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Posts posted by Reinchard

  1. I'd like to draw common attention to the following: Mercy.

    Shouldn't there be more restrictions, against which models it can be used?

    What can be a mercy for daemons or golems, for example?

    I can't see another SA than Berserker or Undead, that allows automatic Dis check, thus cancelling mercy.


    That would be more logic, although in this case mercy will be weakened.

    A cumbersome list of allowed models is hardly a solution, but may be something like

    SA Willpower, that wouldn't allow to take a model under control? That needs not to cost points. It's possible to create other means to subjugate enemy models, for example with costly spell, to make such a SA more relevant.

    And with the reducing of eligible models mercy can be strengthened a bit, for example -1 Dis for a frendly model in btb. Or subjugate an undamaged model if Dis is too low.


    This needs not much playtesting, either.



  2. Yes, with RC08 much changes. I'm also thinking of an possibility to invest in shooting, may be even to snipe down the queen, what is but impossible with magic.


    The intention was to use fluff-wise melee/cleric heavy army. That was devastating against Razig (Holy Light) and would also do good against Overlords, using of bursts of speed to get handy charge at the rear of phalanx. There was Gideon instead of Ian, latter was taken only against spawn, all that with changing of speed bursts for blessings/lights. Ian had familiar, in fact.


    This army proved almost helpless against flying units with magic, because we move in loose formation to avoid magic, but vulnerable to vell placed charge from above.


    Thanks for recommendations, of course it's better to make army balanced in shooting,magic,melee. :rolleyes:

  3. How to deal with darkspawn?


    Example 1500pts:

    queen + ice storms/fireballs/chain lightnings with fodder

    keradaan with pinners

    rauthuros + fireballs/counter spells

    guros + counter spells + imps

    Pretty tournament variant.


    I didn't however take only spawn into consideration, and made something like that

    Duke Gerard blessing, GMA,GMW

    Halbarad Blessing, Vigour, 2*Holy light, Holy Symbol



    4 Templar Knight

    2 Templar Ironspine


    Sir Broderic GMA

    Ian 4*Counter spells


    3 Templar Knight

    2 Templar Ironspine


    Sir Brannor

    2 Templar Unforgiven

    2 Templar Ironspine

    3 Templar Knight


    Celestial Lion

    Hound of Judgement



    Loose formation, advancing at full speed, praying for counterspells. Not many casualties, but then a wall of undying fodder.

    Magic and shooting in combat. There is something wrong with pain cage, it seems to break the game. With the mostly 3-4 wound models, he has a plenty of points. Rauthuros both times came in a well placed charge to kill a couple of minor leaders/elites, but was succesfully swarmed and cut down by Gerard/Hound later. Opponent forgot to invoke fly to save him both times, otherwise I wouldn't have any chance to kill it.


    Two games were completely lost. No mercy, no way to kill that fodder.

    Angel seems the most promising variant, but queen will shot him down with storms. Magic won't help either.

    Shooting? With current Ivy Crown ineffective.

    What to do with them? :angry:

  4. According to definition (RC07) familiar can be given to any model.

    Does it give bonus to power of innate spells for a non-mage/cleric?

    In strict sense cannot because it gives +1 to CP, but ordinary model doesn't have one.

    What was the intention?


    Before RC07 there was a huge Warlord FAQ somewhere, may be on reapergames.

    Am I right that it hasn't still been put into conformity with RC07?

  5. What about making something with morale, as it barely visibly works now.

    Shaken for all-alone? No retreat within command radius? Check Dis to attack fearsome? Few spells making shaken?

    That's but all. Not much difference, do such things exist or not, they don't really affect anything. Especially with overall high Dis.


    It's quite possible to make mechanics more vivid and rich.

    1. Drop overall discipline, cut command radius. The models will use leader's discipline, while he's alive.

    2. Make more necessary tests. To charge not only fearsome, but also undead/uncorporeal, beast on a giant base. When troop drops to only a third part left. May be for killed warlord (current general). When charged out of command radius, etc. Frenzy and Berserker models must test or move to closest enemy.

    3. Really perform fleeing movement, when model retreats, not just remove model. Rally for fleeing models.


    Why ever to field cool models of standard bearers, it the are useless? <_<


    Let's consider, Warlord has no working morale mechanics now.

