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Posts posted by jdripley

  1. Some more food for thought:


    The expensive options for soldiers in any army are not necessarily going to carry the day for you. Prior to 2.0, any player would agree that the Shieldmaidens were one of the best soldier choices. They were practically a shoe-in for any Dwarf list. The prevailing logic was "why ever take Warriors when you can take Shieldmaidens? They were just that good.


    2.0 rolls around and I posited in the Dwarf faction thread that the Shieldmaidens were no longer the gold standard for quality Dwarf, and that in fact the Warrior, for 3/5ths the cost, was the new standard of what it meant to be a quality Dwarf model. The maiden has similar defensive capabilities, slightly better offensive capabilities, and has an extra damage track. Shieldmaidens are still better than Warriors, but for the cost I'll take a Warrior unless I feel I'm really going to need some extra staying power.


    This all translates fairly well over to Crusaders. Dwarves and Crusaders are both largely defensively oriented armies (along with Reptus and some Overlords). The comparison between Dwarf Warriors and Shieldmaidens is very much true of Justicars and Templar Warriors. Justicars have some extra fanciness, but they're essnetially longer-lived Templars. Perhaps trying out a larger troop of Templars is in order. You might find that it's actually easier to keep a larger pack of Templar Warriors alive than it is a smaller group of Justicars - the enemy can only focus on so many models at once.


    Another thought:

    Without seeing your army composition I'm not sure if this is something you're doing already, but I would suggest bringing along some Templar Ironspines and/or Lord Ironraven. Reach is very important for a defensive force. One of the big problems with a defensive army is that you can only take so much of a beating. Eventually you're going to need to sucker punch the other army to reduce its ability to continue trying your defenses. Reach is one way to do that - they charge in, you may lose some soldiers, hopefully they lose a few - then you shore up your line, bring in your Reach models behind that line, and use the Reach models to gang up on several enemy models. Focus fire, say with two front line soldiers and a single Ironspine in the back all attacking one enemy, instead of each soldier in the front line attacking a seperate target. This way you make it more likely to kill (or at least force a tough roll) an enemy, and you take less defensive strikes. I kindof blended two tricks into one there...


    Last thought:

    Reven are a completely different animal than Crusaders. They are brutally offensive but are very nearly entirely lacking defensively. You WILL inflict heinous casualties on the enemy army with a Reven fighting company, but you'll also lose your own models in droves while doing it. I'm not trying to persuade you towards one army or the other, just want to make sure you know what you're getting if you switch out to Reven.


    Overall I think that the advice given above is solid - having a good mage to soften the enemy up, and diversifying your soldier choices to keep your numbers up are good things to keep in mind.

  2. I only have a handful of CAV's, and only play this game once in a blue moon (being more of a Warlord guy - although big stompy robots are my first love), but when I do I go ADON. To me the lamest part about every game in the world is that "scout" units are code for "a weaker version for the first few levels, before you get to the real threats" or "something smaller that runs around and picks at you but serves no actual purpose other than being slightly harder to hit and way easier to kill."


    CAV changes all of that with the way recon models have electronics that actually... shock... HELP other models! Their purpose is not to be cheap fodder, their purpose is to use their advanced electronics to aid their allies and mess with their enemies! And ADON does that best with their faction doctrine that doubles the AOE of their electronics effects. So for me, it had to be ADON.

  3. That army looks pretty good to me! Logrim is a disgusting fighter, especially once he gets stuck in and can use Mire to deny his opponent defensive strikes.


    I'd be pretty aggressive with the burrowing troops to save the top-side dwarves' bacon. If Logrim, Margara and Piercers can survive until mid-late game, their ranged punch and Logrim's nastiness in melee ought to be quite powerful.


    I'm finding that an important consideration in Warlord 2 is to keep one or two really awesome pieces held back as reserves. Late in the game when SP are low and there isn't a high volume of soldiers left to focus fire on something difficult to kill, something that's really powerful can be a huge asset. Fortunately us Dwarves have pretty much nothing but completely awesome leaders, elites and solos. I think in the list above I'd keep the Stone Spirit held in reserve. It will be essentially invulnerable to the enemy, and with DR/2 and Bludgeon, it will be pretty much unstoppable late game.


