Jump to content

wrightjd

Members
  • Posts

    136
  • Joined

  • Last visited

Posts posted by wrightjd

  1. Yes I dropped by for a few hours to chat - I'll have to get a game in next time, hopefully we can have that large play area or tournament session you were talking about. Since I live in the area I would be more than happy to organize it next time to make sure we can get things going.

     

    Just for those interested in the KC area, tomorrow night and next week on Tuesday I'll be at Tabletop Gaming running some games (they got a larger store with more tables) - I sure hope this isn't the store that you guys have been talking about, if it is I will probably head back to 31st Century. I'm going to start games at 7:30 and I have 4 armies that I can bring demo armies for - I'll try to do the same setup Warwick had. If people are interested in larger games I believe all four armies I own are easily 1000 point capable, so I can run that too (for those who want more than a taste from the demo).

     

    In addition there are about anywhere from 2 to 5 of us who get together any given Tuesday, so anyone in the KC area is more than welcome to come throw down.

  2. I've been talking a lot with a couple guys about temberthil - I'll be honest, I really don't like a lot of the faction, but darned if I don't love the Oakhearth Warden. So I've been talking about making an army out of these guys and this is what I've come up with (I'm making an army because generally it makes me like factions better):

     

    Tembrithil - 976 points

     

    Troop 1

    King Thelanor Anenfel

    Drys, Dryad

    Dehanis, Druidess

    Satyr Warrior x 4

    Oakhearth Warden x 5

     

    Troop 2

    Arthrand Nightblade

    Drys, Dryad

    Oakhearth Warden x 6

     

    Troop 3

    Centaur Archer x 3

     

    Troop 4

    Galdanoth, Sniper

     

    There's some points to spare here, but I think I really like this army - rounds 2 and 3 would really be crunch time for this army also.

  3. Recommending factions to some players that are just getting introduced to the game and trying to suggest them some fun armies. What do you guys think about the following army?

     

    Troop 1

    Broodmaster, Dragon Rider

    Gaan-Hor Warrior x 9

     

    Troop 2

    Gam-Nan, Gaan-Hor Elder

    Gaan-Hor Warrior x 6

     

    Troop 3

    Crymorian Warrior x 6

     

    Seems like it would be a great all flying army - it could take most by surprise and with the Gaan-Hor warriors you'd use broodmaster/crymorian warriors to take out any spell casters / ranged models / first strike models. Once you've accomplished that it seems like the game would be yours for the taking. It seems like the only troubles it would have would be against heavy caster armies, but even then you've got some serious move range before they can take you out of flight. Thougths?

  4. Also another army I am thinking about trying out once I have more angels, but it is really just a gimmick army since it eschews the use of faction abilities.

     

    Troop 1

    Samantha of the Blade

    Wings of Vengeance

    Armor of Mettle

    Magic Weapon

    Angelic Warrior x 4

     

    Troop 2

    Angel of Vengeance

    Book of Tactics

    Armor of Courage

    Angelic Warrior x 3

     

    Troop 3

    Kyra and Lavarath

  5. I've been looking a lot at Siellendra and I really like the bang she can bring for the buck. I thought about making something like this:

     

    Sisterhood - 1000 points

     

    Troop 1

    Joeliyn, Leader of the Blade

    Siellendria, Spell Sister

    Isabeau Laroche, Paladin

    Bladesinger Sister x 4

    Blade Sister x 2

     

    Troop 2

    Callindra Silverspell

    Siellendria, Spell Sister

    Blade Sister x 2

    Chain Sister x 2

     

    Troop 3

    Nicole of the Blade

    Siellendria, Spell Sister

    Bladesinger Sister x 3

    Bow Sister x 2

     

    Troop 4

    Volendria of the Blade

     

    Albatross Amulet

     

     

    Also, I got the Kyra and Lavarath model and I'm bound and determined to see it put to good use, but at a 211 point price tag I'm finding useful situations for the model a bit rough since it runs as a solo. I was thinking something like this for a kyra army:

     

    Troop 1

    Samantha of the Blade

    Wings of Vengeance

    Siellendria, Spell Sister

    Kyla, Vampire Hunter

    Angelic Warrior x 2

    Blade Sister x 3

     

    Troop 2

    Callindra Silverspell

    Elliwyn Heatherlark, Bard

    Lorielle Silverrain

    Bladesinger Sister x 5

    Book of Tactics

     

    Troop 3

    Kyra and Lavarath

     

    I must admit, the sisters of the blade elites are far and away my favorite.

  6. Hmm I have a lot of stuff, I hate to think about it honestly lol.

     

    Crusaders I could probably field more than I care to admit to, I'm only missing 5 models from having a complete faction (Kristaria, Isarah, Saramonde, Garr, War Dogs) and have many many multipes of the others that allow it. I mean, 12 painted justicars? Can you tell I'm a fan?

