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Warbands Strengths & Weaknesses
By Phanatic,
Vcountblood et. al.
from the
former
Specialist Games Mordheim Forum.
Edited by The Mordheimer.
Here you can find a comprehensive list of all available
warbands, with information regarding their strengths and weaknesses. This
comments are not made to offend any player, but rather to point out certain
possible weak points, in order to help players improve their strategies.
Knowing your enemies weakness is almost as important as knowing your own!
This
list is by no means comprehensive, nor it is complete. If you have comments, or
wish to contribute to make the list more robust, please send your valuable
comments to our email.
Official Warbands
Averland Mercenaries
The Averlanders are more military then mercenary, they are members in the states
military, and wear the insignias proudly. The veterans wear flamboyant uniforms
to befit their station and seniority. It is said by others that the Averlanders
are such great archers because they don’t want to risk tearing or getting their
fine cloths bloody. The practice of wear fine clothes has certainly appealed to
the Halfling Scouts.
Bergjaegers (heroes) are seasoned trappers and rangers from
the mountains that surround the Black Fire Pass (they can set traps.)
Strengths
Easy to learn
Good Weapon Selection
Great ranged combat
Good combination of range and close combat
Bergjaegers start with 4 exp. so they will level faster
Can have Halfling scouts as henchmen
As with all mercenaries they are more forgiving.
Weaknesses
Fancy clothes makes them harder to paint
As most Mercenaries they lack magic users
Halflings make poor close combaters
Beastmen Raiders
(CHECK)
Children of chaos the brutish Beastmen who roam the forests of the Old World.
Beastmen are a cross breed between man and animal given ferocious vitality by
the power of Chaos. The Beastmen have come to Mordheim to find the shards of the
meteorite are seen as holy objects, which can be sold to the powerful Beastlords
and revered Shamans.
Warriors
Heroes: Beastman Chief, Shaman, Gor
Henchmen: Ungor, Minotaur, Chaos Hounds
Warriors of Note
Shamans (heroes) are very special Beastmen and
are revered by all Beastmen, for they are the prophets and servants
of Chaos Powers. (Spells)
Minotaurs (heroes) are gigantic, bull-headed Beastmen, both
fearsome and powerful. (Fear, When fighting, Minotaurs may become frenzied)
Strengths
High toughness increases survivability
Great close combat
Shamans can cast Chaos spells
Their special skills make them pretty brutal in melee
Weaknesses
No ranged combat
No access to Shooting Skills
No access to Academic Skills
Carnival of Chaos
(WRITE)
Warriors
Heroes:
Henchmen:
Warriors of Note
Strengths
Weaknesses
Cult of the Possessed
The cult have sold their souls to demons to gain ultimate power, these truly
ambitious men seek power that lies far beyond their birthrights. Their lusts for
power have made the make pacts with vile demons. There are few sights as
horrific as a cult of the possessed warband.
Warriors
Heroes: Magister, Possessed, Mutants
Henchmen: Darksouls, Brethren, Beastmen.
Warriors of Note
Magisters (heroes): Leaders of the covens of the
posed, they have access to magic granted to them by their demonic
lords. (Spells)
Possessed (heroes): These corrupt individuals have allowed their bodies to
become inhabited by demons (fear, and mutations that twist the body into
horrible weapons.)
Mutants (heroes): The men have been favored by the demons their bodies become
mutated as the flow of chaos courses through their veins. (Mutations)
Strengths
Strong Heroes makes wounding opponents easier
Mutations give you a lot of choices
Great in close combat
Magic can add power to your group
Easy to convert strange miniatures
Weaknesses
The mutations are expensive and if you go for
more models the mutants and the possessed will be weaker
High cost models
Not much in range combat
No access to shooting skills
Dwarf Treasure Hunters
Dwarves being a proud race would never choose to become Treasure hunters,
usually it is because they have hit hard times or they were banished and are
hoping to build a large enough hoard to return them to their former glory. Other
dwarves refer to these unfortunates as the Dispossessed, for Dwarves being as
proud as they tend not to fall into despair. When a Dwarf does make a decision
like this it isn’t taken lightly, he gathers his closest friends and most
trusted family and ask them to join him on rebuilding their fortune.