    Other good options for "reserve models" - Griffon (fly it way back in your DZ or a corner or something, use its speed mid-late game to get it where you need it to exploit an enemy weakness), Thorgram Grimsteel, Annasha Tomebreaker (she's extra awesome because she can hang back from the front line and provide anti-magic support early so she's not just doing nothing), Durgam Deepmug (DV 12 is solid, as is 4 attacks).

  4. Dwarves - 498 points

    Troop 1

    King Thorgram Grimsteel

    Swiftaxe x 5

    Piercer x 6

    Kara Foehunter


    Luck Stone


    That gives you 8 chances to pierce. Not really going to happen very much, but the idea is to soak DR and hopefully scratch it up a bit. The swiftaxes can use Rush attack to engage on the same turn that the piercers send their first volley.


    *Assuming that the Avatar may very easily end up getting the drop on the Dwarves, I'd deploy with 1.5" between all of the Swiftaxes, with the Piercers and Thorgram clustered in the middle. Once the insanity begins, you can assume three swiftaxes plus Thorgram. Put Thorgram alone on a side to make the ultimate sacrifice for his clan by taking all the hits (provoke) on defensive strikes. Thorgram will hit for 4 damage. Not always, but it is very likely. Swiftaxes may hit for a few more. If you used your Piercers as well, that ought to be a dead Avatar. That many piercers should be able to deal with the casters after the Avatar smokes your melee on defensive strikes.


    In General Discussion I also posted a list using Abjorn, Gilam, 6 Miners, and the Stone Spirit + equipment for 500 points of "haha I get to hit first no matter what" goodness. I like that approach as well.


    *This list has two Spies and a Tactician card. It's actually quite likely that the Dwarf player could activate first. I think that I'd leave Tactician out for turn one, and I'd save the Spy uses for later in the game. I actually want you to be over aggressive with the Avatar so I can get it out of the way and not have to deal with the casters at the same time.

  5. Dwarves - 498 points


    Troop 1

    Abjorn Hofkeg, Miner

    ---Hammer of the Mountain God

    ---Armor of Courage

    ---Book of Tactics

    Gilam, Rune Spelunker

    Miner x 6


    Troop 2

    Stone Spirit


    The Stone Spirit is there as plan B, and also as something big and ugly that the casters will have trouble dealing with if the Avatar eats all of your soldiers.


    The entire army deploys burrowed. Unless the Avatar uses terrain to block more than one side of his base at a time, the Miner troop can get all 8 of their models in b2b with the Avatar at once. That's a total of sixteen attacks that with support and Armor of Courage's free Inspire at are a minimum MAV 6, max MAV 7 (gilam and abjorn). Statistically speaking that will land about eight to ten hits on the Avatar, killing it outright in one go. The troop eats defensive strikes which ought to kill everything but Abjorn (due to Mithril Armor) and Gilam - unless you put both of those on the same base side and the Avatar hits defensively on their side twice (in which case you'll have several dwarves left). Bonus points if you can get two dwarves per side on the Avatar and have 4+ dwarves left after defensive strikes.


    Gilam's primary purpose is to counterspell any Exhume spells sent towards the burrowed Dwarves as he has plenty of SP but doesn't have the CP to overpower Nefsokar MD/counterspell craziness.



    I think the list also has general appeal against a variety of opponents, not just a big nasty supported by spellcasters.

  6. Well even if you were guarantee to lose 100 points in soldiers (which isn't too hard to imagine, the better infantry choices run around 50 points a piece), that's still half of the cost.


    re: Deflect and archers - the idea is to use a high volume of attacks in order to hopefully score a few hits. Even if your archers only soak up the two Damage Reduction hits, at that point your soldiers run in and aren't dealing with a Damage Reduction model anymore, just a DV 11 monster with many damage tracks that will cream them on defensive strikes. Heck, spread your attackers out on two sides of the base and bring a model with Disable (and pray it hits!!), use some reach models.. You could put a solid trooper on one side with two reachers, and a disable model with two reachers on the other side. That's 4 reach attacks plus whatever the troopers have (say, 4 or 5?) for a total of 8 or 9 attacks and the Avatar can only kill a single model in return.


    It's possible. And overcomitting isn't necessarily as bad as it sounds. Generally speaking, if you commit an even point value in models to take down a threat, the forces will equalize.. both will be dead or severely wounded. If you over commit your chances are higher of taking the model down before it can kill too many of your own models.

