Coreheim Mordheim Mod


Design FAQ by Asp


        Email us with design questions at coreheim|a|gmail.com


Q: How come all models have reduced movement and missile weapons have reduced ranges?

A: Mordheim is designed to feature smaller scale battles. What that means, is a smaller board. For a smaller board to work, RANGES need to be cut down.
   The Movement and Shooting Ranges were designed for use in Warhammer Fantasy Battle, a game with much bigger distances than Mordheim. Reducing movement means that players will have to take extra care to advance across the board in a strategically sound formation, as units can no longer skimp across the battlefield in a single turn. It also means that players will have to think about how they position their shooters.


Q: How come all spells are simply variants of each other?

A:
Cofining spells/prayers to a simple set of generic spells prevents rules text from getting out of hand (check the original 1999 book to see what we mean). It also makes balancing far easier, in vanilla, some spell lists were significantly better than others. Finally, making spells variants of each other eases the learning curve for new players and enable veteran players to keep playing as spells are cast rather than being forced to stop and consult the rulebook for specific entries whenever a (new) spell is cast.

Update: A set of unique, diversified spell lists has been added to the site. Each group can now decide whether to prioritize maximum balance (generic spell lists) or colour and fluff (diversified spell lists).


Q: I just glanced over the rules and coming from Warhammer, some of your stats seem outrageous, e.g. WS5 for leaders and Ld5 for Youngbloods, how come?

A:
The original 1-10 scale for stats was designed for Warhammer, not Mordheim. This means that in vanilla Mordheim, only a certain range of each stat will typically be utilized within the game. As Coreheim aims to liberate Mordheim from Warhammer, we naturally end up utilizing broader ranges of the 1-10 scale than GW could ever do. But while the stats may look grand, the game is balanced accordingly, try it out and see what we mean! :)


Q: Is Shooting better than in vanilla Mordheim?

A: Yes and no.
   Yes because there is no long range modifier and BS 3 hits on 4+, thus making henchmen mobs with bows more dangerous.
  
No because we toned down a lot of Shooting skills (amongst other things we removed the insane GW combo of Quick Shot + Crossbow), thus making heroes with a ton of Shooting skills less dangerous.

The central point here is that that for various reasons, the board should be cluttered with terrain as it makes for the most exciting game. Many groups that are just starting out have a problem though: They don't have enough terrain. (But this is really no different from when playing vanilla without enough terrain and having Reiklanders or the Skaven Sling mob dominate everything.) If your group is one such group without enough terrain to clutter up the board, we recommend that you give everyone an additional -1 BS modifier until you have enough terrain.


Q: You should introduce more Warbands.

A: The more warbands that are introduced, the more imbalanced the game will become. (And watered down the fluff will be.)


Q: Halfing Scouts don't have the "cook" rule [from the GW book], was this intentional?

A: Yes; Halfling Cook is way too good in the GW-book. He is worth the 5gc for his statline alone and Bow alone, and adding extra warband members means more power, and a higher rout test threshold.


Q: Why can't Goblins hire Ogres? Was this intentional?

A: Fluff reason: The Ogre would bash the goblins' face in a declare himself the leader of the warband. Balance reason: Goblins already have a 'big guy'; - the Troll.


Q: What is the reason for the "only one Dagger" rule on page 12?

A: This is a bit technical. But the main reason is that limiting Daggers tightens the tactical choice in arming warriors.

For example: If you have warrior with a Great Weapon and two Daggers there would be no reason not to make the other weapons choice a Shield. But if you can only ever have one Dagger, the choice becomes less of a no-brainer because now a warrior with Great Weapon and Shield will never be able to use two weapons in the event that he is fighting two downed enemies, for instance.

As an added bonus, the "only one Dagger" rule allows players to plaster their models with Daggers, thus adding to the setting and fluff, without having to pay 2gc a piece.


 

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