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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.
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...
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.
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).
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.
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.
Sure, if you use him like other impressives maybe.
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.