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jdripley

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  1. Perhaps this whole concept of having a reserve is most closely translated into Warlord by having a low initiative card count. A high initiative card count means that you're operating on the offensive - making decisions about what goes where before your opponent (typically). Having a low number of cards means you may get an early troop movement, but more often than not you're going towards the end of the turn and you get to react. So it's not like you're committing a portion of your army, seeing how it goes, and then reinforcing as needed - it's more like you get a moment to see how you'll react. By the way this all happens in turn 1 and perhaps the beginning of turn 2. This could also be the product of my weirdness which has come to the conclusion that having a low number of troops is actually an advantage... Some day I plan on constructing an army that favors high initiative, but I haven't gotten around to that yet.
  2. The wheels started spinning when I read this thread back a month ago, and finally churned something out. Defense = threshhold + (Reflex or Stamina) + Armor Threshhold = a number based on class - say 10 for example. Reflex = a number based on an ability score..dex Stamina = a number based on an abiility score.. con Armor = a number based on gear - armor, shield, amulet. but LOWER numbers than typical D&D gear Each turn a player selects a defensive stance - Reflex or Stamina. They add Thr + (chosen type) + Armor for that turn's defense. Enemies must roll their attacks against that number to "hit" and (in the case of reflex defense) must use their Dex in the attack roll. Say you choose reflex - you're trying to dodge attacks. If the attack roll is successful, it wears you down. You're not actually hit, but the weapon damage reduces your Reflex. If you run out of reflex it reduces your Threshhold. If your Threshhold ever gets to 0 (never below 0) any subsequent attacks that hit will score a wound, you must make a Fort save or fall wounded until healed or you bleed out. Players may switch defensive stances on their turns. Say you were using reflex but were "hit" enough so that your reflex is gone. Your character is tired out from dodging out of the way and must raise his shield and try to block attacks now. You switch to Stamina defense and enemies must now use their Strength (or con.. or whatever, the point is a different stat) to try to overcome your defense. Perhaps: Dex gets added to your reflex defense and attacks against a reflex stance enemy Str gets added to your Stamina defense and attacks against a stamina stance enemy Con adds to your Threshhold "healing" spells either heal a wounded ally, or restore Threshhold, Reflex, or Stamina defenses.
  3. Greetings. I just slapped this adventure arc together and figured I'd share it for the purposes of feedback and/or letting others use it if they so desired. I've set this in the Eberron setting but it would be easy enough to put it in any other setting simply by swapping place names. I only gave a passing nod to what's in Eberron anyways. The preamble: In ages past when Giants ruled the continent of Xen'drick to the south, a famous storm giant wizard by th name of Talgamesh created several unique and powerful weather-related spells. It is known that Talgamesh recorded his best spells in a spellshard (crystal hunk that functions just like a 20 page spellbook, for those without the Eberron campaign guide) which he named the Eye of Talgamesh. With the collapse of the giant society, however, the whereabouts of Talgamesh's home, and presumably the Eye, was lost. Recently, however, a scholar from Morgrave University (basically a college made up of Indiana Jones types) found information that he believes will lead him to the Eye. He has posted the following bulletin in all of the appropriate places in Sharn: TO: Adventurers interested in Braving the wilds of Xen'drick, Seeking ancient treasure, and Furthering the cause of knowledge and science FROM: Dr. I. Daniel Klausen, prof. at Morgrave University,Dalannan Tower level 89 Room 9b, University District of Upper Menthis, Sharn TASK: Accompany Dr. I. Daniel Klausen in his search for the legendary Eye of Talgamesh PROVIDED: Transport, Food, and Letter of Marque (required in Eberron to legally sell items procured in Xen'drick) TERMS: Upon return to Sharn with the Eye and Dr. Klausen, 600gp paid, plus first choice of 50% of all other treasure discovered and Right of First Refusal on the rest of the treasure (which means you'll need to give out roughly double treasure) DURATION: est. 3 months Interested parties to inquire at above address The adventure is divided into 6 general portions. Some of these portions can be smooshed together into a single session, especially towards the end. 1) Travel from Sharn to Stormreach - the boat is attacked by several waves of Locathah's as it navigates the treacherous approaches to Xen'drick 2) Set out from Stormreach in search of Talgamesh's home - Dr. Klauson has a map, but you'll need your Ranger to do some survival checks. Combats include dangerous critters (tiny vipers, baboons, a wolf, giant fire beetles. 