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Saint Vierzehn

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Everything posted by Saint Vierzehn

  1. Numbers and combined arms will win every time. -StV.
  2. Dwarven Elder: Non-unique hero, low MAV, 1 attack, DV 8 - 10, cleric 1/4, CP 7, 3 damage tracks. -StV.
  3. This isn't excatly a data card, but it is something that I would like to see added to the game. I would like a level 1 counterspell and a level 3 counterspell, and I would like to see the radius of counterspells made larger. -StV.
  4. Mercs have minotaurs and lupine ragers. That Herryk Aesir doesn't get his smite(monster) against them is only another bonus and a technicality of the rules. Furthermore, with the Change of Heart rule, mercs have access to EVERY MONSTER IN THE GAME. If that's not enough monster mash for you, you should probably go play Darkspawn or Elves instead of Mercs. Furthermore, adding more monsters (especially a dragon) to the merc list is a particularly bad idea if the "+mercs" rule is ever implemented, because people could start doubling up on some really whacky stuff. You might start seeing lists with nothing that didn't fly, burrow, or stand on a base bigger than 1 inch square. With +mercs in effect, a monster on the merc list would be added to all lists. -StV.
  5. Mercenaries: Mercenary light cav. Something similar to the Ivy Crown Light Lancers. And a cav sergeant to lead them. A mercenary sergeant armed with a crossbow. Something mercenary with SA: Disable. Mercenary scouts. All of the above with neutral alignment. Make Artemis a bowsister sergeant, up her stats (and price) accordingly, and change her alignment to good. Overlords: Merack's MAV is lower than the average onyx phalanx trooper that he commands. And Gus, say "no" to the flying circus. The game is already starting to move in the direction that I've warned you about. Factions that can already field a flying/burrowing unit shouldn't be getting more, and be very cautious about adding more flying/burrowing commanders or flying/burrowing spellcasters. -StV.
  6. As a Necro player I vote for that being added to the next errata. We're playing during daylight hours. You lose. -StV.
  7. Spearmen: Reach support, first strike, and decent MAV at low point cost. Yes, they're scrubs, but they're cost-effective scrubs. You probably don't want them to be the ones to receive the initial charge from high-DV models with lots of attacks, but they're golden in any other situation. Besides, mobile, low-cost models give you the opportunity to grab objective points on the game board easily. Crossbowmen: Rav 5 when they crit shot, 2 damage per crit shot hit, and range 24, for 27 points. They're arguably the most cost-effective shooters in the game. Anything with DV 12 or less fears them, and even stuff with DV 14 should have healthy respect for them. -StV.
  8. Merc spearmen are one of the strong points of the merc troops. I think you should consider using the Ironspines as proxies for merc spearmen, if you like the models, and use COH for something else. Mercs have all kinds of basic foot soldiers. COH is best used for something else. Counterspells backed up by merc's Scoundrel's Luck are another strong point. I recommend that you pick up at least one counterspell. Merc crossbowmen are another strong point of the list. I recommend that you use the bowsister models to proxy merc crossbowmen. With the points you save, get some decent defensive troops to use as a screen for the shooters. When you activate the troop, move the defenders open line of sight, shoot, and then move to re-close the screen. -StV.
  9. That's a decent 1000 point list. Expensive spells on Eredain is a waste of points, though. He's decent enough with counterspells (backed up by Merc re-rolls) if you need magic defense. But at 1000 points, you can probably get by without any defensive magic. And at CP5, his offensive potential is weak. Those points could be better spent on other things. Since you haven't invoked your "change of heart" yet, you might consider swapping out Olivia for some Crusader Hospitalers. Hospitalers are the most cost efficient healers in the game. And since you're playing good-aligned mercs, they even fit your theme. You could aslo proxy in some female cleric models for them, if you wanted to maintain the Sisters theme. -StV.
  10. 1) Keep the cost of your command structure low. Stick with low point captains and sergeants whenever possible. (For Mercs, I'm a big fan of Mack Hardwick and Hedassa.) 2) Inexpensive infantry is the backbone of a good army. Try to match up infantry that can take punishment with troops that have the reach SA. Support and reach bonuses are your friend. (Mercs have low cost infantry and spearmen in spades.) 3) Take a handful of missile troops, and don't put a lot of points into spells & spellchuckers. (For Mercs, Counterspells + Scoundrel's Luck is your friend.) 4) Take a few models with high mobility to seize and contest tabletop objectives. (Hard to get with Mercs. You might want to use Change of Heart to get something good from another list. I like the harpies from the Reven list. I've also used Crusader Light Lancers.) 5) Use inexpensive solos & outriders to up your card count in the initiative deck and to help control the point at which you have to commit a significant force. Sometimes you want the first move of the turn, sometimes you want the last move of the turn. Having lots of cards in the initiative deck is the best way to manage that. The above tips work for any army. -StV.
