Mordheim: City of the Damned

Mordheim: City of the Damned

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Deployments - advantages and disadvantages for new players mostly
By [POEX]An-Tarxamon
Information about mission layouts and what types of warband they suit the best. Both advantages and disadvantages will be shown here and also what you should be awared of.

Feel free to add comments with suggestions or your personal experience, noticeable will be added to the guide. Flaming, trolling or missense comments will be deleted on sight.
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Table of contents - deployments type
This guide will show advantages or disadvantages of following deployment types. It should be mostly helpful for new player who are leveling their warbands.

Mission types are as follows:

  1. Rivals in the Ruins
  2. A Walk in the Fog
  3. Scavengers
  4. Pillagers
  5. The Cache
  6. Vision of Dread
  7. Hunters and Prey
  8. Horrors of Mordheim
  9. The Haunter in Darkness

  10. Ambush
  11. Ambushed

EDIT (17-JUN-2016)

After comments I decided to add few words about difficulty. It was not inherited in this guide, as Normal vs. Hard. vs. Brutal vs. Deadly changes only wounds of enemies and damage dealt by them. According to last modifications of this stats, I stated it here. Combining this with suitable mission types, you may find your desired type, as it cannot be applied generally (my cultist warband was smashed on brutal and I was in tight formation, so stats decide here as well as the mission type).

Rewards:

  1. Normal: 4% per warrior alive
  2. Hard: 5% per warrior alive
  3. Brutal: 6% per warrior alive
  4. Deadly: 7% per warrior alive

Damage dealt by AI units has been increased based on mission difficulties as follows:

  1. Normal: Remains as +5% damage
  2. Hard: Remains as +15% damage
  3. Brutal: Increases to +30% (from 25%)
  4. Deadly: Increases to +45% (from 35%)
1) Rivals in the Ruins
Both warbands deploy tightly around their wagons and prepare to face each other.

This deployment is in my humble opinion so far the best as give you a swift possibility to organize your unit into a formation that might catch enemies one by one and overflow them with damage.

It is also a great deployment for leveling weak units when you warband reaches higher level, as you put the weak unit in the center and surround her with more developed units. But be aware, mission may end up as "Ambush/Ambushed" (see sections 10 and 11 respectively).

Advantages

  • Whole unit starts together
  • Great for defense and leveling
  • Great againt slow warbands - Mercenaries, Cult of the Posessed, Sisters of Sigmar
  • Good for flanking sole enemies
  • Good for "Wyrdstone rush" objective

Disadvantages

  • Unit may be far away from wyrdshards and resources
  • You may kill enemies too quickly and fail to complete optional objectives (this may not be a disadvantage at all, but you may be forced to do so, while leveling and the optional objective awards you with additional 4 xp - 3 xp for optional objective + 1 xp for a decisive victory)

Suitable units type

  • Defensive units with high parry or dodge abilities
  • Leveling units

Notes
Beware of fast units or units countering your warband, that may show up all at once e. g. Cult of the Possessed with Armbands (attacks cannot be parried) against the Sisters of Sigmar with Web of Steel.

Catching enemies might leave you few free units, who might take wyrdstones and fulfil optional objective as well.
2) A Walk in the Fog
Each warband deploys in a wide arc from their wagon, far from each other.

This deployment is very versatile formation, you may choose both defense and offense, depends on the nature of your warband.

Also leveling is possible here, but be aware of fast moving warbands like Skaven. They might reach you sooner, while you end up in a defensive formation. But be aware, mission may end up as "Ambush/Ambushed" (see sections 10 and 11 respectively).

Advantages

  • Spread versatile deployment
  • Both for offense and defense
  • Gathering wyrdstones and resources
  • Great for "Wyrdstone rush" objective

Disadvantages

  • Units might get flanked more easily
  • Countering units are more difficult opponents

Suitable units type

  • Adaptable units, where strategy changes are possible and necessary
  • Leveling units
  • Leveled units
  • High moving range warbands

Notes
Beware of fast units or units countering your warband, that may show up all at once e. g. Cult of the Possessed with Armbands (attacks cannot be parried) against the Sisters of Sigmar with Web of Steel.

