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YMMV / Mordheim: City of the Damned

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  • 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, as this represents the only ranged option the Sisters can get (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.
  • 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. The player's warband gets tons of free loot, wyrdstone, and xp, while the dummy player loses nothing.
    • 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.
    • While it takes a while to ramp up, the Web of Steel skill allows for characters to parry multiple times rather than one-and-done - this is especially useful on the Ogre, as it also allows for counterattacking at a fraction of the usual cost.
  • Stop Having Fun, Guys: Sadly, this has become a significant part of the game's fanbase, and even the dev subscribes to the ideology; expect any complaints about Fake Difficulty, The Computer Is a Cheating Bastard, or the stacked dice to be met with severe resistance and cries of "get gud scrub", even from the developer.
    • There was once a point where the numbers were so stacked the only way to reliably beat the AI was to exploit AI flaws. The dev and fanbase believed this was the correct way to play the game. Think about that.
    • The game does tell you before hand (albeit not very clearly) when you are about to face "cheating" AI. In the mission selection, you can see if a mission is labelled as "deadly" or "hard", these basically tells the player the AI is getting an unfair advantage. This will also be visible in game, when enemy units get a buff with the difficulty. Missions with cheating AI are generally much more rewarding compared to normal ones, this balances out the fact the AI is cheating.
  • Tier-Induced Scrappy: The Possessed unit is seen as nearly worthless by most Chaos 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.
    • To be honest, the Chaos Cult is quite lacklustre all-round except for the Darksoul (who is actually one of the best henchman in the game), just down to how schizophrenic the design of the warband is. The Magister is a Squishy Wizard with a damage buff spell and a passive ability that needs him to be in melee combat, and until he gets better spells other leaders will kick his teeth in. Mutants are your only ranged hero besides upgraded Brethren, and they can be forever gimped by an arm mutation. The Marauder is a glass hammer with a devastating charge but very poor defences coupled with an inability to disengage which means if his charge misses he's in trouble. And then there's the Possessed who has been covered enough above.
    • Skaven are on the other hand a high tier scrappy, for one reason: sheer mobility. If you get a bad scatter or Strike Teams deployment, you can basically write the match off as a loss immediately. Their ability to nearly always grab the loot first also gives Skaven teams a big economic advantage.

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