Jump to content


  • Content Count

  • Joined

  • Last visited

Posts posted by jdripley

  1. Not that I've painted orcs, but with models I paint I've gone both ways. I've never had bad results with pre-gluing, then if it becomes awkward to have the part attached, just snapping it off. The super glue I use doesn't stick so hard that that's a problem, especially at shield joints and wrist joints. Then I use a file to rough up the joint before I reattach after the painting. Helps the second glueing to form a better bond. Usually a little bit of painting over the new joint is necessary, if it's visible. NOTE: do NOT paint the new joint immediately!!! I ruined a perfectly good brush by doing that. I didn't wait quite long enough for the super glue to dry, and when I painted over the wet glue the brush wicked some and then it was completely ruined. So be warned :D

  2. Maybe this isn't a fair comparison.. and I sure as anything don't have a clue about production schedules and what goes into all of this. But here's my take. Blizzard, one of the more popular/successful/whatever game companies consistantly misses production deadlines. Blizzard realizes that they are in the business of making a quality game. They are not in the business of meeting production deadlines. Yes, hitting deadlines is nice.. but I think it's a "first things first" sort of mentality, and for Blizzard it works. I don't think Reaper should be knocked for having their books come out slower than anticipated. After all, situations like this never really happen:


    "hi, Reaper, this is your faction book author. I just called to let you know that today my family decided to give me loads of free time, and inspiration hit, and, well, I got the book done 3 months early!"

    On the other hand, situations like this happen ALL the time!:


    "hi, Reaper, this is your faction book author. I just called to let you know that today my son came down with the flu, and my car broke down, and the toilet's leaking, and..."


    I think you get the point ;)

    People are people and life takes more time than we think it will. Cut some slack and enjoy the quality products Reaper puts out, and be grateful they don't rush to meet the deadline and you get an Overlord's book with shoddy rules and boring fluff.


    my pair of pennies.

  3. While 4x4 is the standard field, it's by no means what you "have" to play on. Also, note that on a 4x4 table, both players get a 2x1 deployment zone (2 foot edge runs along the back table edge, and it's centered on that edge.. so 1 foot in from each side). This gives you 24 inches of no man's land between the two DZ's. If you're both playing a fairly standard Warlord army (i.e. heavy on the grunts, few ranged fighters) then really all you need is two and a half feet by 2 or 3 feet, since you're going to be starting as close as possible and charging to the middle, breaking each other's skulls, and declaring a winner. Some of the more "subtle" type armies, it's helpful to have the full foot to deploy in. i.e. Elves may want to deploy close to the edge of their DZ, but will most likely want to retreat back as the enemy advances, so a full 4x4 board is helpful to them. I would recommend using a full 4x4 just so you have all the options. I play on a 3x3 battle mat and that's not bad really.


    As far as how terrain works: You've got hills, with varying heights, that slow models moving uphill only slightly, and give a very slight range bonus to archers who are on top. You've got various walls and fortifications which can block or grant cover to models. You've got forests which slow movement (if it's thick) and block LOS. Various structures and whatnot can block LOS and movement completely. Roads make you move faster. Rivers can be crossed, but it takes a loooong time! So really, use anything, the rules are loose enough that you can fudge any terrain into the system. Just make sure you decide what all the terrain does before the game starts! That's the big consideration, given how Warlord terrain works.

  4. So as I'm sitting here painting Logan, I'm wondering to myself. What if his horn ended up being incorporated as a piece of equipment? I dunno what it would do.. maybe a bless, or something. Or a movement bonus. Maybe if he blows it every dwarf on the board gets to make a free charge action, if they can make b2b with any model in b2b with Logan. Sortof like the Horn of Gondor in LotR... where the user blows it and everybody knows it means to rush to that place because the fighting's on!

  5. Like the title says, can we use our own color schemes for our forces and still be 'official tourney legal', or color has no bearing? I know about the 3-color rule, I just wonder if I go custom scheme my Necro's if that will be a problem down the road.


    I'm guessing it's a non-issue, but I want to make sure before I set my mind on a certain choice.