     

    In Crusaders I could probably field about an 8k army, with about 2k or so painted.

     

    Necropolis is much harder for me to judge for some reason. I have 12 or more crimson knights that I know of, but I think my force would only fall in around 5k or so. The only model I'm missing from that entire faction is the grave horror.

     

    So for Necropolis I'd say I could put out about 5k, with about 3k or so painted.

     

    I also own some Bull Orks and a few sisters, but nothing substantial yet.

  7. I would kill to see the Crusaders get a paladin - Big tough model with high DV and a pretty tough melee (of course Smite(Evil)/2 is necessary!) with healer and very limited clerical abilities. Think Nai-Khanon stats + Marcus Gideon cleric abilities.

     

    EDIT: As an elite, many of the leaders already fill this type of role but I don't feel there is a single elite that lives up to the paladin name.

  8. Double post again in this thread!

     

    So looking to throw a question out there to you avid Crusader players: how do you take on a default reptus force as the Army of Justice?

     

    Why the Army of Justice? Why not default Crusaders? You've got a valid default list, you can't possibly use 2 of the AoJ FAs vs the Reptus, another seems unlikely to make a difference and you didn't use the 4th! Mercy would rock Reptus with their ... poor... Dis.

     

    And you forgot Shock!?! Again with the Reptus Dis, that should have saved you half a dozen Jade Strike/Warmaster attacks.

     

    Shock vs the Krungbeast...

     

    PS

     

    Well I forgot about it(shock) on the first round and then never got another chance as my calvary got engaged. Also the reason I couldn't play as the default force is that for the tournament I had already selected the Army of Justice, so I couldn't change it up midway, unfortunately.

     

    I think right now i'm just in the same position as Brushmaster, as I'm not even sure how the Crusaders (most definitely the sublist) can hope to take on the reptus. I don't really feel my tactics were bad, I even hit him with 2 calvary charges and one was just unlucky (out of 7 attacks with damon and a lion's lancer I only hit Khung-To once), but the rest was just me getting pummelled. Another thing that kills me is I got initiative EVERY round, twice I activated my whole army before he even got to go once (in rounds 2 and 3 which were VERY critical rounds) and I still got pummelled this bad. I hate to think of the outcome had it been him activating first. The Reptus are the pure kings of melee combat (ok maybe tied with dwarfs :P) and an all melee list just cannot help but cater to all the reptus strengths. With the AoJ you don't have any other option but an all melee list.

     

    How the game went was our armies actually met each other in the middle of the field, but split in half between the terrain. In each instance his ~750 points decisively beat mine. My Lion's Lancers went against Khung-To's troop and a Krungbeast and Duke Gerard's troop + Conlan's troop went up against the trolls + krungbeast. The Guardian beast came in and helped fight against his Khung-To troop.

     

    What it boils down to is I usually will write down armies and come back and replay when I get beaten and see how I might have done things different or what caused me to lose; in this match I just felt like my army was flat out outmatched and out classed in every way. Hopefully others have better experiences against the reptus, but I don't think I'll be returning the the AoJ after this tourney.

  9. Double post again in this thread!

     

    So looking to throw a question out there to you avid Crusader players: how do you take on a default reptus force as the Army of Justice? I got run over today using the army listed above, with my opponent still having nearly half his army on the board after he layed the melee beat down on me. I've been trying to think of what I could have done differently (other than remember my units have shock) and I can't really think of anything, he pretty much just layed the beat down on me. His army was:

     

    Krung Beast x2

     

    Khung-To

    Nai-Khanon

    Reptus Warrior x4(or 3 can't remember)

    Skull Breaker x2

    Long Strikerx3

     

    Uru

    River Troll x6

    Reptus Warrior

     

    At the end of the game he had 2 long strikers, uru, 3 or 4 trolls, 2 warriors, and one more model which I can't remember (but not Nai-Khanon or Khung-To). This was about the most solid thumping I've ever recieved and still can't really see anything I could have done against this reptus force. A part of it was my rolling, but there was a point where 2 river trolls held up 5 Justicars and dealt out 12 wounds to those 5 justicars (where they only did 8 wounds). Maybe it was just bad luck, but it was a serious smashing. Also to note, I never got to use any of the army special abilities as they never came into play.

  10. Bah, I took pictures but it turned out I was taking a movie (which apparently doesn't want to copy off of the camera). Tuesday I'll have pictures up of another game, plus I'm not sure I want to post pictures of the absolutely smashing that the army of justice got handed to them today by the reptus.

  11. I'm willing to bet most models in 2008 will look the same in 2007. The exception will be those datacards or SA's that are unbalanced and have had an extra year of playtesting.

