Possessed tactics
Posted by Scumdog47 on Jan 24, 2010; 2:03pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Possessed-tactics-tp4449150.html
Because I was bored I decided to post my own, very personal, observations on how to play a Possessed warband.
Here we go:
Creating the Warband:
Heroes:
A Magister is mandatory. No way around it.
Possessed:
Always buy two of these.
It's as many as you're allowed and although fairly expensive they definitely are worth it.
Tough and dangerous they will almost inevitably be your main solution to just about all problems that crop up in Mordheim.
Buy them mutations? I'm undecided here. Although Great Claw makes your Possessees very dangerous (+1A, S:5) it's also quite expensive and you'll be finding yourself running short of cash soon anyway.
Fear-causing is also useful and might prove crucial in preventing enemies from charging you (instead of the other way around) or reduce their To Hit to 6 for that first round of combat.
Mutants:
Although far less powerful than Possessed, they are Heroes and will contribute to your cash flow which you will need right away.
You have to buy at least one mutation for your mutants. Make them cheap if possible.
Initially I usually deploy my mutants behind my Possessed so that they can move in and finish off any Stunned or Knocked Down enemies left in the wake of the more powerful possessed.
Easy XP for your muties and well needed too.
Henchmen:
Beastmen are nice with 2 Wounds and WS:4 and T:4
Quite costly though.
I tend to wait a while before I recruit any.
Brethren:
Comparatively cheap and can be equipped with bows.
Usually the mainstay of my henchmen.
For no particular reason I tend to deploy them in groups of three.
Dark Souls:
Although S: 4 and immunity to psychology is nice, I tend to think these guys are simply not good enough.
Equipment:
Clubs and Axes are nice.
Both are very cheap at 3 GC each.
Clubs increase the chance of stunning your opponent which is desirable.
Axes give you an additional -1 Save Modifier which for all practical purposes proves my coming point regarding armour.
Bows: Equip at least some of your henchmen with bows. Close combat is all nice and good but sometimes you just need some reach.
Spears: Can be useful but with revised rules (Strike at Initiative rather than First) they are less so.
Fighting with 2 weapons:
Yes. Do it.
Even with the optional rule of -1 to hit while fighting with 2 weapons the additional attack is more than makes up for it.
Armour:
Totally worthless.
Never in the slightest worth the huge cost.
The odds of making a save is too low and an enemy with an axe and/or S4 (or better) reduces your armour save to 6+ at best or nothing at all.
Don't waste cash on this crap. Sure, if you find some free armour when you loot, you could slap it on byt even then it's hardly worth the bother.
Helmets:
Unlike body armour a helmet is actually worth the money spent. a 4+ Save against Stun (and unmodifiable to boot) makes a helmet a good investment.
Magic:
Yes, I know, the Magister has a spell.
Whatever.
It never works anyway.
Unless you're a Skaven or a Priest of Sigmar all magic is basically worthless.
Casting diff is too high, ranges too short and effects usually easily evaded.
Ignore magic, never invest a skill selection in spells. Get something useful.
Skills:
Mighty Blow
Strike to Injure
Resilient
Get them as soon as possible.
Tactics:
With fast and powerful Possessed you should generally adopt an aggressive stance in my opinion, regardless of scenario.
With your opponent dead or routed you win by default even if you play Breakthrough or Treasure Hunt or other potentially low-violence scenarios.
Keep Brethren and Mutants nearby as support for your Possessed.
When your mutants gain in experience, skill and lethality you can usually afford being a bit bolder with these as well.
If you have archers, use them to keep enemy missile troops down.
In close combat you are usually quite likely to prevail anyway.
Well, that about sums it up for this time.