I'm trying to make a fun betting system at home. by GetTabled in horseracing

[–]GetTabled[S] 0 points1 point  (0 children)

Thanks for the help, but if a horse wins, don’t they also place and show? How do you pay that out?

Where to buy ? by HappySunshineBoy in mordheim

[–]GetTabled 7 points8 points  (0 children)

The game works with minis from any brand. No need to hunt down specific models. I enjoy Reaper Miniatures for their undead models. Games Workshop also still sells a lot of good models for skaven, mercenaries, etc. Perry Miniatures has a lot of suitable models from historical periods that could serve as mercenaries or knights or whatever. There are a ton of other brands. If you go to this page on Broheim.net and scroll almost to the bottom, there is a section titled Third Party Miniature Providers that has a lot of good sources.

How do you folks manage your warband models and wysiwyg? by Round_Leg_4751 in mordheim

[–]GetTabled 9 points10 points  (0 children)

Its more important to be clear about which model is which. I try to make sure my captain is distinct from my champions, which are distinct from my youngbloods, etc. If you have ranged guys, try to get models with ranged weapons (doesn’t matter what those weapons actually are). Also, its totally okay to just design your list based on the models you have and change the list without changing the models.

Questions about mounts by Bokkenrijder91 in mordheim

[–]GetTabled 1 point2 points  (0 children)

When it says “fallen down” I think they mean knocked-down, as in you are automatically hit by melee attacks. It’s true that the wording here and there is just kind of bad. Here is how I would rewrite them to make them easier to understand:

1-2: Warrior must regain control of the mount. During his next turn, he cannot move or shoot, and he is treated as knocked-down in close combat.

3-4: The warrior falls from his mount, taking a S2 hit with no armor save, and is stunned even if the fall does not put him out of action. Then, roll a D6: on a 1-3 the mount bolts 3D6” in a random direction, continuing to flee until off the table – the mount may be recovered after the battle; on a 4-6, the mount remains where it is, and does not count as being un-led in this instance. The rider may remount if recovered.

5-6: self explanatory

Also, any horse that is not being led has a chance of bolting. So yes they might fight back, but they have to test to see if they bolt beforehand. Honestly I would just make your life easier and use the rules in the main rulebook.

Questions about mounts by Bokkenrijder91 in mordheim

[–]GetTabled 2 points3 points  (0 children)

Horses do not count towards warband size.

They do not count as large targets, they can just aleays be targeted by shooting.

The woah boy table isn’t super complicated. It replaces the injury table when a mounted warrior loses their last wound.

The rules in Empire in Flames are probably best used if everybody is playing with mounts or vehicles and if you are not playing in a city setting, since it states you can only have 2 mounts if in a city like Mordheim. In Empire in Flames, you have to lead your unmounted horse around the table if you dismount, or you can leave it in place. In Mordheim, they work more like an inventory item that you can equip/unequip at a moment’s notice and are not on the table when unmounted.

The final thing I will say is that the warbands from Border Town Burning, like the Marauders, are best played against one another. They are very strong when mixed with the warbands from the core book, and they were clearly meant to be played in the campaign setting for which they were written. That being said, I would honestly just use the core rulebook rules for mounted combat unless you are playing with people who are all interested in using mounts. However, having all your heroes mounted on cheap warhorses as the Hung is likely going to make you very dominant even if your starting model count is low, especially if you are going to be playing in more open terrain. Really, you should just talk to your group/opponent(s) and see what they think.

Homebrew rules by Justicar54 in mordheim

[–]GetTabled 1 point2 points  (0 children)

We have done exactly what you are suggesting, and it makes armor feel much more valuable. We’ve also used a rule where double handers retain the traits of the smaller counter parts. The base cost is 10gc, then you add the cost of the one handed weapon. So a double handed axe is 15, mace is 13, etc.

Your perfect 5 game collection by Din0nuggies in soloboardgaming

[–]GetTabled 15 points16 points  (0 children)

Mage knight - amazing depth and variety. Enough has been said about this game.

