Mordheim: City of the Damned
100 Achievements
GOG
For Sigmar!
Reach Rank 10 with a Sisters of Sigmar Warband
0.4%
How to unlock the For Sigmar! achievement in Mordheim: City of the Damned - Definitive Guide
Hey everyone, just wanted to sum up how I ran my sisters to beat act 2 and what they looked like, I won't go into who I gave any training books, and obviously purple gear is what you want, and enchanting will be up to you/ luck. Lastly as with all units if they can, put on a Helmet. Also speculation but I found that if I grabbed my downed units trinket (dog tag) the turn they died before an enemy, they almost always full recovered, I could just be lucky.
Personally i felt the overall strategy of this warband is defense/to outlast with your superior HP and the best morale. With your highest 5 initiatives (your henchmen) you set up the battlefield loaction/scout for goods. I used 3 sisters and 2 novices, and this is because while the novice goes first due to being a dodge tank and is the better vs heavy hitters, the sisters being shielded/ parry tanks in light armor made for awesome scouts/ gatherers and could shrug off ambushes better. Mainly stick to 1-2 groups and if you see multiple enemies, fortify an area to limit attacks and dodge/parry not ambush if its anyone other then your heroes/leader. Once a unit engages your annoyingly tanky henchmen you swarm them with your heavy hitters/ try to force all alone on those who can be scared.
Now units
2 novices
STR 3/12
Tough 10/10
AGL 15/15( able to fill these both+ a dodge passive is why these are the S tier hench for the "good" sides)
Leadership 10/10(75%AA 65%F/T With absolute faith so shield morale enchants on your alt weapons is nice)
INT 12/12 (best stat to dump into cause stun resist)
Alert. 3/13 (don't need it as they will be your fastest anyway)
Weapon 10/10(low so I go mace + dagger for accuracy initiative and bypass)
Ballistic 3/3
Accuracy 9/15 ( gets you into all the feats)
Helm/cloth/ mace+ dagger/ alternate mace+shield (switch if swarmed/hurt)
Passives: military training(starting) absolute faith(ASAP)/Avoid/hardy/K. Mordheim.
Actives: vital strike(helps when in alternate weapons)sidestep(must)prayer of swiftness (endgame can to both sidestep+prayer making them almost unkillable)
3 Sisters
STR 3/10
Tough 12/12
AGL 9/12
Leader 12/12
Int 12/12
Alert 5/12
Weapon 15/15
Ballistic 3/3
Acc 4/12
Helm/light armor/ mace+shield/flail+dagger(the huge initiative boost can save your life the next round with a sudden 3rd tap before the enemy acts)
passives : repentance(starting) absolute faith (ASAP) shield specialist, hardy, flash parry
Actives: web of steel(don't use vs bracer/armband units) insult(always useful), vital strike(100% personal pref. As they have low accuracy But low str locks out strong blow and you have magic w/+to crit chance)
1 Sigmarite Matriarch (heavy hitter/team booster/ can do the most attacks in the game 7+ if your ballsy about Divine Wrath)
STR 12/12(if I go heavy armor I always take Armor Proficient+)
Tough 15/15
Agl 3/9 (you don't need everyone to be great at climbing)
Leader 17/18
Int 18/18
Alert 6/13
Weapon 18/19
Ballistic 3/3
Acc 6/13
Helm/ heavy armor/Sigmarite great hammer/ alt Sigmarite warhammer+shield.
Passives: Divine fervor(starting), devotion+(ASAP)divine study+,armor proficient+, shield specialist
Actives: quick prayer +, war cry+ (every leader needs this)
spells: signals might+, comet of sigmar+, divine revelation+,healing circle+,Sigmarite second wind.
1 Maiden of sigmar (biggest damage, your only melee resist focused unit besides an augur/ emergency backup medic)
STR 12/20
Tough 14/16
Agl 17/17
leader 12/16
Int 20/20
Alert 13/13
Weapon 20/20
Ballistic 3/3
Acc 14/16
Helm/heavy armor/ Sigmarite warhammer X2 (heavy is still a problem even if tiring isn't)/Sigmarite warhammer + shield(shield of shielding)
Passives: sigmars chosen(starting), armor proficient +, Devotion+, divine study+( not super important on this one)hardy+
Actives: Defensive stance+, righteous fury+, strong blow, insult.