  6. Vampire feeding made an invoked SA. Everyone else has to burn an attack action to Heal!!!


    Somehow feeding barely affects the course of events. In a melee after initial round both sides have enough additional non-combat actions and enemy sucessfully loots own models to prevent feeding. Free of combat knight has to pay much time to walk around collecting corpses and will arrive to crucial place often too late.


    The question is in the price of feeding in points. Now knights are extremely effective for their price and provoke often much thinking from the opponent. ::P:


    On the other side, SA Healer for good melee model, like angel or gerard is less effective, because they have to choose, to heal or to fight. But that results accordingly in their price.

  7. As a primarily WHFB player I'd like to second those posts, which warn of making Warlord closer to WHFB.

    Unique flavour of Warlord concept makes it a really outstanding game, that should be preserved.



    1. I'd like to second the idea of paladin concept. Whether that would be heroes/solos or adepts, doesn't really matter, but I see for this role something based on Templar knight with heavily increased MD (may be also DV and other stats) and may be innate blessing, healing or something like that. Powerful heavily protected melee warriors on a par with Crimson knights, because crusaders lack such kind of extremely heavy infantry. They are to have special anti-evil abilities, be the Good in its essence. May be get bonuses for mercying. Whether should be a mounted variant, I don't know, but the flying one will be perfect. Although pegasi would make them resembling bretonnians too much.

    2. They need a warmachine, really. And a powerful one, like trebuchet, to compensate a lack if shooting. Or as a variant - some altar of good, that'll give them increase of MD and DV/deflect (as that was already mentioned). Or give blessing in some AOE. When it's ok to reject shooting as non thematic, let's concentrate on defence from it, cleric abilities, as that was before.

    3. May be something small & flying of angelic aspect. Angel-children, for example, to emphasize the holiness of templar's purpose. Melee with but small magical abilities, some harmless innate spell.

    4. May be an inspired evil-hunting mob with torches and aspen stakes. Like existing town folk.



    1. What about something like Dread Reaper on a par with angel? Or a card for existing bone dragon.

    2. Third warlord, better of the spectral origin. Something like very powerful banshee, with shooting ability of soul cannon with good protection and scaring effect, or abilities to summon tons of spectral minions. With a list to create spectral army.

    3. Heavy cavalry, better on bone constructs.

    4. Card for Dark Heaven's skeletal catapult.

    5. What about flying (or very high Mov) vampires, either giving feeding to bats, or granting that to bloodseeker. Or bat swarms with feeding and disable.

    6. Ah, ok, ability for female vampires to use their beauty - SA Seduce, for example. Working once per game for a vampire model against Dis of an enemy. While this vampire is alive, enemy model must behave as mercied. And for Judas - a variant of that, working especially on female enemy models? if they are beautiful, of course. :rolleyes: :rolleyes: :rolleyes:

    Other variant is to get them hit with -1 if Dis test not passed.

    7. What about a spell, raising ordinary undead skeletons/zombies. Either from the void, or from the freshly fallen enemies.



    1. As a Dark Elves player I beg not to copy lizards. Why not spider theme? Spider swarms, spider centaurs or spider cavalry? Or a demonic variant with spawn resembling mounts. Might be burrowing creatures. And a mounted warlord.

    2. What about fire throwing imps? Adept devils with whips (disable)? Demonic maidens with above mentioned seducing abilities?

    3. New more delicate and fresh sculpt of the Witch Queen.



    1. Might be better to move him finally to mercenaries as a sub-faction? As second warlord is not adequate here, this hardly can be a separate faction on a par with others.

    2. The only things to add could be more sea-thematic. What about mermaids of doom? Or maidens mounted on hippocampi?

    A question remains what are they going to do on surface :ph34r:



    1. I second summoning ideas.

    2. Why so little innate things now? Supporting and clerical spells can be cheaply enough made innate. That gives a model unique speciality and harly could break balance.

    3. May be give more levels for things like Holy light, blessing with varied AOE? Cure with AOE removing different damage. Something, that increases DV/deflect in different AOE. Something attracting/improving shooting at a target.

