Follow TV Tropes

Following

YMMV / Mordheim: City of the Damned

Go To

  • Broken Base: As with most DLC, not everyone is too thrilled about having to pay $2 for an additional Hero character, or $8 for the four. This is especially true for the Smuggler, who is the only ranged option the Sisters can get in the early game (and she's really meant to look and feel like a Mercenaries unit so she's somewhat immersion-breaking besides).
  • Demonic Spiders:
    • AI-controlled Skaven are one of the most hated factions to face in Campaign. They WILL exploit their mobility to flank and take out your most important and vulnerable units, will steal your best or hardest-to-replace equipment and, due to the campaign stacking stats and dice rolls in the AI's favor, will oftentimes collectively have more health than your dedicated tanks, high enough dodge that 2/3 of your attacks will fail to connect, and will almost NEVER rout. A warband with a perfect run can be completely wrecked by an AI-ran Skaven warband of comparable rating, in a mission that would otherwise be labelled Normal.
    • Vampires, particularly early on. They're the earliest foes in the game capable of inflicting Terror in melee engagements, which has a chance to rob opponents of three offence and action points. Chances are, the first time you meet a vampire in a new campaign, most of your warriors will have less than 30% Terror resistance and will only have enough offence points for one or two sword swings. Carelessly piling your warband into melee with a vampire is a good way to end up with most of them crippled to the point of uselessness, with low-level henchmen unable to attack or even disengage safely.
  • Difficulty Spike: Mission difficulty can very widely depending upon the map and your starting position, as well as the type of enemy you face. A mission normally easy to win on can be far more challenging when the game decides to start you out within throwing distance of the enemy force, especially if it's an enemy with high initiative like the Skaven. Whenever you play a mission on Brutal or Deadly difficulty, there's a chance of a demon, an ambush situation, or both, which will make the level significantly harder.
  • Game-Breaker:
    • It's possible to play skirmish missions with other players that affect your warband's progression, and can result in both rewards and losses like a campaign mission. The problem is that players can create and dismiss warbands infinitely with no penalties. The logical conclusion is players working with their friends to create dummy warbands, letting the other player loot everything and then beat down the dummy's units for free experience.
    • Looting AI warband's carts in campaign. For whatever reason, the AI carts are frequently loaded with valuable items, including multiple rares, and a quick run-by can lead to some nice items. As a bonus, the idol is right next door; grab it even if it's not your objective, and it'll immediately knock off half of the enemy's morale.
  • Scrappy Mechanic:
    • The fact that missions automatically end the very moment the enemy party is defeated/flees often makes completing side-objectives harder and necessitate a close observation of the initiative order. You will frequently down an enemy whose trinket you need to collect, only for the mission to end before you can loot their body. The company's Spiritual Successor, Necromunda: Underhive Wars, actually fixes this by adding a bonus round once all enemies are dealt with, leaving the players free to loot.
    • In the later stages of the game, when you start to find enchanted loot, selling your after-mission haul will become incredibly irksome, because unless they are of the same quality and possess the same enchantment (or lack of), all the items of loot you find will need to be sold one at a time, clicking on that same window popping up asking if you want to sell X number of that loot (even when that number is one and you don't have any other of that exact same sort) again and again.
  • So Okay, It's Average: While considered to be a good adaptation of the tabletop game in theory, the shamelessly and undisguisedly cheating of the dice rolls and Spiteful A.I. as a compensation for its low actual intelligence was a deal breaker for many players.
  • That One Sidequest: "Break their spirit" or "Grab the enemy's idol and bring it to your wagon", one of the three potential side-objectives on standard missions, is all-but-impossible, simply because the missions generally don't last long enough for you to bring back the idol to your wagon, and there's no partial credit if you "just" manage to steal it but not return it to your cart.
  • That One Disadvantage: The Skull Fracture injury, which bestows the Stupid trait on its victim (see the Rat Ogre, below). While it can be mitigated by a high intelligence stat, and gives a large reduction to combat rating in return (useful for gaming the AI's random warband generation) most players simply won't tolerate the disruption it can cause and will quickly shuffle that warrior into the reserves to quietly die.
  • Low-Tier Letdown:
    • The Possessed unit is seen as nearly worthless by most Cult of the Possessed players, especially those that played tabletop (The Possessed's big hitter role had been replaced by the new Chaos Spawn unit in the video game). Unlike the Possessed in the board game, who can buy mutations including Spines or Scorpion Tail, the Possessed has only a random selection. Since he has awful starting agility and only cloth armour, it's easy to kill a Possessed. Additionally, they do rather poor damage until they gain more strength and hopefully some arm mutations. Finally they are forced to duel-wield which is tiring and prevents them from getting the dodge bonus for having an empty hand.
    • Not many Skaven players can tolerate the Rat Ogre's "Stupid" trait, which forces it to pass an intelligence check (and the Rat Ogre has awful intelligence) when outside a melee engagement or lose their turn, every turn. The only cures are using the Guidance skill to babysit the monster every round (forcing the player to spend money and skill points that could be better used elsewhere) and a rare amulet enchantment that can suppress Stupid checks. As a result, the Rat Ogre is often passed over in favor of two extra Heroes.

Top