So, with the latest update making the game actually worth mentioning, I decided I'd go ahead and make a thread about it. Now there are two Mordheims. The first is a games Workshop specialist game that GW canned with all the other actually fun games in favor of 40k and fantasy battle because they didn't sell enough miniatures. This tabletop game was a skirmish level wargame where bands of mercenaries would fight in the recently destroyed city of Mordheim over warpstone. Much like fellow specialist games like Necromunda (nearly the same thing but in 40k) and Blood Bowl, it placed as much an emphasis on progression and story building as it did the raw battles themselves. Warband members would gain skills, loot, and riches or more than likley face an untimly grisley death in darkened alleys and crumbling buildings
The video game adaption is an adaption in spirit not in rules (In contrast to Blood Bowl which is a 1:1 adaption of the boardgame, or Dawn of War which is completely it's own thing) of the boardgame, where you venture into the city in randomly generated maps and fight with enemy warbands, either AI or player controlled, while trying to also ransack the map of valuable warpstones and loot. The game currently and at launch will have four warbands.
Mercenaries: Fluffwise they are Reiklanders who operate under the authority of Baron Von Leitdorf, who wishes to secure and sell the warp stone for his political ambitions, much like many other Imperial nobels during this time period.
Sisters of Sigmar: The seemingly sole survivors of the destruction of Mordheim, the Sisters goal is to prevent the corrpution caused by warpstone from spreading, and to that end seek to lock all the warpstones away far underground.
Skaven of Clan Eshin: Skaven fucking love warpstone. They probably even bathe in the stuff. Because of that, the one clan aware of the fall of Mordheim has sent their agents into the city to both take as much as possible, and make sure no other Skaven clans find out about it.
Cult of the Possessed: Chaos. Their goal of course is to take all the warpstone (sensing a theme here?), and then dump it in The Pit as an offering to the Shadowlord, a nebulous chaotic entity who warriors come back either blessed with mutations, or not at all from.
The game itself is a third person turned based strategy in the vein of games like New-Xcom or Valkyrie Chronicles. You and your warband venture into combat, and return with hopefully most of the loot on the map and few injured men. Anything your active men have (or that you managed to secure in your wagon) at the end of a battle is kept even in defeat, and only a portion of the unclaimed stuff is rewarded in a victory, so exploration is rewarded as much as brute force.
After a battle, those who were put out of action have to roll for an injury. These can be as simple as scrapes and bruises that heal before the next battle, to buffs caused by getting hit in just the right way (such as a warrior who will now no longer retreat because he is now a crazed maniac, although it also means you wont be able to MAKE him fall back either), to crippling injuries such as losing an eye, to of course, straight up dying.
Warriors must also be paid for their work and their medical treatment, making your work all the more tense.
Of course all that is in theory as at the moment in it's first stage of progression there are some serious balance issues, especially for long term play, such as the required amount of warpstone to deliver to the faction leader getting too high too fast. And two ahnded weapons are pretty mucht he go big or go home strategy for mele builds. But still, it seems to be shaping up rather nicely. Anyone else gotten a chance to try this?
The video game adaption is an adaption in spirit not in rules (In contrast to Blood Bowl which is a 1:1 adaption of the boardgame, or Dawn of War which is completely it's own thing) of the boardgame, where you venture into the city in randomly generated maps and fight with enemy warbands, either AI or player controlled, while trying to also ransack the map of valuable warpstones and loot. The game currently and at launch will have four warbands.
Mercenaries: Fluffwise they are Reiklanders who operate under the authority of Baron Von Leitdorf, who wishes to secure and sell the warp stone for his political ambitions, much like many other Imperial nobels during this time period.
Sisters of Sigmar: The seemingly sole survivors of the destruction of Mordheim, the Sisters goal is to prevent the corrpution caused by warpstone from spreading, and to that end seek to lock all the warpstones away far underground.
Skaven of Clan Eshin: Skaven fucking love warpstone. They probably even bathe in the stuff. Because of that, the one clan aware of the fall of Mordheim has sent their agents into the city to both take as much as possible, and make sure no other Skaven clans find out about it.
Cult of the Possessed: Chaos. Their goal of course is to take all the warpstone (sensing a theme here?), and then dump it in The Pit as an offering to the Shadowlord, a nebulous chaotic entity who warriors come back either blessed with mutations, or not at all from.
The game itself is a third person turned based strategy in the vein of games like New-Xcom or Valkyrie Chronicles. You and your warband venture into combat, and return with hopefully most of the loot on the map and few injured men. Anything your active men have (or that you managed to secure in your wagon) at the end of a battle is kept even in defeat, and only a portion of the unclaimed stuff is rewarded in a victory, so exploration is rewarded as much as brute force.
After a battle, those who were put out of action have to roll for an injury. These can be as simple as scrapes and bruises that heal before the next battle, to buffs caused by getting hit in just the right way (such as a warrior who will now no longer retreat because he is now a crazed maniac, although it also means you wont be able to MAKE him fall back either), to crippling injuries such as losing an eye, to of course, straight up dying.
Warriors must also be paid for their work and their medical treatment, making your work all the more tense.
Of course all that is in theory as at the moment in it's first stage of progression there are some serious balance issues, especially for long term play, such as the required amount of warpstone to deliver to the faction leader getting too high too fast. And two ahnded weapons are pretty mucht he go big or go home strategy for mele builds. But still, it seems to be shaping up rather nicely. Anyone else gotten a chance to try this?