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Re: Possessed tactics

Posted by MortiS-the-Lost on Jan 26, 2010; 3:06pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Possessed-tactics-tp4449150p4461073.html

When creating a Possessed Warband I tend to pick Mutants and Darksouls rather than buying a Possessed because with my luck I find whatever I sink the most Gold into tends to get killed out right in the first turn of the first game I play and I spend the rest of the campaign trying to recover from the loss.

For the Mutants I tend to go for the Extra Arm or Spines mutations due to the potential to do more damage in close combat. I do wish that the Mordheim rules had a few mutations to choose from, yea there was the 'Power in the Stones' supplement which had a lot of mutations converted over from the old RoC books, but you couldn't use them right away and you have no guarantee of getting the mutations you want, so tactically it's useless. Still I'd rather be playing the real Path to Glory when mucking about with mutations.

Tottally agreed with you on the Spells and Armour, with my poor dice rolls they never work and if you rely on them as you would in other game you will die. A lot.(especially when one of your regular opponents is Mark who is incredibly lucky with the dice)

Brethren armed with Bows are vital tactically but seem uncharacteristic for a chaos force, still it's good to have a use for my old bow carrying Chaos Thugs.

One problem I find with The Possessed Warband (and quite a few other Mordheim Warbands) is that the stock miniatures GW provided for them are useless on the table top and/or wildly costly in the game.
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~