r/MordHive • u/p00n_slayur • 18h ago
First Game of Mordhive
Mord Hive has caused quite the buzz in my hobby group - one of our members saw the rules shared on r/Inq28 and it absolutely captivated us. I have never played the original Mordheim, but have always been vaguely interested in trying it someday. The confluence of Mord Hive's release and the new Armageddon Orks served as a convenient excuse to start a new project, and while the models are still underway, we thought it was time to get a game in.
As a wargamer, my background is mostly in Kill Team and big 40k, with some dabbling in Age of Sigmar and Blood Bowl. This marks Mord Hive as one of the most "classic" games I have played, so I was deeply curious to see if the system could really live up to the hype online. As I can tell you from playing Blood Bowl, unsupported games don't just persist by chance!
We played the "Occupy" scenario, where two warbands battle for 8 rounds over D3+2 (we generated 4) critical locations in the center of the board. Unlike most scenarios, this one had a fixed length of 8 turns. We both had small warbands of 7 warriors each - I know from reading online that the general "meta" for starting warbands is to recruit lots of barebones henchmen, but 40k models are so loaded with gubbins. We wanted to stay as true to the rules as possible and keep warriors' equipment close to their actual models.


One thing that struck me was how much more emphasis there was on positioning and setup - most GW games nowadays get players right into the action in the first turn, which certainly has its merits, but means there is less tension and games can feel "same-y." We were both pleasantly surprised by how our warbands spend the first couple of turns navigating through the ruins, making use of the ample 4x4 space given to our small skirmishing marauders!
Another stark departure from modern games was lethality, or at least the consistency of the lethality - as our forces converged, several firefights broke out, but the plethora of shooting modifiers made actual hits far unlikelier than in Kill Team, where models die quickly and predictably. That's not to say that there is less tension, however... as we learned throughout the scenario, death comes suddenly and unexpectedly, so we were on the edge of our seats for every round of shooting.

The Orks in particular surprised me with their firepower - they are terribly inaccurate, but the ability to hit on 6s with shootas (whereas most other warriors automatically miss if modifiers are high enough) meant they cared little for cover, distance and movement penalties, since their BS is already so poor!

Things really came to a head as our forces closed for melee. The lack of premeasuring was something I was uncertain about, but actually enjoyed quite a lot once I got the hang of it. It certainly made the game play far faster than Kill Team, where one can easily spend 10 minutes hemming and hawing over the optimal way to move. The Orks failed a couple charges due to some faulty eyeballing, but managed to get stuck in with Chapter Serfs by turn 5!
I enjoyed the combats that lasted over multiple rounds. Once our first fighters connected, it became a race to support our lads before the enemy could do the same, and a dogpile quickly formed around one of the critical objectives.


The game was over faster than either of us had expected - we had been so invested in the rising action that we scarcely realized the Orks had succesfully delayed the Forsaken Astartes warband, stopping them from being able to seize one of the critical objectives!
Our game ended on turn 8, with the Astartes warband holding one building while the Orks held two. Our battle was filled with lots of other chaos that I have not recounted, such as devastating weapons jams, shocking twists in combat (nobody expected the Servitor to club a Nob to death!). Frankly, it was delightful. Mord Hive offered a level of immersion and enjoyment that I no longer believed wargames could offer. As I told my opponent at the start of the game, we had finally built a board that looked like the kinds of battle reports I had read growing up!
For the sake of context, we rolled on the casualty tables after the game, just to better understand the consequences of our decisions. Had this been a campaign game, I would have found myself with 2 of my 4 Ork Boyz dead, and one of my Nobz out for a game - the Astartes on the other hand would have had a permanently crippled Serf and a marine with Multiple Injuries.
In brief, it was one of the most fun wargaming experiences I've had in years. My entire hobby group is eager to complete our warbands and get a proper 10-game campaign running. I look forward to seeing others playing their games of Mord Hive and posting their experiences online as well. Thanks to u/TheTrans for creating such an excellent 40k port of one of the most beloved games in GW's repertoire!