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Reinchard

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Posts posted by Reinchard


  1. Reven - 1248 points


    Troop 1 (513 pts)
    Gronkelfibbets and Mazak
    Armor of Courage
    Gonda, Goblin x 2
    Goblin Skeeter x 5
    Orc Spearman x 5
    Goblin Warrior x 9
    Standard

    Troop 2 (175 pts)
    Kagunk, Ogre
    Gonda, Goblin
    Orc Spearman x 3
    Goblin Warrior x 5

    Troop 3 (72 pts)
    Neek, Goblin
    Goblin Warrior x 6

    Troop 4 (92 pts)
    Neek, Goblin
    Goblin Warrior x 6
    Fire Keg

    Troop 5 (198 pts)
    Hill Giant

    Troop 6 (198 pts)
    Hill Giant
    Total Models: 48
    Damage Tracks: 72

     

    I've recently tried out this concept, albeit during a megabattle, what hardly implies a competitive play. However I'll try again later :)

    Our local Reven player always sticks to Orcs and avoids using goblins even for a meat shield (ideological consideration I'd say), so I've just wanted to prove them being useful. For 1250 one may create a more balanced and universal list, but 2 giants just look great and scary :)

     

    We have 4 potent combat models with SA Reach, not that much. But they benefit from Gondas' Divine Vigour and are covered with goblin meat shields.

    To apply Horde rule better we use spearmen and these few orcs yet again are covered by goblins.

     

    Troop roles here as follows:

    Troop 1 is a main "Horde implementer". Mazak performs casting while SP permit and then rushes headlong into the fight, cautiously putting one goblin or two between himself and the enemy. Other goblins are used also to block enemy models from maneuvering or leaving BtB etc. Gondas are casting +1#MA on big models while on the way and then manifest Bless for the mob to enjoy in the fight. At most, we may get +1 for Inspire, +2 for support and +1 more for Blessing to our MAV, what transforms our impressive number of weak attacks into a really devastating meat grinder. This makes the main troop a striking fist, when the need be. Skeeters try to take down enemy screening models (like zombies) and then hunt for heavily wounded models with Tough. They are fragile, but enemy is going to be too busy with everything else to pay them any serious attention.

    Our low Dis is countered with a Banner and additional +1 from Doctrine. Thus our main troop can perform in all three phases - Shoot, Magic, Combat, what makes it universal and effective.

     

    Troop 2 is a much smaller combat solution, functioning the same. With all means of this troop combined we may as well take down some monster or a secondary enemy unit. To get two Giants we are forced to have more smaller units, than a couple of well-balanced ones.

     

    Troop 3/4 are just meat shields to give numbers to Reven side, cover giants, fill-in gaps in front line. One Neek tries to slip closer to enemy cowering in the midst of goblins to explode in a Fireball. This model is more for fun, because low Mov and fragility make its use risky. His now leaderless troop is absorbed by Mazak to replenish the main troop (Armour of Courage here comes handy again).

     

    Giant is one of the most effective combat monsters in Warlord, but to apply his abilities effectively he needs model screen, to charge himself and not become target for a prepared enemy charge. With goblins we cover him from defensive strikes as well. Gondas have Burst of Speed to help maneuver both giants to a required point of the battlefield at a required moment of time. The only problem is their low MD, what makes them perfect target for Domination.

     

    Indeed, what we are afraid of is the Magic - Fireballs/Firestorms can annihilate whole units or Giants start hurting each other. Beside Dispel, we may try to use Wall of stone by Mazak to block LOS on our approach, move in anti-blast order, stick to terrain. And press on everywhere simultaneously to provide enemy with too wide choice of targets. Vampire list is also a tough nut, since it become too easy for the bloodsuckers to regenerate on goblins.

    List uses the doctrine as much as possible, maximizing models with "Mob" and giants, however it is not pure goblin list. We need that Reach from orc spearmen. Mazak's warlord ability is hard to apply here, because the goblins shine with the number of dice but not the quality of a particular attack.