Catching enemies might leave you few free units, who might take wyrdstones and fulfil optional objective as well.
3) Scavengers
One warband is caught exploring buildings while the other deploys tightly around its wagon.

This deployment is one of my favourites, ending up in building usually grants resources, while deploying near wagon gives a great possibility to form up a tight formation and catch solo enemies who are overflown by damage. AI usually gets distracted and spreads its unit over the whole map, so you have the time to catch enemies and collect resources as well.

Advantages

  • Whole unit starts together
  • Great for defense and leveling
  • Great againt slow warbands - Mercenaries, Cult of the Posessed, Sisters of Sigmar
  • Good for flanking sole enemies
  • High chance to deploy near resources
  • AI might be distracted - higher chance to catch solo enemy or few warriors per round
  • Perfect for levelling Sisters of Sigmar's Impressive
  • Good for "Wyrdstone rush" or "Marked for death" objectives

Disadvantages

  • Building/wagon is not granted (chosen by random)
  • Players might loose concentration and let their solo warriors ganked
  • Bad deployment in building my block other units and delay the advance

Suitable units type

  • Defensive units with high parry or dodge abilities
  • Leveling units
  • Aggresive units with high damage over the round
  • Sisters of Sigmar with Impressive deployed

Notes

Maiden of Sigmar (Impressive) is the only unit of its type, who may enter buildings (other are too big and cannot enter houses and narrow corridors), so you may deploy there and kill weaker units without getting threatened by enemy's Impressive.
4) Pillagers
One warband is caught exploring buildings while the other divides into 3 strike teams surrounding the buildings.

This deployment is similar to Scavengers, but far more unpredictable. While ending up in buildings is a better possibility, ending up in strike teams may put unit in danger, especially while fighting in narrow corridors.

Smaller units may take the advantage to deploy in just two strike teams (seven warriors at maximum) and group together at one place. Though collectiong resources might be an issue then.

Advantages

  • Whole unit starts together (building)
  • Strike teams might pick up a great trap position
  • Ideal for smaller units
  • Perfect for aggressive tactics
  • Fine for "Marked for Death" objective or "Crush their will"

Disadvantages

  • Unpredictable
  • Recommended for advanced units with higher dodge/parry abilities or high damage dealers
  • Unlucky situations may hurt here
  • Bad for levelling units

Suitable units type

  • Smaller units
  • Aggresive units
  • Units with high movement range

Notes

Take in mind, that strike teams are not always the best alternative. But you have a great chance, that you end up near enemy's wagon and will be able to take the idol. Also if you are lucky and catching solo enemies, "Marked for death" is really a piece of cake. Although, unlucky situations may crush your precise work, so mostly advanced and highly specialised units may enter this mission.
5) Hunters and Prey
Both warbands divide into 3 strike teams and disperse in the area.

This is a perfect deployment for specialised units, either with aggressive tactics or highly defensive units. Yet they also have to be adaptable and able to change strategy swiftly, because enemies will usually flank one team, who will fight outnumbered.

Also smaller units might get huge advantage, with a bit of luck, they might outnumber one enemy team, while the other will arrive and change the odds in player's favour. Deployment is unpredictable and it is not recommended for new players to choose this will full unit (10 members, on 8 with Impressive). But skilled players might see this as a challenge with a lot of opportunities, from resources collecting beginning, with optional objectives ending.

Advantages

  • Mobile strike teams might confuse AI
  • Ideal for "Crush their will" objective
  • Smaller units might outnumber the enemy swiftly

Disadvantages

  • Full warband require at least one team with high defense or ability to deal with enemy fast
  • New players might end up flanked and frustrated
  • Luck factor is important here

Suitable units type

  • Skaven
  • Units with high movement and perfect defense/offense
  • Versatile, universal units

Notes

This deployment gives so far the greatest chance to get enemy's Idol and bring it to player's wagon, especially with Skaven or another mobile unit. It puts high pressure on concentration, one mistake here might cost the whole unit. That is why this deployment is recommended more for skilled player, who are able to change their strategy quickly.
6) The Cache
One warband deploys tightly around its wagon, while the other divides into 3 strike teams.

