stuff, making a whole page of rule changes to modify the most recent edition of the 'living rule book' i could find. I don't know if there is a newer living rulebook, but I have tons of digital stuff for the game, including lots of terrible homebrew things. If you ever need anything I can give it.
http://boringmordheimforum.forumieren.com/
Only things that cheesed me off was we had 2 Bretonnian players, one was a true gentleman, the other was a powergamer from 40k who took wierd and cheesy warbands and used tactics that didnt playu to his warbands strengths.
We also had the MOST cowardly Skaven player I have ever seen. He never once made a charge, was scared to lose a single model in any way and as such his coawrdly overcautious playstyle caused him to get slaughtered every game. Lost interest because he didnt want to lose any more.
I miss it so much! I have an awesome table built up for it, at the moment my regular gaming buddy and I finally got into Frostgrave. I have to say its excellent, if a little less crunchy than mordheim. I love the more magic and wizards focus too. Throwing around spells in Frostgrave feels really good.
Frostgrave will do until I can find time to pressgang some new mordheim players.
The second is setting. I adore the mad, chaotic nature of Mordheim and I love the Random Happenings events and all that comes with it. Plus of course its set in the Warhammer universe just before the events of 8th edition, which for people who love fluff is great.
If anyone is interested I've very nearly completed my new edition of the Mordheim book. It is still a work in progress, (it needs proofreading for what I'm sure is a litany of spelling mistakes, and the Scenarios page needs a header that explains the rules+experience gains for wyrdstone+treasure chests) but the rest of it is complete. It features updated warbands, more interesting humans, clarifications on many rules in the OG book that were very poorly explained, and features an expansion I've called Hammerheim that gives you a framework for extended campaigns using 8th Edition Warhammer army books.
https://homebrewery.naturalcrit.com/share/Sy6Xhy-2Q
Ill definitely chheck thhis out man! Yeah I am still very much in love with Mordheim its lore, time period in the warhammer world and the charm of the game.
Have you checked out Frostgrave: Ghost Archipelago? Its got a much more developed identity and more muscular rules while still using the fundamentals of Frostgrave. Plus the warbands are more like mordheims structure. Half your Crew are now Specialists that rank up like heroes do, plus your leader is now a captain and his right hand man is some flavour of hedge wizard.
Wish there was a club like this near me (Melbourne, Australia)