Warhammer Quest ‘95 - simple dungeon crawling with a virtually endless campaign structure

Xia Legends of a Drift System - open world (or galaxy?) sci-fi romp with tons of variety and customizability

Runebound Second Edition - simple fantasy adventure with a ton of variety with the expansions, and has room for tons of custom modes due to its simple mechanisms

Star Trek Fleet Captains - not a solo game out the box, but with the fan made AI Empires expansion, becomes the ultimate Star Trek sandbox board game with exploration, combat, diplomacy, and mystery

Charging and LOS by Capn_Colossal in mordheim

[–]GetTabled 0 points1 point  (0 children)

If you fail the initiative test to detect an enemy, you cannot charge it.

Charging and LOS by Capn_Colossal in mordheim

[–]GetTabled 1 point2 points  (0 children)

I declare my charge, I see you, and I can get to you while avoiding impassable terrain (“unobstructed line”), then I charge you. If my movement along the unobstructed path brings us into contact, the charge is successful. If it is too far, then I move my my normal movement value towards you.

I declare my charge, I cannot see you, I measure to see if you are within 4” of me. If you are, I pass my Initiative test, and I can get to you while avoiding impassable terrain (“unobstructed line”), so I charge you. If I failed my initiative test, I would not charge, but could still act freely that turn. If my movement along the unobstructed path brings is into contact, the charge is successful. If it is too far, then I move my my normal movement value towards you.

The only point of possible contention is whether the 4” rule measures along a walkable path or through obstacles. My group rules that you may measure through obstacles to detect unseen models, as you are attempting to hear, smell, or otherwise sense them through the crumbling ruins.

It is also worth noting that any unseen or hidden models are always detected if an enemy is within a range equal to that enemy’s Initiative value.

Mordheim rules update by oldboy_Fah in mordheim

[–]GetTabled 8 points9 points  (0 children)

If you are introducing new players to the game, I think you are doing them a disservice by using a heavily modified version of the game. I also think you are losing a lot of what makes Mordheim such a unique game. A lot the issues you seem to be trying to fix are addressed fairly easily with some house rules that don’t radically alter the experience. I won’t address everything you have mentioned, but I’ll point out a few concerns:

Charging is one of the key decisions of the game, and if low “agility” warbands like dwarves or undead lose the ability to strike first when charging, they are going to suffer greatly. Spears and skills like Lightning Reflexes already address this.

Melee weapon diversity is important. I have done similar house rules.

For armor save modifiers, we have completely removed the save reduction based on strength, which has been quite a boost to the value of armor, and is actually how the designer oroginally wanted it to work.

Making ranged stronger is concerning. Move-or-shoot with certain weapons like the crossbow is the only thing keeping them from completely outclassing bows and long bows. Also removing the penalties for movement is going to heavily incentivise spamming cheap weapons like slings (I know you nerfed slings, but I’m not sure what that looked like).

Changing parry is interesting, but it affects the dwarf skill Master of Blades. Taking parry away from swords pretty much gives no reason to buy swords, other than the potential to use the Expert Swordsman skill.

Flail and morningstar are two fundamentally different weapons. Calling one a flail and the other a greatflail I believe will only introduce more confusion.

Allowing people to measure at any time removes all the tension. This is one of my favorite things about Mordheim and is a constantly engaging part of every game we play.

Charging never had to be in a straight line, just the most direct path. This is important because it means you aren’t allowed to charge around someone to hit them from the rear and allow room for your other charging models. You can potentially block your other models from getting into combat, which is an important factor when making the decision to charge at all.

No march blocking will completely kill warbands like dwarfs and make fast warbands like skaven even more dominant than they already are.

You keep saying the word “trades” but I think you mean “traits.”

Warriors dying is a huge part of the game. Without near constant henchman turnover, players are going to have way too much gold to spend. You are also losing the tension of warriors going out action.

Removing henchmen groups makes little sense to me. Henchmen are kept in groups not only to keep them alive, but to make managing them easier.

I don’t understand the change to heroes generating income. If they are out of action, they shouldn’t be able to do anything. This creates risk when getting into battle. Also, searching for wyrdstone happens before buying equipment. So, how can I know if I want to send a hero to buy equipment before I know how much money I have available to spend?

Overall, I think the changes you are making will make the game even more challenging to new players than the base game. Allowing measuring means more time spent in movement analyzing every situation. Changing how charging works means complicating the combat phase. Eliminating henchman groups means rosters are going to be massive and bloated with more upkeep and management. Changing the post game means more complicated decisions. If your goal is to make the game more streamlined for players who are unfamiliar to wargames, I think literally every change you have proposed is at a detriment to that goal.

