Which Warband do you consider is the best?

Discussion in 'Open Discussion' started by Cyberaddict, Jun 1, 2020.

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Which Warband do you consider is the best?

Reikland Mercenaries 3 vote(s) 27.3%
Middenheim Mercenaries 1 vote(s) 9.1%
Marienburg Mercenaries 0 vote(s) 0.0%
Skaven 3 vote(s) 27.3%
Undead 0 vote(s) 0.0%
Witch Hunters 1 vote(s) 9.1%
Sisters of Sigmar 2 vote(s) 18.2%
Possessed 1 vote(s) 9.1%
Dwarf Treasure Hunters 0 vote(s) 0.0%
  1. Cyberaddict Major

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    As the name suggests... not considering any financial considerations.

    Best ranged Warbands need Speed skills access. Sprint (for better positioning), Ambush (for extra attacks that don't hurt your rating) and Hide in Shadows (for alpha strikes) are mandatory. Reiklanders (no Speed skills), Middenheimers (no Shooting skills) and Witch Hunters (poor starting stats) are bad choice for ranged strategies, compared to Marienburgers (long range, average Initiative, discount on stuff) and Skaven (short range, high Initiative, lots of attacks).

    There's a certain safety in ranged combat, and it may help the survivability of the units. But 100% ranged can get boring and repetitive. It's certainly not as challenging as a good melee combat.

    For melee Warbands, I also highly value Speed skills. Sprint (for better positioning), Hide in Shadows (for alpha strikes) and Quick Reactions + Lightning Reflexes (for extra free attacks) are excellent skills for close combat. Reiklanders, Undead, Possessed and Dwarves all lack Speed access, and will thus underperform Middenheimers, Skaven and Sisters in melee (at the same rating), IMHO.

    The Sisters access to Prayers of Sigmar is somewhat better for a melee Warband than Middenheimers' Lesser Magic and Skaven's Magic of the Horned Rat. AOE fear immunity is excellent to make certain no unit gets nervous in front of an Ogre or Vampire (you need all the attacks you can get against these), and Healing is amazing for survivability of the Warband (performed as a free action, costs zero gold and takes no inventory slot). Also, Prayers can be performed with full armor, while Magic suffers big penalties.

    To fight armored opponents, Sigmarite Hammers are better than Skaven's Mace and Middenheimers' Skull Hammer. And at lower levels, where Defense is low, the Sister's Steel Whip is very good to get some reach (which facilitates alpha strikes).

    IMHO, the Sisters are strictly better in melee than Middenheimers or Skaven.

    I think a well developped Sisters warband is better than a Marienburgers band of snipers. But the road to get there is more difficult for the Sisters, with more deaths and injuries. Marienburgers seems a safer bet, but less fun and challenging.

    That being said, because I can only choose *one* warband, I think I would go with Skaven. If you only have Fate to buy one warband, I think Skaven are more well rounded and versatile than Sisters or Marienburgers. They can be developped 100% range (with Shurikens, and Mace for melee support) or 100% melee (with dual claws, pistols or blades). You'll get more bang for your bucks with Skaven.

    Note that Witch Hunters can eventually be developped the same way as Skaven (melee or ranged), but they have a more bumpy start (Zealots stats are meh). Their Hired Sword (Priest) is a better option than Skaven's Eshin Sorcerer, however. But the Skaven high Movement and Initiative are a no brainer for me. Of course, they have low Leadership, but just keep them together to avoid All Alone tests, and be happy when they rout. You'll probably lose a few encounters you could have won otherwise, but most of the times, they'll just have saved you from some costly deaths or injuries. Anyway, other than a frustrated ego, losing an encounter is not such a big deal. You get almost the same amount of experience and shards, anyway.

    For the record, I haven't played the Possessed or Dwarves. I won't play a warband that looks like the KKK or that sports creatures I found offensive to look at (Possessed), and I don't even want the challenge of playing a Warband with extremely low Movement and Initiative (Dwarves). My win rate in PVP against these two with my three favorite warbands (Sisters, Marienburgers and Skaven) is almost 100%, so I don't feel I miss anything here.

