Compare Mordheim: City of the Damned - Witch Hunters prices across trusted key stores and find the best deal. Developed by Rogue Factor. Published by Nacon. Released on 11/19/2015. Available on PC. Genres: RPG, Strategy. Metacritic score: 74/100.

A warband sim that cripples your best fighter in mission four and then charges you upkeep for the one-eyed version. Brutal, opaque, and unmatched if permadeath is your love language.

Tabletop lifers like me, the sort who name every unit and hold a small private funeral when the post-battle injury roll goes wrong, are exactly who this was built for, and anyone wanting a clean, forgiving tactics RPG that respects a two-hour evening should walk away right now. Here is the justification: every skirmish ends with a roll on an injury table, and the outcomes run from a few missions in the infirmary to a severed arm, a smashed leg, blindness in one eye, or a madness trait that turns your veteran into an expensive liability you are still paying wages on. That is the design working as intended, not a bug somebody forgot to patch. If reading that made you wince instead of lean forward, save yourself the twenty hours. What you are actually playing underneath the Warhammer skin is a warband skirmish sim wearing an RPG coat. You take six to a dozen fighters into cramped ruins built vertically as much as horizontally, with ladders, collapsed floors and rooftop gaps you can leap if the displayed percentage looks generous. Everything runs on two pools: action points for moving and swinging, and strategy points for the reactive layer of dodges, parries, ambushes and interception. Learning to hoard strategy points rather than dumping your whole turn into attacks is the real skill curve, and it takes a while to click because the game explains almost none of it. Fights are decided by charge angles and positioning far more than raw numbers. A fighter caught flanked in open ground is a fighter you are carrying home in pieces. Above all that sits the campaign layer: wyrdstone to scavenge, upkeep to cover, a warband rating that quietly scales enemies against your own success, and rout tests that can end a mission the instant your nerve breaks. The Witch Hunters themselves are the most thematically coherent roster in the game and, honestly, the friendliest place to start. The captain is a pistol-and-blade duelist, the warrior priest brings prayers that shore up the faithful and punish the corrupt, the flagellants fight like men who have already made peace with dying, cheap zealots soak the hits you do not want your leader taking, and the war hounds exist to run down archers before they get set up. This is a warband that wants to close distance and stay there, which gives it an identity most squads in this genre never earn. The fantasy stays readable throughout: you are a mob of religious fanatics kicking down doors in a cursed city, and the mechanics agree with the fiction instead of arguing with it. Where it disappoints is nearly everything around the tactics. Mission structure repeats hard, and by hour twenty you are replaying the same handful of objective types on maps you could navigate blindfolded, grinding experience so your warband rating keeps pace with enemies that scale anyway. That is padding, and it is why the campaign sags in the middle instead of building toward anything. The interface is stubborn. The camera fights you in vertical spaces at exactly the moments precision matters most. The percentages can feel dishonest even when they are perfectly fair, which is what happens when a high-odds swing decides whether a fifteen-hour investment keeps both his hands. The writing is thin too. There is a grimdark setting doing enormous heavy lifting and some flavour text around each warband, but nobody is authoring character arcs here, so do not arrive hoping for prose worth re-reading. So the recommendation splits cleanly. If your favourite screen in any tactics game is the roster screen, if you have strong opinions about equipment loadouts and you actively want a system where consequences stick permanently, this is one of the very few releases that commits fully to that idea rather than flinching at the last second. The community sentiment sitting at mostly positive rather than glowing says more about the rough edges and the grind than it does about the core loop, which is genuinely excellent. If you want polish, pacing, or a story you can quote at people, look somewhere else entirely. I keep coming back the way you return to a difficult tabletop night, rough edges included, because losing a fighter here actually costs you something. Monika, Scout Team

Mordheim: City of the Damned - Witch Hunters

Mordheim: City of the Damned - Witch Hunters

Nov 19, 2015Rogue FactorNacon
GamerScout Says

A warband sim that cripples your best fighter in mission four and then charges you upkeep for the one-eyed version. Brutal, opaque, and unmatched if permadeath is your love language.

PC
Best Price Available
€9.39-6%
at GameBillet
Lowest tracked: €9.39
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GamerScout Verdict

Best for roster-obsessed tacticians who want permadeath to actually hurt, not for anyone who reloads after a bad roll.