3) Discover Talgamesh's home - Outside the home the terrain is composed of various bushes and pillars. The party encounters a group of goblins on patrol. Inside, the home is very tall (Talgamesh himself was about 20 feet high) with broad doorways. The exact layout of the home is unimportant, but I put in a large foyer with 4 rooms coming off the foyer. Plenty of rubble and a few large chunks of stones to give some tactical flavor to the area. A second wave of goblins is inside, heard you skirmishing with the golbins outside, and lays in ambush. A third wave of goblins has been foraging and upon return sees the bodies of their comrades and enters the home looking for a fight. Each wave is its own encounter since the PC's are 1st level and squishy. Two of the rooms have the goblin's treasure. 4) Discover/Search Talgamesh's Vault - a third room requires some skill checks to discover a secret door with a lever to open it. Descend some stairs and enter a long passage made up of 4 20'x20' sections, all in a line. In the first portion is a 1,000 lb boulder that the party must roll onto a pressure plate. Doing so will raise large metal bars and lower the magical field augmenting the bars (the field sputters and sparks since it's very old). The next portion has two very large levers at head level for the party members. Both must be thrown at the same time to raise the next set of bars. The third portion has a pulley in the ceiling with a great chain strung through it, which passes through holes in the floor (not the sort of hole you could fall into). The party must drag the right-most section of chain downwards, probably by having the whole party climb the chain (DC15) to get enough weight to move the heavy chain, which will raise the third and final set of large bars. Finally they are into the Vault. More climbing to get onto the shelves in the vault (set at 10' and 20' off the ground) where there is loot galore and, of course, the Eye of Talgamesh. 5) Return to Stormreach - the party runs into a Drow patrol (use Elf stats so you can have more than 1 opponent), and some more woodland encounters (monstrous centipedes, monkeys...) 6) Return to Sharn, get paid, and go shopping! NPC's - Dr. I. Daniel Klausen. A post-middle-aged man, very bookish, Bald, and Moody. He's very eager to claim the eye and somewhat unconscious of the dangers in Xen'drick Dillon Blake. Klauson's Hireling. He has a large mole on his left cheek which he rubs when he's nervous, and he often repeats "Momma told me I shudda stayed at home." --------------------------------- So, there you go. Plenty of room to insert your own character into it. Last time I ran a campaign I pre-planned tons of dialogue and event details, forgot to do half of it and screwed up most of the rest. Ended up winging most of the content, so this time around I figure I'll wing it from the get-go. All I really need to do is have a name for the ship captain, I suppose, and perhaps a roleplaying situation in Stormreach, but I'm not sure how that would really affect the search for the Eye. As it's a 1st level adventure I tried to make it very much straight forward. Nothing very complex as far as puzzles or traps go... What do you think?
  4. Smart thinking. Anybody who is invested in the game won't bat an eye at dropping another $20 on a book with more miniature goodness. Newcomers will be looking for an attractive price. Everybody wins.
  5. Very true. However, if I line my models up side by side in a straight line, it forces you to line up just the same, and come in lining up your models up precisely so that you've got one guy straight on each of mine, plus two corner-to-corner contacts for the 3 you need for support. So yes, you get support, but so do I. So long as you don't finish off my models, when my troop activates I'll get the same support you got against me. Compared to a loose formation where it's possible to get 3 of your own models onto one of theirs, you get support but they don't unless they maneuver. Of course the presence or absence of models with Reach throws it all into confusion and makes support bonuses far easier to achieve.
