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Mordheim Musings: Flawed Warband Design Part 3

Mordheim Musings: Flawed Warband Design Part 3 Over my holiday, I'm writing a series of articles on the design of Mordheim warbands from the Nemesis Crown supplement, with a focus on the deep flaws I see in some of them. If you haven't read part 1 you can  check it out here , or read part 2 here  (and while you're at it, why not check out some of my other articles on Mordheim  here ,  here , and  here ). With that out of the way, let's get into the meat of the article: Hochland Bandits Realistically, this should have been the first warband on the chopping block. It's easily the worst design offender of the bunch, with several elements that I consider utterly unsalvageable. The Hochland Bandits are, simply put, a mess, with a bloated roster of warriors and special rules that try to do too much, and as a result create a warband with an identity crisis and little unity. The bandits are another interesting warband concept: a small band of ruthless outlaws, prey

Mordheim Musings: Flawed Warband Design Part 2

Mordheim Musings: Flawed Warband Design Part 2 Over my holiday, I'm writing a series of articles on the design of Mordheim warbands from the Nemesis Crown supplement, with a focus on the deep flaws I see in some of them. If you haven't read part 1, you can check it out here (and while you're at it, why not check out some of my other articles on Mordheim here , here , and here ). Forgoing the long preamble because I did that last time, I'm going to jump right into the analysis. Imperial Outriders The second warband I want to single out is the Empire Outriders, but not for the reassons the developers seemed to think they might be singled out. I'm picking a bit on the Empire warbands here, but they're the biggest offenders in my opinion. Of the two, the Gunnery School is the only one I've seen lamented online as being overpowered or imbalanced, so I'm probably treading off the beaten path a bit here. Even if the Outriders aren't the worst offend

Mordheim Musings: Flawed Warband Design Part 1

Mordheim Musings: Flawed Warband Design Part 1 Before I begin, a disclaimer: I know it's pretty nervy of me, a small hobbyist on the internet, to assume any kind of expertise in this sphere. With that out of the way, let me assume some kind of expertise in this sphere. As I've mentioned in previous articles , I think about Mordheim a lot, particularly for someone who doesn't currently play it. I build warbands, draft experimental rules, write blog posts, and regularly seek out other people's warbands, experimental rules, and articles about it. So while I may not have the firsthand tabletop experience, I have a serious academic interest in the game. Recently, I've been going over Nemesis Crown again, which is a bit of an oddball supplement to me. The idea of a Mordheim tie-in to a worldwide Warhammer campaign is cool in theory, but there are some head-scratchers in the idea. First, while the timeline of 2007's Nemesis Crown campaign is ambiguous (at least