Dwarf Engineers (heroes) are respected members of
the clans, they are the thinkers, dreamers, designers, and builders
of war machines and devises that have made the Dwarves famous (they
can make weapons shoot further.)
Troll Slayers (heroes): This morbid dwarf cult is obsessed with seeking an
honorable death. Having committed some unforgivable crime or has been dishonored
in someway (due to their nature they are completely immune to psychology.)
Strengths
1 extra wyrdstone per game
Good Weapon Selection
Strong warriors makes wounding opponents easier
Tough warriors makes it hard to wound dwarves
Good close combat
Great ranged capabilities
They can only be taken Out Of Action on a 6
Less effective to stun them with hammer, clubs and maces
Get to use the Troll Slayer as a normal Hero
Weaknesses
Only 4 heroes starting choices
Expensive troops
Slow moving
Low number of warriors (12)
No access to Academic Skills
No access to Speed skills
Kislevite Warband
The Kislevites tend to be quiet around strangers, which denies the unfortunate
stranger the pleasures this rich culture can provide. They are loud and
Boisterous around their own people, and have a love for food, song, and drink.
Kislevites are brave tough people who fight a two battle from both the Norse,
and the Spawns of Chaos who they despise with loathing much stronger then most
peoples of the Empire.
Druzhina Captain (heroes) are minor nobles of
Kislev during times of war these nobles form their own regiments in
a Kislevite Army. They wear the ancient armor and wield the ancient
weapons of their forefathers (they have an inherited item that they
bring into battle with them.)
Bear Tamer (heroes) have dedicated their lives to train the mighty
bears of Kislev they are renowned amongst the people of Kislev. (Bear handler)
Cossacks (henchmen) are nomadic tribesmen who are in the forefront
of the war with the spawns of Chaos. (Hate chaos)
Streltsi (henchmen) - Streltsi are experts in both Halberds and handguns (they
can use a halberd to brace them so they gain an advantage in aiming.)
Strengths
Easy to learn
Good Weapon Selection
Good combination of range and close combat
Can have bears
As with all mercenaries they are more forgiving
Weaknesses
As most Mercenaries they lack magic users
Marienburg Mercenaries
The human merchants of Marienburg are one of the wealthiest communities in the
empire. They have strong trade with many other countries the elves of Ulthuan to
name one. Marienburg has many mercantile guilds, with the Freetraders being the
elite of them. The mercenaries of the Freetraders, are ambitious men feel
themselves feeling shackled by old rational ways, are eager to seize power for
themselves.
Warriors
Heroes: Captain, Champions, Youngbloods
Henchmen: Warriors, Marksmen, Swordsmen
Warriors of Note
None truly stand out as for the fact that the
wealthy Marienburgers hire more men and better equip those men then
other warbands (Marienburg warbands get an extra 100 gc when
starting a warband.)
Strengths
Very easy to learn
Good Weapon Selection
More money makes getting better equipped models
easier
Better at finding rare items
Good combination of range and close combat
Swordsmen have expert swordsman skill
Have a better selection of Hire Swords
As with all mercenaries they are more forgiving.
Weaknesses
The money only helps in the beginning
As most Mercenaries they lack magic users
Fancy clothes make them harder to paint
Middenheim Mercenaries
The stout human mercenaries of the north, considered to be savages and
barbarians by most. Follow the ways of Ulric the old god of wolves and winter.
They are known for both their strength and ferocity in battle. Many are seen
wearing the furs of the wolves they slain with their own hands. They view any
one who would cover their heads with helmets weak, and many enemies lost their
nerve when they hear the howling battle-cries of the Middenheimers.
