WITCH HUNTER TACTICS

By Vegetta (vegetta@alltel.net)
Visit the Mordheim Fishpond: http://www.alltel.net/~rgatrell/index.html.htm

GENERAL TACTICS

Witch Hunters are a great Warband.They have an interesting mix of warriors available to them. Their main drawback is that they may only have 12 members in their Warband. Fortunately their excellent Henchmen more than make up for their lack of members! Against Warbands with alot of members you may run into trouble untill you have a few games under your belt as then you can load up on Flagellents. The idea of a Flagellent Hero is very appealing...

Witch Hunter Captain

He has good WS and BS and is fairly cheap at 60 G.C. His Hatred of Spellcasters will greatly benfit you against most Warbands. He also may pick form all 5 Skills tables when/if he gains an advance in skills. The only negative for him is his lack of a cheap missle weapon.

Witch Hunters

Very cheap! Average Human stats, plus hatred of Spellcasters. Again my only take-away is a lack of cheap missle weapons.

Warrior Priest

Very cheap for a Spellcaster.Why Witch Hunters will tolerate 1 magic over another is beyond me He has average Human stats except for his LD of 8. His spell selection is good and can make life miserable to the Possessed (Soulfire spell). He has the same weapon choices as the other heroes in the Warband.

HENCHMEN

Flagellents

These nutters are rock hard. S4 T4 and immune to fear. They are a tad on the expensive side but considering your Warband may only have 12 members you will not be spending alot of G.C. on a bunch of Henchmen. They also are unable to use missle weapons of any kind. Even if they gain an advance roll which would otherwise allow them to do so.

Zealots

Cheap and (low) average Human staline. They may be equipped with bows giving you a cheap missle weapon choice. After a few games you will find yourself leaving Zealots by the wayside in favour of Flagellents. Basically an ok choice if yoou can not afford Flagellents.

Warhounds

S4 and a move rate of 6" all for a cheap 15 G.C. Good for adding a little extra oomph to your Warband when you do not have enough G.C. for another Zealot. They Can not gain experience so if they die try to purchase Zealots of Flagellents to replace them.

With Witch Hunters you can go Shooty (with some Zealots) or non-shooty (with more Flagellents) Below are both versions:
500 Pt. Witch Hunters Army Starting Warband

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Witch Hunter Captain 1 4" 4 4 3 3 1 4 1/2 8 - 20 93
Leader: Any model within 6" of the Witch Hunter Captain may use his leadership instead of their own. Burn The Witch: The Witch Hunter Captain Hates all models who can cast spells.; Crossbow; Axe; Free Dagger; Hammer
Warrior Priest 1 4" 3 3 3 3 1 3 1/2 8 - 12 43
The Warrior Priest can wear armour and use his Prayers of Sigmar.; Free Dagger; Mace
  3. Soulfire All enemy models within 4" take an S3 hit, no armour save. Undead and Possessed take S5 hits instead. Difficulty: 9. [0]
Witch Hunter 1 4" 3 3 3 3 1 3 1/2 7 - 8 53
Crossbow; Free Dagger; Mace
Witch Hunter 1 4" 3 3 3 3 1 3 1/2 7 - 8 53
Crossbow; Free Dagger; Mace
Flagellants 2 4" 3 3 4+2f 4 1 3 1 10 - 110
Fanatical: Flagellants automatically pass all Ld tests they are required to take. Their Ld may not be used for Rout tests.; Flail
Witch Hunter 1 4" 3 3 3 3 1 3 1/2 7 - 8 53
Crossbow; Free Dagger; Mace
Zealots 2 4" 2 2 3 3 1 3 1 7 - 50
Short Bow; Free Dagger
Warhounds 1 6" 4 - 4 3 1 4 1 5 - 15
Warhounds are animals, and gain no experience.
Zealots 1 4" 2 2 3 3 1 3 1/2 7 - 30
Short Bow; Axe; Free Dagger
Option Footnotes:
  Axe -1 armour save.
  Crossbow 1 Attack, 30" R, S4. Move or fire.
  Dagger +1 armour save, or save of 6+ if the model has none.
  Flail +2S in first round of combat. Cannot be used with another weapon, buckler or shield. Requires 2 hands to use.
  Hammer Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Mace Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Short Bow 1 Attack, 16" R, S3.
Total Army Cost: 500 Pts.
Notes:
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.