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€9.99
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€19.99
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Price History

Lowest tracked
€9.3930 Aug 2026
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€9.39
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Screenshots & Media

Screenshot

About Mordheim: City of the Damned - Witch Hunters

Tabletop lifers like me, the sort who name every unit and hold a small private funeral when the post-battle injury roll goes wrong, are exactly who this was built for, and anyone wanting a clean, forgiving tactics RPG that respects a two-hour evening should walk away right now. Here is the justification: every skirmish ends with a roll on an injury table, and the outcomes run from a few missions in the infirmary to a severed arm, a smashed leg, blindness in one eye, or a madness trait that turns your veteran into an expensive liability you are still paying wages on. That is the design working as intended, not a bug somebody forgot to patch. If reading that made you wince instead of lean forward, save yourself the twenty hours. What you are actually playing underneath the Warhammer skin is a warband skirmish sim wearing an RPG coat. You take six to a dozen fighters into cramped ruins built vertically as much as horizontally, with ladders, collapsed floors and rooftop gaps you can leap if the displayed percentage looks generous. Everything runs on two pools: action points for moving and swinging, and strategy points for the reactive layer of dodges, parries, ambushes and interception. Learning to hoard strategy points rather than dumping your whole turn into attacks is the real skill curve, and it takes a while to click because the game explains almost none of it. Fights are decided by charge angles and positioning far more than raw numbers. A fighter caught flanked in open ground is a fighter you are carrying home in pieces. Above all that sits the campaign layer: wyrdstone to scavenge, upkeep to cover, a warband rating that quietly scales enemies against your own success, and rout tests that can end a mission the instant your nerve breaks. The Witch Hunters themselves are the most thematically coherent roster in the game and, honestly, the friendliest place to start. The captain is a pistol-and-blade duelist, the warrior priest brings prayers that shore up the faithful and punish the corrupt, the flagellants fight like men who have already made peace with dying, cheap zealots soak the hits you do not want your leader taking, and the war hounds exist to run down archers before they get set up. This is a warband that wants to close distance and stay there, which gives it an identity most squads in this genre never earn. The fantasy stays readable throughout: you are a mob of religious fanatics kicking down doors in a cursed city, and the mechanics agree with the fiction instead of arguing with it. Where it disappoints is nearly everything around the tactics. Mission structure repeats hard, and by hour twenty you are replaying the same handful of objective types on maps you could navigate blindfolded, grinding experience so your warband rating keeps pace with enemies that scale anyway. That is padding, and it is why the campaign sags in the middle instead of building toward anything. The interface is stubborn. The camera fights you in vertical spaces at exactly the moments precision matters most. The percentages can feel dishonest even when they are perfectly fair, which is what happens when a high-odds swing decides whether a fifteen-hour investment keeps both his hands. The writing is thin too. There is a grimdark setting doing enormous heavy lifting and some flavour text around each warband, but nobody is authoring character arcs here, so do not arrive hoping for prose worth re-reading. So the recommendation splits cleanly. If your favourite screen in any tactics game is the roster screen, if you have strong opinions about equipment loadouts and you actively want a system where consequences stick permanently, this is one of the very few releases that commits fully to that idea rather than flinching at the last second. The community sentiment sitting at mostly positive rather than glowing says more about the rough edges and the grind than it does about the core loop, which is genuinely excellent. If you want polish, pacing, or a story you can quote at people, look somewhere else entirely. I keep coming back the way you return to a difficult tabletop night, rough edges included, because losing a fighter here actually costs you something.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedTurn-Based TacticsPermadeathWarhammer FantasyWarband ManagementTabletop AdaptationPunishing RNGSquad ProgressionGrimdarkVertical Level DesignSkirmish CombatInjury SystemRoster UpkeepPercentage-Based CombatMelee-Focused TacticsSteep Learning CurveLoot ScavengingUnit CustomizationWarhammer Adaptation

System Requirements

Minimum

Processor
AMD/INTEL Dual-Core 2.4 GHz
Memory
4096 MB RAM
Graphics
1024 MB DirectX 9.0c compatible AMD…

Recommended

Processor
Intel Core i5-2500K @ 3.3 GHz or AMD FX-8350 @ 4.0 GHz
Memory
4096 MB RAM
Graphics
2048…

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Community Discussion

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Reviews & Ratings

Metacritic
74
Steam
70%(8,420)

Game Info

Developer
Rogue Factor
Publisher
Nacon
Release Date
Nov 19, 2015

Features

Single-playerMultiplayerPvPOnline PvPSteam AchievementsSteam Trading CardsPartial Controller SupportSteam Cloud+1 more

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Frequently asked questions about Mordheim: City of the Damned - Witch Hunters

How much does Mordheim: City of the Damned - Witch Hunters cost?

As of 6 September 2026, the cheapest in-stock offer for Mordheim: City of the Damned - Witch Hunters is €9.39 at GameBillet, out of 3 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Mordheim: City of the Damned - Witch Hunters cheapest?

The lowest in-stock price we track for Mordheim: City of the Damned - Witch Hunters is €9.39 at GameBillet (6 September 2026). We compare 3 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Mordheim: City of the Damned - Witch Hunters available on?

Mordheim: City of the Damned - Witch Hunters is available on PC.

When was Mordheim: City of the Damned - Witch Hunters released?

Mordheim: City of the Damned - Witch Hunters was released on 19 November 2015.

Who developed Mordheim: City of the Damned - Witch Hunters?

Mordheim: City of the Damned - Witch Hunters was developed by Rogue Factor and published by Nacon.

Is Mordheim: City of the Damned - Witch Hunters worth buying?

Mordheim: City of the Damned - Witch Hunters holds a Metacritic score of 74/100, making it one of the standout RPG titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.