  11. The People of the Desert Wind sublist has "Khamsin Archer" as an option. There is no data card for Khamsin Archers. Is that intended to mean Khamsin Rangers? Can you include Khamsin Rangers in a Desert Wind list? -StV.
  12. Mombassa, Kenya, actually. Celebrating Thanksgiving with my brother and his family. I intend to reappear on the scene shortly. But not tonight, and probably not this weekend. Y'all get a reprieve. :) -StV.
  13. Perhaps if you ever have the opportunity - and the gongas - to show up at the Asylum some Saturday, I'll teach you the error of your ways. -StV.
  14. 1) Keep the cost of your command structure low. Stick with low point captains and sergeants whenever possible. 2) Inexpensive infantry is the backbone of a good army. Try to match up infantry that can take punishment with troops that have the reach SA. Support and reach bonuses are your friend. (For Nefs, a combination of Awakened Mummies and Khamsin Herdsman, both in large quantities, would probably work best.) 3) Take only a handful of missile troops, and don't put a lot of points into spells & spellchuckers. 4) Take a few models with high mobility to seize and contest tabletop objectives. 5) Use inexpensive solos & outriders to up your card count in the initiative deck and to help control the point at which you have to commit a significant force. Sometimes you want the first move of the turn, sometimes you want the last move of the turn. Having lots of cards in the initiative deck is the best way to manage that. The above tips work for any army. -StV.
  15. I've been thinking about this more. If I were setting up a store, here's what I would do. First, I would put together 750 point lists for each faction. I would favor high point cost models, and models that were visually stunning (which, btw, is exactly the opposite of what I do when putting together a serious tourney list). Those lists should be fairly inexpensive to build moneywise, because they'll have a low model count. Then I would buy enough Reaper models, repackage them, and put two army starter packs for each faction up for sale. I would buy & paint two armies for use in the store, for display and demos. I would buy one blister of every game model that Reaper produces for Warlord, and put them on the shelves. It'll take some extra work at first to keep the store stocked. I would take orders from customers for the models they want, to encourage them to visit the store often. Once the customer base was built up a bit, I would increase my stock. Early on, I would hold a 750 point tourney. Publicize it well in advance. First prize would be 250 points worth of minis, of the winner's faction. At the award ceremony, I would announce that there would be another upcoming tournament for 1000 points. And then 1250 points after that, and then 1500 points after that. I hope all works well for you. -StV.
  16. The three-packs were popular, and the starter sets were popular, but Reaper isn't putting them out anymore. Your store owner could probably get some extra sales if he was willing to do a little repackaging. -StV.
  17. The strength of an army is in its grunts. Yes, the big, flashy, powerful, Rauthuros-like stuff tends to garner the most attention, but when you're facing a really good player, the grunts are where the game is won or lost. It's all about models in the 20 - 35 point range. I recommend that you pick the faction whose grunts you like best, use a mix of heavy infantry backed up by spearmen and supported with a small contingent of shooters and a small contingent of fast-moving troops. And drop lots of models on the table. It's all about combined arms and controlling the mapspace. -StV.
  18. You might want to think about the point cost of the models that you're considering buying in bulk. Generally speaking, models that cost 40+ points are best used in very limited quantities. Models that cost < 35 points usually make a good backbone for your army, and are the things you might consider buying in bulk. -StV.
  19. Hi, Zoot. Reaper HQ is up in Denton. They host Warlord tournies on the last Saturday of each month, at noon. If you're interested in learning the game, show up about 11:00 and someone can show you the basics. I'll probably be there for the November tourney. If you want to borrow one of my armies to play, I'll loan it to you. -StV.
  20. Sadly, for those few of us who suffer an inability to read the minds of absent game designers, the written rule is all we have to go by. When you face that limitation, written rules are the only measure of the designer's intent. -StV.
  21. (Walking canned hams. That's a good line. Traditionally, though, you're response is supposed to lead off with "Oh, yeah? Yo' general is..." For example:) Oh, yeah? Yo' general is so green, he sails on the Rainbow Warrior! -StV. My general: Sir Brannor, Crusaders
  22. It's not whether you win or lose, it's whether you talk a good line of smack. Out of respect for the boards, please keep this topic rated-G and good-natured. In that spirit... Yo' general is so fat, he provokes border disputes every time he walks from the mess tent to the latrine. -StV. My general: Sir Brannor, Crusaders
  23. Please. As if anyone actually uses elven archers these days. :) -StV.
  24. The wording is not very clear. But considering that the spell costs 60 points a pop (!!!) I'm inclined to go with Stubb's interpretation. That would also be consistent with the way other spell interpretations work (firestorm, for example).
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