  7. Ok. Latest idea - taken from page 171 of the Eberron 3.5ed campaign setting. It's based on a rocky crag, it's a large disc carved flat into the top with great stone arches curving up from the edges and arcing towards a space above the center of the disc. It's an observatory, or standing stones/stone henge type thing.


    Probably a broad size 1 hill with some rocky crags giving sporadic access to elevation 2 or 3, with the disc at elevation 3. Three or so big arches.


    It would be big, it'd have the broad hill to shore up the base (wouldn't it be ironic if I just use the foam as the base and don't even use the blasted cardboard after all?), and you could easily march half your army up and onto the thing. The arch bases would provide some cover. It'd be a fantastic center piece for a king of the hill or objective style scenario.

  8. As a player I'd find it a little odd if, say, you proxied a DHL Familliars pack stuck onto a giant base as a Bone Horror... But I can think of a handful of models that would go great with that look... anything with Savage (the little guys gang up on you), Regenerate (your attacks really only scattered the critters, but now they're coming at you again), or Fearsome/Nauseating (the little buggers are hard to pin down when you want to attack them, and since they're coming from so many directions at once it's hard to counter attack!).


    I think it's a sweet idea! Maybe some day there'll be an official swarm model.


    Well I guess there's the Bat Swarm. But anyways.

  9. Or overwhelm the Avatar with attacks. DV 11 isn't exactly difficult to hit if you're trying. And the presence of models with Damage Reduction are wonderful reasons to have models with Pierce or Cleave in your army. If I were trying to take down the Avatar I'd hit it at range with Pierce (assuming my army has the SA), then charge some Cleave models in. Knowing me I'd try to get some Reach models behind the Cleavers, but strictly speaking it's not necessary as you'll get support since the Avatar has a giant base. I just like Reach models because of their high MAV values. 7 damage will kill the Avatar, so with a layered approach to attacking it you ought to be able to bring it down in one go.


    Perhaps models with Mighty, Savage, would also be useful, although they tend to be solos or expensive leaders that you might not want to let the Avatar demolish.


    So it's a powerful combination, but it's hardly an auto win. The speed on the Avatar makes him hard to ignore though - he will get to your army and he will break stuff.

  10. A friend that I used to play against frequently played Necropolis Crypt Legion against my Dwarf Staunch Defender list.


    and CUSS! As I write that I remember that I didn't take any of my extra defensive strikes. How do you like that... could have made a big difference especially towards the end...


    Anyway, lists: 750 points



    T1: Logrim, Ivar, Durgam, 5 Warriors, 3 Halberds

    T2: Tohil, 3 Piercers

    T3: Gargram, 3 Swiftaxes

    T4: Earth Elemental


    T1: Moandain, Dauron, 2 Wraith Harvesters, 2 Skeletal Swordsmen, 2 Skeletal Archers, 7 Skeletal Warriors

    T2: Azarphan w/Magic Wep, Malek, 1 Wraith, 2 Swordsmen, 2 Archers, 3 Warriors


    Set up as follows: My intention was to put what I felt would be more than enough power against Azarphan's troop so that I could crush it fast and get that whole flank to oblique into the side of Moandain's flank. It didn't pan out that way - perhaps I should have put the Elemental over there as well? But the Elemental was key where he was...



    Turn 1 we both advanced, taking some ranged pot shots. Moandain ripped off a Hail Stones to full effect. Liches are disgustingly powerful.

    Turn 2 we skirmished on the right flank, with Gargram's troop coming out worse for wear. Killed a skeleton, but that's not an even exchange for a Dwarf. and another wounded. Azarphan is a pretty mean sonofagun, and with Malek putting Necromantic Surge on him he was able to stick around pretty long. Bad news for the Dwarves.

    Turn 3 was of course full on conflict. I usually like turn 3 the most because there's loads of combat and nobody's lost too much at that point so everybody's got plenty of toys. Moandain did Exploding Sacrifice and cracked the Elemental (with help from a pack of Skeletons) for 1 wound, and messed up my far left warriors. Skeletons charging in after that wreaked havoc. I gave as good as I got though. I was particularly happy with the Elemental's ability to Bludgeon and rest secure in his DR/2 - many times he simply could not be wounded on defensive strikes due to Bludgeon. Very cool.