  6. Yeah, it's a bit of a different mindset. I tend to use and/or see opponents utilize a few different "voluntary cohesion" methods. A) Tight Formation This is when you're presenting a solid line of soldiers, sometimes backed up by another solid line of Reach models. Typically you see this when the models have high DV and there is no AOE mages nearby. The tight formation limits the enemy's ability to get support bonuses on your models and limits the number of attacks they can bring to bear on an individual model, thus emphasizing the DV advantage. Reach in the back row only makes it better. B) Loose Formation Models are often within an inch of their nearest comrades, but the line is sloppy and it is more of a mob than a formation. many players use this when there is the threat of an AOE attack, but when they don't want to leave their models completely without the help of their allies. C) Scattered Formation I see this most often in archery troops. Models can be anywhere from 3" to 2 feet apart from each other. Range of course lets you reach out and touch somebody from a variety of positions, and clumping you archers together is just begging for some soldiers to move/run to engage them and squish them. Using the scattered formation means the enemy will most likely only be able to concentrate on a few of the archers at a time, allowing the archer models a chance to flee or whatnot. There's no rules governing those formations, it's just what many players end up doing to make use of their models. I've also seen players throw a skirmish line maybe 4" ahead of their main body of troopers in order to soak up charges and attract arrows so that their main body has a higher chance of arriving at full strength. It's not really something I've seen very often, but I think that it would work well if the following SA's are present in your main body - Stealth, Rage, Shock, First Strike - and if the following SA's were present in your skirmish line: Pike, Swift Attack, Rush Attack But really, those skirmishers have to be very cheap models. For example I'd never do it with my Dwarves as the cheaper models run you 18 points and that's a bit steep to be throwing away. Goblins seem like the ideal models for this, or skeletons. War Dogs. Things of that nature.
  7. wow, huge playstyle overhaul huh Warwick?? Congrats on the new army! I wish I had the guts to play a lower DV army... sometimes I look at all the neat things the other armies have and I start to ponder picking up another one... then I get nervous and hide behind my dwarves' shields. Your opponents had better scramble for their Restore tomes to deal with all of the poison that will be coming their way soon!
  8. www.worldworksgames.com has some nice paper terrain. You buy a set (villiage works is the one I got and I'm very happy with it) for around $15, then you print it out (cost of printing varies of course), cut it and paste all the little tabs where they go, and before you know it you've got terrain coming out your ears! The cool part is that you can print out as many or as few as you like, and once you've got the PDF's the only cost is to print. I generally have 2-4 pieces of terrain clustered towards the center of the table, no closer than, say, 6 inches between any two pieces. Then I often place another "tier" of terrain pieces a little farther back, say a foot back, from the middle, that will be useful to hide your support pieces amongst. Check out this thread for a sample battlefield. It doesn't exactly hold true to the guidelines I just wrote, but that's fine because the idea behind terrain is to keep the battle interesting and hypothetically you should be swapping out where different terrain bits go each battle. I do have some river tiles - I have 8"x3" straight sections and 45 degree corner sections that I can use to make river. If you use water, it's a good idea to have a bridge as well - and hopefully multiple bridges - otherwise the battle tends to bottleneck something fierce. Not necessarily a bad thing, but tactical options are fine and drowning your soldiers doesn't count as a "tactical option." WildBill has a good tip on felt. I started with magazines for hills, cups for towers, that sort of thing. Then I got my hands on some foam scraps, chopped at them with a knife and painted them flat grey, and I had a castle ruins. It doesn't have to look great to set the atmosphere of the game. As you make more and more terrain, you'll get better and better. I've retired two sets of terrain so far as my skill has improved and the newer stuff has made the older stuff look really shabby. It's a part of the hobby, just like painting and building the models, and some people get into it and others don't. There's nothing wrong with using a magazine as a hill, and there's nothing wrong with ebaying some other guy's terrain collection. The idea is to make interesting areas to play in, and if what you're using accomplishes that goal, then you're good!
