If everyone wants "better 40K rules" then at least as popular among indie gamers is a desire for "modernized Mordheim." It remains the nostalgia-tinted gold standard for campaign games, with 'vibes' that have stood the test of time. The grimdark Old World setting has resisted GW's attempts to nuke it, and (probably because of GW's lack of meddling) the game remains surprisingly popular for a "dead" game.
I've got my old homebrew fantasy rules but as I enjoy experimenting with different mechanics I dragged Mordheim out to refresh my (now very vague) gameplay recollections.
Now, we know it is great for thematic 'vibes' and it has a proper deep campaign system (something surprisingly few imitators bother with, despite it being the obvious main hook - not coincidentally, the most successful recent 'not-Mordheim' games - Frostgrave, 7 Leagues, Rangers of Shadowdeep etc have correctly focussed on the campaign aspect.
But is the game itself fun to play on the table? Highly subjective. But what about the mechanics? We can look at those. How well has Mordheim aged in... ....25 years? (I still feel like the 80s were 20 years ago ffs...)
I'm looking at the gameplay mechanics, not the strong campaign/themes. Exploration charts, skills, xp, , trading, income etc - probably the core of what makes Mordheim special - is actually outside the scope of this post.
My rush for NPCs to populate my "Forest" world has seen my painted total rise from 367 to 395... I've been scavenging in my shed for random animals etc. Some are 15mm scale. My son's plastic toy animals are not even safe....
(-) Activation
Although the rulebook says it is "like chess" it isn't. It's oldschool IGOUGO. You do all the things with all your models, then I do the same. It's the most stilted, non-flowing, non-interactive way to activate.
Frostgrave (while far from being a great tactical game) breaks it up; you move your wizard + nearby minions, then you do the same; I move my apprentice + nearby minions, then you do the same, then I move my unattached minions and you do the same. It's broken into 6 phases, not 2. There's more opportunities to respond to your opponent. Or MESBG which is even better: I move, you move, I shoot, you shoot, we both melee. Heroes, like wizards, can interrupt this sequence and thus create more phases... ...from 5 to say 9 if you had two heroes each.
More phases means more choices = more tactics. This is really where Mordheim shows its mass-battle (WFB) rank-and-flank roots. Thumbs down.
Couldn't we just use alternate activation of individual models like the new Necromunda? Maybe. But I think the charge/counter-charge mechanics may be impacted...
No idea where these came from. Copplestone? EM4? From a lost world of the early 2010s where overseas postage was actually affordable and random purchases more common....
(+) Counters, Status, Cinematics, Special Rules
Put down the pitchforks - this one is a positive. Unlike Frostgrave with its D&D hitpoints, or games like Infinity with 20 status tokens - Mordheim is quite efficient with recording things.
You tip a model facedown (stunned); faceup (knocked down); or remove (dead); the tokens are pretty much just wounds (not all models) and hide. Some big models have multiple wounds but it isn't Frostgrave where everyone has 10+ meaningless hitpoints to record. (20 men x 10HP = 200 boxes). Mordheim is surprisingly clean and uncluttered.
Despite this, it is quite cinematic. The different "states" or "status" gives a cinematic effect beyond just "OK" and "dead/removed." There are even rules from "death from above" attacks - jumping down onto people!
Likewise, it uses familiar stats (move, shoot, fight, initiative, etc) to describe the fantasy combatants and doesn't have 101 special rules like Song of Blades.
Weapon, (~30) spell and (~20) equipment lists are distinctive but restrained. A sword might get a simple special rule "parry" to force a re-roll. A axe might get an armour bonus. Mordheim also uses very few modifiers (easy to remember) which would be great .....if combat didn't take 5-6 steps...
For such a cinematic, character-based warband game, it is surprisingly uncluttered and sensible in counters and special rules.
This flamethrowing beetle is scarier than it looks - zombie dog for scale... I think it is a 15mm(!) from Khurasan which would make it monstrous as that scale...
(-) Mechanics. Roll a d6... again.... and again.... and again...
