Some ranting, then a question.
My friend and I have been playing Mordheim for a while, but took a break to try some other things for a bit. We've started back up, and I decided to try out a very different sort of warband. We put together some "adventuring company" rules so we could make warbands out of just about anything we wanted to pull in. (no changes to stats or costs for the most part)
I went for an UBER-SMALL highly-armored warband. When first made, it consisted of a Saurus Totem Warrior, Dwarf Warrior, and a Cleric. That's it. All three were kitted out to the max and used up all 500gp to make the beginning band.
(Don't yell, I know that band has 'issues', but I'm experimenting!)
Anyway, I didn't realize exactly how horribly armor sucked for its cost! I finally put together a quick mathamancy look at how the odds are stacked with armor.
Theoretically, since a Merc Warrior with Heavy Armor, Shield, and Club costs the same as 3 Merc Warriors armed just with a club each, the fight should be pretty even. It's not. Not even vaguely close.
Three Warriors with clubs: 28gp each. (84gp)
Warrior with Heavy Armor, Shield, club (83gp)
Without charging and without critical hits:
The armored attacker needs 4+ to hit. 4+ to wound.That's a 25% chance to wound.
Three plain attackers have 4+ to hit. 4+ to wound. Then armored guy gets 4+ AS.
That's a 12.5% chance to wound for one of them, and with three of them it's a 33.0078125% chance that they'll wound the armored warrior.
And that's just on the first round! The armored warrior needs to wound them three times, and they just need to wound him once! (it get sworse considering that he won't necessarily be taking them OOA every time, and so they might recover and fight again) And, don't forget the Heavy Armor imposes a -1 Movement penalty!
As part of the game as a whole, stuff like that is slightly mitigated by some of the rules -- a larger warband gets less gp than a smaller one for selling wyrdstone, and so the smaller one might be wealthier. And, assuming the smaller warband has few or no henchmen, then they might be leveling up a bit faster than the larger warband which would presumably have more henchmen who would be making some kills but not getting any experience.
Still!!! That makes armor REALLY suck!
Here's the question - does anyone have any suggestions on how to make armor somewhat more useful or realistic?
We lowered the penalties to AS which critical hits have. We're considering lowering armor's cost some (down 25% rounding down to the nearest 5gc), and maybe lowering the Ithilmar and Gromril armor's rarity.
Does anyone have some more/better suggestions?