  2. We've just played a friendly pair 1000pts game against Overlords and Kargir (from the battle report above) using rules for Alliances. This time I'll be more brief :)

     

    I've taken a Crusader list to make a perfect Trusted alliance with Sisterhood army from our campaign, led by a friend of mine.

    Crusaders - Judgement doctrine

    Troop 1  (728 pts) 

    Duke Gerard

    Armor of Courage
    Halbarad, Priest of Aurellius
    Valandil, Archmage

    Familiar
    Isarah, Cleric of Shadarzaddi
    4 x Justicar
    2 x Templar Knight
    2 x Templar Ironspine
    4 x War Dog

    Troop 2  (54 pts) 
    Garr, War Dog
    3 x War Dog
    Troop 3  (142 pts) 
    Guardian Beast of Aurellius
    Troop 4  (70 pts) 
    Hound of Judgment
    Troop 5  (3 pts) 
    Luck Stone
     
     
     
    997 pts Models: 23 DTs: 49 Cards: 4+2

    Sisterhood - Angels of Justice Doctrine

    Troop 1  (660 pts) 

    Samantha of the Blade
    Wings of Vengence

    Armor of Mettle

    Sister Kendra
    Siellendria, Spell Sister

    Familiar

    Kyla, Vampire Hunter
    3 x Angelic Warrior
    5 x Blade Warden

    Troop 2  (347 pts) 

    Angel of Vengeance
    Book of Tactics
    Armor of Courage

    3 x Angelic Warrior

     
     
     
     
     
     
    1007 pts Models: 17 DTs: 47 Cards: 2+2

    We set up a standard 48"x72" board with 5 markers symmetrically from both deployment zones. One of them is situated in a 18" long and 14" wide monastery, circled with size 1 walls with breaches, adjacent to our board edge. One marker is closer to enemy edge as well and three others are situated on the central line: one in the open, one in a wood, one in a small hut (open building with one room). We have 6 turns.

     

    From our part we've not discussed our rosters a priori to enhance collaboration, both of us tried to find an universal independent solution. My friend went for maximizing angels,  supported, however, by elites on foot and the most cheap models to screen them. He has ended up with only two units, albeit strong, that could severely limit his choice of activations, if skipping may appear necessary. I've tried to maximize effectiveness and maneuver of my main troop as usual, by that demanded 3 mages and a lowered melee potential. I need Valandil as only capable battle mage and I need his versatile Teleport. I need Isarah for DR2 on Duke and Burst of Speed. I need Halbarad for restore and more Blessing. For that I take no melee heroes and in case Duke is down, I'll have too low melee potential left. This drawback I try to level adding a powerful monster and a Hound for Assassin ability.

    We decide to take cover in monastery and try to survive enemy onslaught there. On turn 4-5 we must leave the safety (alas, relative) of the walls and go for distant markers, lest it'll be late. The question is whether our opponents will attack at all or just secure 4 outer markers and defend them. But Kargir want a real fight so run forward hastily and Overlords have no choice but to support them, however, hesitate too much and fall behind. That proves later to be a crucial mistake.

    We have a very serious problem - since a lot of points are invested in feeble and expensive mages, we have to defend them and use up their spell points effectively. The opponents understand that perfectly so do their best to hunt them down. As long as we lose magic support, we become inferior in melee and get mauled by numbers. On out part we have negligible ranged potential to threaten Overlord mages, most of them reliably covered in a tight square of infantry (getting ready to be cast Burst of Speed upon :)).

    We allow Kargir player to take his beloved Reven Harpies, though this time we don't use campaign rosters, equipment etc. So 6 of them fly in a very wide chain with all their speed to get to our mages. It's a grave threat, since we may not form tight squares around our mages, because we have another major problem in the form of Lola with Magic Ranged Weapon and Barrage upon her. Even if we are covering behind the walls, she may get teleported up to our noses and wreak havoc. So we set mages far from each other to minimize number of them under the possible 3" template. I still need to maintain Arcane Shield or Wind Wall to cover my troop so lose a number of precious points. It's a fork of solutions in action. :( Lola and Taletia are surrounded by Bondslaves so we may not contact them with anything. I send Wardogs to hunt these slaves and threaten both girls, but fail.

