Posted 27 April 2007 - 10:04 AM
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Posted 27 April 2007 - 10:08 AM
How do I need to consider my force with the pain cage in mind?
What mix should I use besides my usual "Load up on flying spellcasters, broken fodder, Isiri warriors and some monsters and go out there and beat'em up" tactic?
I probably won't get to play these guys until next month, so any input is appreciated.
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Posted 27 April 2007 - 11:06 AM
-Any Elite of your Choice
-4 Broken Fodder
-2 Demon Warriors
This makes for a brutal melee troop. I've been taking the clawed demon as the elite, but anything would work.(A pain mage could even make the troop more deadly) I use the Demon Warriors to assist the elite on strong targets, or use them to break down the front line. I let the fodder hang back until the second round of combat that way I should have some pain tokens so they can stay on their feet. The demon warriors hardly degrade as their damaged so once their in combat they are like a wall and with a little fodder support it's a wall of death.
-4-7 Incubus Warriors
-3-4 Demon Imps
I love this flyer troop. Typical strategy is to gang up on whatever you charge. 2 IW on each target, that way if you hit the model twice it's stats really start to go down before your other normal attacks. The imps are here to give the IWs a bonus for their combats. Getting the charge here is important, but unless your opponent has a flyer troop or a meety flying solo it's pretty much a done deal.
I also take a mage on of the ground troops and try to get of Dibilitating Pain, Fireball, Scare, any kind of AoE so that it weakens one or two models... Sitting the flyers up for finishing off the entire troop.
Put enough warriors in the troop so you have one to put in front of each archer and mage. So if you have 2 archers, buy up 4 warriors. This troop will be your glass cannon. Your warriors are the speed bumps. Always put your warriors in front of the mages/archers, when you activate, move the warriors out and away(1 movement) blast spells then shoot arrows, then move the warriors back in front of the others.
Load up with spells of your choice, I am a big fan of the new Ice Storm, nothing like a solid 4 points of damage from the Queen. Take Counterspell with both mages to create a spell free zone that covers 1/4 the board. Also take bolt, for those spells that you don't really care if the enemy gets off anyway, like if he wants to ice shard a Broken fodder that you can use tokens to keep alive. Let him take the blow and you take the opportunity to toss a bolt at the mage.
So you know, this is my favorite troop. With Magic, Archery, and some melee combined on one card you can rip enemies apart well before they get the chance to heal or retreat.
Taking the Spectral Minion Spell and giving it to the Witch Queen instead of bringing warriors was also recommended.
A cool RTS from one of the designers of Warlord 2.0 Cairn
Posted 02 May 2007 - 10:01 PM
I'm a total noob at Warlord (just got figs in the past two weeks), but have a decent amount of experience in other table-top games. I'm guess I'm too used to playing Bretonnians in Warhammer, but I've been trying the Darkspawn against my friend with the Crusaders, and I just got destroyed. I mean, it was awful. I took down two models in our 1000 pt game. Some was awful rolling, but that only goes so far. I like the Darkspawn because they seem to be a decent varied force and the sculpts are great.
Here's what I got in terms of figs:
4 Incubi Warriors
3 Isiri Archers
5 Broken Fodder
I guess the two things I could use help on are a) general strategy and b) what kind of force should I build with this and are there more figs that are "needed" to be effective. I've noticed my two issues against the Crusaders are a) their high DV makes it hard to damage them enough to where my foot soldiers can be effective and b) in melee, they're almost auto-killing my troops with their elite units.
I'm probably not using the Pain Cage well and I've only recently started trying to swarm with paintenders and the fodder. I readily admit I'm not that knowledgable and any help that can be given would be great.
Posted 03 May 2007 - 07:12 AM
A few more Soultenders, now that they're Adepts, can really wreak some havoc.
Rolling bad is NOT a counter-strategy for rolling good!
Black Lightning #MA003
Posted 03 May 2007 - 11:42 AM
Get more archers, and load the Queen up with spells. Concentrate fire on models you can kill quickly (3 trackers, frex) and gather up some Pain Tokens before melee begins. Both Fodder and Warriors are cheap to bring back, so use the Cage on them.
A few more Soultenders, now that they're Adepts, can really wreak some havoc.
One of my general strategies in the past in miniatures was to try to hit the stronger units first, at least damage them a bit. With Darkspawn, should I focus more on removing the foot soldiers, getting the tokens for the pain cage, then go for a war of attrition with the stronger opposing units?
Thanks for the advice so far; the Soultenders definitely appear to be viable as a unit.
Posted 03 May 2007 - 12:04 PM
Posted 03 May 2007 - 12:05 PM
Once in melee range, use the Broken Fodder and Darkspawn Warriors to tie up your opponent's bigger models. You're going to lose some, but they will have chances to hit, and with Pain Cage, you can bring those back. Often to the total frustration of your opponent In one playtest session, I probably killed the same 4 Models, at least 3-5 times. Because I would wipe them out, but they would Pain Cage back to their last track and keep me tied up. Then elsewhere on the board, I'd have a 4 track model die (which will revive 2 Broken Fodder). So I could kill them without rolling, but they wouldn't go away. It became a challenge to try and kill enough stuff quickly, and try to force Storm to burn through his Tokens without losing some of my other Models elsewhere.
Soultenders and your other Demons make great shredders once you have models tied up with your grunts.
Sacrificing minions: is there any problem it CAN'T solve?
- Lord Xykon, OotS #192
Beowulf ll. 1538-1543
... Pay no heed to proud thoughts, famous champion. Now the flowering of your strength is but for a while. After a while, the time will suddenly come that disease or the sword's edge will cut off your power. Either fire's grasp or flood's surge or blade's bite or spear's flight. Or vicious age, or the flash of your eyes will gutter and burn out! It will be all at once, great campaigner, that death will overpower you.
It's terrifying! Without enough caffeine your body undergoes these hours of partial paralysis and hallucinations! :shudder:
Black Lightning: MA010.
Posted 06 May 2007 - 05:37 PM
Posted 07 May 2007 - 03:58 PM
Posted 07 May 2007 - 11:40 PM
I go to school in greenville, and live in raleigh, so I know many of the active players in the state. In the area around Nc there are quite a few people who love to play.
Posted 08 May 2007 - 03:22 PM
Witch Queen + Broken Fodder:
Witch Queen + assorted goodies:
The big stompy demon whose name escapes me (Rathuros or something? Anyway, this mini probably isn't scaled properly so you'll have to mount him on a bigger base):
Posted 12 May 2007 - 01:54 AM
I personally think you picked the strongest army with the best faction ablility. I have played them with Dwarfs and Reven and they are just demoralizing. You may lose the first couple rounds of combat, except for the archer/magic stuff but Darkspawn gets stronger as the game goes on because of the pain cage and with fodder being twenty points they never die.
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