    Where we stand after turn 3:


    At turn 4 I felt like I had a clear advantage. I still had 10 dwarves to his 9 Necropolis, Moandain's out of SP, and skeletons/wraiths aren't really scary. I still need to tackle Dauron and Moandain though, so the fight is far from over. The next few turns feature the Elemental abusing Dauron by getting two activations in a row against him, bludgeoning both times and wounding him. Couldn't seal the deal though, and on Dauron's next activation he demolished the Elemental. Logrim's troop fell apart to archery, and Logrim ended up in a duel against Dauron. Logrim kept passing tough checks but had trouble hitting Dauron. Tip: Mire is awesome for avoiding eating huge defensive strikes! It helped Logrim stay in the fight far longer. Ivar failed some key healing spells which sucked.


    Finally Logrim takes down Dauron on a defensive strike and Logrim and Ivar gang up on Moandain. Moandain's a Lich, though, and he doesn't take lightly to bloody dwarves tapping him with hammers and swords - he kills them both! Nutters!


    At this point I've got a pair of piercers against Moandain on track 4 and two Skeletal Archers.


    Not cool. I did manage to take down Moandain because the Necro player threw him away in a failed attempt to base the Piercer, but it was small consolation as the Archers just advanced and killed the Piercer anyways.



    Ten game turns to complete this one... there were lots of misses. I liked how the Necro player kept Dauron and Moandain held back while I ground through the skeletons. After the fight with the skeletons I was in really rough shape and Dauron is frightfully powerful against weakened opponents. I also found Moandain to be pure awesome sauce. CP 9 is just brilliant! Some turns he got to focus for CP 10 and that's just wrong. Even my high MD Dwarves don't last long when all he needs to roll is a 3 or 4. He cast Hail Stones which messed me up as we closed, Exploding Sacrifice which royally screwed my line prior to the skeleton rush, and Freeze Ray on Durgam which basically took him out of the fight.


    Logrim - I like the guy. This is the first time I've used him in Warlord 2. I used to really like him for his ability to heal in the previous edition and I miss that, but it's really not that big of a deal. Having access to Mire makes him really good once you get stuck in. I can't say I was impressed with his other spells though. Perhaps I should have put up a Wall of Stone to stymie those Archers who kept on picking off wounded Dwarves? That would have been a good use of SP - he died with 4 SP left on him (I had used a Shockwave for no purpose at all).


    Ivar - quality dwarf. I had poor casting checks with him this game, but he's got solid stats and the Restore Tome is key in a faction of all multi-track models.


    Earth Elemental - I like it! As noted above, the Bludgeon and DR/2 combo is just awesome. Watch how many models you attack at once, and you can guarantee that you won't take damage on defensive strikes. MAV 6 with 3 attacks means he can really dish out the hurt, too! he accounted for 5 skeletons and two wounds on Dauron. Plus he kept those skeletons from swarming my poor Dwarves. I was satisfied.

  11. Ya I wasn't thinking about the warping ::o: Blast.


    I'm definitely leaning away from the shipyard. I agree that if I pulled it off it would look amazing and would be a really cool place to fight over... but that sounds an awful lot like the sorts of projects I have half built in my basement because I reached too far.


    I believe I'll go with a hill/crag theme. I'll use plenty of foam and I'll liquid nails it down to the cardboard to help give it some strength and prevent warping. My current idea is a river coming down a waterfall into a pool, complete with a ravine on either side of the river as it leaves the pool. Picture of the concept:



    Only problem with that is that I've got alot of hill going nowhere on the left side of the drawing. I suppose I can just pull it back more like the right side. The whole thing is starting to stray from my original idea of something that gets played in and around though. I think I need to start thinking more along the lines of a broad, low hill with some crags poking out of the top and so forth.

  12. Joshua, thanks! Great advice there. It's such a foreign way of constructing an army for me, I was having trouble visualizing how it would work. But with those tips I think I could pull it off!


    Often my Piercers get tacked on to the lists as I have extra space. I'm more likely to use Kara or Snorri, or lead a troop with Tohil, to get the ranged ability there. And if I want serious ranged power, I take Margara and leave it at that. So I think incorporating some of your ideas will help me to make better armies that have a more balanced ranged component.

  13. Anybody having success with primarily ranged Dwarven armies? Each time I build a list it keeps becoming almost entirely melee oriented and I'm trying to get out of that box.. but then keep feeling like my army is naked without all of the shields!! If you've tried a ranged Dwarf list, how has it gone for you? what have you done to protect your Piercers?