     

    So we have to use Burst of Speed (from Isarah) on second troop of the Sisterhood to intercept harpies in the air and we skewer most of them, however all 4 angels get 1-2 wounds each in return! We cast Wind Wall to cover the main grounds of monastery from Lola if she decides to shoot, so she just kills a couple of dogs blocking the main gate. Overlords teleport Kevis to orc flank so he casts Winglock on Angel Captain but on turn 2 we win initiative and get it flying, regenerated and withdrawn closer to our board edge. One of the Angels manages to reach and contact Lola (it was a question of millimeters!) and kill her - one greater threat has disappeared! Valandil teleports an approached Troll inside the monastery and the monster gets butchered by Blessed Duke with DR2 and friends. Our plan is to do our best to crush orcs while Overlords get distracted by cheap War Dog troop on their flank and rear and hesitate to run forward!

    On turn 2 they down Angel of Vengeance again and three Stalkers inflict serious damage to it. On the following turn enemy uses numerous Spies to delay Sisterhood (which use one spy as well) and my cards (up to 6 cards get delayed in total), but as result the enemies still allow me to activate first and get disappointed - I grant an activation with my card (once in a game for a Trusted Alliance!) to my ally. Evil alliance has already got deteriorated, but ours is as stable as ever :) This action helps us to save Angel Captain again and heal her.

    At this time orcs have climbed over the walls and started to kill Wardens. Kavorgh crushed one Justicar but got contacted by Duke with Ironspine from the rear, which inflict 5 wounds on him with 1 wound through DR2 in return! I try to summon the Hound into contact with orc leader but have no place for its base. When we finally manage to get the Hound to kill him on the following turn, Kavorgh easily kills Duke with Dying Breath (3 hits out of 3 attacks: 9, 9, 10!), and  I have no DR2 more. Its a disaster! Surrounded and more dead than alive, the orc Warlord deprives us of our most effective melee model! We use "General's death" rule and most of the Crusader infantry is Shaken and exposed to fresh Overlord charge! But as most of Marauders and Stalkers have already been crushed by angels and Sisters are flying towards the hut with marker on the center line of the board, Overlords rush to intercept them and leave my infantry alone. One flying Onyx Golem fails to catch an Angel, that seeks after an enemy rear marker and easily seizes it. This Golem approaches monastery instead, is charged by Guardian Beast and both die. The other Golem is attacked by Angel of Vengeance and both die as well. Samanta manages to reach the door of the hut and kill Kevis, cowering inside. Marker in the wood is also captured from paltry goblin. So we have 4 markers against one on turn 5! But on turn 6 enemy teleports Matisse to their rear marker and he seizes it from Angel. The rest of the Overlord main troop swarms the monastery grounds and we lose half of our infantry, but luckily the enemy fails to remove a wounded Justicar from marker, so we end up with 3 to 2, that's a Minor victory for Good.

     

    I consider this a great luck, since I believe the enemy alliance to be stronger. Only a bad coordination of enemy assault helped to save the day. We somehow managed to cover our mages for all of them to empty their SP, albeit not with maximum effectiveness because of periodic lack of good targets. Overlords hesitated to teleport Golems into monastery to hunt mages and bind us from the rear, while performing a frontal assault. And it was a sheer luck to annihilate Lola before she inflicted considerable damage, and that enemy failed to correctly position a goblin in front of the door of the hut to block it, so Samantha managed to fight her way inside before Matisse could get close.

     

    I'm satisfied with this Crusader roster, but I feel it to be inferior to that of the Overlords. I still think over teleporting the Hound to get Lola or Taletia (the Hound gets for sure destroyed in retaliation), but still have to breach the screen of slaves covering them. Archers are not a solution, being a point sink. So the only variant would be to use War Dogs to gnaw them to death. But this combo is unreliable.

    I'm still not sure of 3 mages, because it becomes a problem to effectively cover them. May be a single melee Elite may be more failsafe. But whom should I remove, Halbarad? I don't know at the moment.

    • Like 2

  3. We have annual updates to share.

    A new version of campaign rules can be found here. 