Warriors
Heroes: Captain, Champions, Youngbloods
Henchmen: Warriors, Marksmen, Swordsmen
Warriors of Note
Captains and Champions (heroes): The Middenheim
warriors believe those who are stronger were born to lead, they will
only follow those who are physically powerful (captains and
champions have a higher strength then most men)
Strengths
Very easy to learn
Good Weapon Selection
Strong Heroes makes wounding opponents easier
Good combination of range and close combat
Swordsmen have expert swordsman skill
Have a better selection of Hire Swords
As with all mercenaries they are more forgiving.
Weaknesses
Less shooting potential then other mercenaries,
as you have to focus on close combat
You have to get your heroes into close combat to use the Middenheimers
strength
As most Mercenaries they lack magic users
Orcs & Goblins Hordes
The Orcs and Goblins (a.k.a.
Da Mob Roolz, Greenskins) enjoy the prospect of good looting, and Mordheim has more
then enough wyrdstone for the “greenskins” to take an Interest. They would
rather ambush other warbands and take their Wyrdstone then have to collect it
themselves. If it wasn’t for or thankfully because of their ease to fight
amongst themselves as much as they fight others the Orcs would have taken
Mordheim (and the Empire) long ago.
Orc Shaman (heroes) are outcasts of Orc Society.
They are gifted by the gods Gork and Mork with powers even they don’t fully understand or
control. (Spells)
Cave Squigs (henchmen): Goblins raise these deadly creatures, they are a
blend of animal and fungus, as well as sharp teeth, horns and bad temperament.
(Movement)
Troll (henchmen): Big, ugly, terrible tempers and always hungry, oh and hard
to kill have all been used to describe Trolls. (Fear, regeneration, vomit
attack)
Strengths
Fair Weapon Selection
Can have more warriors than other warbands (20)
Tough Heroes makes wounding them harder
Fair amount of range capabilities
Awesome in close combat
Cheap henchmen (goblins and Squigs)
Fun troops Squigs, Goblin Fanatics (B&C), and
Troll
Trolls are nearly indestructible
Easy to Paint
Weaknesses
Additional rules (animosity, stupidity, movement)
make it a harder warband to play
Animosity can be a pain to deal with
Only four heroes to start
Only Orc boyz can become heroes, the goblins DIE if they roll "the lads got
talent"
Goblins die pretty quick
Squigs will spaz very quickly if too far from a goblin
The troll suffers from stupidity
No access to academic skills
Ostander Mercenaries
The Mercenary Ostlanders are a close knit warband, with everyone being family.
They are hard working, men and women that live barely above subsistence levels.
Mainly they are gatherers forging from nuts and dirt farming; the single men
tend to trap animals. While not warlike they do love a good drunken brawl.
Warriors
Heroes: Elder, Blood-brothers, Priests of Taal
Henchmen: Kin, Ruffians, Jagers, Ogres
Warriors of Note
Priest of Taal (heroes) - It is said these men
were born under a full moon; They are loners who wander the forests
in service of Taal. (Prayers)
Ruffians - these men take their love of ale to unhealthy extremes. They are
forever in their drunken stupors (they easily pass leadership tests.)
Strengths
Easy to learn
Good Weapon Selection
Priests can cast spells while wearing armor
Doubled-barreled pistols and rifles
Good combination of range and close combat
With each Hero having animal friendship they could have 27 warriors
Unlike other mercenaries they have magic from the beginning
Can have an Ogre henchman
As with all mercenaries they are more forgiving
Weaknesses
Cannot hire any Hired Swords except for Ogres
Reikland Mercenaries
The human mercenaries of Reikland are very military minded and
are disciplined, loyal and brave. They are practical men and disdain fashionable
clothing in favor of well made and practical equipment. They are accustomed to
the hardships of life in the military. Their leaders have earned the trust and
respect, and the loyalty of the Reikland warriors makes them more likely hold
their nerve in battle.
