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Posts posted by jdripley

  1. Honestly, I don't view any of the faction doctrines as powerful or weak enough to be considered terribly important. They're full of flavor and can really enhance the feel of a faction. An extra type of model, or a few re-rolls, those are neat things to me, not powerful things. You can re-roll all you want, you've still got a chance of missing. The changing 1's to 10's is a sweet thing though.

  2. Here's my take on some of these questions, but first I want to address your point between 9 and 10: "...extremely simple and I should just know them by reading the book." The answer here is both yes and no. The answers are in the book, yes, either in part or in full, but there's no shame in asking here on the forums. I think a general rule of thumb is that if you're wondering about a rule, there are many other people also wondering about that rule that are not asking. You become the voice for all of those people when you do ask. I know in the past I've asked questions that I knew the answer to just to get the answer out there on the forums.


    Ok. So answers. I'm not an official reaper person. But.


    1. Free Action that lets you do something - My interpretation of the rule is that all Fight actions must be delared at the same time, all Shoot actions must be declared at the same time, and all Spellcast actions must be declared at the same time. Free Action is not a Spellcast action, so you do not need to declare it along with your other Spellcast actions - additionally it does not use up a model's Spellcast action so it could use the Free Action to use Lay on Hands and then use the Spellcast action for another spell. That's my take. I'm looking at page28, "Declaring and Conducting Combat Actions" and page 34, Casting Multiple Spells, final sentence.


    2. It says in the item description that the action is a Specialty action. So yes, move and then use Specialty to toss the flask. Or stand, toss the flask, then cast a spell.


    3. You roll for Nauseating when you charge the target and reach b2b with it. If you fail, you may not perform a Fight action that activation. If you begin the activation in b2b with the Nauseating model - or if you are performing a defensive strike under any circumstances - no roll is needed and you take your attack. So worst cast scenario, you charge in, fail your discipline roll, and can't use a fight action. The Nauseating model activates and attacks you, you take defensive strikes. On your model's next activation, since it didn't move into b2b with the Nauseating model, you get your attacks. I would also think that a model Teleported into b2b with a Nauseating model must pass its check before making any Fight actions.


    4. Stealth only applies to ranged attacks, so it would not have any impact on a charge. For the woods thing, somebody else will have to chime in but my gut says if you can make it in, you've got it. As far as declaring, I believe you need to declare all actions before taking them. Charge is not a combat action so you can declare a single model's charge and resolve it completely before moving on to the next target, if you're worried about getting models on specific targets.


    5. Walls - somebody else can grab this one


    6. I think an AOE that has its center under a model's base must have the center of the AOE be the center of the model's base. If you pick a spot that is not under a model's base, wherever you wish that is also in range/LOS is fine. Remember that any model whose base is clipped by even a small portion of the AOE is hit. See page 34, "Area of Effect" and the illustration.


    7. You played it correctly. Models allied with the ranged attacker are demoralized when their buddy nearly kills them with an arrow.


    8. In your example, DT 0 is gone and DT 1 remains, so you need a 9.


    9. Page 31, top of the second column, item 6, says how to perform defensive strikes, and it references you in particular to this question to step 4, in which a defensive strike involves an Attack Check. So yes, you can cleave on a defensive strike. The same would apply to the Pierce SA.


    10. So long as the Assassin model declares a Fight action, hits the target and the target dies, the Assassin SA triggers. Assassin cancels out the Tough SA and makes the Assassin model an illegal target for defensive strikes. Any other model in b2b is a legal target. Note also that the Assassin SA requires the Assassin to make a Fight action, so the SA has no application in defensive strikes.



    I'm fairly certain I got these right - chime in if I didn't!

  3. Sounds like a blast! I like your list - my only suggestion is perhaps swap out some of the Hospitaliers for some regular soldiers. Unforgiven, perhaps, for their similar point cost and sharp offensive punch. Having plenty of healing is a good thing, but you also need some more soldiers to be healed or else the healers don't have enough to hide behind.


    Also allow me to share a 3 person scenario I developed. I've never failed to have a great time with this scenario.


    Evil Fairy Scenario

    By Jim Ripley


    The Evil Fairies Who Llive in the Well have promised power to the one who satisfies their thirst for blood.


    This is a scenario for three players.

    Place a single well or token of 1-2” diameter in the center of the table. This is the Evil Fairy Well. Place other terrain to suit all players. Deployment zones should be 18” wide, as deep as the table allows, no closer than 20” to another Deployment zone, and no closer than 12” to the Well. Fighting Companies should be from 500-1000 points each.