Spells: sinful speech, comet of sigmar+, healing circle+, divine revelation+,sigmars 2nd wind( was up 2 spell points and waiting on a skill book)
1 sigmars purifier (more magic/healing, comet is your only ranged, charger/stance breaker)
STR 6/13
Tough 12/12
Agl 11/12
Leader 10/10(fear/terror is still a thing)
Int 16/16
Alert 3/12
Weapon 17/17
Ballistic 3/3
Acc 7/15
Helm/light armor/ Sigmarite great hammer/alt Sigmarite warhammer+shield
Passives: unsettling charge(starter) devotion+, divine study+,improved prayer+(super handy late game), shield specialist (in afterthought I would take hardy instead)
Actives: swift charge(helps break stances), righteous fury+, prayer of swiftness.
Spells: comet of sigmar+, sigmars might+, healing circle+, sigmars 2nd wind+
(the last slot is dependent on of you have the dlc, if not go augur and build similar to the maiden)
1wolf priest (biggest single hit/ secondary source of boosts, CRUSH THE WEAK!!!!!)
STR 15/16
Tough 15/15
Agl 2/9
Leader 11/12
Int 15/15
Alert 2/9
Weapon 10/16
Ballistic 3/3
Acc 15/15
Helm/heavy armor/ great ulrican axe/ alt sword+dagger(parry +initiative)
Passives: heart of the wolf(starter), devotion+, armor proficient+, ulric's chosen+, divine study+
Actives: crush the weak+(why I stick with vital strike on sisters)
Spells: ulric's gift+, winters chill +, frost bite+, snow kings decree+, blessing of ulric.
In summary, I used this to complete the campaign from a rank 5 new war band with 0 loses to AI for 122 days in game time, I only struggled with the last story mission as it starts off punishing magic at first until you disable their bosses giant stone things boosting the cultists dramatic persona. I don't recommend born leader augurs as they lack magic/matriarch is one of the best leaders period. I also dont recommend lads got talent,even though sisters are decent and novices are godly at it, this war band gets away with full magic users as heroes, you could go 2x wolf priest and pick up new spells/feats, however 3 healers is OP. Also go ahead and keep an extra hench (3rd novice) for injuries/training. Embrace the magic heavy vibes so your henchmen can focus defence and still whack hard magically. For those who insist on sister superiors build like a sister(light armor shield) and focus on leadership skills like insult+ so she does more then "for sigmar!" And smugglers do best as a quick changing melee into dealing pistols for situation control, their crit builds are better with witch hunters and full ranged with mercs.
Personally i felt the overall strategy of this warband is defense/to outlast with your superior HP and the best morale. With your highest 5 initiatives (your henchmen) you set up the battlefield loaction/scout for goods. I used 3 sisters and 2 novices, and this is because while the novice goes first due to being a dodge tank and is the better vs heavy hitters, the sisters being shielded/ parry tanks in light armor made for awesome scouts/ gatherers and could shrug off ambushes better. Mainly stick to 1-2 groups and if you see multiple enemies, fortify an area to limit attacks and dodge/parry not ambush if its anyone other then your heroes/leader. Once a unit engages your annoyingly tanky henchmen you swarm them with your heavy hitters/ try to force all alone on those who can be scared.
Now units
2 novices
STR 3/12
Tough 10/10
AGL 15/15( able to fill these both+ a dodge passive is why these are the S tier hench for the "good" sides)
Leadership 10/10(75%AA 65%F/T With absolute faith so shield morale enchants on your alt weapons is nice)
INT 12/12 (best stat to dump into cause stun resist)
Alert. 3/13 (don't need it as they will be your fastest anyway)
Weapon 10/10(low so I go mace + dagger for accuracy initiative and bypass)
Ballistic 3/3
Accuracy 9/15 ( gets you into all the feats)
Helm/cloth/ mace+ dagger/ alternate mace+shield (switch if swarmed/hurt)
Passives: military training(starting) absolute faith(ASAP)/Avoid/hardy/K. Mordheim.