  9. Here's a few ideas for you: Army 1: Dwarves - 500 points Troop 1 Logrim Battlefury Armor of Courage Margara Firetongue Warrior x 4 Halberdier x 3 Piercer x 3 Troop 2 Dire Bear Army 2: Dwarves - 499 points Troop 1 King Thorgram Grimsteel Ivar Silverfist Durgam Deepmug Shieldmaiden x 4 Luck Stone Both of these lists look pretty good to me. Army 2 is an "eggs in one basket" type of army though, as you have only melee attack options available and all of your models are fairly expensive. Ivar of course is a healer so he can help to mitigate your opponent's hits. Thorgram and Durgam are going to be very tough nuts to crack, and of course Shieldmaidens are not to be sneezed at either. Army 1 looks way better to me though. You've got more models which right away gives you more options during the game. You've got two troops. The Dire Bear has Roar which can cause Shaken on your enemies, making it far easier to capitalize upon the Dwarves' already solid stats. Logrim is a terror in melee (tip: use Mire on his target before attacking it to deny it defensive strikes, and use Armor of Courage for a free Inspire to increase the chances of a Cleave), Margara can leave the counterspelling to Logrim and will be free to burn the life out of some opponents. You've got a good number of Piercers to keep the enemy from getting too confident on the approach, and a solid line of 4 warriors backed by 3 Halberdiers is a defensive line that any player could be proud of. So I guess you know which one I favor :P I made up army 2 just as an example of another route you could go. Kindof a "Royal Guard" type of thing where every model is completely awesome. You WILL be outnumbered and you WILL feel the hurt each time you take a hit with Army 2 though. If it were me, I'd use army 2 from time to time but it wouldn't be my main list. But I'm nuts. Actually, now that I think of it, by combining both you get 1,000 points (oh really jim???) and when you look at both lists together, they make a fairly solid 1,000 point force. 3 troops with a Tactician and 2 Spies, one rock solid troop and one generalist troop, a utility solo that isn't afraid to mix it up in melee... plenty of magic... I'd imagine that it's just about time for Wildbill to hop on and show you a list with loads of Berserkers though, so if the rock solid defense approach isn't your thing, you'll see another approach soon!
  10. Short answer: Yes, assuming your Gaan Hor was flying the whole time. Long Answer: In order to Run you must have already taken a Move action. So, say your Gaan Hor is currently flying. It can take a Move action to move up to 9 inches. Then it can take a Run action which will move it up to 11 inches (9+2" run bonus) for a total of 20 inches (9+9+2). Of course it's possible to also run while on the ground, and the total would be 12 inches - 5+5+2. And let's say it lands at the end of its move action, then you get 16 inches - 9+5+2. Perhaps it's on the ground but you want it to fly with a Move and a Run - 15 inches - 4(half of 9 since it took off)+9+2
  11. you're just jealous that orcs never attract babes
  12. I was actually considering breaking out the clippers and green stuff and converting my Swiftaxes into Kneebreakers because I like the DV better and the offensive profile better. DV 9 is scary to me but DV 10 seems passable. Here's something else I found interesting... In the battle report I recently posted between dwarves and reven where I faced Qwyksilver, as is typical for myself I fielded a defensive army with moderate MAV and good DV. Qwyksilver fielded a variety of Bull Orcs, some of whom have DV 10 but many of them have DV 9. So by my reconing that's a low DV army - but they're Bull Orcs AND he had a totem of battle, plus enough Hunters to get support much of the time - so he had a pretty high MAV value most of the time. So we kindof flip-flopped our attack and DV stats, and it still worked out to a decent average for both of us. You and Greenie? What's DV? Seems you both like MAV and lots of it, and I bet the bodies hit the ground really hard and really fast! But if one of you had faced a higher DV army, you'd still have the MAV to deal with that. I think that's pretty cool.