Warriors
Heroes: Captain, Champions, Youngbloods
Henchmen: Warriors, Marksmen, Swordsmen
Warriors of Note
The Reikland marksmen (henchmen) are some of the
best in the empire (they have a higher BS then most henchmen)
Strengths
Very easy to learn
Good Weapon Selection
Great shooting
Good combination of range and close combat
Swordsmen have expert swordsman skill
Have a better selection of Hire Swords
They are more forgiving, as with all mercenaries
Easy to paint
Weaknesses
As most mercenaries, they lack magic users
Sisters of Sigmar
Over the centuries before the destruction of Mordheim the sister would travel
the Empire administering care to the sick and the poor, tending to the needs of
the orphans, curing disease and mending. Labeled heretics by the Witch Hunters
the Nuns have been shunned by the very people they swore to aid. They have
prayed long and hard to Sigmar, they have come to believe they are on a holy
mission to collect the shards of wyrdstone and guard them from all who would use
the shard for evil.
Sigmarite Matriarchs (heroes)are one of the inner
circle who answers to the High Matriarch. They are driven by zealous
devotion to Sigmar and a relentless dedication to redeem the
sisterhood in His eyes. (Prayers)
The blind Augurs (heroes) of the sisterhood have given up their sight
to gain a second sight; a gift from their patron god (ability to re-roll failed
dice rolls.)
Strengths
Easy to learn
Augurs can help a lot
Cheap ranged weapon
Priestess can cast spells while wearing armor
New weapons (steel whips and Sigmarite Warhammer) can be fun
Easier to paint then other warbands
Weaknesses
Fewer warrior choices
Sling is the only ranged weapon
No access to Shooting Skills
If your leader dies (Matriarch), then no access to magic
Skaven Warband
Centuries the Skaven or Ratlings have been hiding and waiting for their time to
come to the surface. Living in the sewers, scurrying from the shadows they have
been planning for this day. Now with the destruction of Mordheim they have
decided to make their presence known, they for centuries have known of the power
of the wyrdstone know to them as warpstone, Blackstone, or seerstone. They have
harnessed the warpstone into powerful weapons.
Warriors
Heroes: Assassin Adept, Black Skaven, Eshin
Sorcerer, Night Runners
Henchmen: Verminkin, Giant Rats, Rat Ogres
Warriors of Note
Assassin Adept (heroes) are Masters of the night.
These ratlings are masters of
their surroundings, at home in the shadows they attack without warning (can
attack exposed areas of the bodies of people in armor.)
Eshin Sorcerer (heroes) are black magicians who manufacture the enchanted
weapons of the Skaven. (Spells)
Rat Ogre (henchmen) are horrible monsters that are easily twice the size of
Skaven and twice the strength. (Fear, stupidity)
Strengths
Easy to learn
Can start with 6 heroes
Can have a large unit (20)
High movement, easier to get into position
Cheap ranged weapons
New weapons (blowpipe, warplock pistol, fighting claws, weeping blades) can be
fun.
Easier to paint then other warbands
Weaknesses
Low leadership makes it easier to rout them
Few hired swords and Dramatis Personae that they can hire
Undead
The Count Vald von Carstein has taken an active interest in the meteorite that
struck Mordheim. The wyrdstone has magical properties that the Vampire lord has
ideas to harness its power. He sends his undead legions into the city of the
damned to collect these shards.
Warriors
Heroes: Vampire, Necromancer, Dreg
Henchmen: Zombies, Ghouls, Dire Wolves
Warriors of Note
Vampires (heroes) although pale shadows of their
vampire lords, these immortal servants are very powerful creatures
(fear, immune to poison, immune to injury.)
