Mordheim: City of the Damned

Mordheim: City of the Damned

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Vermel Silk Jun 10, 2021 @ 8:24am
Witch hunters...
The warrior priest is crap at staying alive when u get him. The only decent tank in the entire roster is the Templar knight but it would be boring to have only those in the warband.
considering kicking fire the entire warband and start anew with each and everyone starting at lvl 1 - so at least the warrior priest might have an ok place to start lvl up. Or would I still face lvl 5-6 enemies if I do so?
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Showing 1-15 of 26 comments
Vermel Silk Jun 10, 2021 @ 8:28am 
Also considering stop buying the Flagellants as they don't seem to do anything, the once in a blue moon hit with a strong charge isn't enough to keep 'em. The Zealot can at least use a shield and do "ok" tanking even if he doesn't do much else. Tbh I've had more use of them to be bowmen rather than tanks but I wouldn't have frontline if I did so.
Reaver79 Jun 10, 2021 @ 8:40am 
I cant recall how the rateing thing is done, but it is basically your rateing + a few %.
The enemies are up to your highest level guy, so if you bring a level 5 guy, they can all be rank 5 as long as it can afford it rateing wise.
So wanting to level up a new fun unit without it being haunted by enemies seeking a easy kill, bring your B squad.. No high level guys on your team means no on the enemy team.
Or you can take it like a man and try and keep the sucker alive, feed him kills ect.
Flaggelants strength seems to be high agi/cloth for a good dodge stat and they wont run.
Vermel Silk Jun 10, 2021 @ 8:44am 
Originally posted by Reaver79:
I cant recall how the rateing thing is done, but it is basically your rateing + a few %.
The enemies are up to your highest level guy, so if you bring a level 5 guy, they can all be rank 5 as long as it can afford it rateing wise.
So wanting to level up a new fun unit without it being haunted by enemies seeking a easy kill, bring your B squad.. No high level guys on your team means no on the enemy team.
Or you can take it like a man and try and keep the sucker alive, feed him kills ect.
Flaggelants strength seems to be high agi/cloth for a good dodge stat and they wont run.

Good to know. Time to hire a new Leader then.
Vermel Silk Jun 10, 2021 @ 8:45am 
Is the Witch hunters Impressive any better than the others considering how weak their frontline is compared to the others?
Last edited by Vermel Silk; Jun 10, 2021 @ 8:46am
dv Jun 10, 2021 @ 8:54am 
Do not underestimate Flagellants: Once they reach lvl 3 they are decent dodge tanks or damage dealers.

The AI matches your warband no matter what you field. Lvl 0 units with white equipment are fine.

Edit:
The Executioner is arguably the worst impressive in the game.
Last edited by dv; Jun 10, 2021 @ 9:08am
Vermel Silk Jun 10, 2021 @ 9:00am 
Originally posted by dv:
Do not underestimate Flagellants: Once they reach lvl 3 they are decent dodge tanks or damage dealers.

The AI matches your warband no matter what you field. Lvl 0 units with white equipment are fine.

Edit:
The Executioner is arguably the worst impressive in the game.


Great so I have nothing to look forward to then...
dv Jun 10, 2021 @ 9:09am 
Originally posted by Vermel Silk (SWE):
Great so I have nothing to look forward to then...
You do: The moment you learn how to use flagellants.
Reaver79 Jun 10, 2021 @ 9:15am 
He's a crit machine, you just have to pay more attention to how you use him than you might other murder machines.
leonardonabreu Jun 10, 2021 @ 9:27am 
Witch Hunters are my currently active band and I am going with:

1 Captains: A melee resist / sidestep tank
2 Templars: A melee resist tank and a Dismayer / Demoralizer with heavy armor and Web of Steel
1 Warrior Priest: Heavy armor and specializing in defensive buffs (Prayer of Absolution, Armor of Righteousness, Deny the Heretic, Healing)
1 Wolf Priest: Heavy armor and buffs (Winter Chill and the +Crit chance one)
3 Zealots: 1 archer, 1 Web of Steel tank, 1 wyrdstone looter
1 Flagellant: Mighty charge and sidestep
1 Novice: wyrdstone looter

The tanks try to tie up enemies, the demoralizer goes around forcing all alone in select enemies, the priests after buffing pile up the damage (they have high Strength and 2 handed weapons) together with the flagellant and the archer one target at a time, while the looters go around collecting stuff.

Reserves:
1 extra web of steel Zealot, 1 Flagellant with maxxed toughness to just soldier hits, 1 Witch Hunter for mixed ranged / tanking, 1 LGT Zealot with might charge that is the luckiest fellow around, 1 one-armed Captain speciallizing in Order to pair with 1 Executioner built toward Crits.
Had an extra melee resist / sidestep Captain that just kicked the bucket yesterday, been thinking of hiring a Youngblood.
Last edited by leonardonabreu; Jun 10, 2021 @ 9:31am
GreyHuntr Jun 10, 2021 @ 11:25am 
Personally I use a lot of flagellants. They make are good to charge with two handed flails and then dodge tank. I was never quite satisfied with zealots, tried making them archers or parry tanks but their stats feel to general to fit any one role well.
Dragontoast Jun 10, 2021 @ 12:21pm 
I haven't personally tried out Witch Hunters yet but they are my next planned faction to explore after I finish up my Merc campaign.