    Players score points by performing Specialty Action: Sacrifice while in b2b with the well. Each specialty action: Sacrifice deals one damage to the model performing the action - this damage ignores Damage Reduction just as the Burning model state does. Play continues for five rounds or to the death.


    If any complete game turn passes in which at least one player performed a combat action and there was a player who did not perform a combat action or a defensive strike or shot, that (or those) players who did not fight at all get told by the Evil Fairies to “Get your head in the game!” and suffer a Fireball at CP 7 centered on their model which is closest to the well. Likewise, this damage ignores Damage Reduction just as the Burning model state does.


    Each specialty action performed on the well earns the controlling player 1 point. The player with the most points at the end of the game wins the favor of the Evil Fairies Who Live in the Well.




    Props to Storminator for the idea behind this scenario.

    Hope you enjoy!

  4. I agree with Stubbdog's ratio of front line to support. I don't necessarily hit that number square on, but something in that ballpark is good. You really need to have models that can stand up and take it on the chin. I suggest first Justicars and Templar Knights, and second Templar Unforgiven and Ironspines. DV11 on the first batch is quite solid for a soldier. 10 is adequate on the second batch. Ironspines I like because they can function as support in the initial clash by using Reach, and as the battle lines crumble their quality attack and DV 10 will serve them well. Unforgiven have Cleave which is awesome.


    So considering that Justicars are nearly twice the cost of the Templars, I think my advice is to pick up a pack of one of the Templar soldiers. Once you have that solid backbone to work from, you'll find your line staying intact longer which means you get more bang for your buck from your casters, hospitaliers (if you think they're awesome now, try using them when the enemy is so mired up in your soldiers that they can't get to them and they can't kill your soldiers off fast enough!


    By way of tactics - an army like Crusaders which has lots of magical support can do very well when you try to set up a "U" shape, so the enemy curls around your force, leaving you the inside to move your hospitaliers and ironspines around. It helps to have some terrain features to anchor your formation on either side. Not the be-all-end-all, but something to think about. Google the Union's defense at Gettysburg and you'll find some good graphical explanations of the tactical advantages of that formation.

  5. So by Sergeants getting a note saying they can perform inspire and rally actions, and solitaires did not get the note, I can assume that solitaires do not in fact get the Inspire ability?



    I think I need to start reading the actual rulebook more. Some of the sentences are not in the army builder, and I come up with these questions, and the answer is actually in the book...


    Note to self... think things through :P

  6. "Leaders, Elites, & Solitaires Only: Grants wearer the Fearless SA and the wearer may perform Inspire, Rally, and Regroup Actions as Free Actions."


    Grants fearless SA. check. Simple enough.


    How about if a Sergeant or a Solitaire is given the Armor of Courage? Those models may not normally perform Inspire, Rally, or Regroup actions. Can they now perform those actions? Is this a slightly cheaper way to give Solitaires +1 MAV? - or if combined with Magic Weapon a 25 point way to give them +2 MAV?

  7. The bread falls butter-side down because of the size of the piece of bread and the height of the counter. Assuming the bread is pushed off (and not sent into a tailspin with an abnormal shove), it will take seven (I think) feet to rotate completely past the butter side and land on the plain side. So you need very high counters to have your bread land on the plain side. Alternatively, you could use two-inch square pieces of bread which rotate fully from an average height counter.


    Unfortunately for me, that's pretty much the only thing I remember about Physics.

  8. The LGS has plush dice. And the Cthulu hand puppets where your fingers go into the squiggly face tentacles. I want to get one for my 1 yr old niece in the worst way but my wife won't let me, haha. I don't know why!!


    Math is way more fun to learn in the context of a game. Who really cares what 4+5 is when it's on a sheet of paper? But when your Dwarf is trying to kill a Skeleton, 4+5 becomes REALLY important! My problem, though, is that when I get really excited about a moment in a game, my math-foo leaves me :( So I game with engineers who could compute math even if they were having their leg chewed off by a Reptus.


    Or maybe I need to keep one of you guys' 5 year olds around as a human calculator :D

  9. Flight is a sweet way to get around models and terrain features that slow you down. It's also a grade A way to draw the attention of every archer on the table! Depending on the model you're using, it's not a bad tradeoff to have all the archers focus on the flier and leave the ground forces alone for a round... My suggestion is to use flight sparingly if your opponent has serious ranged power.


