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About Reinchard

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    Rabble Rouser
  • Birthday 07/22/82

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    Saint-Petersburg, Russia
  1. Antiblast order - is a term used by WH40k players (and many others) to describe the technique to minimize the number of friendly models under a possible template (3", 5", chain lightning etc. depending upon the opponent) There is a dichotomy: if you place models wide enough, they lack Mov to make combined charge and allow enemy to engage them one piece at a time, but if they stuck together, they suffer from templates. With Mov as low as 5 you have to take a spellcaster for dispel and use screen to block LoS not only to Judas and Knights, but to the surface nearby, because the template not necessarily must be centered on a model. I've discussed the issue with a friend of mine, whose experience with Vamps surpasses mine. So, our suggestion: Necropolis - 997 points Troop 1 (714 pts) Judas Bloodspire, Anointed of Hars Armor of Courage Naomi, Mistress of Wings Phylactery Vanderast, Bloodseeker Vampire Crimson Knight x 4 Zombie x 4 Chattel x 2 Troop 2 (222 pts) Sir Athak, Crimson Knight Crimson Knight x 2 Chattel x 2 Troop 3 (58 pts) Gargoyle Troop 4 (3 pts) Luck Stone The number of zombie/chattel models may vary, but I personally consider having at least 1 screening model for 1 being screened. We use screen not only against ranged/magic, but also to protect Vampires against enemy charge, because we may feed only on our activation. Don't forget about Provoke, it's one of the most useful SA out there. PS. and even much better: Necropolis - 1000 points Troop 1 (714 pts) Judas Bloodspire, Anointed of Hars Armor of Courage Naomi, Mistress of Wings Phylactery Vanderast, Bloodseeker Vampire Crimson Knight x 4 Zombie x 4 Chattel x 2 Troop 2 (225 pts) Graverot, Ghast Armor of Courage Ghast x 5 Troop 3 (58 pts) Gargoyle Troop 4 (3 pts) Luck Stone
  2. Who has then this good ranged capability? Elven heroes with barrage? We use antiblast order. Crossbowmen et al. with Pierce? Consider Naomi casts Arcane Shield (we get 14DV!) or simply Wall of Fire with base size 1 to simply block LoS. Use terrain. Then simply make BtB with enemy shooters, let them roll DIS. Opponent's investment in ranged just gives you an advantage in melee. Only Razig with Sharpshooters and Slow Fire is a poor matchup, but as our Vampire is ineffective against undead, we have not many chances either. The same applies to construct-heavy Nefsokar. Big monsters work wonders against noobies, but an experienced opponent always has enough means to counter them. Just block, or surround and concentrate many attacks with inspire and support, use Stun. Horror only inflicts 4! wounds at most, he has no Swing-Through, Mighty, even Cleave. You pay much for Burrow. If it charges, you enjoy Bludgeon, but it can nothing spectacular on defense. Are you sure that you have the charge, not an opponent? Why did I write about Giant - for the same points it is MUCH more dangerous model and to defeat it you must invest more resources. Just count what Graverot's troop does on charge with inspire and support against the Horror? 3x(5+2 MAV)+4*2x(4+2 MAV) with possible Curse and Savage. Yes, they may fail DIS, but on 4+ 3 out of 5 should reach the target. In the case the Horror charges, they lose a couple of Gasts and still may counterattack effectively, if the player doesn't expose Graverot. Swift strike is only meaningful for flyer (burrower), in order not to be easily engaged and punished during the enemy activation. The enemy should cast then Winglock at first but you use an anti-blast order. Here the things are clear. If you have First Stirke, you may even hunt a more serious enemy, concentrating your models, or reap those wounded enemies with formidable tough value without any response. The bats may indeed be used to hunt spellcasters or something weak, but they don't fit into the role of the main hitting power. With DV9 and MD10! they won't survive a turn of even modest shooting and casting. Even the poor caster with CP7 is hitting on 2/3+. And what should Judas do, entering BtB (he cannot play with swift strikes), while his support dies in one activation and he gets swarmed and kicked to death? A good wargamer strives to minimize the dependence on luck. You use redundancy, maximize you abilities and minimize those of your opponent. You think in