Necromancers (heroes) are the powerful sorcerers that raise and
control the forces of the undead. (Necromancy)
Ghouls (henchmen) are vile creatures who eat the flesh of the dead,
driven by the unspeakable craving for the meat of their fellow men. (Fear)
Strengths
If your Vampire dies this is the only warband
that can get a new leader
Vampires are very powerful
Necromantic magic can be very powerful
Weaknesses
Hard to learn to use effectively
Expensive leader
Only one type henchman can gain experience
Slow moving henchmen
Many Undead can’t use weapons for close combat
Poor ranged combat
No access to shooting skills
Witch Hunters
The order of the Templars of Sigmar, universally known as Witch hunter. They
have dedicated themselves to the eradication of heretics. Death by fire is the
usual punishment for those who commit heresy. The destruction of Mordheim and
the rise of the lord of Chaos have given the witch hunters a renewed sense of
purpose.
Witch hunter Captains and Witch Hunters (heroes)
are driven by fanaticism, witch hunters are obsessed with purging
the world of the heretics (hates all spell casters.)
Warrior-Priest (heroes), these faithful fighting men has a strong sense of
purpose when fighting the enemies of Sigmar (prayers of Sigmar.)
Flagellants (henchmen) are fanatical madmen obsessed with the
end of the world. Because of their fractured minds and strong beliefs they show
little fear of the here after (pass all leadership tests)
Strengths
Religious zealots can be powerful vs. magic
wielding warbands
Decent heroes and henchmen
Priests can cast spells while wearing armor
Good combination of range and close combat
Bland earth tone color is easier to paint
Weaknesses
Not particularly useful vs. non magical Warbands
(i.e. Mercenaries)
Fighting heretics can get old
Low number of warriors (12)
Unofficial Warbands
Amazon Warriors
For most Mordheim means finding wyrdstone and increasing ones riches. However,
for a certain other group of exclusively female warriors, Mordheim has no such
attractions. For the mysterious Amazons that have been brought to the damned
city in chains, escape is all that they seek. The Amazons have adapted well to
the wilds of the Empire and their numbers have been swollen by more escapees
from their slave masters.
Warriors
Heroes: Priestess, Champions, Totem Warriors
Henchmen: Amazon Warriors, Scouts
Warriors of Note
The Priestess (heroines)are the leaders of the
Amazons their word is law, They are highly respected by all of the
Amazons. (Spells)
Totem Warriors (heroines) - Even the other Amazons share an equal amount of
fear and reverence for the Totem Warriors (the totem warriors a frenzied women
with a strong bloodlust.)
Scouts (henchwomen) - Scouts are known for their speed and agility, able to
hide easily in the rubble strewn streets of Mordheim (they have better
deployment opportunities and may hide when they deploy)
Strengths
Powerful ranged weapons
Good range combat
Good close combat
Weaknesses
Expensive ranged weapons
Only Henchwomen and scouts can have normal ranged weapons
Bretonnian Knights
The land of Bretonnia where chivalry reigns, honor is upheld and the Lady of the
Lake still bestows her favor on those deemed worthy. To the knights of Bretonnia
Mordheim is a vile place where virtue and order have been discarded. Where a
proud city once stood nightmarish creatures now wander the streets and mix with
men in dens of corruption and squalor. It is therefore considered extremely
virtuous for a knight to embark on a spiritual quest to Mordheim, seeking to
achieve honor in battle and perhaps earn the favor of the Lady of the Lake
herself. In Mordheim a knight’s courage and velour will be thoroughly tested,
but so much the better, because with hardship comes honor.
Warriors
Heroes: Questing Knights, Knight Errants, Squires
Henchmen: Men at Arms, Bowmen
Warriors of Note
A Questing Knight (heroes) is an extremely tough
and virtuous individual, who fights to uphold the traditions of
honor and to serve the Lady of the Lake (won’t break from combat.)