    That note aside, though, your fliers are your way to get behind the enemy and cause trouble. Without fliers or fast cavalry, it's possible to have your support casters (Restore, Incantation, Arcane tomes typically) hang back, say, 4 inches, where they can easily maneuver where they need to be to cast spells in different areas of the army. Having even a single enemy flier changes that. Fliers are typically fast, and on the charge they can cover plenty of ground, land next to that squishy caster, and pull it in two in the blink of an eye. That forces the enemy to draw models off of their main line to defend the caster or run the risk of a dead caster.


    Another way to use fliers is as a rapid follow-up to your ground forces' charge. Send in the infantry and lock up the enemy forces in a battle. Fly your fliers over the melee and have them land in b2b directly opposite your own forces. You've got the enemy pinned between your regular soldiers and your fliers, and that much offense will crush any enemy line quickly. Ordinarily you'd have to spend quite a bit of time maneuvering around behind on the ground, but Flier allows you to just swoop over.


    Also, let's say your Fliers are on the ground fighting some enemy force, and you see the situation becoming very bad for them. Say, another enemy troop is setting up to charge in and wipe them out. A ground soldier can try running away, but no matter how far they go they're still going to get caught eventually. A flier can disengage and be immune to attacks from the ground (casters and archers notwithstanding), free to set up an attack later on their own terms. This can be especially useful if there is alot of terrain on the table.

  10. Yeah, except that last line about it continuing until it targets five models or runs out of new targets.


    I'm going to revert to the core rules principle of declaring all targets prior to rolling anything as that's how every other attack works. Simplest solution. If a caster was selected as a target and it counterspells, the CP drops for all rolls associated with the spell, just like normal. The wording on the spell is a little round-about, but when viewed in light of the last sentence of the spell description and in light of the "declare completely then roll" rule, it's simple enough.

  11. I play Go with my wife sometimes. You can look it up on wiki. We usually do a 9x9 board instead of the full size - takes alot less time and it works for the casual player. Also check out Pentago. It's kindof like four tic-tac-toe games going on at once, spinning around... pretty wild. It can get pretty slow as the game wears on though, because there is a LOT to think about.

  12. Counterspelling says that if a spellcaster is targetted (either directly or by being in the AOE) by a spell, it may spend SP to lower the CP of the attacking caster. Chain Lightning has the attacker selecting targets as the lightning progresses. "ok, model 1 was hit, now I pick the next one. Oops, missed model 2. Now I'll pick model 3..."


    What if a subsequent model picked is a spellcaster and it decides to counterspell?



    If I were an event organizer I would rule that all five targets must be assigned before any rolling happens to avoid that whole issue. What do you guys think?

  13. How about this one:


    Overlords - 1000 points

    Troop 1

    Ashkrypt, Lichlord of Craclaw

    Bondslave x 2

    Overlord Warrior x 4

    Overlord Spearman x 4

    Troop 2

    Andras the Ruthless

    Ymrilix the False

    Ranthe, Evangelist of Khardullis

    Overlord Warrior x 4

    Overlord Spearman x 4

    Troop 3

    Incarnation of Flame

    Troop 4

    Selthak the Poisoner

    Upgrade: Luckstone


    To me, Ashkrypt is what the Overlords are all about. The psycho actually had himself made into a Lich so he could outlast his competition for control of Craclaw! Any Overlord army can use any faction doctrine, but of course it makes sense to use the Lich's Bidding doctrine. What that will do for you is essentially make it very tough to take down Ashkrypt. He can toss his soldiers in the way of melee attacks he's suffering. Combine that with his Warlord Ability which is to siphon the life off of a nearby soldier to heal himself, and he's one tough sonofagun. Combine that with a quality defensive stat, and you've got a pretty awesome model!


    The list as a whole - Ashkrypt is of course completely amazing as a caster and also as a fighter. The Bondslaves are there to be cheap fodder for Ashkrypt to have take damage for him, or to be siphoned off as either health or spell points. Each troop has four Warriors and four Spearmen. That's a pretty sweet combination that will give you attack bonuses when you fight, and also gives you some options if you know you'll be charged (spearmen to the front, they can damage incoming chargers). Andras and Ymrilix are both very tough models - Ymrilix very much so - and they'll cause your opponent plenty of trouble. Ranthe is a healer and has some spells that will give you some tricks and options during battle. The Incarnation is fast, tough, and like Ashkrypt is equally good fighting in melee or slinging spells. Selthak is an opportunistic attacker who can fight at range or up close, and poisons enemies, which has the chance of doing extra damage. Overall the list focuses on melee fighting, is weaker with ranged attacks but makes up for that with some powerful spellcasting.


