Middenheim Mercenaries

*Middenheim, known as the City of the White Wolf, stands in a mountain pinnacle surrounded by dark forest in the center of Middenland. They are typically large, strongly built men with a well-deserved reputation for ferocity.*

Middenheim Mercenaries are one of the many Factions you can play in Mordheim: Warband Skirmish, to constitute your Warband.

## Middenheimers Traits

Middenheimers are part of Human Mercenaries group, and thus share many common characteristics:

* Average Stats, but high Leadership.
* Their Captain has access to all Skills (except Special Skills), plus Lesser Magic.
* Two choices of Henchmen:
	+ Warriors, with slightly higher WS and Advanced Weapon Training.
	+ Marksmen, with slightly higher BS, Bow and Blackpowder Training.

* Very wide range of weapons and armours.
* Very much inclusive, as they'll accept most all Hired Swords except the exclusives ones.

Compared to other Mercs, Middenheimers have two specific advantages.

* Henchmen get +5 Str.
* Captain gets +5 Str and +3 W.
* Henchmen can combine Combat, Strength and Speed skills. They can thus make excellent melee tanks and use guerrilla tactics (but no Pistoliers), but they'll always underperform at range (even their Marksmen can't access Shooting Skills).

## Leader: Middenheim Captain

*Mercenary Warbands are led by tough professional warriors who will fight for almost anyone against anything, so long as the price is right. Mordheim offers such a man the chance to become rich beyond his dreams, though at great risk...*

Leader: Leadership Range 6

## Henchmen: Middenheim Warriors

*These dogs of war are grim, seasoned fighters, fearing no man as long as they have their weapons and armour. Some are mad, some are bad and some aspire to be champions of renown.*

## Henchmen: Middenheim Marksmen

*Bows and handguns are classic weapons of the Empire and it is said the best imperial archers and hunters cna hit a coin from 300 paces. In the savage street fights of Mordheim they snipe at the enemy from the windows of ruined buildings often killing without beeing seen.*

## Middenheim Weapons & Armours

Middenheimers don't have access to special weapons, but they get a general access to some of the best out there, and they certainly can wear Gromril Armour (Def +40, Ld +5, Wt 3). Additionally they have access to the exclusive Ulric Helm for 2 Fate tokens that grants +5 Strength.

Marksmen should generally be avoided. Their lack of dedicated Shooting Skills is too much, IMHO.

For Warriors with a shield, the Cutlass is the best choice at first. But they'll eventually want a Skull Hammer to fight at higher levels, where heavy armours are rampant. It lacks armour penetration, but Ithilmar Sword is also an excellent choice (the +30% Parry bonus fits very well on a tanky archetype). Warriors that fight with a two-handed weapon should probably avoid the great axes. I've seen a Solo Captain getting his rating doubled from 700 to 1400 just for taking this weapon. Comet Maul is probably the best choice all around, for a great punch through the heaviest armour.

## Lesser Magic

Mercenary Captains can learn to use Lesser Magic, or can hire Warlocks.

* Flight of Zimmerman is one of the most useful spell in the game. It can be used before charging into combat, or after attacking to get to safety. It is also very useful to loot the map. Max it out.
* Silver Arrows of Arha is only good for a very skilled shooter. Max out BS, Shooting Skills andQuick Shot before investing skill points in that spell. Warlocks should just ignore it.
* Sword of Rezhebel is quite OP. A melee trained Captain with this is very hard to beat. Warlocks can also benefit from it, but should max out WS first (and get 90+ Ld).
* Luck of Shemtek is ok to cast when you have nothing better to do, but only then.
* Dread of Aramar is one of the most useless spell in the game. Target usually just succeed their Leadership test when manage to cast it successfully. Only useful against Skaven and Sisters.
* Fires of U'Zhul is the main weapon of Warlocks, and a nice finisher for Captains (otherwise, they'll usually prefer flying in or out of battle).

## Hired Swords

Mercs can hire all non-exclusive Hired Swords, but they work better with some:

* Warlock is very popular for extra mobility and magic support.
* Pit Fighter's access to Speed skills means they're a perfect fit with Middenheimers. With proper training, they can move at the same speed and hide in shadows. Consider them as already trained Warriors.
* Ogre seems a good choice at first. But if your Warband is designed to be sneaky (Hidden in the Shadows), any Ogre will be a hinderance. For this reason alone, you may want to avoid them.
* Elf Ranger and Halfling Scout are the best range option for Middenheimers (their Marksmen really suck). But mixing range units with melee units is often a bad idea (melee combat disables range units).
* Dwarf Troll Slayer, Freelancer, Duelist and Dwarf Ranger are there for flavour only. There are other better choices.

## Why choose Middenheimers?

* Because you love melee units with Speed Skills (mainly Sprint, Hidden in the Shadows, Lightning Reflexes and Quick Recovery).
* Because you love tanks, but free Reiklanders don't deliver that promise.
* Because you hate losing to failed Leadership tests.

*Back to Factions*