Mordheim: City of the Damned
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Mordheim: City of the Damned is the first video game adaptation of Games Workshop's cult classic tabletop game Mordheim. Set in the Warhammer World's decimated Empire city, Mordheim: City of the Damned is a turn-based tactical game where you lead warbands into bloody and lethal skirmishes. The game blends RPG elements, fast-paced tactical combat and intricate unit customization in a time wrought by chaos and rivalry where only the strongest survive. After a twin tailed comet crashed on Mordheim, the City of Damned turned into a terrifying battlefield where rival warbands fight fiercely for the control of key neighborhoods, looking for glory and fortune by acquiring the very valuable Wyrdstone fragments.
Steam User 33
needs a 2nd game
Steam User 24
After what feels like so many years I am coming back to this absolute GEM of a game.
No other game I've found has done what this game does.
Your players feel like they have real careers and lives. They suffer injuries and SUFFER for them. The RNG actually feels good. You can have experienced members of your party that are so SO handicapped but are too good to get rid of.
If I remember right I had one poor veteran who had lost an eye, lost and arm, lost a leg, had multiple concussions, and probably a few other things and finally had to be retired when he lost his other eye. The funniest thing about it though were the effects - lost a leg? less movement, hardest agility rolles, etc. Lost an eye? harder time hitting things and aiming. Concussion? harder wisdom saving throws or something. Lost an arm?? You're good mate, just don't hold a shield and no more bows for you.
Like, there was truly a spot in the party for everyone so long as they could fight. It was a lot of fun hanging onto an old player and shifting their role around as they accumulated injuries.
The ability/mechanic of testing out your movement before you commit to it is really key. It feels a bit game-breaky sometimes but it's more true to tabletop than not. It's like mapping out someone's move in your head before committing to it. It's fine.
However
This part makes sense, but was the most frustrating part for me - while exploring your movement if you proc anything that involves a die roll (scaling a wall, dropping down a hole, triggering a trap, triggering an attack of opportunity, etc) then now you HAVE committed. This makes sense because otherwise it would be unfair to make your decision based off of the die results. Once you've seen them then it's cemented.
A workaround might be to notify you that a roll would/will happen if you take this route but to not actually roll them and have all the roles happen in order once you actually commit to the move, and if you're caught up by one of them then to dial back your move and action points to that point and continue from there.
It would be bulky as hell and a nightmare in multiplayer but would be more true to tabletop.
As it is, if there's a trap outside a door you cannot "mental map" your player's movement beyond that door before committing to leaving that door.
I can't reccommend this game enough, I'm excited to come back to it. I wish it had more of a following and would turn inside out for a remake/sequel that kept the spirit of this one close to heart.
And also more races. That would be fun.
Steam User 20
IDK, this game is not easy, but it makes me want to play again. Please update a new content for this great game.
Steam User 13
This game is insanely punishing. You will lose members of your warband. You will lose your entire warband. The enemy cheats. The neutral mobs will target you. You'll go bankrupt. You'll gnash your teeth, and you'll cry, and you'll swear, and you'll say this game is bullshit, and you'll alt+f4.
But you'll come back. And you will know what to do a little better each time.
My advice: Keep members of your warband close together. Try and eliminate 1 enemy at a time and move on. Breaking enemy morale is your best friend. Don't be afraid to lose party members either.
Think of this game like Darkest Dungeon. If you treat it like some RPG where you can't lose party members, you will have a bad time. You also cannot save, and alt+f4 will not reset the mission progress. You'll wind up in the same god-awful spot you quit the game at. Even if you lose/are losing the battle, see it through. A loss doesn't mean everyone dies. It just means some members may suffer permanent wounds (and possibly die, but seems infrequent).
For it's faults, it's a good game. I understand what the devs wanted to do with this, and I'd say they did a pretty good job. My only gripe is the UI isn't amazing. There's a lot of things I wish I could hover my mouse over and have it explained, but I suppose there's a wiki for that.
*Disclaimer* I play this game with the Paranoia mod. Would recommend.
Steam User 17
I'm still playing this game!
It's a pretty true to the table top adaptation and the PvP game with friends can be brilliant, awesome, and frustrating. (You win some, lose some, and even win some and lose half your team to the vagaries of war).
As a bonus for me, my poor pathetic laptop can actually run this game! (I have a decent processor but no video card which makes it impossible for me to run most modern games). So if you are stuck with a potato, you still might be able to run this game.
I like it. You might too.
Steam User 17
You can take command of the skaven yes-yes! The Horned Rat is pleased-happy with this game!
Steam User 14
For the niche this game fills, I don't think there's a better pick. The closest games to this are Dreadlands, Necromunda, Battle Brothers and Mount & Blade, with one of those games being made by the same company.
Basically you run a warband tasked with investigating the destroyed city of Mordheim on behalf of one of the major factions. You can pick different races that all play differently, recruit different types of units, level them up, raise their stats certain ways and give them different spells and skills, etc. You have to mange your warband between various missions, with each mission taking place on one of a selection of maps where you and an opposing warband have to compete over the Wyrdstone in the area. You can wipe out enough of the other Warband to get them to flee, or just try to load Wyrdstone and scavenged items into your cart so you keep it even if you lose the mission. The Wyrdstone is needed to make delivery's to not fail the game, but excess Wyrdstone can be traded for money and faction rep which itself unlocks more long term benefits. There's also story missions for each faction, which take place on different maps than regular missions and often have you facing unique enemies.
Aside from the AI being... Kind of bad. The actual overall gameplay is pretty solid with a lot of depth. For example you can navigate the levels a number of ways, including climbing up walls and jumping across gaps, both of which prompt a skill check with a penalty on failure. Losing characters also prompts an injury roll which might do nothing, might kill the character, or might give a permanent injury like a lost leg. The spell system also does 2 checks, one for spell success, and one for curse chance, with the latter happening more often if you cast more spells and triggering an event where something bad randomly happens to your mage. Even just doing basic attacks will trigger a number of stats to be checked including melee resist, dodge chance (if they are in dodge stance), armor mitigate, etc, vs your melee hit chance, crit chance and ability to negate dodge. This means that character building can be pretty in depth as you have to consider how all these skill checks interact with each other. A lot of getting better at this game isn't just having your characters getting stronger, but also learning more about how to get the best of the game's systems.
To put it succinctly, I got 260 hours in the game as of this review. I probably will put a few more hours into this game at some point. It takes a very long time before it starts to lose it's appeal.