Very questionable deployment and risky. It looks attractive to deploy your warband near your wagon, but you may end up in strike teams as well. Locations of these teams do not allow fast joining and one of this teams may end up surrounded and out of action. But smaller units may take these risks as only two teams are deployed and their joining might be easier.

To be honest, this deployment might be so far the best for optional objectives achieveing. Until your warband reaches more members than seven, it is so far very formidable deployment. After this point it gets quite risky.

Advantages

  • Mobile strike teams might confuse AI
  • Ideal for optional objectives
  • Smaller units might outnumber the enemy swiftly and eliminate randomness of choice
  • Good for levelling warbands

Disadvantages

  • Full warband require at least one team with high defense of ability to deal with enemy fast
  • Wagon/Strike teams are randomly chosen
  • New players might end up flanked and frustrated
  • Luck factor is important here

Suitable units type

  • Warband up to seven members deployed
  • Units able to do solo fights (warband 8+ members deployed)
  • High movement range units (Skaven e.g.)
  • Versatile, universal units

Notes

Skilled units may take all advantages, but I recommend for new players to avoid this type, unless they are able to optimize the amount of your warriors to seven. Otherwise this "easy" mission might get frustrating.
7) Vision of Dread
One warband deploys tightly around its wagon while the other is scattered randomly around the area, scared by something.

This type of deployment is so far the most interesting I guess. It is generally not so bad, anyway, when your warband ends up scaterred, there is usually a time to regroup and set traps, but the bigger the unit is, the more time is needed to do so. What may be critical. But if you are lucky with scattered deployment, "Wyrdstone rush" is a piece of cake.

Advantages

  • Smaller units may profit from both variations of deployment
  • Ideal for "Wyrdstone rush" objective
  • Perfect for setting traps and ganking solo enemies

Disadvantages

  • Big warband might end up ganked and some of its members might fall out of action
  • New players might end up flanked and frustrated
  • Time is important here

Suitable units type

  • Small warbands
  • Units with high movement and perfect defense/offense
  • High damage dealers or Dodge/Parry abilities

Notes

It is good to go from time to time this deployment especially smaller units may set traps, while the rest is gathering resources. In case of wagon deployment defensive and tight formation is preferred.
8) Horrors of Mordheim
One warband divides into 3 strike teams while the other is scattered randomly around the area, scared by something.

This is a very tricky deployment, I recommend it only to skilled players with levelled warbands. Both variations, random scatter or strike teams, might end up in flanked and ganked units. New players and weaker warbands should avoid it at all costs.

Advantages

  • Favours aggresive strategy.
  • High damage dealers may finish opponents quickly and help others
  • Ranged units may have a time to hide and take positions
  • Formidable for "Wyrdstone rush" objective

Disadvantages

  • Time and luck are very important here
  • Few lost fights in early game may result in the overall loss
  • Frustrating for new players
  • Unpredictable encounters - Henchman versus Hero/Leader/Impressive

Suitable units type

  • Skaven
  • Heavy damage dealers
  • High All-Alone-test-probability-to-pass units

Notes

All Alone test are so far players' greatest enemy. Units with low chance to pass it may end up very quickly. Though, skilled units might get some time to gather wyrdstones.
9) The Haunter in Darkness
Both warbands are scattered randomly around the area, scared by something.

So far, the most difficult and dangerous deployment. Units are sole, they have to rely on themselves. Recommended for skilled players and levelled warbands, who may finish enemies quickly and are able to recover some wyrdshards.

Advantages

  • Favours aggresive strategy.
  • High damage dealers may finish opponents quickly and help others
  • Ranged units may have a time to hide and take positions
  • Formidable for "Wyrdstone rush" objective

Disadvantages

  • Total randomness
  • Player only controls deployment of units
  • Few lost fights in early game may result in the overall loss
  • Frustrating for new players
  • Unpredictable encounters - Henchman versus Hero/Leader/Impressive

Suitable units type

  • Skaven
  • Heavy damage dealers
  • High All-Alone-test-probability-to-pass units

Notes

Unlike the mission "Horrors of Mordheim", this is very difficult and even skilled players may see challenge in it. For new players is absolutely recommended to avoid this type of missions, due to lack of control and specialised units need. Time and luck are mostly against players, ending up mostly in unpredictable and unfavourable encounters, where henchmen are getting killed by enemy's superior units like Heroes, Leader or Impressives.
10) Ambush (Special deployment)
Your warband was able to discover the position of enemy warband and they managed to get defensive positions. Now you have to lay the siege and break up their defenses.*

This type of deployment happens from time to time, when you are entering missions, somewhere with higher probabilities (e.g. Rivals in the Ruins, A Walk in the Fog). Positives are, that you may rush enemies who have a lesser chance to hit you during the first round, because they are surprised.

