Board Thread:Fun and Games/@comment-26178112-20160728213011

this is mostly for new players to this "version" of the boardgame. And players of the original game looking to see how this one works, as was herokra's request, there is a large difference between this one and the original game.

warbands: these are your main force in the game, in the original game they could range from three brave men to a croud of 15. While you can have many more now, it would be preferred to start out within the margins of the original game, at a more managable size.

your warband consists of four unit types currently, along with more types to be released as the story continues. You have your leader, who serves as a commander under the leadership of the faction's dramatis personae. There are not too many of their types in the city, and they are usually vital to the warband's lifespan and serve as a decent fight. Next is the hero, the hero usually works as a good unit to send out because of their strength, or perhaps as the bodyguards of the warband's leader, they are usually behind or equal to the leader in combat strength. Henchmen are next, these are your basic units besides the specialty hero units. And there is usally one fast/ranged henchman, and one strong/melee henchman for each faction, but they are usually basic fights. Finally i the impressive unit, the impressive unit is a massive beast of a foe, and far exceeds any unit in their strength. It is advised to either: take on these foes from range, gang up on them (preferably away from the rest of the enemy warband), or save up for your own impressive unit to match theirs. You can spend money (depending on the faction) to hire more warband members, for if they are knocked out in combat they will recieve wounds, or might even die. They will also gain strength and level up as well, so covet your strong units wizely.

COMBAT

combat in the city of mordheim is supposed to be strategic urban combat, as two warbands go against each other in areas ranging from the burning market district, to the mansion and ballroom of a late count of city. Because of this, combat is very close range, with ranged combat being available to those who can climb buildings and snipe properly.

points: units in this game will start off with a certian amount of offense points and movement points, these offense points will be distributed next after these rules are made. The offense points are required for spellcasting, attacks, and other similar interactions, while movement points are required to climb and move, you have a certain amount for each unit to use each round. And they will recharge the next round.

initiative: At the start of a round, the initiative is rolled. It lets you know in which order warriors will take action during the combat round based on the warrior's Initiative characteristic. Initiative is calculated using the following: the warrior's Alertness statistic, skills, equipped weapons and armor along with their enchantments.

movement: as described above, movement points decide the amount of squares you can move in groups of 3. But this mode also includes your actions, traps you trigger, and combat interactions done per round.

combat zone:When a warrior enters a threat zone represented by the the area around their enemies. movement is automatically stopped and the warrior becomes engaged in melee combat. The warrior can now Attack any engaged enemy at the cost of 2 Offense Points. Some weapons have a tiring effect which increases the cost of sub sequential attacks to 3 Offense Points.

ranged combat:Warriors equipped with range weapons can Shoot enemies from a safe distance at the cost of 2 Offense Points. Shooting with Firearms cost 3 Offense Points due to their Flintlock system. Once a range weapon has been unloaded, the warrior must Reload it at a cost of Strategy Points before being able to shoot again. The reload cost vary per weapons.

counter attack: When a warrior has enough Offense Points left during enemies' turn and it is targeted by a melee attack (successful or not), it will have the option to Counter-Attack his opponent.

end turn: When a warrior has no actions left to take, use the 'End Turn' action. Doing so will remove any remaining Strategy Points, but all Action Points will remain available for Counter-Attack until the warrior's next turn.

TACTICS

line of sight: Mordheim is eerie and its many alleys and streets confuses even the most seasoned warriors. Only the positions of enemies that are visible to one of your warband warrior will be displayed on the map or in Strategy view. As soon as an enemy is out of sight, it will vanish and its behavior will remain unknown until it can be seen again. Unknown enemies will be displayed as Question Marks in the Initiative Ladder and their last known location will be available on the Strategy View as a Question Mark as well

disengage/flee: When a warrior wants to retreat from close combat with an enemy, it has two options: 1- it can do so safely by using the Disengage  action at the cost of 1 SP  & 2 OP, carefully moving back from the enemy by a few meters. 2- The warrior can Flee  costing only 1 SP, but grants each engaged enemy with melee weapons a free attack. The warrior will then run a fair distance from the opponent. Both options can only be attempted if there is sufficient space behind them. Some warriors are very bold and will never have the Disengage or Flee option (more information can be found in the warrior's Perks info when out of combat)

dodge and parry:To increase their survival chances, warriors can use defensive combat stances. Each type of stance provides a different benefit, and they all end the warrior's turn when used. The base stances are Dodge Stance  (available to most warriors) and a Parry Stance  (requires a parrying weapon such as a Shield or a Sword). These base stances both cost 2 SP. While using one of these stances, the warrior will automatically try to dodge or parry the next successful melee attack it suffers. At the beginning of the warrior's next turn or after a Dodge or a Parry attempt has been made, the base stance effect is lost. Parrying successfully also reduces the cost of a Counter-Attack performed in response by 1 OP.