  13. I love how WildBill's way of making a Dwarf list is so completely opposite how I would go about it. Excepting three models (Griffon, Logan, Abjorn) the highest DV is 10, on the Miners and Gilam. 9 for the piercers and 'zerkers (sortof.. they're sortof 10DV), and 8 on the Mancatchers. I think I'd pee myself if I brought an army like that!! To me I don't even feel comfortable unless the list has 50% of the models at or above DV 11 or so.. And it's not like I always set out to fulfill a formula where I have an average DV in mind or anything, I just think to myself "ok, I want to make sure that my Dwarves can hold their ground... Warriors!" And that's about as far as I get usually, haha! For example, if I were to construct a troop with Logan Battlefury, it'd look something like this: Logan, Durgam Deepmug, Ivar Silverfist, 4 Berserkers, 4 Warriors, 2 Halberdiers That's a pretty hefty troop, but I'd feel confident that the Warriors and Durgam could keep the arrows away from the Berserkers on the way in, and once the troop engages the warriors/Durgam pair up with Berserkers/Logan to "cover" them with Provoke so that on their first round of melee, at any rate, the Berserkers don't take any hits (hopefully!) And of course by piling Berserkers AND Warriors onto the same target, and having Halberdiers there for extra firepower against troop leaders or other extra nasty opponents, you pretty much guarantee that the first turn drops plenty of enemies and only your warriors. A mauled troop is going to have trouble with a berserker troop. That's my theory, at any rate. I only recently got berserkers in any numbers at all, so previously I only ever had one in an entire army. But anyway, seeing how this battle report went has renewed my thinking on the berserkers and the whole low DV/high MAV approach to the Dwarves. In the previous edition one of my absolute favorite armies ever that I designed and played was one offensively focused troop lead by Logan and one defensively focused troop lead by Logrim with Snorri Oathbreaker because my armies tend to have only a token ranged presence. I have yet to field it in 2nd edition, but I think I'll have to dust it off, fine tune it, and give it another go!
  14. Yeah, -2 does diddly squat when he rolls 10's and 9's. I was thinking of ways for a Dwarven model to dish out as much pain as Varaug can.. it's possible, although improbable. Varaug is capable of 9 damage if equipped with the Bonesplitter - 3 hits for six damage, plus three cleaves for an additional three damage = 9 damage. And since his MAT is so ridiculous it is very likely that he'll put out all 9 damage. He did it to me more than once in those games. Thorgram puts out 4 on his turn (2 mighty attacks) and 6 on your turn (he gets another #MA on defensive strikes if you use the Defenders doctrine). 4 is nothing to sneeze at, and six will force a tough role (baned, at that) for pretty much everything in the game. But when you absolutely, definitely, MUST have over-the-top damage output, try this on for size: Durgam Deepmug with Hammer of the Mountain God - 4 attacks with Mighty! 8 damage. On your turn using Defenders doctrine that's 10 damage. In-stinking-sane!! Only problem is that he's got MAT 4, so he isn't nearly as likely to land all of those hits as, say, Thorgram or Varaug. You could also put the Hammer of the Mountain God on Logan Battlefury. He's got 3 attacks (or 4 on defense) which basically gives him the same damage output potential as Varaug, which is of course very much respectable. MAT 5 to begin with isn't really spectacular, but by his last track he's sitting pretty on MAT 8 which will bust skulls and no doubt about it! Toss in Mithril Armor for a little DR loving to help him land on that sweet spot instead of buying the farm for good measure. When it absolutely, necessarily, must be overkill, those models get the job done and then some!
  15. page 37: "Blowthrough: A model with this SA does not target and attack a single model as in a normal ranged attack, but instead targets and attacks all models in a line." So yes, blowthrough does indeed target any model in the AoE. Gus is right that the simplest solution is to have both SA's continue functioning as-is with blowthrough targeting everything and stealth making the model invalid to be targeted. I guess it's one of those situations where the act of making a game that simulates a battle necessarily dumbs down battle. There's just no accounting for everything, especially when you want a fair game in the end. I'm sure we'd all cry foul if battle was accurately translated into a game and it was almost always one sided!