    Shakandara gave you the price breakdown and I think that's a good idea, so I'll do the same: $136.40 for the lot.


    I can't say that either Shakandara or my own suggestion is better or worse. That's the beauty of Warlord, that there's just so many options when you build an army, and so many of the options are really good. It's not the sort of game where there's a handful of options but only one actually good option.

  14. Not that I'm a Reven player. Any red-blooded Dwarf would frown upon the idea of actually playing Reven. But I thought I'd try my hand at a Reven fighting company. So here we go:


    Troop 1

    Kagunk, Ogre

    Yagun Oog, Ogre Mage

    Ogre Warrior x 3

    Goblin Warrior x 5


    Troop 2

    Gronk Spliteye, Bugbear

    Korgug, Bugbear Bully

    Bugbear Warrior x 4


    Troop 3

    Nor'Okk, Ettin

    Magic Weapon

    Gurm, Ogre

    Gnoll Archer x 3

    Beastman Woodcutter x 5


    1,000 points, 26 models, 3 troops/3 cards, 0 spy.


    I imagine the leaders/elites pushing the massed goblins/beasts ahead of them, using their smaller and weaker "comrades" as fodder while they reached over their heads to strike at the enemy from a position of relative safety. For a 4 troop/4 card variation, pull the Gnoll Archers out of Nor'Okk's troop and use the Band SA to have them form up their own troop. Personally though, I like having the archers in the same troop for dealing with things like Damage Reduction.


    So how's my Reven horde??

  15. Bah! right there if I had bothered to look. I got hung up on the elf doctrine and didn't even register the part about "adding the familiar."


    @Panzer - "a previous activation" leaves it open to any previous activation. "the previous activation" would close it down to just the last activation. It sounds ambiguous until you apply nit-picky grammar police thought to it. Also, Gus is applying it to all previous activations, and he made the game, so...


    I was an ancient lit major (sortof) in college so I got pretty good at pulling grammar apart and determining the range of possible meaning in a sentence. Now I'm "that guy" who always asks clarifying questions and etc. Sometimes it's handy, sometimes it just makes me annoying :P

  16. My favorite army I've ever made is a 1,000 point list with only three troops. It's got one troop of offense-focused models, one troop of defensive-focused models, and a solitaire for some ranged punch. I've only played it a handful of times, but it has a perfect record so far.


    Don't fear having three troops. Initiative is important, but not that important. You could easily swing too far the other direction and have so many troops that your power isn't concentrated enough to adequately contest big models like the Avatar of Sokar.


    I especially like your first troop - the dragon, the archers, the casters, and the Long Thorns will be able to put out some massive damage! Troop 2 is solid as well - well as solid as elves get. You'll need them to stave off the enemy since a common tactic against elves is to just blitz them and try to get in close before they can use their ranged/magical advantage.


    And of course Mossbeard is an even better Ent than Treebeard was!


    I vote "yes" on your list ::D:


    P.S. - Make sure at some point you teleport Mossbeard into perfect Trampling position. I want to hear how that goes!

  17. My two cents:


    Defensive Strikes seal the deal for me. I've played countless games in the past where the player with the fastest army gets to attack first, and with those very first attacks is able to deal a crippling blow that will reduce the other player's chances of winning to some pitiful low number. It creates a situation where the only meaningful stat is speed. And it's lame spending time creating your army and setting them up, just to know the winner within 10 minutes of the start of play. Bummer!


    Warlord lets you hit back. Is your model getting attacked? Even killed? Great. It has an opportunity to get in a few swings of its own before dying (or taking damage, if it wasn't dying). There are certain bonuses when it's your turn and you're attacking, so it's still better to attack than to be attacked. Well, usually! But gone forever is the army that that charges in, slaughters half of the enemy army, and is in perfect condition. You'll take losses on your own charge which keeps you honest.


    Also, once you get the rules down pat and get used to your models' stats, you can get a 1,000 point game (often ~20 models each, for a round number) finished in around an hour. How cool is that?

  18. This may be off topic. I'm not sure. Well actually I think that it is. I debated starting a new thread, but I think the heart of what Warwick is doing with this thread is the same heart as my idea, so I'm going to put it here.