    TLDR : Skaven are the best all around warband (Witch Hunters are the second best jack of all trades). But Sisters are the best in melee, while Marienburgers are the best in long range.
  2. Cyberaddict Major

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    Who ever voted for Reiklanders : care to explain? Other than being free, what do you like about this Faction?
  3. Salowuk Private

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    Sisters and Skavens are a great challenge.
    Sisters are like panzers, heavy armor, great melee damage and can heal (i must buy this instead of the Possessed). I would like buy them.
    Skavens lot of times defeat me, can move fast and kill easy an isolated soldier.

    I met a few dwarfs, but looks a great warband.
    Withc huntes in low levels are ok.

    Possessed is the worst warband (and i bought it). Explanation
    -Your magic try to kill you (Eye of god)
    -The Dark Pact try to kill you too.
    -If you must have the luck with the pact, i get lot of times possess with no mutations or only with a "mark of chaos". Have a brethren with 2 mutations and possession is like a lottery.
    -Possessed cant wear anything :c
    -No "chaos tomes"
    -If i cant buy weapons, armor or magic for my warband....WTF i do with my gold? I only can buy items for my magister
    -Magister cant have mutations.
    -Daemon Soul mutation sucks...scorpion tail too...hideous too...then you must be very lucky to get the right mutations without die in the process to get a "good" possessed.
    -Models are horrible.
    -Melee war band without access to Strength skills.

    I dont know why i bought this band, maybe expecting something better.

    I will vote for the sisters.
    studer1972 likes this.
  4. Shangular Brigadier

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    Saying which is best is a difficult question as all of them can be very competitive depending on warband composition and how you equip and play them. I've played all the factions and win a large majority of my pvp matches (even with Possessed and Dwarves). I think my Possessed have only lost a couple times and that was because they failed a rout test right when they were ready to make the killing blow, gotta love those situations. Dwarves are the most challenging to play but can be rewarding. So I'll make my answer based on how easy/flexible a warband is for me to win and solely on PVP scenarios. Remember PVP means winning to the objective and not necessarily killing the entire opposing warband. PVE isn't worth mentioning as its too easy to beat the AI with the same tactic with every warband.

    In the past I would have said Skaven, but with the release of Elves, definitely the Middenheimers. I have 3 elves, 4 comet wielders, wizard captain. All levelled up and unstunnable with a balance of melee, ranged, and mobility to be successful in all PVP scenarios: Treasure hunt, shard hunt, capture circles. Elves are good as both shooting and close combat, with Flight, Warriors have full Combat, Speed and Strength trees, and Wizard Captain everyone already knows what they can do. Happy to test this with anyone.
  5. Cyberaddict Major

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    If just for the Elves, aren’t Marienburgers better than Middenheimers? Elves are better at range, and it’s awkward to mix melee and range specialists in a Warband, IMHO. The moment the melee units get into close combat, ranged units are disabled and can no longer support from a distance.

    My Marienburg Warband (League of Justice) was indeed quite good stealing the victory from the opposition, with Wizard Captain, two Elves and 2 Warlocks (with 3 snipers Marksman). With such high mobility, I could often win by just grabbing the objectives (treasure or shards) before flying away.

    I still think that Skaven is a better all-around Faction. They can be quite good in melee and range (more deadly than Witch Hunters, the only other faction that is as versatile). One could have two Skaven Warbands that are very different from the other, while all Sisters, Middenheim or Marienburg Warbands will eventually look quite the same (maybe except for the rare Marienburgers that go the swashbuckling route, but that will be a very underwhelming option). Reikland is also versatile, but the lack of Speed skills access is just too much of a downside for me.
  6. CzaRus Major

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    My favourite is Middenheim, same reasons as posted above. But I vote Witch Hunters, for they are probably THE most flexible and get both Lesser magic and Prayers of Sigmar. Sure, their start is a pain, but after having pistollier or sniper captain, 3 sniper henchmen, a warrior priest, 2-3 elves (maybe 1 ogre instead), and mind you, elves can use holy tomes too! ----->
    You get speed skills, nearly flawless shooting, nice anti-rape mage ability (your henchmen are not that hopeless against a single/duo of mages forcing them to melee, and when you include captain supporting them as well they present little danger), an almost immortal priest maybe with possibly almost immortal ogre (against ranged mainly), and 2-3 fully capable of magic usage elves with whatever you want, you can pretty much decinate anything, basically straight upgrade to Marienburgers, which I also like very much.