terms of fulfilling the scenario and not just how to kill everything, etc. If you can catch a heavy hitter with cheap speed bumps, block him for even one turn - it's great. You put such cheap models also to screen your hitters, to protect them from enemy, so they get to charge themselves when the circumstances are right. If the enemy can firestorm/shoot them and charge past your screen - it was your mistake to allow that. Each faction has models for this role, but zombies are just more effective than many others. I didn't say that the army of zombies can do anything, just that they have no trouble dealing with powerful melee models. With Rhasia they indeed work wonders as an army. And I've mentioned Giant, because with Swing-Through and Mighty he is a very serious melee opponent against a numerous enemy. I've used zombies extensively for this build Moandain+Phylactery, Dauron, Nivar, 6 burrowing and 6 simple zombies, or as a simple fodder like Kentaur, 4 Crimson Knights, 4 zombies
  3. I'd not, because the only faction out of 19, that performs cost-effective shooting, is Razig. Moreover, shooting depends on terrain and enemy cover/spells. I'd definitely take a couple of chattel models to heal Judas and friends from early damage. Knights work much better if they have cheap screen made of zombies, support inclusive. Otherwise if you take bats, they move fast and leave Tharian behind, thus getting punished with templates. They are too fragile to be the main hitting power. Naomi+Phylactery is much more useful take than Tharian, because you can considerably soften up the enemy, before your charge hits home instead of the only dispel usage. If to speak of effectiveness, consider Graverot+Armor of courage+4 Gasts. For the same cost they have more wounds and attacks. A DR2 is not a panacea if you get swarmed. They are only effective with First Strike, for example Gaan-Hor. You lose time dealing only one potential wound and getting one in return, taking into account their low DV. Knights fare much better. Zombies enjoy no support, but they enjoy toughness. They may effectively block a costly enemy melee model for many turns. Besides, the bucket of dice they deal on attack eventually downs it. For example, I've killed Hill Giant with them two times out of two encounters. Many factions are envious of Necropolis for having such an effective models.
  4. Warlord

    I've been leading a local group of players (I deem the only one existing in Russia) since 2007, making yearly campaigns and leagues of up to 10 participants and 30+ games per season. It appears to be extremely difficult to "recruit" new players, all those existing being close friends of mine, who came from other wargames like WHFB. The WHFB community is divided now with many people completely dropping the system, but that barely helps to attract them to Warlord, as they got used to a well supported wargame and more willingly migrate to mainstream skirmish systems or even historics. From my point of view the Warlord is an extremely well balanced and diverse game. I consider the underdevelopment of several factions from the Savage North and the lack of scenarios to be the only flaws. The latter we compensated with 10 scenarios of our own invention, as well as added a new level of diversity in the form of a campaign engine (I've posted it in the Rules sub-forum). For the next season we plan to expand this engine even more, implementing a webapp to generate pairings for us and to handle player statistics. It might then include a campaign map in graphics with each player's actions designated and a personal account for each one accordingly, if time permits. I've recenly finished my 1500pts Tembrithil project, the wood elves being my 3rd army and the most beautiful one, as a result of a much time spent to painting and the usage of Microart forest bases. They are great in play as well, clouded only by the limited choice the armylist itself. If Reaper once decides to turn its attention to this system again, we shall eagerly offer our service as playtesters. :)