    My question is.. what are we looking for in Warlord? As Warwick has noted, there's been a few posts lately that have sparked plenty of debate (what goes for heated debate around here, haha, thank goodness this isn't the Privateer Press or World of Warcraft forums! I like our little oasis of sanity here on the web). Some people think this or that is over/under powered, there's some serious questions about the balance of the game, and so forth.


    We've got the group of people who want things to change in one way or another to accommodate real or perceived balance issues.

    We've got the group of people who want nothing to change because they either see change in and of itself as destructive to the success of the game, and/or they believe the game is fine as-is and that the balance issues fall into the "perceived" category.


    So back to my question - What are we looking for in Warlord?


    Even these "balance issues" conclude in games where the winning player has a margin of, typically, no larger than 25%. That's very narrow! Really, it is. I've been on both ends of Warmachine or Hordes games where the margin was 100%. Believe it or not that's far more normal than a 25% margin, for those two games. I don't play Warhammer in either incarnation, but people I talk to relate that it often comes down to who hits who first, and the game is decided then. What I have observed holds that up.


    So for balance.. what are we looking for? If the blowout games have the winner up by 25%, I'd say that works out pretty well.


    As an alternative, a perfectly balanced game would feature two people getting together, rolling 100 d10's, adding it all up, and declaring the person with the higher total being the winner. And if that's how it went down, everybody would lose.


    In order for a game to be fun, there has to be the chance of a blow out. If EVERY game went down to the last man, no matter how skilled or cunning one player was and no matter how raw and untalented the other player was, then the game would be too simple and wouldn't be worth investing too deeply into.


    I think there's a difference between "I was outplayed - either during the game or in army creation - and I got stomped hard." and "This game is broken because of x and y and z that my opponent has that I don't have.



    Just last week a few of us got together for a warmachine tournament. I took a model as an experiment - to see if I could do well with the model even though it wasn't that great in the given format. I got demolished. It was terrible. Out of three games I had one close loss and two blowouts where I didn't even manage to kill one enemy model. My opponents could shut down my tricks, they were able to outmaneuver me, had better damage output, the whole nine yards. Were their forces broken? Nope. I put together a shabby army without the tools needed to handle the opposition, and I failed to capitalize one the few tools I did have at my disposal.



    So that example was a bit extreme.


    But in reality, when you put together an army, you've got to think to yourself "It is reasonable to expect that I will face some or all of the following: Superior numbers, High quality models, Magic, and Fast models. What am I going to put into my own army so that I have what it takes to respond to these threats?" I'm not going to go back and rate the armies used in the battle reports posted based on those principles.. But the idea is, if you are having trouble taking down something big and don't have models with Cleave, Mighty, or good MAV and lots of attacks, it's your own fault for not choosing that option at army creation time. And if you're having trouble getting swarmed, then it's your own fault for taking so few models. And so on down the line.



    I'm not sure I've done my point justice, or even gotten it out there at all. I think this digressed into something other than what I had intended. Bottom line, we're all gamers, and we like to win and losing sucks and we have a tendency to defend our gamer ego when we lose by pointing out how what we lost to was obviously cheesy and broken. Sometimes it's true and sometimes it's not. Sometimes the dice betray us, or the initiative deck betrays us, or we just didn't think our moves through and gave our opponent some really juicy opportunities to wreck our army.

  19. I think that having the points earned escalate is a good thing. It de-emphasizes the early rush by the guy who chose to take cavalry, and will create some really interesting situations where you feel obligated to contest all of the points late in the game when both players resources are stretched thin and really banged up already. If I were to play the scenario I'd keep it as-is. Wicked cool!


    I also second the motion for a sticky of scenarios. Actually what I'd love to see is a section on Reaper Games for scenarios. Scenarios can be sorted and "tagged" like miniatures are in the miniature finder gallery. Tagged by number of players, victory conditions (take and hold, kill them all, escape, points, etc). I know that all takes work so I volunteer myself :P


    And if that's too much ambition, at very least a page on Reaper Games where player-created and official Reaper scenarios get posted. There used to be art and fluff and I think maybe scenarios "way back in the day" and I think those would be cool things to come back. Again I imagine the thing is that it all takes work to sort through. Adding a link and a new page is 10 minutes work, but handling an influx of player content, deciding what's pure junk and what is actually worth posting, etc, is probably not hugely beneficial to the company so it's not a priority - that's my guess. But anyways what I'm trying to say is, those things were cool and I vote for them, if voting counts!

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