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Captain shoiuld really have a shield to maximize his starting skill. Champions make great melee resist tanks, warriors and marksmen are straightforward to use.
Warlock requires certain skills and equipment. Without them he is a liability. Youngblood is not easy to use.
Skills:
For melee units, the most important skill is resilient. It reduces the number of crits and, by extension, stuns they suffer. Captain parry tank goes for web of steel and shield specialist. Wariors may use web of steel and flash parry to become parry tanks. Champion wants defensive stance, shield specialist and (in the long run) serenity, leadership 15 and a pendent of courage.
Ranged units need quick reload. Once a ranged henchmen has 5 OP (level 8?), quick reload and introspection allow a stationary archer to shoot & reload three times per turn.
Knowledge: Mordheim and meditation are very good skills.
I'll start adding leadership points to my tanks/heroes.
I'll also consider: resilient for melee. Web of steel and shield specialist for captain. Shield specialist and serenity for heroes. Web of steel and flash parry for warriors. Quick reload for range. And mordheim and meditation for mages.
I try to get mace + shield / halberd for melee units. Depending on how many Offensive points they have, not to waste any. If they have 4/6 OP I go for mace + shield, if they have 3/5 OP I go for halberd.
What should I do from 7 OP upwards? I think I need a full 9 OP to make 3 attacks with halberd (2+3+4).
I try to give heavy armor to all non-ranged. And when I lack heavy armor I go for lack armor. Also helm for all non-ranged.
6-8 OP use a shield.
Only if they have at least basic armor proficient, Movement 4 sucks. Movement 5 is bad.
In the long run, hero or leader in heavy armor has mastered armor proficient while henches (who cannot master skills) have armor proficient and knowledge: mordheim,
Fair enough i just played some MP with a dude that would counter some of my parry. So i went to the point where he almost couldn't get by it. 1 on 4/5 and the guy was untouchable.
I always bring one of the smugglers built for dodge.
Main team:
- 1 x Pistol Captain (I pref ranged build because you really don't want your leader get gibbed in melee, which can happen super easy and take a morale hit. he's damage and support this way)
Another option is to go classic route and make him a Parry tank beast with super cheap counterattacks. Just don't go tanking stuff that ignores parry, it will not be a nice experience :)
- 1 x LGT Marksman (Lads got talent, bow, he's basically a headshotting gatling gun)
- 1 x Warlock (damages and some debuffs. level him up with a bow until he can actually cast without exploding)
- 5 x Warrior henches (with Axe and shield, they are holding the line. invest into good leadership and saving throws so they dont run when outnumbered. many ways to tinker with them, e.g. make em classic parry tanks or fancy melee resist like)
All warriors got pistols in second slot, this way if they low on health and cannot stay in melee, they can shoot from behind the frontline.
I experimented with them doing the Halberd shenanigans with parry, more offensive, but it never really worked out. Maybe I'll try again.
Bonus slots:
- 1 x Melee resist Champion tank (this guy goes to tank and spank the scary stuff, like demons and enemy impressives. all out defense, Serenity, super hard to hit, great leadership saving throws)
- 1 x Greataxe Champion facemelter (when something is tackled/stunned/etc, this guy comes in with Daredevil/Frenzy/whatever and instagibs it)
or
- 1 x Ogre (twin axes, all out offense, Daredevil etc. Just walk to it and nuke it)
I can mix and match my heroes depending on the map and deployment, but that's pretty much my cookie cutter.
I try not to overdo ranged usually. I understand the appeal of Smuggler lady, but you got access to LGT Marksman, which is superior in every possible way simply because he has so much utility on top of ridiculous fire rate with a bow.
When you get good rep with factions you can start integrating fancy stuff, like Warrior Priest leader instead of Captain.
With the damage output and utility, you really only need to keep heroes behind the line of henchmen in case an enemy lasts more than 1 turn (like 3 enemies coming in and one lives).
In other words, the last two heroes doesn't matter too much. Although a Wolf Priest will allow the henchmen to invest in alertness instead of leadership for fear. You really do not have to worry about henchmen getting 2 on 1 and running away since the majority of enemies get burned down on approach and you have plenty of melee for those that reach the line,
Warning: It kinda makes the game too easy.
Bow Captain[www.pyrospace.co.uk] Headshot for approach, Bullseye for combat, Vital shot if they are stunned.
Pistol Smuggler[www.pyrospace.co.uk] Second one gets an extra point in alertness.
Use Adrenaline Rush to burn down first enemies/biggest threats. The rest is just mop up for melee.