    We have introduced new modules like mercenaries, neutrals and more magic items. Some blocks were optimized out.

     

    I've finally fulfilled my long time wish to create a battle report, where I have schemes to describe our approach to fight in the buildings, expound a more complex scenario and introduce fresh additions to our rules. Moreover, I'd like to express the train of thought, that differs a complex campaign game from what you can play with just the basic rules.

    When you are planning to make a battle report, take a camera along and make detailed recordings, nothing guarantees to have a thrilling game. It may appear dull or having an obvious result from the very beginning. But this time everything went spontaneous. I've just played a close game against Kargir and liked it so much, so it crossed my mind to immortalize this impression. As there were no recordings, photos or the like, it took much effort to recollect the details, so ~10% of this content may be approximate.

    So, enjoy

     

    Our campaign started with a master and 8 players initially, but two guys dropped out because of job or family reasons. I have to confess that a new approach to grant a choice of scenarios for each player was designed with initial numbers in mind, however we may hardly boast a significant influx of new players to compensate for the leaving old comrades.

    Nevertheless, I expect a great event with 24 single, 2 pair games plus a final megabattle as usual. The battles rage across the Savage North and the majority of our armies are from this book. One may watch the progress here.

     

    In case someone wishes to try our rules out, I can share on request the layouts in *.pdf or *.ai of all cards introduced in the campaign engine to print at home.

     

    We are working as well to elaborate layouts of our own draw deck for the printing house, in order to get initiative cards of proper quality. Players search custom faction art to their liking. If this project comes to fruition around April, I'll be able to share these results as well.


  4. Overlords - 1000 points - Onyx Legion Doctrine


    Troop 1 (655 pts)
    General Matisse
    Armor of Courage
    Magic Weapon
    Arik Gix, Inquisitor
    Strach, Warmage
    Ranthe, Evangelist of Khardullis
    Shadow Legionnaire x 5
    Overlord Spearman x 2
    Bondslave x 3

    Troop 2 (146 pts)
    Taletia, Disciple of Ashkrypt
    Lola Darkslip, Assassin
    Magic Ranged Weapon
    Bondslave x 6

    Troop 3 (98 pts)
    Onyx Golem

    Troop 4 (98 pts)
    Onyx Golem

    Troop 5 (3 pts)
    Luck Stone
    Total Models: 24
    Damage Traoks: 52

     

    I've recently had an uneasy experience against this list using Icingstead proxies with Boerogg, but I see here a great potential as a universal list. We used scenarios from our campaign engine, so I try to make analysis based on them.

    Here are 4 main combos:

    1. Maneuverability of the main troop based on Burst of Speed from Ranthe. That allows 5+5+5+2=17" of movement of the seemingly slow infantry unit.

    2. 5x2 Spies guarantee having all the activations before or after the opponent, as needed.

    3. Taletia, a seemingly weak mage, however can siphon here slaves and effectively cast Barrage on Lola, making a pair of extremely dangerous templates.

    4. She can also easily teleport golems, adding further maneuverability.

     

    The overall concept is based on a complete main troop with staunch infantry for defense, Matisse to kill something, heavy magic phase to soften things up and buff, slaves for divert and additional support. Small second troop is designed to make nasty surprises to get easy points from enemy, where opportunity arises. Golems make perfect solo fighters.

     

    On defense the main troop may survive a serious onslaught and then bring a sure retribution, but it is assault where it shines.

    For attack we may concentrate the power of the main troop on any direction and make that quickly. We use our spies to get complete initiative. We activate last and move on the double, with burst of speed close enough to the enemy, then activate first the following turn, smash enemy screen with magic and let Matisse with friends to swarm and annihilate the most powerful enemy melee model - this charge may be destructive enough to kill even 6 DT 13DV model with DR2 (like buffed Boerogg, for example), thus crippling the opponent's ability to perform effective melee further. The effectiveness of this charge may be again enhanced by teleporting golem and kill something tasty, that is exposed by the main troop. This main troop is best deployed and moved in a square, with heroes safe in the center, thus preventing the enemy to get Ranthe from afar or swarm Matisse.

