As I mentioned below, my gaming group is just starting a Mordhiem campaign. Mordhiem is one of those great Specialist games that GW decided to relegate to near non-existence. They have gone as far as to remove most of the warband miniatures available to play with. They do however have the rulebook on their website for free, which is very good news. It also has the built in usefulness of containing the major legal warbands available in the game - with "Town Crier" adding numerous others later on.
As I said, the game has no support at all. I believe they review the rules once a year, but there are no articles or other kind of support for such a fun skirmish game. I have played Mordhiem breifly before and found it to be a very fun game, and one of the few that works best with lots of terrain.
The campaign is taking place a month after the landing of the comet that destroyed the city. The warbands are getting the chance to investigate the ruins for the first time. The rules are basic, more stuff will be added later as we progress, but the main thing at the moment is that players must ally with one other player for the first three turns - as in, they may not attack one another. After the three turns, its up to them if they want to break the alliance. I had the choice of two races - my beloved Dwarfs or the dark worshippers - the Cult of the Possessed. I chose the latter.
Fancying something a bit different, I went with the chaos worshippers. They are looking to be a pretty good band - if a little small. The cost of the basic warriors is a little steep as is the cost of the combat hero, the possessed. He has the chance to be a combat monster, starting at WS4, S4, T4 and W2 makes him quite tough, especially if you give him the extra arm mutation like I did. He now has three S4 attacks. I'm hoping he'll be able to do damage quickly, as he has no armour - he's going to need to use cover and combat to protect him. Below I'll include my starting warband.
Magister - Axe (75gc)
Possessed - Extra Arm mutation (130gc)
Mutatnt - Axe, Hammer, Hammer, Extra arm mutation (76gc)
Beastman - Axe, mace (53gc)
2x Brethren - Spear (70gc)
2x Brethren - Axe, mace (66gc)
1x Brethren - mace (28gc)
You'll notice my list is small, that is mainly because of the possessed. He costs 90gc base, and must have one mutation. This makes him rather expensive, and removes some money to play with - I just hope he's worth it. The other thing, is that I am favouring hammers/maces. The reason is they stun on a 2-5 roll, this makes them ideal weapons in combat. I'm planning on engaging with multiple enemies, so hopefully he'll get to club someone down and either the possessed/beastman/mutant will get the finishing blow. The spear armed brethren are there to defend my weak magistar with their 'strike first' spears, allowing him to either step in with an attack or get to a safer distance.
As of yet I am unsure of a warband name, fluff or colours. I'm leaning towards something purple, but it will not be for a while yet as I have the priority of the Orks first. Then there is another plan I have, before I get around to doing these guys. I am also awaiting some bits to test out on my armless mutant, so I'm in no rush.