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Saint Vierzehn

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Posts posted by Saint Vierzehn

  1. Good luck with this list, and post how they do when you take them out for the first time. I have not played Warlord yet and am wondering how large models do as opposed to the numbers and smaller cheaper models.

     

     

    Numbers and combined arms will win every time.

     

    -StV.

  2. - Mercs have no monsters at all, on any size base.

     

     

    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.

  3. 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.

  4. It's nice to apply logic to a game, but it can also end up stupid. "My Warlord is a Vampire, it is perfectly logical that you can't kill him without a wooden stake. None of your models has a wooden stake, so it is only logical that you can't hurt him. As a result it is logical that you lose." That statement makes sense but is also utterly stupid. Vive la paradox.

     

    As a Necro player I vote for that being added to the next errata.

     

     

     

    We're playing during daylight hours. You lose.

     

    -StV.

  5. Really?! I see 2 damage tracks and 1 MA on the spears and only 3 RAV on the crossbows... unless you are putting the value in the First Strike and Reach on the spears and the Critical Shot/2 from the crossbows....?

     

    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.

  6. Troop 1 (9 minis, 522pts)

    Samantha of the Blade - WL

    Olivia w/ 2 Bless, 1 Cure1, 1 Divine Vigor

    Siellendria w/ 1 Bolt, 1 Ice Shards, 1 Shockwave

    3 Bladesisters

    3 Templar Ironspines (using COH FA)

    Troop Musician and Standard

     

    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.

     

     

    Troop 2 (6 minis, 445pts)

    Callindra Silverspell

    5 Bowsisters

     

     

    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.

  7. 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.

  8. 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.

  9. St. V.

     

    Where you been hiding my friend? Are you gonna be gaming with us tonight at Gamewyze?

     

     

    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.

  10. I'd actually suggest the opposite to what Saint Vierzehn has said as far as army composition.

     

    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.

  11. I dont have a lot of many. My hobbies are divied in three. Magic D&D and warlord. I am trying to build an army and want to know what a good list would be. Any ideas would be good. My priamy goal is an undead army. Any help would be nice.

     

    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.

  12. 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.

  13. I like the idea of dwarves for the potential of having a very hard and agressive force that is also very very small. (In warmachine I play a khador jack army)

    Is this really that viable, or is shooting going to decimate me? Do dwarf bear cavalry armies work at all?

     

    I like the idea of darkspawn with the idea of a very potent but light force. Powerful spell slinging and so big monstery things, supported by a light screen of "fodder", do they work well this way?

     

    as for necropolis: the vampires, wraiths, knights and banshees all look pretty awesome. How viable is this faction discarding all skeleton type minis?

     

    and overlords: they have some nice models, but I don't quite "get" the faction. What are they good at?

     

     

    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.

  14. 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.

  15. All fair enough and although it is not within the intent of the rules , it's still within the rules as they are worded . <_<

     

     

    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.

  16. 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

  17. Considering how powerful the effect could be if used properly (say transporting Ammat and six Ammat Devourers to an exposed or otherwise vulnerable troop), a 60 point cost seems appropriate. For example, troop of elven archers on a ridge, 24" away who think that they have enough range to get another round of fire in on the approaching Ammat troop before having to duck behind mobile speed bumps to set up another shot. Sokar's Prophet casts Part Death's River, and, suddenly, Ammat and her friends are only 6" away, charge the remaining distance, and rip the archers to shreds.

     

    Ron

     

     

    Please. As if anyone actually uses elven archers these days. :)

     

    -StV.

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