    4. Just really more faction specific spells and equipment.


    I'll definitely not try to conceal the inspiration given by games like Age of wonders or Heroes 3. :mellow:


    P.S. What about reviving ideas of Moonscar court in some way?

  8. Sure that was said, but...


    1. More cavalry models of any type, even for already existing steeds. Athough better on exotic mounts like big lizards, again big wolves, rhinos, boars, spiders. Especially elves, barbarians and undead. More centaurs with various weapons/shields etc. Reaper makes mounted models of wonderful proportionality, but they are few in comparison with innumerous foot variants. :down:


    2. War machines!!! Especially for Warlord. There can be an unimaginable number of various types for all the factions, with historical roots or not.

  9. Mostly I agree with you.


    Moandain has to cast only 3 things: 2xMinions at the start of the game and finish that with fireball, if enemy will set something too densely. Others work defensively, although no great need of counter spell.


    It's really impossible to rely on magic to kill things, but even a few archers can give enough 10s in the case of tough guys like giant, for example, to soften them a bit. I admit, that for Railor bolts are near useless.


    So the way is to multiply the number of models (minions) and take as much from the combat support bonuses as possible. Also the supporting/enhancing role of magic can do much, but we lack such. I mean something like blessing. May be worth trying to use fear/rigor mortis, but helps not too much against high MD.


    I play against dwarves (magic sucks) and reven (magic rocks), darkspawn and overlords are on a horizon.


    These are some quick thoughts. What do you think? :rolleyes:



    P.S. I though that might be interesting to create a combat line and while engaged, blowthrough with Kaena along it.

    No problems with discipline and good effect. Could that work?

  10. Having already tried nasty rosters with vampires (I love feeding ability!!!), I have some thoughts about crypt legion sublist.


    What would you say about that:


    Moandain (11#, 730 Pts)

    1 Moandain @ 269 Pts

    1 Spell - Bolt @ [5] Pts

    1 Spell - Bolt @ [5] Pts

    1 Spell - Counterspell @ [10] Pts

    1 Spell - Fireball @ [20] Pts

    1 Spell - Summon Spectral Minions @ [30] Pts

    1 Spell - Summon Spectral Minions @ [30] Pts

    1 Sir Dauron, Deathknight @ 146 Pts

    1 Lesser Magic Armor @ [15] Pts

    3 Wraith Harvester @ 87 Pts

    6 Zombie @ 228 Pts


    Railor (5#, 168 Pts)

    1 Railor @ 48 Pts

    1 Spell - Bolt @ [5] Pts

    1 Spell - Bolt @ [5] Pts

    4 Skeletal Archer @ 120 Pts


    Troop (1#, 101 Pts)

    1 Kaena, Banshee @ 101 Pts


    Total Company Cost: 999


    Cannot predict how that would play, as there are only week fighters, although numerous.

    Thought about Totem and Aysa with more minion spells and swapping Dauron's LMA for familiar. :unsure:

  11. Let's assume we have a size 2 open hill with size 3 building upon it.


    1. How many movement will take it from goblin beast rider to get to any floor of the building?

    2" to get to the top of hill and +1" for each floor?

    2. Does ridge-runner help here or building causes movement difficulties?

    3. Does model flying above a ruined building (without roof) never receive bonus against shooting for obstructed LOS? We can't estimate in any way the height of flight, even if that is possible to fly in few millimeters above the last floor hiding behind the walls, right?



    4. Is that possible to surface inside of any terrain feature including buildings?

    5. If, say, in the latter case there are enemy models in the room. Model can surface only if there is

    enough free space in that room without moving anybody of the enemy, can't it?



    6. Indirect shot is not limited with height of an obstacle (wood or building), isn't it?


    Base to Base contact

    7. Are models A,B and C all in BtB contact with D and can fight, or only two of them? (all of the same, say, "standart" size)


    |..A.||..B.| |..C.|





    Defensive things

    8. Model is struck in melee, what type of defensive action can be done. Only melee, or shot/magic also (if SAs allow so)?

    9. If a model in combat is being shot at, can it make defensive strike(s) at enemy in melee or responds only with shot/magic at the shooting/casting enemy (if having LOS)?

    10. Can I shoot/magic at the enemy in BtB instead of melee strikes?

    All these things are not clear described in rules.




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