Actives: vital strike(helps when in alternate weapons)sidestep(must)prayer of swiftness (endgame can to both sidestep+prayer making them almost unkillable)
3 Sisters
STR 3/10
Tough 12/12
AGL 9/12
Leader 12/12
Int 12/12
Alert 5/12
Weapon 15/15
Ballistic 3/3
Acc 4/12
Helm/light armor/ mace+shield/flail+dagger(the huge initiative boost can save your life the next round with a sudden 3rd tap before the enemy acts)
passives : repentance(starting) absolute faith (ASAP) shield specialist, hardy, flash parry
Actives: web of steel(don't use vs bracer/armband units) insult(always useful), vital strike(100% personal pref. As they have low accuracy But low str locks out strong blow and you have magic w/+to crit chance)
1 Sigmarite Matriarch (heavy hitter/team booster/ can do the most attacks in the game 7+ if your ballsy about Divine Wrath)
STR 12/12(if I go heavy armor I always take Armor Proficient+)
Tough 15/15
Agl 3/9 (you don't need everyone to be great at climbing)
Leader 17/18
Int 18/18
Alert 6/13
Weapon 18/19
Ballistic 3/3
Acc 6/13
Helm/ heavy armor/Sigmarite great hammer/ alt Sigmarite warhammer+shield.
Passives: Divine fervor(starting), devotion+(ASAP)divine study+,armor proficient+, shield specialist
Actives: quick prayer +, war cry+ (every leader needs this)
spells: signals might+, comet of sigmar+, divine revelation+,healing circle+,Sigmarite second wind.
1 Maiden of sigmar (biggest damage, your only melee resist focused unit besides an augur/ emergency backup medic)
STR 12/20
Tough 14/16
Agl 17/17
leader 12/16
Int 20/20
Alert 13/13
Weapon 20/20
Ballistic 3/3
Acc 14/16
Helm/heavy armor/ Sigmarite warhammer X2 (heavy is still a problem even if tiring isn't)/Sigmarite warhammer + shield(shield of shielding)
Passives: sigmars chosen(starting), armor proficient +, Devotion+, divine study+( not super important on this one)hardy+
Actives: Defensive stance+, righteous fury+, strong blow, insult.
Spells: sinful speech, comet of sigmar+, healing circle+, divine revelation+,sigmars 2nd wind( was up 2 spell points and waiting on a skill book)
1 sigmars purifier (more magic/healing, comet is your only ranged, charger/stance breaker)
STR 6/13
Tough 12/12
Agl 11/12
Leader 10/10(fear/terror is still a thing)
Int 16/16
Alert 3/12
Weapon 17/17
Ballistic 3/3
Acc 7/15
Helm/light armor/ Sigmarite great hammer/alt Sigmarite warhammer+shield
Passives: unsettling charge(starter) devotion+, divine study+,improved prayer+(super handy late game), shield specialist (in afterthought I would take hardy instead)
Actives: swift charge(helps break stances), righteous fury+, prayer of swiftness.
Spells: comet of sigmar+, sigmars might+, healing circle+, sigmars 2nd wind+
(the last slot is dependent on of you have the dlc, if not go augur and build similar to the maiden)
1wolf priest (biggest single hit/ secondary source of boosts, CRUSH THE WEAK!!!!!)
STR 15/16
Tough 15/15
Agl 2/9
Leader 11/12
Int 15/15
Alert 2/9
Weapon 10/16
Ballistic 3/3
Acc 15/15
Helm/heavy armor/ great ulrican axe/ alt sword+dagger(parry +initiative)
Passives: heart of the wolf(starter), devotion+, armor proficient+, ulric's chosen+, divine study+
Actives: crush the weak+(why I stick with vital strike on sisters)
Spells: ulric's gift+, winters chill +, frost bite+, snow kings decree+, blessing of ulric.
In summary, I used this to complete the campaign from a rank 5 new war band with 0 loses to AI for 122 days in game time, I only struggled with the last story mission as it starts off punishing magic at first until you disable their bosses giant stone things boosting the cultists dramatic persona. I don't recommend born leader augurs as they lack magic/matriarch is one of the best leaders period. I also dont recommend lads got talent,even though sisters are decent and novices are godly at it, this war band gets away with full magic users as heroes, you could go 2x wolf priest and pick up new spells/feats, however 3 healers is OP. Also go ahead and keep an extra hench (3rd novice) for injuries/training. Embrace the magic heavy vibes so your henchmen can focus defence and still whack hard magically. For those who insist on sister superiors build like a sister(light armor shield) and focus on leadership skills like insult+ so she does more then "for sigmar!" And smugglers do best as a quick changing melee into dealing pistols for situation control, their crit builds are better with witch hunters and full ranged with mercs.