    BUT WITH THAT SAID I THING THAT EVERY WARBAND IS EXTREMELY SITUATIONAL AND THEIR USEFULLNES WILL CHANGE ACCORDING TO MAP, START LOCATIONS, SCENARIO, GENERALLY SPEAKING CONTEXT!!!
    Shangular likes this.
  7. Shangular Brigadier

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    I chose Middenheim over Marienburg who would be my second best choice for Mercs (Reiklands last because they can get stunned). Marienburg lacks the strength tree so don't have a melee warrior that can kill in one round (important to prevent healing) except the Ogre. So it's personal preference between Marienburg marksman and Ogres or Middenheim warriors and Elves. I prefer the later because of the ability to kill in one round plus being unstunnable. The former runs in the problem you mentioned above (stunned ogres become good missile shields). Middenheimers don't get stunned and can either move out of close combat to allow opponent to get shot at or be able to kill in one round.

    Why do I like a balanced approach vs pure snipers or pure melee? Remember I'm talking PVP where you have to respond to the tactics of your opponent. More flexiblity is more helpful. In general, strong close combat warriors will move towards their target and having elves to cover them lessens the impact of enemy snipers. Sure they can come out of hiding and shoot my warriors, but my 3 elves will then shoot them. These elves can kill one shooter per round which is one less shooter attacking my melee warriors Remember that elves are also good in close combat. Mine have max WS, attacks and rerolls so can be used in that role in situations that require it.

    Treasure hunt really depends on how lucky one warband is in terms of proximity the chest. If you are that warband and have flyers, mathematically you should be able to grab the chest, fly behind a building a eventually to your starting zone. But if you're not that lucky warband or its in those scenarios where the chest is placed close to the middle, I like my odds with my Middenheimers. Warlocks are stunnable and elves with 100+ Initiative can hide, Ambush and then take 2 more shots.

    Skaven are good too, I love mine. If you are the attacker in the defend the big circle scenario and happen to get 3 turns in a row its over before quickly. Good opponents will never let you get 3 turns in a row at the start. With elves, you have 100+ initiative, triple spot range and lanterns, they'll go before you and will spot you (no more suddenly charging out of hiding). In most other scenarios, because of elves, Skaven lose a lot of their stealth advantage.

    This is just my opinion and I'm not saying that a Middenheim will always win. This is PVP and any warband can be competitive and win against any other warband. But it's just my personal preference of what I feel is the easiest for me to win.

    CzarRus said it well
  8. Jesse Shaffer Brigadier

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    Orcs are probably next so, if you dislike the Possessed, you may want to stay away from them. I never got the chance to play them in table top Mordheim but, if I remember correctly, every orc has a chance of turning on their teammates EVERY TURN. Personally, I’m looking forward to the day when my entire warband rips itself to pieces halfway to the objective but I can understand why others wouldn’t.
    studer1972 likes this.
  9. Jesse Shaffer Brigadier

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    “Best” is a bit too subjective for me but I will say that some were definitely given more love and care than others. This thread made me think about something though. You really don’t need 90+ weapon skill in late game to remain effective in melee if you can shred opponents enough first with ranged. Four elves & four Sisters of Sigmar would be extremely powerful. Healing Hand would be even more effective and manageable with half the usual melee units to worry about. All my Sister’s of Sigmar warbands have been pure so I’m not even sure if it’s possible. Assuming the game doesn’t force me to buy an Augur, I think I’ll try this next.
  10. Shangular Brigadier

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    In theory, possibly, unfortunately Sisters can't hire elves ;)
  11. Cyberaddict Major

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    Indeed. Pretty sure that’s the case. Never saw an Elf hang around for hiring in my Sisters’ shrine.
  12. Shangular Brigadier

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    Legendary confirmed it on Facebook when elves were announced, also it matches up with the TT version.