Warband Rating: 111

Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Points Unused Percent
Heroes (1 - 6) 5 295 n/a 59%
Henchmen 4 205 n/a 41%
HiredSwd 0 0 n/a 0%
Dramatis 0 0 n/a 0%
Special Things Summary 1 0 n/a 0%

Roster created with Army Builder - Copyright (c) 1998,1999 by Lone Wolf Development, Inc.

Non-Shooty

500 Pt. Witch Hunters Army Starting non-shooty Warband

Unit Name ## M WS BS S T W I A Ld Save Exp Cost
Witch Hunter Captain 1 4" 4 4 3 3 1 4 1/2 8 - 20 105
Leader: Any model within 6" of the Witch Hunter Captain may use his leadership instead of their own. Burn The Witch: The Witch Hunter Captain Hates all models who can cast spells.; Brace of Pistols; Axe; Free Dagger; Sword
Warrior Priest 1 4" 3 3 3 3 1 3 1/2 8 - 12 46
The Warrior Priest can wear armour and use his Prayers of Sigmar.; Free Dagger; Hammer; Mace
  1. The Hammer Of Sigmar +2S and 1 wound == 2 wounds in hand to hand combat. Test each shooting phase you want to use the Hammer (i.e., possibly in your opponents as well - agree this with them beforehand) Difficulty: 7. [0]
Witch Hunter 1 4" 3 3 3 3 1 3 1/2 7 - 8 38
Free Dagger; Mace; Sword
Witch Hunter 1 4" 3 3 3 3 1 3 1/2 7 - 8 38
Free Dagger; Mace; Sword
Witch Hunter 1 4" 3 3 3 3 1 3 1/2 7 - 8 38
Free Dagger; Mace; Sword
Flagellants 4 4" 3 3 4+2f 4 1 3 1 10 - 220
Fanatical: Flagellants automatically pass all Ld tests they are required to take. Their Ld may not be used for Rout tests.; Flail
Warhounds 1 6" 4 - 4 3 1 4 1 5 - 15
Warhounds are animals, and gain no experience.
Option Footnotes:
  Axe -1 armour save.
  Dagger +1 armour save, or save of 6+ if the model has none.
  Flail +2S in first round of combat. Cannot be used with another weapon, buckler or shield. Requires 2 hands to use.
  Hammer Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Mace Concussion: Injury rolls of 2-4 cause the victim to be 'Stunned'.
  Pistol 1 Attack, 6" R, S4. Extra -1 save modifier. Takes 1 turn to reload (if you have 2, you can fire 1 per turn). May be used in the first round of hand-to-hand combat.
  Sword Parry: When your opponent rolls to hit, roll a D6. If you beat his highest 'to hit' score, one attack against you is negated.
Total Army Cost: 500 Pts.
Notes:
Heroes get new advances at 2, 4, 6, 8, 11, 14, 17, 20, 24, 28, 32, 36, 41, 46, 51, 57, 63, 69, 76, 83 and 90 experience.
Henchmen and Hired Swords get new advances at 2, 5, 9 and 14 experience.

Warband Rating: 106

Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Points Unused Percent
Heroes (1 - 6) 5 265 n/a 53%
Henchmen 2 235 n/a 47%
HiredSwd 0 0 n/a 0%
Dramatis 0 0 n/a 0%
Special Things Summary 1 0 n/a 0%

Roster created with Army Builder - Copyright (c) 1998,1999 by Lone Wolf Development, Inc.