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Mordheim is in it`s core not a competative game, and you might just want to leave it at that. But for those of you who love an event or a competative game, Mordheim can be made into a very good, if not the best competative game out there. Here follows the rules that i have used over the past decades when running events of Mordheim, be it in a tournament setting or a competative league. Option 1. The perfect warband. For the first option and way of doing it, you are going to have to use the very back of the core rulebook, or check here at broheim.net Here you will find a set of rules to play one of games. As you can see, there are a cost for skills and stat increase that come on top of your warband cost for models and gear. With this way of building a warband, i have used 900 gold as my go to amout of gold for players to buy their warband. That way they get a few more minis, a few skills and other fun stuff for their little toys! Even if this way has a limit to things , you still need to set a few ground rules or it will get out of hand, so i use the following list as tournament rules. -Gold:900 -Warbands allowed: 1a-1c on Broheim -For each skill bought, the same model must buy a stat increase as well -If you buy a stat increase for a henchmen group, they all have to take the same stat and pay the price ( so a 3 man group would have to pay for the skill 3 times) -You can buy ANY item your warband can use that fall under the 1a-1c category, and if that item has a set price + a random cost, the random cost is ignored. -Spell are not generated as normal, but you choose your spell from a spell list you are allowed to use -Drugs and posions cannot be used more than once in each warband, and no more than one can be active on any one character you still have to make the scenarios work so that they balance out whatever major powers or pitfalls a warband may have . Option 2. The League style play My preferred way! because it is still messy, chaos and all that`s Mordheim This will be as normal when making a warband for any league or normal 500 gold game with as few changes to the rules as i can and rather make scenarios that balance everything out. -Warbands may be chosen from 1a and 1b warband grade. you may check with the TO if you wish to play a 1c warband and i`ll take a look at it. -Warbands have 500 gc to start, unless warband rules state otherwise. -Leader starts with a free skill. -Leader starts with rabbit foot (can only be found as Treasure or as the result of Captured in the heroes’ serious injuries chart after warband creation) -Leader starts with lucky charm (can only be found as Treasure or as the result of Captured in the heroes’ serious injuries chart after creation) -Warbands may not start with hired swords and only one hired sword pr warband at any one time. -Dramatis Personae: We will not be using the rules for Dramatis Personae. Other than that it`s all in the missions that are made from scratch. But all missions/tables have to have the same amount of wyrdstone and treasures so that all players have equal oppertunity to gain the same amout of stuff. As a general rule i use these for creating scenarions: -Wyrdstone: Before deployment, alternate in placing 4 wyrdstones on the battlefield. Each token must be 6" from each other and the table edge. To be picked up, a model (who can gain experience - no zombies, wolves, daemons or dogs...) must end movement in contact with the counter. It may not be given from one model to another. If the model is killed in close combat, it drops the Wyrdstone where it stood — and the killer immediately takes possession of it. -Treasures: Before deployment, alternate in placing 6 treasure tokens on the battlefield. They must be 6" from each other and the table edge. Each token is activated when a model (who can gain experience - no zombies, wolves, daemons or dogs...) moves up to it. The model may not do anything else that same turn. To activate roll a D6. On a natural roll of 1 the treasure turns out to be a trap and all models within 3" takes a S3 hit. On the natural roll of 6 (no Mark of the Old Ones for example...) the model finds a treasure and may roll on the chart on the next page. -Dwarves: All Dwarf characters successfully find treasures on a natural roll of 5+, rather than a natural roll of 6. Thats it, from there it`s just a matter of making fun scenarios for your players, i think that over the past 10 years we have had about 30 different scenarios at our events. For those of you who have seen our mordheim battle reports and read this long list of stuff, you will have heard of our treasures ( that are in addition to wyrdstone) , and here is the loot list for that :) 2D6 Treasure 2 1 x Wyrdstone 3 1 x Crimson Shade 4 1 x Rabbits foot 5 1 x Light armour 6 2 x Helmet 7 2D6 x Gold 8 2 x Swords 9 1 x Hunting Arrows 10 1 x Blunderbuss 11 1 x Lucky Charm 12 1 x Wyrdstone #battlereport #mordheim #warhammerfantasy #gamesworkshop