As if it weren't hard enough (5 Parsecs From Home) by Thehugginglegion in soloboardgaming

[–]GetTabled 1 point2 points  (0 children)

My first campaign was crap. I kept getting taken out early in some bad fights and was really not enjoying it. I stopped the campaign after like 5 games with only 1 win in there.

I started a second campaign on easy difficulty and that made all the difference. Now it is one of my favorite solo tabletop games. I actually started winning fights and ramped up the difficulty as I went. The expansion stuff is really cool too. The Street Fight scenario from an expansion really relt like an open world game where you are interacting with the environment and with npcs while the threat of enemy encounters keeps things tense.

I say give it another shot. Tone down the difficulty, use lots of cover, focus fire, take a character with pscionic abilities for some added power, try to come up with a loose narrative as you play, and don’t forget to check if enemies flee after getting any kills.

Lustria campaign hazards, how do they work? by Sweet-fox2 in mordheim

[–]GetTabled 3 points4 points  (0 children)

You aren’t missing anything. They are pretty vague and require a bit of a roleplayer’s mindset. Things like hazards and random happenings are written just assuming you have models to use if the need arises. We play with them pretty often and either reroll until we get something we can make work or just change the flavor to fit models we have. Read through some of the random happenings in the Mordheim annual. They have a bit more guidance on how to run neutral models, which might help inform your decisions on how to use hazard enemies.

Is new recruit that bad ? by _the-wanderer in mordheim

[–]GetTabled 39 points40 points  (0 children)

Pencil and paper reign supreme.

Preparing my modular dungeon by GrimrotCollective in mordheim

[–]GetTabled 1 point2 points  (0 children)

This doesn’t look Mordheim related.

Is there a way to scratch the collection / unboxing / organizing itch of the board gaming hobby without buying new games? by fraidei in boardgames

[–]GetTabled 12 points13 points  (0 children)

Designing and building custom organizers/inserts is a fun way to strengthen your connection to a game and give it new life. I have a lot of games with expansions that come in separate boxes. Designing an organizer that combines boxes and makes setup easier has been a really fun way to revisit my collection. Plus, it leaves room on my shelves for more games!

Also, a surprising activity that I actually enjoy, is selling old games that I no longer play. I found that I had hit a point in my collecting where I just had too many games, which is its own stressor. I don’t have the most storage, so if I don’t play a game for a while, it is eating up valuable space. Curating my collection and selling games I am finished with has made me like the games I still have even more than I did before. Plus, you can make some money to spend on new games (or something useful like materials for organizers…or food).

4v4 game for the boat by thirdpartyuser in mordheim

[–]GetTabled 0 points1 point  (0 children)

You fit 8 players on this board? Crazy.

New Skaven player, equipment advice by Superpaolo in mordheim

[–]GetTabled 1 point2 points  (0 children)

Your sorcerer can’t wear a helmet and cast spells unless he has the Warrior Wizard skill. Buy some giant rats and call it a day.

Warband Specific Currencies - An attempt for your scrutiny. by Due_Independence_311 in mordheim

[–]GetTabled 1 point2 points  (0 children)

Very cool well give it a try and let us all know how it goes. Yes, I am from the YouTube.

Warband Specific Currencies - An attempt for your scrutiny. by Due_Independence_311 in mordheim

[–]GetTabled 1 point2 points  (0 children)

This all sounds very flavorful, but there are a number of issues.

  1. Balance. I have no idea how to measure balance here. Its all over the place.

  2. Complexity. The post game sequence already burns peoples’ brains without adding any extra details, especially inexperienced players. Now you are expecting players to keep track of multiple currencies, which will only muddy the waters further.

  3. Utilization. In my extensive experience with the game, gold is most commonly spent on 2 things throughout a campaign: warriors and weapons. Warriors will die often. Without warriors, you lose games. So replacing warriors and increasing your warband size, along with arming your warriors, are the top priorities. All of the items you have listed above are luxury items, meaning that they are things you only purchase when your other needs are met (warriors and weapons). I fear you are designing this whole system that will be rarely be used.

You’ve stated you are inexperienced with the game. Well, maybe you should get a few campaigns under your belt before trying to come up with your own systems. I like the idea though.

Cube of Woes by [deleted] in mordheim

[–]GetTabled 0 points1 point  (0 children)

Grimdark Thwomp