I am entering this warband into an Empire in Flames campaign that we are holding at our local GW. The starting cap is 500 gc and we will be using the Empire in Flames rules so the terrain will be slightly more open than in a normal game of Mordheim. Also, we can only use those warbands that are in the Living Rulebook, the Empire In Flames book, and the Annual so essentially, the only things disallowed are those warbands in the Lustria book. With this in mind, my opponents are mainly from the core rulebook and there are a few who may be playing Dwarven, Orc, or Shadow Warrior warbands. I know for certain that one of the warbands is going to be a VERY shooty Reiklanders warband but other than that I know next to nothing about my opponents.
It is certain that most of them are more experienced than I am, so I'm going to have to have a fairly solid list if I am to have a hope of holding my own against the rest of them.
With all this in mind, I have about 110 gc left to spend on my warband but am unsure as to what I should take. Should I be focusing on my heroes, taking some Flagellants, or going with what I had planned originally and taking a group of Zealots with Spears to act as blockers for my Witch Hunters?
Witch Hunter Captain
- Pistol
- Sword
Total: 85 gc
Witch Hunter
- Crossbow
Total: 50 gc
Witch Hunter
- Crossbow
Total: 50 gc
Witch Hunter
- Crossbow
Total: 50 gc
Warrior Priest
- Crossbow
- Double-handed weapon (Hammer)
Total: 80 gc
5 Warhounds
Total: 75 gc
EDIT: I was thinking of doing something like this:
Zealot
- Spear
- Shield
Total: 35 gc
Zealot
- Spear
- Shield
Total: 35 gc
Zealot
- Spear
- Shield
Total: 35 gc
Shield for the Witch Hunter Captain
Total: 500 gc
[500 gc] Witch Hunter Warband
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- Niterabbit
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[500 gc] Witch Hunter Warband
Damnation wrote:If you're too tired to read your codex, you're too tired to post.
Don't give GW to priest - it is expensive, only one attack and will lose him initiative. If you drop it, you have 125 gc left for two more henchmen and some weaponry. If you want to play defensively, you can get two of the zealots, which leavesyou with 55 gc for some hand weapons and a halfling cook - he is cheap, good shot, and gives you access to 13th member of warband.
- Tacklbry
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Having played Witch Hunters in Mordheim for years, I have had a fondness for Flagellents rather than Zealots. Send the Priest with them, and use them to attack and pummel your opponents toughest. Give the priest with a hammer, and a dagger. Equiping the Witch hunters with Crossbows is a good call, as it allows them to do some damage at a distance, without risking them. Use the hounds in a pock, weith the captain following along behind.
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You currently have 13 models, where the Witch Hunter warband has a maximum allowance of 12 models in its warband. That fact, combined with giving zealots (Why does the word 'fodder' comes up in my mind, everytime I see them?) actually equipment and the total lack of flaggelants, I'd say a decent change in your warband might be needed!
- 2x flaggelant with flail is something I seriously miss here;
- no double-handed weapon for the warrior priest (Why did you give him a crossbow then?);
- throw in helmets for your heroes, as they'll be going to need it.
Greetz
- 2x flaggelant with flail is something I seriously miss here;
- no double-handed weapon for the warrior priest (Why did you give him a crossbow then?);
- throw in helmets for your heroes, as they'll be going to need it.
Greetz
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