suprise attacks:Warriors can use offensive combat stances to surprise moving enemies, they are not triggered by charging, jumping-down/climbing-up or any other special movements and only one surprise attack can be triggered by a single enemy movement. Each type of stance provides a different benefit, and they all end the warrior's turn when used. The base offensive stances are: Ambush - Requires a melee weapon. In this stance, a warrior will charge and attack an enemy that enters into its charge range (typically equal to 1 movement range). A successful Ambush inflicts a debuff that reduces Hit chance by 10% for any Counter-attack performed in response. Overwatch - Requires a ranged weapon. In this stance, a warrior will fire at an enemy that enters its firing range (based on the ranged weapon equipped). These stances both cost 2 OP, and will cause the enemy's movement to be committed if triggered.

delay:Making a warrior wait before its next turn is often a viable strategy. Instead of wasting a turn doing nothing, the warrior can perform a Delay  action at the cost of 1 SP  to slide further down in the Initiative ladder by 3 positions. The warrior will then resume its turn with the amount of points it had left. Delay cannot be used if the warrior is last on the Initiative Ladder.

charge attack:When an enemy is within 1 movement range of a warrior, the Charge  action becomes available, allowing the warrior to dash forward and attack the enemy. Charge costs 3 OP  and requires a melee weapon. It can be used to close the distance to an enemy even with no SP  remaining. Charging has a -10% hit chance, but 50% increased damage. A successful Charge inflicts a debuff that reduces Hit chance by 10% for any Counter-attack performed in response.

aim and ranged factors:Instead of performing a normal Shoot attack, warriors can use the Aim  action at the cost of an additional 2 SP  plus the normal cost of shooting. Aim increases the chance to hit by 20% and critical hit chance by 5%. Other variables can modify the chance to hit for ranged weapons: - the shooter is more elevated than the target - the target is behind partial cover (walls, furniture, allies/enemies, etc.) - the target is wearing a shield - the target is engaged in melee combat

switching weapons:Every warrior can carry up to two sets of weapons. You can change your active weapon set during combat by using the Switch Weapons  action at the cost of 2 SP  and 1 OP.

ADVANCED COMBAT TACTICS

points of interest:Many points of interest can be found in the ruins of Mordheim, represented by a pale swirl. Warriors can interact with them at no cost by pressing [action] when standing on the swirl to loot the items they hold. Interacting with a Point of Interest or a Wyrdstone will commit the warrior's movement. Enemies' cart can also be looted (so can your cart!). Warriors who have fallen Out of Action will become points of interests as well. Fallen enemies can be looted for their equipment, but be mindful not to lose your own!

skills:'''As they evolve, warriors will be able to train skills which can be used in different situations during combat. Skills are split into two categories: Passive, which are always in effect, and Active, which require a specific target and must be triggered at a cost of Strategy or Offence Points. Based on the warrior's remaining OP and SP, only the usable skills will be available in the cycling menu.'''

spells:Some warriors can use magic, be it Arcane or Divine. Spells cost a varying amount of Action Points and there is a chance the casting may fizzle and fail. The higher the cost in OP, the higher the chances of failing to cast the spell.

consumables: Consumables are items with varying effects that can be used only once. They have no requirements to use and can complement your strategy in combat, opening the way for new unforeseen effects. Beneficial consumables can also be used on allies if you stand very close to them. Some consumables have an area of effect and will affect everyone (friend or foe) who stands in or enters the zone.

buff/debuff:When a warrior uses a skill or a spell that has a duration of 1 turn or more, it will apply a buff (beneficial effect) or a debuff (detrimental effect) on the target. The duration of these buffs/debuffs is based on the skill-user's turns and not the target's turn. Should the skill-user move up or down in the initiative ladder, it will reduce or extend the duration of applied buffs/debuffs. If the skill-user is put Out of Action, the buffs/debuffs will persist until the moment they would have taken their turn.