    Just curious as to the reason why people think Sisters are the best? They are a good warband no doubt, but imo they are also the easiest to beat in the Treasure hunt scenario given that they have no Flight capable warriors and have no shooting. With dwarves you at least have to be wary if they have 3 snipers waiting.
  13. Cyberaddict Major

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    Sisters have slings, if need be. But I never used them. In treasure scenarios, when it's too far from my starting position, I go straight to opponent's start/exit. Some players don't even try to take the treasure, so we'll fight in the middle and I'll win. If not, then I'll intercept the carrier on the way to the exit, if I've not scared away opposition already (most of the times). It doesn't work against flyers who just ignore me and stay away, but hey, if they want to play Mordheim like pussies, I can't do anything about it. :)
    studer1972 likes this.
  14. Cyberaddict Major

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    Is it just me, or is there more Skaven teams in PVP since I posted this article? It certainly feels like it...
  15. Shangular Brigadier

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    Lol, I think it's just you. My main warband hasn't been able to find a match since you posted this. My Possessed have only found dwarves and Reiklander matchups. I dug of an old Reikland solo warband I had just to get pvp matches (only 700 rating) but mostly Reikland opponents.
  16. CzaRus Major

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    And I wanted to add that both Sisters and Witch Hunters have magic immunity spell from the beginning, so screw all of your offensive spells except for boosts (rerolls) and magical weapons (good luck with flame sword against D 80 priest or matriarch with hammer).
  17. Cyberaddict Major

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    One advantage the Sisters have over the Witch Hunters, is that they all have access to Speed skills (mainly Sprint, Hide in Shadows and the whole Dodge tree), even Augur and the lucky Pit Fighter (mine is called Pizza Delivery Guy ; the girls were all excited when he knocked on the front door, and they’ve kept him since). This allows for more constant strategies. Warrior-Priests are stuck at 4/4 Movement, and will always be the weak point in a guerilla commando (sneaky). I realized that the hard way with Cardinal de Richelieu in my Musketeers Warband (Witch Hunters).

    I like that the Matriarch starts with spells. Giving Fear Immunity is a huge boost against Ogres, Undead, Possessed and Scarred opponents (Zealots are ridiculously bad against these, too scared to move = you’ll lose and suffer injuries). Add to that Healing, and your Warband is automatically a lot more resilient, even at low levels (win more often, protects from injuries and deaths, and overall a ressources-friendly ability as it protects your Fate and Gold investments).

    The only bad thing about Sisters is that they eventually all look the same : all females with Hammers, tanked up to rush into melee... save maybe for those who’ll recruit a Halfling or Pit Fighter. I pity those who’ll take an Ogre and completely lose the sneaky option. The only thing Shrek is good at in Sisters, is its 6/6 Movement, to grab Treasures and Shards in PvP. Otherwise, it’s just target practice for opponents’ Marksmen.
  18. studer1972 Corporal

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    Reiklanders are the shootiest, better at melee than the toffs of Marienberg. Once you have 8 shooters, all with multiple shots using long rifles, ignoring cover, and able to move, shoot, and speed load...we hates them, nasssty Reiklanders.
  19. Cyberaddict Major

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    Marienburgers will do the same, but also get +1 Move (better position for cover or to shoot), can Hide (survival), Ambush (extra free attack) and Dodge (stay at range and resist ranged attacks), will pay less for these rifles (tribal bonus) and find them more reliably in the Store than Reiklanders (another tribal bonus). They’ll use pit fighter and ithilmar armor only, which is a drawback, but shadows will tank them up alright. I don’t see how access to Strength skills can help at range. Maybe I fail to see something?
    studer1972 likes this.
  20. CzaRus Major

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    They can wear gromril just fine. Movement penalty - sure, but just a little bit. Early game Reikland is stronger imo.
    studer1972 likes this.

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