Own it. I
have made some terrain for it. I haven't had anyone to play with for years, but I love the game so much I occasionally crack open the rule book, get inspired and make some terrain. One day, eventually, I'm sure I'll find some folks to play with, or get my friends down with playing a game of it.
I haven't actually played a lot of it, so I can't give you any real tips. From what I remember though:
-Never let your guys get caught "all alone", which I think is 4"? inches away from any other team member. Smart players will gang up on them and take them out immediately. Travel/operate in pairs or not at all...unless you have absolutely no chance of being engaged.
-Ranged is amazing Mordheim. Because everyone tends to keep their guys close together, melee can turn into a quagmire very, very quickly. Add in intercepted charges, multiple guys increasing injury rolls....yeah. Having a good ranged squad on an elevated position above the main area can keep your loses down, and force bottle tests on them much, much earlier. This comes down to army selection though.
-There is no shame in Mordheim, at least in my book. Voluntarily fail bottle tests early. There will always be another day, but not necessarily a whole team of guys you've worked hard on and gotten lucky skilling up. Be warned: this tactic can make for short games, and can piss your opponents off for a variety of reasons. When you bottle out, game is over and so are their chances for xp and loot. If they've got the upper hand, they'll be a little bitter about it. And if you're doing it just to save loses...they'll be mad that you effectively called the game early against the risk of anything bad happening. They'll be somewhat glad for the winner xp though.
But eh, fuck it. It's Mordheim! If they want honor and all that, let them play WHFB.
-Objective based battles are a hell of a lot more interesting than grudge fights over warp stone. People get a lot less bitter too when their loss doesn't come with a shit load of casualties.
-More champion characters = better loot rolls at the end of the battle. While it will drive the cost of your warband up, make each loss hurt more and leave you a little short-handed, when combined with bottling out early it can give you a resource lead early on in tourneys, which then lets you expand your warband ahead of everyone else.
-Skaven 4 Life.
3 of the 6 warbands are Dwarves, so at least I can specialize a bit to counter them.
Exploit their movement. Marksmen are a good move assuming they have strong enough weapons to do some damage. Slings ain't going to do anything against a pimped out Dwarf band. Skaven can swoop in and secure the objectives quickly, then spend the rest of the game covering their retreat. As a human warband, you've basically got the banquet of options. I prefer avoiding melee combat when I can help it, as a good character can go down the tubes with one missed role.
Also, check out the additional download supplements from the GWS website on Mordheim. Has rules for combat outside the city proper, on boats and a bunch of other scenarios (like "The Beast of the Woods")