  5. In order to squeeze this list to 1000pts, I'd drop the Troop2 completely plus one owlbear. With Drys we lose the necessary Spy, but I'd better have the main Troop1's ranks completely filled. I'll not stake on shooting and abandon some rangers because of all 3 phases, the Shooting phase is the most weak. Wood elves not archer-heavy? Why so: 1. The ranged models are overpriced, so they have to live long enough to justify their cost. 2. You have to build your list with protection of numerous shooters in mind, instead of just usual protection of couple of casters. So it is a lot of screening models, dependence upon terrain, etc. Moreover, the shooting range we have is small. 3. It's too easy to negate the enemy his ability to shoot: terrain, spells, cover, fast enemy models in BtB, etc. Just imagine the enemy happens to activate some fast unit 2 times in a row - first turn he is in cover and second in BtB with you. The Rangers give a great number of shots, albeit with low Rav. So the best use is against low DV (Razig's zombies fo example), to finish off wounded models (especially with Tough) or just for that lucky 10 on a dangerous leader or monster. The sniper should sneak behind terrain and all the roster, taking out what aim presents itself. Just one cheap Reven Harpy can easily take him out! To tell anything specific about your enemies, one should know their skill and rosters. Our Dwarf player would take something like this: Troop 1 King Thorgram Grimsteel Mithril Armor Ivar Silverfist Margara Firetongue Familiar Shieldmaiden x 4 Piercer x 3 Troop 2 Ursula, Bear Rider Bear Rider x 3 Troop 3 Griffon I deem he would assault with his powerful King and maidens, healing him and throwing fireballs. Bear riders can make devastating charge and griffon distracts you from behind. Tembrithil are weak fighters, but Lightning can soften enemy up enough to deal with wounded remains.
  6. I've played only a couple of probe games with Tembrithil and I'm going to finish painting my army first, before putting it to real fight, during a coming local league. But, guided by my long-term experience with Crusaders, Necros and Nefsokar, I've come to some similar solutions, although we play 1300pts. In fact, the modest variability of the army list leaves not too many effective decisions to choose from. I deem this list as a universally effective one (some minor changes may take place though). I prefer the Nature doctrine. So, we make a Chain Lightning heavy list with staunch main troop, two powerful counterattack units, a shooty distraction unit and a sniper to finish off those powerful and tough models on their last track etc. I adhere to the principle of the universal main troop, which can perform something in all the 3 phases: melee, shooting and magic, while putting to good use the Warlord's ability.This allows to single-handedly remove costly enemy monsters and leaders in one activation. Other troops are going to assure, that the main troop can fullfil its tasks. We just shoot and cast, weakening and hampering the enemy, then attack. Just imagine an opposing Reven army with Varaug and 10 Berserkers, charging in on the second turn, can we possibly stop them? :) Troop 1 King Thelanor Anenfel (153) + Armor of Courage (10) Sildorian Protector (U) (87) Dehanis, Druidess (U) (59) 2 Satyr Warrior (29) 3 Oakhearth Warden (29) 2 Tembrithil Ranger (31) 5 Saproling Warrior (20) Here we have 4 powerful Lightnings (the Familiar may be necessary - we get one more cast), defensive line made of Wardens and Saprolings, Satyrs may counterattack, well screened Rangers finish off wounded enemies. Armour of Courage and Warlord's ability allow one very effective charge, after we have spent up all our casting points. Dehanis if taken for Restore mostly. Troop 2 Arthrand Nightblade (47) Drys, Dryad (54) 3 Tembrithil Ranger (31) 3 Hunting Cat (21) Arthrand or Talathan - for me is a question of 1 Elite slot. His Assassin ability is ridiculous, taking his MAV into consideration. The effectiveness of the Dryad is too small, but... she is a beautiful model! I'll stake on Beguile. The main concept for me is to have at least 1 screening model for one shooting model and Cats make their job well - the are small and their bases are long. Moreover, the missions we play often require speed and they are fast. Troop 3 4 Owlbear (56) An obvious choice - the only melee models with Tough and good hitters! Troop 4 Spirit of the Forest (148) How could Wood elves possibly not be associated with a Treemen? Personally, I thing big monsters are inferior to units of smaller models for the same cost (Example - Graverot with Courage and 4 Gasts are much better than the Grave Horror), simply compare the number of wounds and number of melee attacks. Monsters perform psychological effect, though. Troop 5 Galdanoth, Sniper (U) (54) I plan to keep him well behind the lines and thoroughly screened, to justify his cost.
