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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.

Warriors
  • Heroes: Captain, Sergeant, Bergjaegers, Youngbloods
  • Henchmen: Mountainguards, Marksmen, Halfling Scouts.
Warriors of Note

  • Nearly all Averlanders are great archers
  • 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.

Warriors
  • Heroes: Dwarf Noble, Dwarf Engineer, Troll Slayers
  • Henchmen: Dwarf Clansmen, Dwarf Thunderers, Beardlings
Warriors of Note

  • 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.

Warriors
  • Heroes: Druzhina Captain, Bear Tamer, Esaul, Youths
  • Henchmen: Warriors, Cossacks, Streltsi, Trained Bear
Warriors of Note

  • 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.

Warriors
  • Heroes: Boss, Orc Shaman, Big’Uns
  • Henchmen: Orc Boyz, Goblin Warriors, Cave Squigs, Trolls
Warriors of Note

  • 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.

Warriors
  • Heroes: Sigmarite Matriarch, Sister Superior, Augur
  • Henchmen: Sigmarite Sister, Novices
Warriors of Note

  • 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.

Warriors
  • Heroes: Witch Hunter Captains, Witch Hunters, Warrior-Priests
  • Henchmen: Flagellants, Zealot, Warhounds
Warriors of Note

  • 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.

Warriors
  • Heroes: Pit Kings, Pit Veterans, Pit Troll Slayers
  • Henchmen: Ogre Pit Fighters, Pit Fighters, Pursuers
Warriors of Note

  • 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.

Warriors
  • Heroes: Shadow Master, Shadow Walker, Shadow Weaver
  • Henchmen: Shadow Warriors, Shadow Novices
Warriors of Note

  • 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
  • Low number of warriors (12)
  • No access to Strength Skills

 

This website is completely unofficial and in no way endorsed by Games Workshop Limited. To you all crazy lawyers,
please see our legal notice. This website and it's original creations are copyright © 2005 The Mordheimer's Information Centre.
For questions, comments and/or suggestions, please email us at webmaster@mordheimer.com.
Last Modified : 21-Jan-2006 01:09 AM


 

This website is completely unofficial and in no way endorsed by Games Workshop Limited. To you all crazy lawyers,
please see our legal notice. This website and it's original creations are copyright © 2005 The Mordheimer's Information Centre.
For questions, comments and/or suggestions, please email us at webmaster@mordheimer.com.
Last Modified : 21-Jan-2006 01:09 AM