    *ding* *ding* We have a winner! :lol:

     

    Yep, that's exactly the intent of the yearly Rage chronicles. When someone makes a suggested change (like adding disable to a model), I'll keep that in mind in case that model needs to be changed for balancing reasons, I can look at adding that on since the model is changing anyway. The yearly Rage Chronicles will not be a time for random changes just to change things. It's meant to collect all the new stuff from the previous year, and change anything that's broken. ::):

     

    Hmm, in this manner won't this lead to armies becoming bloated and somewhat stagnant? I mean if you had 5 models a year you're already talking about armies hitting up to 50 or so units in 3 years. At what point do the armies stop being fresh and models start being repeats of models in other armies? I've been playing the game since the beta was released and I've loved it all the way and one thing that kinda scares me on the horizon is the game running out of ideas on what to add. If you only add 5 models per year without clearing out old stuff, you're talking almost 80+ models per faction. Just a thought ahead to the future.

  12. Army of Justice took the game yesterday against the elves, though it certainly wasn't a runaway.

     

    Army was:

     

    Sir Danel

    Lion's Lancer x3

    Sir Damon

     

    Duke Gerard - Magical Armor

    Justicar x6

    Valandil - IceShards, Counterspell x2, Fireball, Firestorm

     

    Conlan

    Templar Knightx4

     

    Guardian Beast of Aurellius (summoned into the game later)

     

    Use of the faction abilities was quiet as limited as I thought:

    Deflect came into play a few times ( though I was playing elves)

    Obviously no smite

    Fearless was used once when I dropped a fireball right on top of Sir Danel and missed, of course Damon already had fearless anyways so it didn't matter.

    Clearly no "The Wolf" used.

     

    I think soon I might start running with a default list of:

    Gerard + Lion's Lancers + Devona(or Valandil)

    Sir Danel + Lion's Lancers + Damon

     

    That way I can still use mercy to bolster my ranks hopefully.

  13. Both elf armies that played tonight lost. One had 12 range models and mine had 2. At the end of my game I had one Royal guardsman and the Sniper, and my opponent Duke Gerard and a caster and a Justicar. He had 125 more points than me. It was 1500 game and I faced an army of pretty much just Lion Lancers and Justicars and a guardian Beast. My army was build around 7 cats and 7 centaur warriors but just as the game was starting I had to change my list because the store did not have cavalry bases to base my proxies. I ended up not accounting for one of the four centaurs I had to cut with the 7 cats so I was actually about 1425 and not 1500. So even with an off the cuff broken melee army that was missing 75 points. I still managed to fight he Army of Justice to pretty much a deadlock. So, don't under estimate elf melee, IMO they should share in the FA love a little.

     

    I do believe we called it at the beginning of round 5 on my activation with my unwounded duke gerard about to take down your elven sniper and one of my two unwounded justicars about to engage your 2 wounds Royal Guardsman, so I think in the end the spread would have been a slight bit more, probably closer to 250+ points for the equipment duke gerard was sporting.

     

    Also your army was:

    Centaur Sergeant

    Centaur x2

    Fairy x2

    Vale Archer

     

    Danithal

    Royal Guardsman x8

    Death Seeker x2

    Unicorn

     

    Meridh

    Vale Long Thorn x5

     

    Arnise

    Vale long thorn x4

    Faun (toughest faun I ever saw)

     

    Which, I believe, comes to exactly 1500

  14. I forgot to post feedback on this spreadsheet... it's great! Thank you for taking the time on this. I really hope more people download it because it truly is a helpful tool.

     

    I understand that not everyone has Excel, so I thought I would throw this link out here: http://www.openoffice.org/index.html

    Open Office is a FREE open-source set of programs that equals to Microsoft Office in a lot of ways. There is a free spreadsheet program in it that will work just as well as Excel. So, if being Excel-less is the only reason you have not tried this tool...well... now you have no excuse. :)

     

    This actually does not work out of the box for openoffice. The data range definition are not appropriate for OpenOffice. I haven't figured out a way to fix this as of yet. The INDIRECT(SelectFactionRangeName) does not seem to work, however if you change it to the specific faction you will be using then it works. This is also the case for the spell list, but for some inexplicable reason, upgrades work fine.

     

    Edit: sorry I did not realize the upgrades cells do not use the INDIRECT function to get their values. That explains why they function properly.

     

    Final Edit: This actually will not work in OpenOffice because of the way the INDIRECT function works. In dewen's spreadsheet he uses INDIRECT to reference a named range, which isn't applicable to openoffice.

  15. I tell you one that depends on your enemy for it to come into play, but it actually comes into play a bunch even more when they dont play it. That is, Nefsokar's Sokar is near... I know several players that dont play mages at all simply because there are a few Nefsokar players around here and they dont want to take the chance of playing against them with a mage.

