Mordheim: City of the Damned

Mordheim: City of the Damned

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Wildsau Feb 6, 2024 @ 1:49pm
Champion with internal wound
Hi, I'm playing since few days, started with Mercenaries. Now my Champion Level 2 took an internal wound, lost 1 OP, so I thought to fire him and replace. But same time he got +1 SP permanent.
Any ideas for a build to take advantage of this?
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Showing 1-15 of 20 comments
Bubs Feb 6, 2024 @ 1:55pm 
-1 OP is worth firing. just about always. The only reasons i'd keep someone like that depends on their gear. Which is sort've what you're asking. Only if the last OP had no purpose would I keep him, and I can't think of those situations.

You shouldn't put effort into a wasted character, especially if you are just starting out. When you do get around to replacing him you'll wish you didn't spend the time trying to boost him.

I think others will have similar opinions, but we'll see.
Asuzu Feb 6, 2024 @ 2:26pm 
-OP is brutal :( Replacing early is probably sound before you invest more.

Leave facetanking to henchmen warriors, that's their job and destiny to get eyes gouged and arms ripped off. Your expensive heroes and leader should hang ways back away from danger and pop in for killing blows. If you end your turn with your heroes engaged its not good for their general health.
Reaver79 Feb 6, 2024 @ 3:29pm 
All around the worst injury in the game, OP is what makes you effecient.
Imo. always fire a guy with internal wound.
Paranoia Feb 6, 2024 @ 6:47pm 
This is ParaMod variant that where the Injury trades an OP for an SP. Situationally useful. In this case, I would think of making him into a Tank, possibly non-Order (Warcry instead) Leader one. He can keep enemy damage dealers in place near indefinitely with a right kind of a setup. For example, taking Acrobatic (gives Physical stats in ParaMod) and Mastered Sidestep, as his Default Skill will (in ParaMod) make him impossible to hit with the first three attacks (at least) eventually.

For example, high Leadership and Agility. Acrobatic, Sidestep, Serenity (all Mastered). Now he is already a very decent Tank against Daemons and enemy Impressives. Can add some support Skills to use while sitting on the enemy.
Paranoia Feb 6, 2024 @ 7:04pm 
Champion

Attributes:
===========
Strength: 15
Toughness: 13
Agility: 3
Leadership: 19
Intelligence: 4
Alertness: 7
Weapon Skill: 18
Ballistic Skill: 13
Accuracy: 6

Skills:
=======
Adaptable Defense Basic, Born Leader Mastery, Heroic Presence Mastery, Web of Steel Basic, Order Basic, Armour Proficient Mastery, Flawless Positioning Basic
Coordination Mastery, Courage Mastery, War Cry Mastery, Web of Steel Basic, Order Basic

Books:
==========
Tome of Abilities, Mental Grimoire, Book of Training: Ballistic Skill

Just an example. You never Attack, maybe switch to Shooting weapon if you don't want to melee and have no targets to Order.
But the basic gameplan is to cast three different 1SP costing Buffs on the Warband, and then just engage somebody while Ordering someone twice a turn.

Link to ParaMod Character Planner for those interested[quist4mordheim.github.io]
Last edited by Paranoia; Feb 6, 2024 @ 7:05pm
Asuzu Feb 6, 2024 @ 10:09pm 
Eh, with 15+ str I feel like Champ is better off just hanging around waiting for a good target, then walking in with a massive perforation axe, pop frenzy daredevil, 2-3 strong blows, that should deliver somewhat 300-500ish damage and seal the deal, then waltz out back to safety. Building my wolf priests similar way and it works perfectly. Vamp leader can do the same.
Last edited by Asuzu; Feb 6, 2024 @ 10:13pm
Paranoia Feb 6, 2024 @ 10:42pm 
Originally posted by Asuzu:
Eh, with 15+ str I feel like Champ is better off just hanging around waiting for a good target, then walking in with a massive perforation axe, pop frenzy daredevil, 2-3 strong blows

Oh, sure, I just suggested a decent Leader build. A Hero would indeed probably be better off with Great Weapon and Skill attacks.
Wildsau Feb 7, 2024 @ 10:22pm 
Appreciated debate. I replaced him.
2nd Champ - lost an arm on his first deployment, replaced
3rd Champ = old battle wound before even reached level 1, replaced
4th Champ, died in battle
5th.... just hired, he is willing to meet his fate

:lunar2019coolpig:

edit: He already made it to level 1, but now needs a little rest after near death experience
Last edited by Wildsau; Feb 8, 2024 @ 3:18am
Asuzu Feb 8, 2024 @ 4:43am 
Originally posted by Wildsau:
Appreciated debate. I replaced him.
2nd Champ - lost an arm on his first deployment, replaced
3rd Champ = old battle wound before even reached level 1, replaced
4th Champ, died in battle
5th.... just hired, he is willing to meet his fate

:lunar2019coolpig:

edit: He already made it to level 1, but now needs a little rest after near death experience

Oh dear, what a death row.
Man you really got to change your tactics with your expensive heroes :) More like hit and run stuff.
Wildsau Feb 8, 2024 @ 11:05am 
Yeah, right. I'm not very patient with these guys. Until not even reached level 3 they have to learn fast or end up as skaven food. That's just natural selection :steammocking:
spartanspud Feb 8, 2024 @ 11:43am 
If you're using the paranoid, idk. But champions are among the most difficult things to hit in melee usually. Keep your champion with a shield and keep him engaged to make him even more difficult to damage.
Wildsau Feb 9, 2024 @ 9:53am 
The Champion survived, but the henchie...

https://steamcommunity.com/profiles/76561198086324556/screenshot/2328992979074810999/

It was serious a "dance of death" :r3trap:
Reaver79 Feb 9, 2024 @ 10:40am 
Ouch.. He's gonna need a wheel chair..
dv Feb 10, 2024 @ 8:31am 
Originally posted by spartanspud:
But champions are among the most difficult things to hit in melee usually.
Champions in vanilla (and MMM) make excellent melee resist tanks.

Here is the good old classic serenity champion with a minor in crit:

Unit profile: Champion

Attributes:
===========
Strength: 6
Toughness: 9
Agility: 13
Leadership: 15
Intelligence: 4
Alertness: 3
Weapon Skill: 18
Ballistic Skill: 3
Accuracy: 13

Skills:
=======
Adaptable Defense Basic, Defensive Stance Mastery, Resilient Basic, Serenity Mastery, Shield Specialist Mastery, Fatality Mastery, Vital Strike Mastery

Books:
==========
Tome of Abilities, Book of Training: Agility

Equipment:
==========
Pendant (masterwork), Light Armour (masterwork), Sword (masterwork), Shield (masterwork)

Pendant or Courage, Light armour of +2 WS and either +2 AG or +2 ACC. Sword of Havoc. Shield of Shielding.

One unspent mental point goes into intelligence or alertness.
Grimoire adds two points to accuracy or three toughness.
May replace fatality with underdog.

110/100/100 AA/F/T always triggers serenity. Crits create open wounds which have great synergy with melee resist.
spartanspud Feb 10, 2024 @ 10:30am 
Yeah, that is why I said what I said. High MR = hard to hit.
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