Mordheim Dwarf Treasure Hunters List/Possible Blog - Warhammer 40K Fantasy
 

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  1. #1
    Member Herbiie's Avatar
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    Dwarf Treasure Hunters List/Possible Blog

    Me & a couple of friends are starting to play Mordheim. I decided, as I have quite a few Dwarf models, to make mine Dwarf Treasure Hunters.

    Here goes:
    Noble, with Heavy armour, shield, helmet, Dwarf Axe, pistol - 180 Crowns
    Clansman, light armour, Double handed axe, helmet - 85 crowns
    Clansman, light armour, Double handed axe, helmet - 85 crowns
    Thunderer, light armour, hand gun, helmet, axe - 110 Crowns
    Beardling, shield, axe - 35 crowns.

    I know the thought is that Armour is super bad, but Dwarfs simply don't feel right without armour.

    Fluff:

    The Noble (Sigurd Thorekson) is from Karak Azul, although his family are from Karak Azgal. He decides that he wishes to reclaim Karak Azgal, but to do this he needs something - gold. Gold, to hire warriors, buy weaponry and supplies. He leaves for Mordheim, his heart set on a mountain of gold which will send him on his way to glory.

    However, while marching through the underway, Sigurd being a Dwarf who believes that the Skaven are simply a big rat that pose no real threat if you shout loudly enough, Sigurd and his bodyguards (Numbering about fifty) are ambushed. Many are slain, and the rest scatter. Sigurd is physically dragged away by two of his bodyguards.

    They flee down a side-tunnel, fighting off Skaven as they head towards the surface. Finally, they emerge into the horrible light of the over world, and head towards the closest Dwarf outpost. They stumble into a small mine, inhabited by a group of a few hundred, tough as nails dwarfs. They seek shelter, and Sigurd begs for an escort to Mordheim. However, the mine is preparing to face yet another horde of greenskins, but the King reluctantly agrees to give Sigurd one of his Thunderers - Ivarr - to help him. Together they journey to Mordheim, Sigurd's bodyguards, Haesten and Clapa persuading Sigurd that it would be safer to stick to the well patrolled roads. They travel through the Empire, their surly replies to inquisitive scouts asking of their destination causing the sign of Sigmar's hammer to be made more than a few times. Finally, they see it - the Gargoyle flanked gate of the city.

    Being Dwarfs, they find the closest Tavern and set up in the corner, discussing their plans. While talking of the inferior quality of the human Ale, tankards, and seats (That were altogether too high for the Dwarfs) they notice a retching noise from under their table. Clapa ducks under the table and pulls a young Dwarf out. The Dwarf has a short beard, that looks as if it's been cut and has regrown, as well as stained with his own vomit. One of his eyes is black and a dribble of blood in the corner of his mouth suggests that a tooth or two has recently been lost. His name was Guthrum, and he was indeed very young, barely 50! He'd only just arrived in Mordheim and had already had a severe beating, and was only alive because his attackers had been too drunk to finish the job. Haesten handed him his axe and shield, and told him to stay with the group.

    They spent the night in the Tavern, and left into the brightness of the morning, eyes squinting, to seek out Sigurd's gold.


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  3. #2
    Sparta! Exarch Thomo's Avatar
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    Frankly, I think you are going to struggle. Especially with only 1 hero, and only 4 models.

    It's not just that armour is thought to be bad, it's just that at the start of a campaign (and most of the way through it) it simply is a bad investment. Especially light armour. Most warbands have access to either s4 or an axe, which renders your rather expensive investment completely obsolete.

    Mordheim is all about the exploration phase, and for that you need heroes. Because they are generally more expensive, it's much better to start with a higher number of heroes first. My suggestions:

    Drop the thunderer for an engineer - 10 gc more, and you get a longer range on your ranged weapons. Give him a crossbow (10gc less than a handgun, and thanks to the engineer rules, an extra 12" range over your thunderer, can fire every turn and it's still S4), helmet, axe and hammer for a total of 93 gc - 17gc less than your thunderer and gives you another hero.

    Beardling would be better off with another weapon (hammer?) instead of the shield.

    Have to go for now, but I'll post more later. One question before I leave though, have you played Mordheim before?
    Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon

  4. #3
    Keeper of Records and Ale King Ulrik Flamebeard's Avatar
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    I agree with above, but would like to add a few things. The weapon of choice in Mordheim is the hammer, I would suggest getting a bunch of these into your list. Great weapons are all right, but the striking last will hurt the dwarves with them. I would suggest dropping the armour on almost all of them - you can get it later - and using those points on heroes as suggested or even on some beardlings. With your current list you only have to lose one or two models before taking bottle tests (I can't remember if it is 25 or 50% for the test).

    Basically... you need more dwarfs and heroes.



    Kuffy

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  6. #4
    Member Herbiie's Avatar
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    Double Post please delete.

  7. #5
    Member Herbiie's Avatar
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    Yes I've played Mordheim before with skaven

    It's 5 models (Noble + Thunderer + 2x Clansmen + Beardling = 5) not 4

    If I dropped the armour on all but my Noble that'd leave me with 60 spare crowns. If I switch the Beardling's Shield for a hammer leaves me with 62 crowns. Replacing one of the Clansmen's Doublehanded axe with a pair of hammers saves 3 more points, so that'd be 65 crowns, taking away the engineer's helmet would give me 75 crowns.

    Swapping the Thunderer to an Engineer costs 10 crowns. 2 Beardlings with 2x hammers costs 62 crowns, leaving me with 3 spare crowns. I think.

    Revised List:
    Noble, with Heavy armour, shield, helmet, Dwarf Axe, pistol - 180 Crowns
    Clansman, Double handed axe, helmet - 65 crowns
    Clansman, 2x hammers, helmet - 56 crowns
    Engineer, hand gun, axe - 90 Crowns
    Beardling, hammer, axe - 33 crowns.
    2x Bearlings, 2x hammers each - 62 crowns.

    *edit*
    Seems I did some maths wrong, actually have 14 points left. Could give the Engineer back his helmet & give all of the Beardlings a hammer and axe?

    *edit edit*
    Now onto Models:
    I already have the Noble & Engineer models, as they can come straight out of my Dwarf army collection. The Clansmen are a bit more difficult now they have no armour, would also like to use the Drunken Dwarfs as the beardlings, although only 2 are armed appropriately!

  8. #6
    Sparta! Exarch Thomo's Avatar
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    Kuffy covered most of the rest of what I was going to say.

    Revised list looks a little better, but still seems a touch light on models.

    I would seriously consider dropping the clansmen for the moment in place of more beardlings. Compared to the other warbands, Dwarf Beardlings are on par with most of their standard warriors, and at just over half the price of a clansmen, can be a great way to boost numbers while still staying effective. Gear them up for close combat.

    However, 7 models is a lot better than 5.

    And, you'll notice a world of difference between skaven and dwarfs - skaven are one of the best warbands out there.
    Dovie'andi se tovya sagain (It's time to roll the dice)- Mattrim Cauthon

  9. #7
    Member Herbiie's Avatar
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    15 Crowns for +1 WS, +1 BS, and +1 LD doesn't seem too bad!

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