  7. So, our 1300pts campaign for 2016 is almost finished - 28 single and 2 pair games were played between 8 players (2 Necropolis, Reven, Reptus, Dwarves, Razig, Overlords, Darkspawn). Top 3 armies: 1. Necropolis (5 wins, 1 draw and loss in the pair game) Moandain(Phylactery), Dauron, Nivar, 6 zombies, 6 burrowing + Kentaur(Armor of courage),4 Crimson Knights,4 zombies+Graverot(Armor of courage), 4 Gasts + Gargoyle Dauron was switched for 2 Crimson guys against Darkspawn (3 Dominations!), sometimes a Grave Horror instead of Gast unit was taken 2. Dwarves (3 wins, 3 draws, 1 loss) Thorgram(Mithril Armor), Margara, Ivar, 6 Shiedmaidens, 2 Piercers, 2 Warriors, 2 Halberdiers + Ursula (Book of tactics), Gilam, 3 Bear riders + Stone spirit 3. Reven (4 wins, 3 losses) Varaug(Bonesplitter), Gaaguk(Magic weapon), Ombur, 10 Berserkers + Ogg, 6 Beastriders + Urga, Gonda, 6 Harpies + Lurgh + Greka Skills proved themselves to be a perfect addition - some combinations of them could increase chances for victory dramatically, while choosing scenario, gaining more initiative with draw deck etc. Skill classes may need just a bit more balancing in the future campaigns, unlike the faction cards, many of which seem to be too situational. For the next year we are planning a league, to play each round without strict order (that had cost us a lot of time!) and have some sport results also.
  8. Question about Spy SA. Say a player uses this SA and delays a card, then the next one is being drawn. Is that legal to Spy that newly drawn card again and so forth, thus creating a queue of delayed cards? I fail to see any explicit prohibition.
  9. Hello, we'd like to share our Campaign rules, that we use every winter to run a Warlord campaign in a local wargame club. Around 120 games in total were played using this engine. I've already posted the previous variant a couple of years ago. The new version introduces skills instead of cards, partially fixed army roster as well as some corrections and re-balancing. We encourage the Warlord community to use our scenarios - they add a new level to this great, but unfortunately nearly dead, game. Download version 1 We currently use a simple webpage as a database (only partially on English) of a running event.
  10. Has someone tried out Kargir spells? As printed in the book, Indoctrinate wording seems incorrect - the effect is a buff and spell is Attack. Can we target friendly models with Attack spell? No. For Non-Attack it would seem to be underpriced. Is the Dying Breath cast on a model, already removed from play? Or upon a still living one and it triggers an additional strike, if later killed? Do we have an Errata/FAQ for Savage North?
  11. Hello, I'd like to introduce our campaign engine, which we have used to play starting from 2011 in the local game club. Three campaigns of 750pts (15 games), 1000pts (25 games), 1500pts (36 games) are already gone, and now a league with these scenarios is running. Each time 8 players, on average, took part with armies fully painted. For each event, a lot of terrain was painted and prizes ordered, in the aftermath huge reports with fluff written. Rules: Cards example: All initial material and fluff is in Russian, so I've just translated rules for this forum. If somebody wishes it, I could give links to all cards as images or in vector format. p.s. Sorry for grammatical mistakes, I use English too rarely.
  12. Searching the forum I've found the same about Tough and there were no objections. Looks like cheat. 2nd question: if a model stays in BtB with 2 enemy models on opposite sides, it cannot slide away to break BtB contact etc. what about fly, burrow, leap etc. ?
  13. Are there really 7 models? Picture shows 9, is that a heritage from the past?
  14. Am I right, that the stunned model cannot parry, because doesn't have defensive strikes to sacrifice?
  15. How are the distances mentioned in teleport spell dealt with when familiar is in use? Should both the initial 12" range and final movement 18" range both be measured from the same souce: unchanged from the mage and halved from the familiar? Is it possible to measure one range from familiar and other from the mage?