     

    Scenarios with open houses, like Battle for the village, Pillage, Release can be won easily. With control of the deck and burst of speed we may get to the doors and take shelter inside the buildings even before the enemy approaches. Having staunch infantry it is easy to defend there and elites can work effectively from the upper storeys, punishing with templates the enemy crowded together tightly to storm the doors. Only a couple of factions can effectively try to forestall our dash and anyway we enforce the opponent to behave in a predictable way, that makes us easy to make an effective battle plan.

     

    In scenarios based on Markers, like Pitched battle, Ambush, Bridge etc. our golems are just brilliant. We let the enemy to get stuck in fighting and then teleport golems to seize enemy rear markers and hold them till the end. If the enemy holds the markers with expensive and tough models, being afraid of this golem infiltration, then we have upper hand in main melee. Cheap models would not hold markers from golems. So the opponent either goes on passive defense, trying to secure markers, and can be chewed down piecemeal, while we can choose the moment and place to strike with all our might, or throws caution to the winds and goes into all-out assault - then we use our magic, shooting and meat shields to soften him up and make counterattack later.

     

    One more effective combo is as follows - we may threaten enemy mages or expensive snipers with a fork of solutions. If enemy is deployed and moves loosely, we may throw a golem forward and hunt this model if such an exchange may be profitable. If the enemy surrounds the mages tightly, we use barrage from Lola, even exposing her, what is devastating against soft models, killing them outright.

     

    I consider this list to be an obvious favourite (considering a skilled player as well!) during our currently running campaign out of all 9 players, let's see if my prediction comes true :)

     

    • Like 3

  5. Yes, my fault, thanks for the correction!  I've thought somehow that number of Solos shouldn't exceed the number of normal troops and took band to be the one.

     

    Then I'll just swap one beast from the main troop for Duskwidow for the band.

     I'm aware of the effectiveness of Ice, having played a lot with Moandain, but was about to try something special these elves can perform. Shadow spell seemed to me to have a real potential.

    • Like 2

  6. I've put to test the following roster with a considerable success - 2 wins against angel-heavy Sisterhood, 2 wins and one loss against orc-heavy Kargir.

     

    Troop 1 (709 pts)
    Sinisthreax
    Armor of Courage
    Shadow Blade
    Nanuranidd, Sorcerer
    Shadow Demon
    Arachnilith x 3
    Shadowstep Warrior x 4
    Shadowguard x 3
    Shade Beast x 2

    Troop 2 (123 pts)
    Shade Beast x 3

    Troop 3 (84 pts)
    Phase Cat

    Troop 4 (84 pts)
    Phase Cat
    Total Models: 20
    Damage Traoks: 53

    Dark Reaches Doctrine

     

    We have 5 cards - good enough for 1k game. The main drawback here is a lack of Spy and that did cost me that lonely lost game, when Tundra Stalkers with ranger+run got to my flank and activating first on the second turn swarmed one Phase Cat and Nanuranidd. Ok my fault, I didn't encircle him with Soldiers good enough.

     

    The other variant for the roster would be to swap Shadow Demon for Zalash (too much competition for our Elite slots being few in number) and one more Shade Beast for the band.  We get necessary Spy and Assassin rules, but Demon still seems to be much more enduring, albeit Roar appeared not that effective (Sisters shake off Negative States, orc player just rolled DIS well :) )

    Swap rule from the doctrine may be effectively used a couple of times, but that is far inferior to such things as Summer Blossom, Rampage etc. In order to maximize a number of models with Blink I take Shadowsteps. Shadow Blade helped me once, but Sinistreax is well too soft and gets damage easily. Darkreach magic is strange indeed - Sinister Shadow seems the most effective, but brought me only a couple of wounds on enemy leaders or mosters at most. The effect here is more of the psychological one, forcing the opponent to consider initiating Melee. Poison template was useless against Sisters and I've taught Kargir player to move in anti-blast order good enough. These elves might need something more straightforward like inferno or storm. I'd maybe drop magic here for melee, taking both Demon and assassin.