  16. The elementals are hot, no doubt about it. I suffer from fits when deciding when to surface them, though. Too early and even DR/2 can't save a DV 10 model. Too late and I may as well have not brought it along. I didn't even surface one of my elementals - the other elemental smooshed two orcs and made its points back (more or less) and of course there was still plenty of fight left on both sides when time was called so I'm sure it would have performed admirably. Maybe if I had surfaced the other one on the far side of the table it could have helped put a stomping on the orcs helping Varaug and would have let Logrim's troop have some freedom to do something more... That's hindsight though, and who knows how Qwyk would have responded if that elemental had been surfaced. They really are very much awesome on their own activation, and potentially less so on your opponent's activation. On your activation you can hit who you want and limit defensive strikes such that DR will soak some or all of the potential damage coming back. Bludgeon also raises its DV10 to an effective DV 12 (technically not but you know what I'm talking about) against most models. And it's got 3 attacks at MAV 6 which is good enough to smoosh most things, too! But you know what, one thing I noticed during both games and that just struck me now is that perhaps I was playing too conservatively with the solos. Perhaps a residual shyness left over from 1st edition? Big solos used to buy the farm in such a hurry if you weren't super careful with them. But my Griffon and both earth elementals performed quite well, as did the bear riders. Maybe you can get away with being a little more aggressive with them these days... to a point of course, rushing them into the front ranks of an enemy army before any of those enemies has activated is never a good idea..
  17. I've been using my 1st edition rulebook as a weight to press down on the 2nd edition rulebook in between readings. Hasn't kept the cover from curling, but it limits the damage, as it were!
  18. Me and most of the other players around reaper don't like playing anything but 1000 point games. That is where the game is balanced and we like that you cant take everything. You have to choose which units you want and use a good strategy to win. -Sin I tend to favor 1,000 because it's a little smaller and more manageable. Less models overall, less rolling, you can bang out a good game in an hour, perhaps less if both players are familiar with all the models involved. 1,500 is that many more models to manage. I'm not sure I'd say that 1,500 is less balanced, or that you need less of a good strategy.. both players have the extra 500 points, after all. I think one thing I could have done better in constructing my army would have been to keep a solid 1,000 point list as the core and then add 500 points of archers, haha! That would sure put a dent into the enemy ranks before the axes started to swing.
  19. Sure is a beauty! Well, as beautiful as a big hairy brute can be :P I like your work on the skin - very good stuff. Unfortunately I think the paint helped it roll high, because man did it beat the snot out of my stone spirit!
  20. I definitely agree that the construction of the armies aided my win here. The bears were there specifically because they were fast and tough. I knew I could rush them at an objective and park them there and that they would hand out a world of hurt to whomever tried to go after them. Also the Griffon was kindof a wildcard (when ISN'T it a wildcard?) that I could have camped an objective with, or swooped in to kill something. In the end, he had a Totem of Battle so I threatened that with the Griffon in order to draw off some of this soldiers. The Griffon sometimes gets alot of grief for going down hard, but I've had good experienced with it. I think the trick is to use it to harass the edge of the enemy army, where they can't focus on it too much. Archers are a problem with that strategy, but what can you do? It was also to my advantage that he only had two troops and couldn't spread to the third objective. Which is amusing because often I'm the guy with a low troop count!