These are super clunky. In say Frostgrave (which I never thought I'd use as a good role model...)
1. Both sides roll a d20 + their stat. The highest hits.
2. The loser deducts their Armour from the winner's score and that is the damage (HP) inflicted.
One d20 roll. Two things to do. I mean I hate HP and I like minimal math, but the process is very simple.
.....Now let's take a Mordheim fight. It's like trying to do something on a Mac. Click the same button 10 times to do anything...
1. Roll a d6 to hit (on a table)
2. Roll a d6 to wound (on a different table)
3. Any crits from Step 2? These are quite common and have various effects. Roll another d6!
4. Roll a d6 armour save (this may completely cancel steps 1-3 meaning you wasted your time)
5. Downed? Roll another d6 to see if you are stunned, knocked down or dead.
That's 4-5 rolls, with some rolls cancelling the other rolls (making them meaningless) with the possibility of extra rolls being triggered by special rules.
I've said elsewhere why tables are bad, unless they have a simple underlying formula which means you don't need them. I.e. double or more 2+, more 3+, even 4+, less 5+, half or less 6+ on a d6 (Warcry?) is fine - you don't even need a table to start with. Mordheim does not do this. Extra annoying to use a different table straight after, instead of having a universal one.
While not at Two Fat Lardies levels, there is a real hodge-podge of mechanics. Sometimes a high roll is best, sometimes low. Sometimes 2d6, usually one. Even your shooting score (BS) is needs to be checked against the rules to see what roll you actually need....
I secretly enjoy armour saves (though inefficient/bad, they give the impression of agency and involve the defensive player) but not when they undo up to three rolls (with their own tables, modifiers, rules etc): that's really inefficient and annoying.
More subjectively - I find the equal chance of being stunned, downed or killed outright a bit arbitrary, and I never got why anyone should automatically get to "strike first". I mean, I get longer weapons like spears should have an advantage but... ...to always go first?
I do like some rules like "shoot the closest unless you are up in a sniper perch" which are sensible. The ability to Hide also adds tactical choice.
The combat resolution in Mordheim is super clunky and dated: alongside the IGOUGO activation it is why I don't play it with my kids. A skirmish game shouldn't need to take 2hrs due to clunky mechanics.... ...Weirdly, I really feel like Zone Raiders (sci fi anime/Infinity) is the actual modern gameplay successor to Mordheim, mechanics-wise.
These moth-a-diles look Lovecraftien (no idea where from - maybe Iron Winds?) and these 15mm Khurasan bugs are "tooth fairies" - they kill intruders to The Forest and devour only their teeth...
(+) Morale
The ability to break an enemy with only 25% losses (say 3 of your 12 warband) it actually very good in wargames where a 50% bloodbath is the norm. Fights should rarely involve the complete decimation of either or both sides, especially characterful and lovingly customized warbands where death is often permanent. Rules like hatred, frenzy, stupid, fear are all simple enough and characterful, and have an impact on how you play the mini.
The leaders giving a morale bonus and the all alone rule (may break if fighting solo with no allies in range) is also cool and surprisingly realistic for a fantasy game. I really like it when you don't have to fight as a team, and there's no magic 2" coherency leashes - but there is an advantage if you do. (MESBG is really good at this too - I tend to find myself making a shieldwall/battle line near a leader even though I can move minis freely anywhere...)
These Heroclix gargoyles have been rebased and touched up....
TL:DR
Mordheim activation is dated. Combat resolution is also super clunky. However it is quite cinematic, surprisingly restrained with special rules, and has better morale/leadership rules and far less table clutter than many more modern offerings. I don't hate it, but am certainly not planning on playing with my kids.
Verdict: Although the campaign and theme is still top of the line - if you plan on actually playing more than one game in an evening or are getting into skirmish campaigns for the first time - you should probably grab something more modern.
Ok these guys are not fantasy but I DID watch Equilibrium/Chappie recently and they were a quick +7 minis to keep my weekly momentum going while I did so....