Advantages**

  • Ability to start in a tight formation
  • Decreased enemy hit chance
  • Great for completing all optional objectives

Disadvantages**

  • Overconfidence may lead to loss of concentration and failures

Suitable units**

  • Levelled warbands with trained warriors

Notes

As this is a special condition, in case you will end up in one, try to get as much as you can. Set traps, overflow enemies during the first round, block exists, so only few of them are able to reach your units. After all of this, the rest is very easy to complete.

*Exact description is missing.
** As this is not a normal type of deployment, I stated units with the highest probability to gain maximum from this situation.
11) Ambushed (Special deployment)
Enemy spies discovered your position and you got surrounded. You managed to slip pass the enemies to get to defensive positions inside the buildings. Now enemy has to lay the siege and break up your defenses.*

This is a nightmare of all players. But the key is to survive the first round. After this, your unit will stop being surprised and everything gets normal. Kidney Strike or strong spellcasters are a necessity here.

Advantages**

  • After surviving the first round ideal for optional objectives

Disadvantages**

  • Decreased hit chance during the first round
  • Units with low initiative may end up ganked before they are able to react
  • Low dodge chance may be fatal here (all units start in the Dodge Stance)

Suitable units**

  • Levelled warbands with trained warriors

Notes

Trick lies not to choose building among the enemies, but those facing with only one side to enemy positions. After surviving the first round with succesfully set traps and blocked pathways for enemy ganks mission goes as other regular deployment. Once again, the first round is critical.

*Exact description is missing.
** As this is not a normal type of deployment, I stated units with the highest probability to gain maximum from this situation.
**Other helpful guides**
Edit:

For new players, I highly recommend this guide, which will explain some basics and help players with choosing the right mission and adjust the tactics to their taste. Also with proper game mechanics knowledge, decisions are easier to made.

http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=586833847
16 Comments
[POEX]An-Tarxamon  [author] 28 Nov, 2022 @ 1:48am 
@Astrobooty. Skavens are very mobile, can deal heavy blows but can suffer from close-combat quarters. But if it suits your style, be my guest :-)
Astro 26 Nov, 2022 @ 12:25pm 
So I should play Skaven lol
[POEX]An-Tarxamon  [author] 8 Aug, 2016 @ 1:50am 
@GenericNickname: Yours linked to mine as well. Great guide!
RFK's Brainworm 8 Aug, 2016 @ 1:22am 
Thanks, updated it now!
[POEX]An-Tarxamon  [author] 8 Aug, 2016 @ 1:20am 
@GenericNickname: Then you are free to go. :Wisp:
RFK's Brainworm 8 Aug, 2016 @ 1:18am 
yea that's the plan, i'm not gonna copy paste. Just copy the link.
[POEX]An-Tarxamon  [author] 8 Aug, 2016 @ 1:17am 
@GenericNickname: No problem, if you share link to my guide on yours ;-)
RFK's Brainworm 8 Aug, 2016 @ 1:03am 
Hey Tarx, i'm trying to update my new players guide to Mordheim Guide, Mind if I link this guide in it?
[POEX]An-Tarxamon  [author] 16 Jun, 2016 @ 11:48pm 
@Markuskein: Thanks, glad that you like my guide.

As for Hard, this is to be considered comparing to your warband and there are some modifiers, e. g. enemy has more hitpoints and do more damage. But hit chances and basically deployment of units will remain same as on Normal difficulty.
La roca 16 Jun, 2016 @ 7:48am 
Great guide! Only thing Im missing is a section about AI and mission difficulty (normal-hard) and how it scales with your warband points or level?
Will Ai on a hard mission bring always same points as me, or it's onyl considered hard for my current warband..