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Mordheim Musings: Flawed Warband Design Part 4

Mordheim Musings: Flawed Warband Design Part 4 This is a long overdue wrap-up to my series of articles on flawed warband design in the Nemesis Crown supplement, and what I would do to fix it. If you haven't read the other three articles, you can check out part 1 (Gunnery School of Nuln) here , part 2 (Imperial Outriders) here , and part 3 (Hochland Bandits) here . You can also check out some of my other Mordheim articles here, here, and here.  In this post, I'm going to cover the final four warbands from Nemesis Crown: the Dwarf Rangers, Forest Goblins, Black Orcs, and Horned Hunters. Compared to the other three I went over, these are pretty tame in terms of design flaws, so I think it's a safe bet to get them all in one post. Without further ado, I'll jump on into it with... Dwarf Rangers I'll admit up front that I'm a sucker for dwarfs. They were my first Warhammer Fantasy army, my first D&D character race, and have held a special place in my h...

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, ...

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...