How to Learn to Play Mordheim
 
 

 

 

 

 

 

 

 

 

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How to Learn to Play Mordheim

by The Mordheimer, based on work
at Mordheim Strategy Guide.

A good piece of advice is to read the rule book first! Yes, many players (specially veteran players) skip the rule book, and make new rules as they go along. This will only cause pain. Once you read the rules once, then try not to simplify the rules; simplify the game instead.

This is a skirmish type game, so it can really go in depth if you want to. For your first games you don't want to be (too much) overwhelmed by its complexity. However, these first battles tend to stick into your memory, and if you play it wrong, it will affect your future game-play. So don't make mess of the rules, instead use a simplified scenario where only a limited portion of the rules will apply.

Following is a staged approach, which I think will get you into the game quickly and easily. Move onto the next stage whenever you are comfortable with the rules covered up to that point.

  1. First Battles: Start with individual battles, simply exploring characters and game-play. Don't use any missile weapons, armor or magic ability, and only weapons that cost 5gc or less; avoid terrain and fear-causing creatures. Mercenary warbands are nice to explore the game; maybe take small warbands at first, say 200gc. This will cover the basic close combat rules:
    • charging and initiate
    • to-hit, to-wound and injury
    • knocked-down, Stunned, out-of-action
    • routing
  2. Complex close combat and shooting
    Include armor, any weapons, and common missile weapons (no guns or pistols). This will make the game quite a bit more of difficult, covering almost all common aspects of combat:
    • limitations in arming warriors (2-handed weapons, difficult to use)
    • first strike and strike last
    • weapon strength modifiers
    • armor saves
    • basic rules for shooting
    • Psychology, magic, terrain and experience
  3. Special rules: Include fear-causing creatures (maybe just as props), a single magic spell per warband, and start collecting experience. Pay special attention to all psychology rules (if you haven't before). Add buildings etc:
    • fear-tests, all-alone tests
    • climbing and jumping
    • magic
    • post-battle sequence
  4. Full game & optional rules: Now you're ready for the full game and soon your very own campaign full with optional rules. Check out the sections on miniature converting and painting, as well as building your own terrain!

 

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Last Modified : 21-Jan-2006 01:09 AM