  21. I can't say I had my best game here. At game's end neither of us could say who had the advantage. Most of the game I fumbled with an over-abundance of initiative in an army that favors going second. It seemed to me like I had more troops but he had more models. I constantly felt unable to advance without exposing a flank. I miss-managed a whole troop and Qwyk dropped it with archery before I got a chance to engage, which was very bad on my part. I had lots of burrow, perhaps too much burrow, so I was surfacing models before it was best in order to shore up my line. All that said... it WAS very close when we called it because we ran out of time. First picture: Entitled "what you do not want to see on the other side of the table: I'd never faced a hill giant before. Plenty of other big nasty models, but never this one in particular. We decided it'd be fun to have his Hill Giant go mano-a-mano against my Stone Spirit, so they dueled in the center without any aid or distraction until my Spirit fell. The Giant's DV proved to be the significant factor - he could only do 2 damage a turn to me, but I averaged less than that to him each turn. The Stone Spirit's low DV, due to it having damage reduction, made it a sure thing that both hits landed. Still, the impromptu duel kept the Hill Giant off of my dwarves for a few turns, and I did manage to bang it up a bit. Ok, so a battle report.. here goes. My list: Thorgram, 4 Warriors, 3 Halberdiers, 2 Piercers Logrim, Ivar, 4 Warriors, 3 Halberdiers, 1 Piercer Abjorn, Gilam, 4 Miners Gargram, 3 Swiftaxes Stone Spirit Earth Elemental Earth Elemental Annasha Tomebreaker His list: Varaug and a pile of bull orcs of various flavors Narg and a pile of bull orcs of various flavors A troop of regular orcs with Lunk and an Ogre or some sort 4 Goblin Cav Hill Giant Here it is after deployment and Ranger: We begin by closing the distance. I deployed nearly my entire army before he deployed, and Qwyk did a good job of setting up to his own advantage. In the first turn of the game I pretty much screwed myself by staying too far spread out, judging his likely moves poorly, and once more I'll blame my lack of experience with having the initiative advantage on my opponent. I'm so much more comfortable when I get to react to him. Dwarves really don't need to try to get the fight going on their own terms, so I'm just no good at being able to and I muffed it up. Here's a picture of turn 2ish: On my far left flank you can see Gargram all by his lonesome. Yep, I totally let him mow the Swiftaxes down with his archers. I've got the Miner troop surfaced already (the ones in gray). I was afraid Lunk would Exhume half of the troop and murder them, so I brought them up prematurely to deploy a defensive line. I had Gilam cast a Fireball which helped some, but it wasn't that spectacular. Check out Thorgram's troop towards the center, just behind the Stone Spirit - look especially at the wonky angle they're faced at! What in the world?? This is exactly what I was talking about with having initiative and not gauging Qwyk's future moves well at all. I advanced them to counter Narg's troop even though Varaug was the greater threat. And behind that building beyond that area I have Logrim's troop all tucked away. They're there to face the goblin cav. Lamesauce! Thorgram and Logrim lead the two main battle troops in my army. My mistakes were deploying both of them on one flank, not having any support troops to cover their flank (which left all of that power in Logrim's troop to stand still and protect my side/rear from the goblins, instead of, say, engaging orcs). So that was a really big tactical error - group of tactical errors. I feel I could have done so much more except for those errors. Hopefully I learn from it, and perhaps you can too. Here we are a bit later. We're very much stuck in, and alot of bodies have dropped. I don't have too much to say here except that the quality of Dwarven models really saved my bacon. Quality stats offensively and defensively helped my soldiers to stay in the fight even though I had maneuvered them to a disadvantage against the Reven. On the left flank (from the Dwarf perspective) I'm at a disadvantage, although I have managed to neuter Narg's troop. But all of those orcs are going to roll my Miners under. I've got an Elemental there which will give him trouble, but not TOO much trouble considering their numbers, and the presence of an Ogre. In the center the titans are still mauling each other, and Varaug and Thorgram are going toe to toe in an epic duel. That was a great fight. On the right, the goblins have succeeded in keeping Logrim's troop spread out and mostly ineffective - though I did manage to get a few of them to mix it up with some of Varaug's Bulls and they fought well. Not long after that picture was taken the Stone Spirit crumbled and the Hill Giant was loosed upon my ranks. I had Thorgram dueling with Varaug, but most of Thorgram's troop was capable of responding. Dwarves only have average discipline so I didn't manage to get every one of them in b2b with the Hill Giant, but I have to say that I pulled off quite the coup on it. On one side of the Hill giant was a pair of Halberdiers (which the giant had based). On the other side was a single Warrior backed by a pair of Halberdiers. Since the Giant was damaged already, I was able to force a tough roll. The awesome thing here is that the Warrior managed to hit, which triggered the Provoke SA. That warrior bought the farm in a hurry, but it kept the Giant from cleaning off the halberdiers as well! Completely awesome! Anyways the Giant made its tough roll which was a huge bummer. And here I've got a picture of the epic duel between Varaug and Thorgram: Both are on their last DT and I believe at this point they've both made 2 Tough Checks! These guys are serious hurt packed into a medium base. Varaug's huge damage output is just incredible Thorgram dishes out 4 damage himself, but 6-9 damage is just completely brutal coming from Varaug. Finally the game was called based on time and here's how the battlefield looked: Who was winning? I don't know. He still had Varaug and the Hill Giant. I still had Thorgram and Logrim at full health, plus Ivar with plenty of spells left. Our feeling as we packed up was that it was anybody's game and that it probably would have come down to initiative order and who got to hit what when. Who do you think won?