Knights Errants (heroes) are the sons of nobles, eager to prove
their mettle by feats of arms, and earn their place amongst the Knights of the
Realm of Bretonnia (won’t break from combat)
Strengths
Can start with 6 heroes
Can start the game mounted on warhorses or horses
Can be blessed to make black powder useless 50% of the time
Blessing can also save the knights from 50% of other ranged attacks
Good close Combat
Weaknesses
Expensive to field barded warhorses
Lack of strong range combatants
Need more miniatures (knight on horse and knight on foot)
Dark Elves Warband
(WRITE)
Warriors
Heroes:
Henchmen:
Warriors of Note
Strengths
Weaknesses
Pirate Crew
The devastated city of Mordheim called too many Pirate Captains with the song of
easy riches. Some Captains have even found safe harbors for their vessels, and
lead frequent raiding parties into the city. These brave pirate bands have
gathered more loot then they had when raiding other ships, they have learned
their skills work equally well in the ruined city as well as aboard a ship.
Warriors
Heroes: Pirate Captain, Mates, Cabin Boys
Henchmen: Crew, Gunners, Boatswains, Swabbies
Warriors of Note
Gunners (henchmen) are experts with maintaining
and firing the cannons, all are also experts with explosives, and
several have made a swivel gun (one model may have a small cannon
that can be moved and fired.)
Boatswains (henchmen) are expert riggers, they have no fear
of heights and a constantly seen swinging on the ropes (expert riggers they
rarely ever fall climbing tests.)
Strengths
Fun theme
Good weapon selection
Fair combination of range and close combat
Can recruit new members either as Swabbies or gain them by shanghaiing the
stragglers and prisoners, capturing enemy heroes, and from dead enemy henchmen
Boatswains into advantageous positions
Can use swivel guns
Weaknesses
Harder to play than mercenaries
As most Mercenaries they lack magic users
Weaker heroes
Expensive ranged weapons
Pit Fighters
The Empire has a host of gladiatorial arenas and fighter pits, many cities have
turned a blind eye to the pits even though they have been outlawed. Many people
have fought for their very lives in the pits verse all manner of fighters and
creatures. Some of these fighters either by escaping or rare yet by buying their
freedom have been found wandering the Empire, their skills needless for jobs.
Some have resorted to banditry some however have heard of the wealth of Mordheim
form bands to enter the city and seek their fortunes.
Dwarf Troll Slayers (heroes): Having committed
some crime, these dwarves have found new purpose in the fighter pits
(due to their nature they are completely immune to psychology.)
Ogre Pit Fighter (henchmen) have pleased the crowds on many occasions
for these large brutish creatures always crush their opponents. (Fear)
Pursuers (henchmen) are a special martial type of pit fighter, they
are often used as “warm up fights” (able to evade when their enemies charge)
Strengths
Heroes have High WS and S
Get Pit Fighter Skill automatically
Have different races in one warband
Get ogre
- Get Dwarf Troll Slayer
Pursuers Henchmen have Evade skill
They can hire most of the hired swords
Weaknesses
No Academic skills
No Ranged weapons for Heroes
Henchmen only ranged weapon is Javelins
High Cost for each warband member
Have to buy a Fighting Style instead of using equipment list
Shadow Warriors
The Shadow Warriors (a.k.a. The Sons of Nagarythe) are displaced High elves wandering the land, moving from
place to place and not being really welcomed by other High Elves. These Shadow
Elves have a reputation for being a fierce warlike people, full of cruelty. Some
of the Shadow Elves have been driven insane by their fall from grace, but most
are able to accept their existence, and are driven by desire.
Shadow Weavers (heroes) - All High Elves have
some aptitude for magic. And those with the greatest aptitude are
taught how to bend the Winds of Magic. (Spells)
Strengths
High initiative
Excellent Eyesight they can see hidden characters easier
Great shooters
Good close combat
The Shadow Weaver wields powerful magic
Weaknesses
Limited close combat weapon selection
Won't use poisons or hire anyone who does
Can only use hired swords and dramatis personae that aren't chaotic or evil
bent