     

    Where elves truly shine is Displaced. If you screen your cats and dogs with cheap models or terrain and doesn't allow the enemy to swarm them and overwhelm with a high number of dice, you get the upper hand in the prolonged HtH grinder. Cats are just perfect as solo - very enduring and heavy hitting as well.

    • Like 2

  7. I've tried a band of 5 Sable Guard (as mercs for Tembrithil using our campaign engine) and they did wonders against Kargir - with maneuver and swift strikes singlehandedly annihilated a unit of Torg + 4 stalkers losing only 2 in return. May be that's luck, but this unit seems to be very effective.

     

    Has anyone tried these mounted girls?

    • Like 1

  8. We have already played 750pts (2011), 1000pts (2012) and 1500pts (2013) to get people collect and paint step by step. 1500 seems to be a bit too much, because a single game consumes 3+ hours. In the campaign to come we are going to start from 750pts and increase the limit with each round up to 1300pts. The local community is divided into those who prefer smaller formats and the fans of scaled skirmish almost evenly.


  9. I've finally finished working on the battle report with rosters from our local league, played as far back as the last spring.

    So here is the link to PDF (10MB). Sorry for mistakes :)

     

    From all the features from our Campaing Engine we took only a scenario.

    We a planning a new campaign (involving mostly Savage North factions) for the coming winter, so there will be a new version of the rules. They are going to be refactored and complemented with new modules (mercenary units made of natives, neutral units as a third side on the table, variable game format for each round, etc.).

    • Like 1

  10. Quote

    Barrage Spell: Target model's RAV shots become 3" AoE shots until its next Shoot Action. This spell cannot be cast on models with the Blowthrough SA. No LOS is needed for this spell.

     

    Might it then instead be written for its next Shoot Action, lest it works only for Defensive Shots. Am I missing somewhat?


  11. 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

  12. Quote

    1. There are a lot of factions that have some good range capability, many have one or more units that just by themselves can provide a ton of fire support.  I actually fought a very similar army recently with the dwarves and between earthquake and Snorri laying down some ranged support there were problems for my friend the necropolis player.  Range always matters, just sometimes it is used wrong.

     

    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.

     

    Quote

    2.   I can agree with this in some ways because it is actually a tough group to have just running around.   But it does not have the same role as a burrowing DR2, 4#MA 8MAV unit with bludgeon and fearsome.  The Grave Horror is a suppression unit that can even make other Giant sized figures flinch when it is on the attack.  So it just depends on what you intend If you need a nut cracker that can hurt things about as tough as any in the game Grave Horror is a good one. if you need swings and more area to cover go with the Ghasts.

     

    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.

     

    Quote

    3.  Swift attack is an excellent ability that in many ways is useful to attack something much meaner than the attacker and limit the damage that you might receive in return.   One very good use of Swift attack is to make an attack on something without too much fear of death then move on to base a unit with first strike.  Now you don't have to worry about getting killed without ever seeing your defensive swings in return.

     

    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?

     

    Quote

    4.   Your particular games do not actually prove nor disprove the effectiveness of zombies, nor the Hill Giant, just like my last battle against zombies only proved they were at most a nuisance and 0 threat for an entire game Luck sometimes is more important than a good plan.  Sometimes things just work out.  Zombies on their own are slow space eaters that faster units will move around to get to targets of value.  They are very good when used with other units though as they can take the hits while another unit does the damage and can give support bonuses even though they do not receive them.

     

    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


  13. Quote

    I would worry about spellcasters and ranged, though.

     

    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.

     

    Quote

    Grave Horror

     

    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.

     

    Quote

    swift attacks

     

    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.

     

    Quote

    As an addition to above while I love burrowing Zombies an all zombie and/or skeleton army will have some issues takeing down large or damage resistant units more than other units because it doesn't matter how many are attacking they are not getting any  support from doing so

     

    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.

    • Like 1

  14. 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. :)

    • Like 8

  15. 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.

    • Like 1

  16. 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.

    • Like 1

  17. 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.

    • Like 4

  18. 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.

    • Like 5

  19. 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?

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