Getting close to our existing design doc! It is really fascinating seeing what every one thinks. Generally as a design rule we want to start with a cool captain for each warband who then hires "young blood" level troops and develops them over time into the more specialised units with skills and stat upgrades. For example Black Skaven and Assassins are just levelled up Verminkin. If there is anything way out wacky it will end up being a unique hiresword. Undead will be the trickiest as it is the only warband where the next hero cant be promoted to leader...or is it.K so as I see it vampires obviously wouldn't work until they worked out magic. And I think abandoning a straight from the game conversion would be important.
I would say they get a vamp who is real good and give him almost the full merc equipment list (should really include pistols btw) and while they can't have more than 1 if their vamp is gone another vamp shows up in the tavern. They could have lots of cool skills
Same goes for necromancer can't have more than 1 I think they should start with a summon zombie spell with other spells being skills that had various requirements and maybe different tiers. There was mention of a possible feature where skaven could summon ai controlled giant rats and I think zombies would work best the same way so they weren't taking up warband slots. Necromancer might have to be premium (I'm so not interested in whining about people having to pay for the game it's not a volunteer effort programmers need money)
For normal units I would love ghouls (with some level of equipment available even if it's pretty basic)
Then also some dregs who would be basic humans with restrictions of maybe no blackpowder (they do need to be worse than mercs to balance the rest so limiting but not completely eliminating ranged skills is key
Ghouls should have some special skills (maybe two ranks of the toughness skill/4 wound levels making up for loss of armor
Giant rats.But how will they be balanced? In the metagame armor is so broken that anyone without access to armor, mostly frontline characters like Flagellant and Rat Ogre need much higher Wounds so they arent easy targets.
Any future additions, well I cant see them before they are released so there are complex thoughts of both eagerness and dread that it will be broken in this game. Its just a a fundamental problem that any changes between Mordheim and Warband SKirmish remove the original balancing factors.
I've bought 4 Giant Rats for my gang so far. They die at 4 health, attack for Shieldzero damage, and the AI sends controls them poorly. I am not impressed. And no stats of info beyond the gold cost. I'm really starting to dislike buying troops/items as an experiment to see how they perform without ANY background/stat info. I'm not into playtesting wth my EXP advancements while paying money for the game.Giant rats.
You can get one per skaven, though only one seems to be available per post battle sequence. Available in additional "animal" equipment slot. Don't know what their stats are since there's only fluff text. Seems GR initiative is 40 or mayby little more.
Giant rats start autonomously and are controlled by AI. They move towards the closest visible enemy.They charge when in range. My rat charged a unarmoured marksman, dealt 4dmg (critical) and than died from 5dmg (6?) critical from said marksmen. After the battle I got info that: Giant rat was killed!
Now I'm convinced that.... nevermind.
Edit: the clarify, I think there needs to be better system of recording and accessing information, like a Legendary-Games sponsored Wiki with information about everything ingame as well as an ingame tool to access the equivalent. a Mordheim Warband Skirmish "Library" basically.