From what I can gather looking at Flagellants they seem to be ground forces specialized in fighting Fear/Terror units.
I think your best way to make them effective quicker would be actually specializing your WHC in Leadership skills such as "Hold Ground", "War Cry", and "Order". Have your WHC follow his mob and buff them for quick kills.

As for what the Flagellants should spec into they should probably pick up "Ignore Pain" for when they do get hit, "Frenzy" so they can hit hard, and "Quick Incision" so every hit means the next in line hits even harder.

Also if you are not using it I recommend getting the Paranoia mod for Mordheim. Besides rebalancing a lot of the game there are new weapons added in it, one of them is a flaming sword for the Witch Hunter faction(from an enemy perspective I fear these).
Last edited by Dragontoast; Jun 10, 2021 @ 12:22pm
Paranoia Jun 10, 2021 @ 12:42pm 
As Dragontoast above put it, Witch Hunters make things that cause Fear or Terror cry in frustration.
Flagellants, due to their Immunities yet still able to Disengage and Flee, are just stupid-reliable roadblocks.

It is kinda funny how you declared Witch Hunters have little Tanks beyond Templar Knights, when the usual trouble Witch Hunters have, at least in PvP, is that they Tank all day and night but have trouble causing actual damage. Which is usually where Executioner comes in: he has low staying power, at least for an Impressive, but he makes up for it for being about the third most hurting Impressive, at least as a solo Character, after Rat Ogre and Spawn, and those two are Large, while Executioner is not.

If one wants properly hurting Witch Hunters, one kinda needs Wolf Priests. Both because they cause damage, and because they can make others do damage better. An Executioner supported by one or two Wolf Priests soloes (well duos or trios) enemy Warbands through obscene damage output.
Reaver79 Jun 10, 2021 @ 1:10pm 
The being able to disengage part is so important, adds so much to survivability.
Red Bat Jun 10, 2021 @ 8:19pm 
Currently doing a Witch Hunter playthrough as they are my least played Warband.

Witch Hunters are awesome for crit builds. Executioner stands out as being able to have an insane crit rate which you can boost further with abilities like Wolf Priests Howl of the Wolf. Lower damage potential than Chaos Spawn, but Executioner also has a support ability and the ability to walk into places other impressives can't, much like Maiden of Sigmar.

Flags are above average henchmen. Can disengage but are immune to terror while being able to do decent dodge builds and capable of building either Accuracy or Weapons Skill up high.

Zealots are usually worse than Flags, but can do parry builds and use Threaten + their passive to force foes to expend OP while boosting Zealot's damage. Makes them an efficient tank. Also can use ranged weapons highly inefficiently.

Captain can do a decent support ranged build with Trial by Pain.

Warrior Priest has the game's only single target healing spell. Healing has debatable use in this game since single hits can often outpace a turn's worth of healing, but it has some edgecase use. Also has some good buff spells including a spell that gives armor mitigation and causes fear. Default spell is kind of bad. Only good vs some Skaven builds or right before grabbing Wyrdstone, but the risk of divine retribution for such a minor benefit is kind of a wash.

Wolf Priest arguably synergizes with the warband's crit build strategy more than Warrior Priest. Build for accuracy and use their one unique accuracy skill while also using Howl of the Wolf. Might be worth using 2 Wolf Priests.

Other 2 heroes are irrelevant. You won't need them. Witch Hunter can apply Trial By Pain though, but its probably better as a melee crit based damage dealer. Templar Knight is a fairly generic spank and tank character.

Smuggler brings a good ranged character to the warband, but doesn't have synergy in any way with anything resembling an optimal strategy.

The strategy is you tie up enemies with your henchmen, hit enemies with Trial by Pain using your captain, and try to close in with Howl of the Wolf active. Your executioner should be your biggest damage dealer.

Probably one of my least favorite Warbands, but they are certainly not terrible.
Originally posted by dv:
The Executioner is arguably the worst impressive in the game.
Sure, if you use him like other impressives maybe.
Bloodscape Jun 10, 2021 @ 9:18pm 
Originally posted by Red Bat Media:
warband's crit build strategy...

Smuggler... doesn't have synergy in any way with anything resembling an optimal strategy.
You have to focus with the smuggler. Have the leader use crossbow pistols with misfortune directly before the crit hero/smuggler goes.

I have never played the WH but the smuggler can be used in a crit strategy. Not saying she should take the place of others but you can focus her damage output so that she holds her own in the hero place. damage/crit smuggler[www.pyrospace.co.uk]

Either put havoc runes on her plus accuracy armor or just stick with the misfortune/damage theme for the executioner.
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Date Posted: Jun 10, 2021 @ 8:24am
Posts: 26