  22. Qwyksilver and I got together today for some warlord. We tried the Rising Tensions scenario, as originally posted. No counting points, tracks, base sizes... just straight number of models on the bases. My list: Ursula, Durthen, 3 Bear Riders Freya, Margara, 4 Warriors, 4 Halberdiers Gargram, Halberdier, 2 Piercers Griffon Earth Elemental His list: Varaug and a bunch of bull orcs Narg and a bunch of bull orcs He had a mix of warriors, berserkers, and hunters. He had some elites in there too.. Ombur I believe, and the 'zerker hero. I actually had him on initiative. It was weird for me to have initiative, as I typically say screw it to initiative and go for rock solid troops and just a few of them. I deployed Ursula's troop to rush up and take the right objective, and he deployed Varaug to oppose. Freya took the middle with Narg opposing. Gargram was set to take the left objective with no opposition. Qwyk figured that spreading out for all three objectives wasn't wise and that he'd rather hold two solidly, so he gave up that left flank for the whole game. First turn I won initiative and rushed the bears to the right objective and Gargram's troop to the left objective. Narg managed to take and hold the center objective and Freya's troop closed in on it and prepared to beat the life out of the bull orcs. Ombur Burst of Speed-ed much of Varaug's troop and they hit the Bears hard, but the bears fought back just as hard. To summarize the rest of the game without getting into too much boring detail, the Bears proved to be very resilient and pushed back strongly. The right flank was basically a stalemate until turn three, but since the bears held the objective I was earning points for it the whole game. The center saw the Dwarves uproot the Reven and quickly take control of that objective - reach is wonderful for focusing power, and the Griffon swooped into Qwyk's backfield and he had to peal some orcs off the line to deal with that threat. Gargram's troop quickly established themselves on the left and began trading shots with orcs and advancing in towards the center. I think we called the game after turn 4? Based on scenario points it was a landslide, and even without the scenario I had beat the snot out of the Reven. We decided to call it early and get on to our second game, a 1500 kill em all game. I think I held on to my earth elemental too long... could have brought it up earlier and have had more impact. Margara had a rough game, I forgot to have her cast firestorm on Narg's troop which was lame on my part, then an ogre stepped on her. She managed to kill it, but it still stunk! Here are some pictures: This one shows where we stand at the end of turn 3 (my first picture because I forgot my camera and had to ask my wife to stop by on her way out to do errands!). As you can see, the Griffon has drawn off some orcs, Gargram's Halberdier and Piercer are holding the left flank, Freya's troop is mopping up at the center flank, and Varaug is moments away from finishing of Ursula and Durthen (played by Echidnox!! you can barely make him out, he's on the black base). And here we have the state of the battle as it was finished, during or after turn 4. At this point we were sure of the outcome and wanted to get on to the next battle. Gargram's troop is fanning out towards the middle, Freya's troop has finished Narg's forces, and Varaug feels pretty lonely over there with just Ombur and one other bull orc. Good game! I have pictures but limited time, so those will come later.
  23. I vote donut. I mean, cops like donuts right? And super heroes are kindof like cops with super powers. So he's totally leaving Dunkin Donuts and he's saying to his sidekick "Check out this totally awesome donut!!!!"
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