     

    Most people will say, well it s only good when you play a force that brings a mage to the table. Isay it ispretty powerful to influence an enemy so much as to have him not even bring a mage... One less rock paper or scissor that to have to deal with...

     

    I can agree and attest to the power of Sokar is Near. I'm just not sure if the fear of facing the Army of Aurellius will actually stop people from fielding fearsome or shock models period (though we'll see). I just feel Fearless counters a lot of things I don't really see our group make use of, I guess at other places it could be a whole different ball game. I just feel like giving up the ability to deal with any ranged threat or flying threat should bring some type of advantage with it.

  16. There is no ranged unit in the Army of Aurellius beyond Valandil, so therefore there is no firing into melee combat. I don't disagree that Fearless provides a SLIGHT tactical advantage, but it's nothing to write home about.

     

    The Wolf isn't a huge deal, you still pay for the cost of the mini (though adepts are, techinically speaking, slightly cheaper than an equivalent grunt).

    I think the Army of Justice FA's are currently the best in the game. Armor of the Faithful provides me a huge tactical advantage as does The Wolf. If the advantages don't fit your play style, then playing something else might work better for you.

     

    Rich

     

    I just think the faction abilities are too easily avoided and can be completely negated by most armies, which leaves you in a pickle. If you think the wolf is such a huge advantage, have you ever tried a freelance company? There you can take all the adepts you wish.

     

    I just think some FAs are broad sweeping ones that will always be applied and always provide sound tactical advantages, while some rely entirely upon your enemy building an army subject to your FAs. A FA can't provide any advantage if it never comes into play.

     

    How, for instance, would any of the Army of Aurellius FAs help in any way against some of those First strike armies that were sweeping the tourny? I know how others do.

     

    EDIT: This isn't to say I don't think the faction abilities aren't cool and full of fluff. I certainly see where each ability COULD be useful and how they will apply. I do think each of the SAs will be useful overall, I just don't think they quite measure up to some other FAs. What I would like to see is an MD component added to armor of the faithful so that they're able to make it across the board lol. Having a single ranged unit in the sublist (and that one is a mage) makes it difficult to fight specialized armies that deal lots of ranged or have lots of flyers. I understand each faction should have weakpoints, but this leaves a lot open to take advantage of.

  17. The elf army you described above should kill 10.5 Broken Fodder models per turn, assuming it doesn't hit any that are wounded (which would increase the kills). So all other things being equal, a few Fodder might live to base some elves, and then again they might not.

     

    You keep mentioning how you have to shoot soldiers for 4 or 5 turns, but that's not true of all armies. Plenty of armies have models with fewer tracks.

     

    The army I mentioned with average dice on both their rolls and using Marksman can 16 wounds. That is if they don't perform any other action like moving which they will need to against fodder after turn one. Then there is the choice of firing at the fodder or protecting your army from enemy archers, sniping mages and clerics etcetera. Sure take out eight of the fodder in round one, by round two the fodder are 44" with their charge, so by the second turn the elves should be running which takes their 26 shots to about 12 or five wounds or 3 fodder. The 19 remaining fodder will corral the elves a corner. Now if you are playing on a 4x4 table and the fodder get initiative for the second round first, the fodder could actually double move and charge and base the elves by turn two and at that point there would still be 22 of them.

     

    a.) This is only the boards we play on, which are significantly lacking in terrain because people are terrified of it giving another side an advantage.

    b.) Why wouldn't the elves have melee to stop these guys from charging either? Sure an all ranged army may get overrun by dwarves or a horde army or a calvary army, that's where they are weak (though I do suspect you would see very different results than the ones you are claiming above in a game).

    c.) if the hoard is starting at the very edge of their deployment area, why wouldn't the elves start at the very back? Which means, even with their miraculous 44" in two rounds, they still fall back to 40" and short of the archers, giving at LEAST two rounds out of melee.

     

    Also to note, I haven't seen an army with no ranged win a game yet.

  18. I've had some pretty decent results with the ICA when I have fielded them. I usually only bring a couple and Acacia, and I use them with Marksmen (since I need 10's to hit almost everything anyways, might as well give me more chances at a 10) and use them to try and hit some Mages or Clerics or just go for the Luck shots on the big DV models. Or try for a few lobbed Indirect Shots from behind some of your higher DV models to go for that Hail Mary shot. Even if I am forcing my opponent to waste a Cure or 2 that's forcing them to waste a resource they might rather use later in the game. Or it forces my opponent to try and use their own Models to screen their softer targets, which means they may not be in the exact position they would like to be.

     

    And there's always the chance my dice get hot and I get more than one shot and really screw with them.

     

    Agreed with qwyk. Another thing is when you hit a model once or twice and slow them down, it's not rare for the opponent to slow down their troop till that model is healed. That helps hold back the army for you to engage where and when you want to engage, which is always a nice thing.

×
×
  • Create New...