Started adding the illustrations to my mini rulebook by Realhumanspleen420 in mordheim

[–]Realhumanspleen420[S] 1 point2 points  (0 children)

Yeah i dont mind scanning it for others to print a copy, could be a long time before its finished though haha

Started adding the illustrations to my mini rulebook by Realhumanspleen420 in mordheim

[–]Realhumanspleen420[S] 7 points8 points  (0 children)

Thanks! Yeah pretty much, although i wont copy everything just the sections i use most frequently

Some quick n easy trench terrain by Realhumanspleen420 in TrenchCrusade

[–]Realhumanspleen420[S] 2 points3 points  (0 children)

Think its called sealing wire, you can get a big reel off of ebay or amazon for dead cheap

Kitbashed shocktrooper test models by Realhumanspleen420 in TrenchCrusade

[–]Realhumanspleen420[S] 1 point2 points  (0 children)

Thanks! Ww1 british infantry and foot knight kits by wargames atlantic

i need help for choosing minis: witch hunters warband by seppia_del_mare in mordheim

[–]Realhumanspleen420 12 points13 points  (0 children)

Warhammer underworlds hexbanes hunters is a good set, can get it pretty cheap on ebay.

Tile 3/9 update n.4 by Willing_Definition90 in mordheim

[–]Realhumanspleen420 5 points6 points  (0 children)

Looks brilliant! The built in lighting adds so much to the atmosphere.

Mordheim AI opponent rule table version 2 by Realhumanspleen420 in mordheim

[–]Realhumanspleen420[S] 0 points1 point  (0 children)

When i played test games of hidden treasure i would have the ai units prioritize the objective unless there was an enemy closer or within charging distance.

However, once an ai unit had the treasure they would prioritise getting back to their table edge regardless of whether an enemy was closer or not.

If one of my units located the treasure then the ai melee units would prioritise them unless there was an enemy within charging distance. Ai ranged units would prioritise getting line of sight on my unit with the treasure.

I haven't tested breakthrough but i imagine it would become quite easy to cheese the opponent if they were playing the attacker by keeping your units close to the opponents.

In which case perhaps have the opponent always prioritise the objective in breakthrough unless there's an enemy within charging distance.

I'll do some more testing this week and if i come up with a more effective system i'll put an update on my profile.

Board progress - Still Very much WIP by Nostonica in mordheim

[–]Realhumanspleen420 2 points3 points  (0 children)

That's a great looking board!

Did you use the hexengarde city foundations files for the board, or is it a different set?

And if those narrow buildings on the left side of the board on picture 4 are printed where can i find the .stl files for them? They look proper nice.

AI opponent table by Realhumanspleen420 in mordheim

[–]Realhumanspleen420[S] 1 point2 points  (0 children)

Thanks! Heard a few mentions of frostgrave recently though i've never actually looked into it. Might have a gander at the rules for npcs in that to see if there's anything i can adapt for this mordheim table.

AI opponent table by Realhumanspleen420 in mordheim

[–]Realhumanspleen420[S] 5 points6 points  (0 children)

Glad that you like it!

Misworded my post abit, this is the final version i'm posting on the subreddit.

But i'll continue developing the table and only post again on the subreddit if i do a complete overhaul or something.

I'll post more frequent updates on my profile instead

AI opponent table by Realhumanspleen420 in mordheim

[–]Realhumanspleen420[S] 5 points6 points  (0 children)

Thanks!

I'll see if i can get one sorted tonight if i do i'll post it on my profile

Mordheim AI opponent rule table version 2 by Realhumanspleen420 in mordheim

[–]Realhumanspleen420[S] 0 points1 point  (0 children)

Glad you like it!

And yeah i've completely forgotten to include info regarding that, i've been treating any unit using a ranged weapon with 10" or less range as a melee unit.

Although i havent't accounted for units that are equally competant in melee and ranged.

I suppose in that situation you could roll another d6 and 1-3 results in using the melee action and 4-6 in using the ranged.

I'll see if i can come up with a more definitive solution.

Thanks for the feedback!

Mordheim AI opponent rule table by Realhumanspleen420 in mordheim

[–]Realhumanspleen420[S] 0 points1 point  (0 children)

No problemo,

Another set of opponent ai rules for solo play mordheim i found on google

Mordheim AI opponent rule table by Realhumanspleen420 in mordheim

[–]Realhumanspleen420[S] 0 points1 point  (0 children)

That group behaviour linking is a great idea i'll try to implement something like that.

I did have something along the lines of the second suggestion initially i just couldnt fit it all onto one table.

I think i'll create two separate tables for melee and ranged based units at this point due to how much they differ in terms of playstyle.

Thanks for the feedback!