Loading a mission. Tech tip: If Mordhiem is loading slowly there may be lint trapped in your tape deck. Insert a cleaning cassette and cycle it through rewind/fast-forward for a couple of minutes.
Deployment. Shit, even on the strategic display the camera won't zoom out enough to show everything. Units can only be deployed on designated spots on the map. This often forces you to split your units. As they're the slowest, I've grouped my henchmen together near the largest cluster of wyrdstone in the east. My leader and hero are are over to the west where I can use their superior speed to collect the more loosely scattered stones before grouping up with the henchmen. The only place I know for certain that some enemy units will be deployed is around their cart in the southeast.
This is my single hero, Krispee, deployed near the warband's cart. Note the two sets of action points listed below his name. With six strategy points, and the extra points his class gives for climbing and jumping, he's my most mobile unit so I going to be sending him to collect the wyrdstone furthest from the main body of my warband.
On his way to link up with the henchmen, our glorious leader just collected some wyrdstone. One down, nine to go to win the secondary objective and get bonus xp. Every stone collected gives a random chance for a buff/debuff. Here the effect is +1 offense point cost to spellcasting. He's not a spellcaster, so no worries.
Unfortunately two members of the enemy warband have emerged from the mist near by, and one of them is a hero. Brave, loyal-loyal Krispee is far to the south, and the henchmen are some distance off the the west. Our leader is looking very isolated ...
When outnumbered, it's best to take advantage of the terrain where possible. I've used my unit's few remaining strategy points to place him between some wreckage. Hopefully the front is now narrow enough so that only one of those two cultists coming in from the north can engage him in melee. I've also got the problem that I'm out of strategy points which means he can't go into a defensive stance. Either I can set him to ambush, which means he'll dash out of his merger cover to engage the approaching cultists on their turn and maybe get a surprise attack, or I can just set him simply to end his turn in which case he'll remain in position but is otherwise defenseless. Tough choice.
I've decided to move two of the henchmen north in support of my beleaguered leader. However, it'll be another turn before they can get in range. The remaining henchman I sent south to collect nearby wrydstone. Assuming he isn't ambushed and brutally murdered, he should be able to join his two colleagues a couple of turns from now. Note the glowing blue circles. Those are movement nodes. representing the path your currently selected unit has taken. It's possible to retrace your steps along those nodes at any point during the unit's turn as long as they haven't interacted with anything (loot, traps, getting shot at, and so on).
Here's the current game plan. The two cultist in the north failed to reach glorious leader on their turn, and he's now free to withdraw to a wyrdstone filled building just south of a small square. On the same turn two of my henchmen are moving into defensive position in front of the same building. Meanwhile Krispee will grab the three wrydstones to the southwest and should be able to regroup with glorious leader in two turns. It's the final henchman in south center I'm worried about. Just to his east is the mostly likely position of the remainder of the enemy warband. If he's caught on his own now he's a dead rat.
Glorious leader ran straight into a trap on his way to the wyrdstone filled building. It's a nasty one too. -25% to defensive stances. His dodge chance has just been halved. This being Mordheim, and Mordheim being all goofy RNG as possible, traps can actually buff as well as debuff/damage, making perception checks a complete waste of strategy points.
Having collected the wyrdstone in the building, and gaining a nice 20% armour bonus in the process, our leader places himself in the skaven position of honour: in the rear where he
can't be harmed can supervise. His secondary weapons are warplock pistols, and being on a higher elevation than the chaos scum below gives an aim bonus.
Note the blue circles. Like any good console aRPG, climbing/jumping can only be executed at specific points.
1. Krispee finished collecting all the stones in his area and is in a position to reach the coming battle in the square next turn.
2. The third henchman has also collected his fill of wyrdstone but is now out of strategy points and the enemy leader (4) has just appeared to the south. He's in trouble.
3. The remaining henchmen are free to move and I'm facing a hard choice. Do I move them both north so I have local superiority against the two chaos cultists up there? Or do I move one south to support the isolated henchman against the enemy leader?
4. There are two enemy warband units as yet unaccounted for. I've a feeling they're in the south, and so decided to abandon the southmost henchman to his faith.
Having moved two henchmen up to support their leader and placed them in ambush stance one of them manages to get the drop on an approaching cultist. Being armed only with a spear he hasn't done much damage, but a successful ambush strike does apply the debuff status effect "Surprised" which gives a penalty to hit.
My second henchman moves in to support. A unit which finds itself outnumbered and alone is normally forced to take an "All Alone" leadership test. Failure either results in the unit breaking from combat and suffering attacks of opportunity, or, if there's no room to flee, the unit is unable to take any offensive actions. This particular unit type, being insane, is immune to "All Alone" checks. Skaven, on the other hand, have terrible leadership stats and will squirt the musk of fear in the face of uneven odds.
lolz magic suxorz. The enemy leader caught up with my third henchmen and gave him a nasty beating. He then tried to cast a spell to buff his weapon (completely pointless as he had already attacked, the AI needs work), which backfired and KOed him. The ruinous powers of RNG were angry. So the enemy leader is down through no action of my own, two of the enemy unit have yet to make an appearance, and it looks like this mission is in the bag. Magic is really, really terrible in this game. Most of the spells are situationally useful at best, the offensive ones are underpowered, and casting them comes with an unacceptably high chance of being cursed, the nastiest of which happened to the enemy leader here: being hit for 6666 damage.
Brave-brave Krispee (1) has reached the melee. The enemy hero (2) is in ambush stance, so rather than approach directly I set Krispee to charge which breaks ambush stance and, if successful, inflicts the "Surprised" debuff.
Krispee's charge fails, and he gets successfully counter attacked for his trouble. Still, the odds are in my favour and ...
... tip even further in my favour as my third henchman finally arrives. There is still no sign of the remaining two enemy henchmen. Note the zones of control around both my own and the enemy's unit. No unit can take action if they are standing on another unit's zone of control and not already engaged in melee. Nor can units move out if melee if moving out would place them in another unit's zone of control. In this case the two enemy units are now completely boxed in an unable to disengage, but ...
... neither does my leader unit have any space to move in and joint the melee. I switch over to his secondary ranged weapons instead.
The blue and red bars in the top left represent your own and the enemy moral respectively. When it dips below a certain point, and every time it drops thereafter, the warband affected must make a moral check or rout. When moral hits zero the warband routs regardless of whether it has units left standing or not. I think a warband's total moral score is calculated based on the leadership scores of the warband's individual members. In anycase, the Sisters of Sigmar generally have the highest moral and are quite punishing to rout, whereas the Skaven have a low moral score and flee after relatively low casualties. High moral is not always a good thing. If the battle is going really badly it's usually better if your warband routs to prevent a bad situation getting even worse. It really hurts to be on the loosing side of a battle as the Sisters because it means most of the band will be KOed before it routs.
The enemy hero falls before the the combined might of my henchmen and Krispee, and his warband is forced to make a moral check which they promptly fail. Despite only loosing two units, those units were their leader and their hero which gutted their moral.
To the victor the meager spoils. Despite taking a few chances, and there being wyrdstone sitting in easy reach, I failed the optional objective by one damn wyrdstone because all my unengaged units' inventories were full. If the enemy had only held on for one more turn ...