SCENARIO TACTICS

victory conditions:To achieve victory during a mission you must force the enemy warband to rout (retreat from the battlefield) before they make you rout. Before leaving the battlefield after a victory, your warriors will be able to scavenge roughly a third of the remaining Wyrdstone and Search points. Keep in mind that warbands that retreat from battle keep the loot they managed to secure in their cart or on their warriors who still stand, so all is not lost! Optional Objectives can also be completed for extra experience points. Completing these Objectives will not end the battle and the bonus gained is kept even during a rout. Completing all Optional Objectives and making the enemy rout leads to a Decisive Victory which provides extra spoils of war.

morale gauge:Each warband has a morale gauge representing their Warband Morale Pool (displayed at the top of the gauge). The Morale Pool is based on the Morale value of each individual warrior added together. Every time a warrior is put Out of Action, their Morale Impact value (not to be confused with their Morale value) is removed from the Morale gauge. If the gauge falls below the threshold amount (displayed below the gauge), a Leadership test will be taken before the next warrior from the warband plays. The test is taken by the Leader, regardless of whose turn it is. If the Leader is Out of Action, one of the Heroes must take the test. If no Leader or Heroes can take the test, it is automatically failed. Failing this test will cause the Warband to rout (retreat from battle) and grant victory to the enemy.

all alone test:When a warrior ends up engaged with two or more enemies by itself, it will need to perform an All Alone test (based on Leadership). This test will determine if the warrior stays and fights against the odds, or if it turns away and runs for its life. If the test fails, the warrior loses all of its Offence Points along with 1 Strategy Point. If there is room for the warrior to flee, it will turn and run, providing each engaged enemy a free melee attack (if they have melee weapons equipped). If there is no room to flee, the warrior will stay put but still lose Offence points.

neutral enemies:The City of Mordheim is filled with enemies (such as Daemons) that have no allegiance and will attack all warbands. Be wary of these foes, but remember: your enemies' enemies could be your ally... until they have none of your enemies left to kill.

warrior retreat:At the beginning of each combat round, warriors that are Out of Action will leave the battleground. They will retreat with their weapons in hand, but they will drop their backpack containing all the consumables, gold, Wyrdstones, and other loot they have gathered. Should you wish to steal the weapons of a defeated warrior, it is possible to do so but it must be done before it regains consciousness and leaves the battlefield. Simply put, you have until the end of the current Battle Round to steal a fallen warrior's weapons. Be careful as enemies could steal yours as well.

idol and prayer:Every warband has an idol (religious symbol) that grants a temporary buff to warriors that pray near it. This buff increases Wyrdstone Resistance and the chance to succeed All Alone tests. The higher the rank of the warband, the more powerful the buff will be.

fear and terror via units:Some warriors (such as the Mercenary Ogre or the Chaos Spawn) will affect their enemies with Fear or Terror when engaging them. These conditions require a test of Leadership to be overcome or the warrior will become Afraid or Terrorized. Afraid warriors will have their chance to hit in melee combat reduced while Terrorized warriors will have their maximum OP and SP reduced. These effects last until they are overcome, even if the source of it is far away or even dead, as the warrior remains shaken from his experience

break all alone:When an ally is in an All Alone situation, it can be broken by engaging the extra enemies. As long as the number of engaged warriors is equal, there will be no All Alone test required.

idol and morale:The Idol of each warband is a holy symbol that helps them face the horrors of the City of the Damned. Although it does not add to the Morale Pool, having your Idol stolen will lower the warband's Morale pool. This could become a valid tactic to force the enemy warband to rout. Should the Idol be retrieved and placed back onto the cart, the Morale lost will be restored. One of the Optional Objectives involves stealing the enemy's Idol. If you make it to the enemy cart, you can also steal any items they may be storing by interacting with their chest..

area of effect spells:Some spells, skills,or consumables affect only allies or only enemies while others (such as Acid Breath or Fireball) will affect everyone in the area of affect. It is important to be careful where and how these abilities are used to avoid unwanted friendly fire effects. An ally falling Out of Action will lower the Morale Pool whether it has been put out by the enemy or your own actions..

leave combat options:Once a battle has started there are 2 ways to leave: Voluntary Rout: This option becomes available when your warband's Morale drops below the rout threshold. At this stage you can retreat, suffering a defeat but with no additional penalties. Abandon Mission: This option is always available. However, leaving the battlefield is considered an act of cowardice and is frowned upon. Using Abandon Mission will let you retreat from battle, but all of your warriors will be considered Out of Action and suffer the associated consequences. Think twice before choosing this option! Disconnecting during a mission will be considered an Abandon Mission  