  14. Sounds sweet! Casters didn't do it for you this time but keep at it. They're a big part of what makes an army great, they just have a bit of a learning curve.


    I think out of all of the models in the game Judas Bloodspire scares me the most. He's just ridiculously good at what he does.


    I think that with six models, two casters is a bit much though. Perhaps pair it down to one caster - Malek would be easier to protect- and throw the extra points into skeletons. Here's a suggestion:


    Troop 1

    Judas Bloodspire, Anointed of Hars

    Crimson Knight x 2

    Skeletal Spearman


    Troop 2

    Railor of the Unbodied

    Malek, the Hated

    Skeletal Swordman x 5

    Skeletal Spearman x 4

    =500 exactly


    You keep your two troops which is a good idea. You get PLENTY of numbers all of the sudden. I dropped Aysa and a Crimson Knight (Judas will be fine with only two tagging along). Added a Skeletal Spearman to the first troop to replace the Knight - Judas has to have 3 soldiers. I also swapped Malek into the second troop so that troop one can focus on smashing bad guys (or good guys, as the case is) and leave Caster Care to troop 2.


    Troop 2 has the casters to provide some long range punch and really give teeth to the troop. You've got 5 Swordsmen who can dish it out with Cleave, and you've got Spearmen to back them up. At 500 points you won't really need to spread your army out too much, and you're likely to face a knot of quality soldiers. The Spearmen give you the opportunity to double up attacks on single targets.


    It's really a very different army than the one you played, but it's how I'd go about improving it given your frustration with losing your casters. There's just no way you can protect them with such few soldiers, and as you get more games in you'll see how key casters can be. You'll want to be using them.



    Anyways congrats on the first game! Vil-Hatarn is an old pro at elves and I bet he had lots of maneuvers and tricks to bring to bear against you. Must have been one heck of a good fight.

  15. So I managed to get my paws on a 22"x17" piece of cardboard that will make a perfect base for a large terrain piece. My mind is bubbling with possibilities! So many possibilities, in fact, that I can't decide what to put on it. I've got some ideas, and some guidelines for what I'm looking at. I'd like some thoughts on what you all think might be cool to guide my scattered brain.



    --It's got to be playable. I'd like this to be a piece that models can move over, through.. It should be a significant piece that models can fight IN. I'm not looking for a beautiful 22"x17" hunk of blocking terrain to fight next to.

    --I'd like to use up most of the 22x17 space, but it doesn't need to be completely rectangular.



    --Castle ruins - I'm thinking that broken down walls and gateways could allow for plenty of access points, towers and rooms could subdivide the space and allow for models to get on multiple levels.

    --Crags - some multi-level hills, maybe a rope bridge connecting some of the farther points. Some paths. Things like that.

    --Shipyard/Docks - Something like a row of warehouses along one long side, then a boardwalk with wharfs, all with water on the bottom. I liked this idea when I started the sentence and at this point I don't like it anymore.

    -- ?????


    Other ideas?? Ever done a big piece like this and thought "if I were to do this again I'd do x y and z differently..." or ever wanted to make a big piece and have some cool ideas in your head?

  16. Earth spells are all about battlefield control - creating impassable areas, slowing the enemy down. Affliction is all about activation control - forcing models to divert their attention towards Purifying, slowing enemies down... And the Spy SA of course is all about neutering your opponent's god-send initiative draw. Po Wi Set is all about denial and manipulation. You ought to be using his Spy by turn two, maybe 3, so that when it's time for him to drop the denial/control focus you don't need to worry about losing Spy on top of losing Po Wi Set. To begin with, place walls, use Earthquake, whatever it takes to screw with your opponent's advance. Break up their formations and force them to come at you at a disadvantage. Use your Affliction tome to draw down their healers' SP. Hamstring their soldiers just before they try to engage yours. Save enough SP for a Molten Earth as the enemy moves to engage Po Wi Set to damage some of them and force the rest of them to come at you at odd angles. That ought to compound with his combat abilities to let him survive a bit longer.


    That's how I'd play him at any rate.

  17. Oh, no, I completely agree that the doctrine has a big impact on how a list is built, played, etc. I just don't think that the advantage from the doctrines is so huge that picking one over the other makes your list "good" or "bad." To me that happens as you select which models, how many of each, and all of that. Doctrines guide your model selection and give you some extra tricks, and deliver the feel or flavor that way.

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