    Paint away! You don't have to have specific color schemes. From what I've heard some other games require you to paint your forces in specific colors to represent specific chapters or whatever, and that has a bearing on the rules. In Warlord there are no pre-made chapters like that. Feel free to create fluff behind your own if that's something you want to do.. and I suppose in a friendly game if you wanted to create some for-fun rules about how your necro army specifically operates, that'd be up to your play group.


    But no, colors have no bearing on gameplay, except in the 3 major reaper tournaments in which the 3 color rule applies. Paint them up like clowns if that's what you like :bday:

  6. as long as they are not "under" cover. That is, unless they have a roof over their head, they are acceptible targets.



    Why would it matter if they had a roof over their head? A roof would block LOS for an arrow, yes, but then again the rule specifically says that Scrye Shot allows you to find your mark regardless of LOS issues. It's more of a magic attack that uses your RAV score instead of your CP score. Like the Scrye Shot-er can scrye the location of a specific enemy, and then inflict pain on it or something... use telekenesis to pick up a nearby brick and bash it on the head.. something like that.

  7. Ok new list for tomorrow:


    --Logan, Margara (fireball, dispell, 2ice), Ivar (4bandage, bless), 8 warriors (music)

    --Freya, 6 maidens, 3 halberdiers (music)

    --Gargram, 3 swiftaxes, 6 piercers (music)




    Any better? 2 more models, another troop, a healer, less mage-foo but enough to make an impact none the less.

  8. You likely stand a chance, but only because your opponents doesn't own more models.



    :P Well it's all I can do really. I could swap out Thorgram for Logan, but Logan's not painted yet and I dislike fielding unpainted minis. As it is 3 of my piercers will be unpainted and my shieldmaidens are half painted. And even if I did that, the only other changes I could make would be to swap other leaders (which won't change the game much), add in Ivar with spells (which could have a significant impact I guess) or add in Snorri. I'm already using all of my infantry as it is.

  9. Alright. Here's a Thorgram list I put together to actually play with and hope to win against an opponent that gives me a good challange (we're about 50/50 against each other). He plays Overlords. The game will be 1501 points. I'm anticipating fighting Balthon, Ymrilix, Selthak, Count Lorenth, could be Ashkrypt of Matisse, and Arik if he doesn't put down Ashkrypt. For infantry, he has 8 warriors, 3 archers, a couple Daughters of the Whip... he doesn't have much in that department, but he uses his named models to frighteningly good effect so that's the main trouble. I have no doubt I can outnumber him.


    So here's my list:


    --Thorgram (+2dv), 8 warriors (musician), Margara (+2CP, Divine Favor, Firestorm, Dispel, Bolt, Scare, 2 Ice)

    --Freya, 6 Maidens, 3 Halberdiers (musician)

    --Gargram, 3 Swiftaxes, 6 Piercers (musician)



    Total of 1497/1501 points, 31 models, 5 cards including Tactician and Spy.

    Strategy: Thorgram and Freya's troop take right and left side respectively, but keeping the formation tight. Thorvald trails the King's troop in anticipation of providing Reach support to the warriors for a turn or two before engaging directly. Gargram's troop holds the center. I now have enough piercers for a Volley attack so I plan on suprising him with the additional 6'' of range. I don't plan on making much use of Scrye Shot, and instead plan on using Thorgram's melee aspect. If he puts Arik on the field I'll definately Scrye him for some early punch, and Balthon may recieve some Scrye Shot attempts as well, since he's a total piece of junk to have to fight. Other than that, high DV in the Overlords makes Scrye Shot a tough one to use. Margara's job is to deliver that Firestorm. I'm hoping he masses what infantry he has, allowing my boosted fire to take out the maximum number. If I can do that I'm sure I can swarm and kill the named nasties.


    What do you guys think?

  10. I'm not talking about the mid range figures like Thorvald but the huge guys .



    Yeah, I know. Since my faction has no large solitairs like that and I lack a Griffon still, the Bear is the closest thing I have experience with. I've seen a hill giant played, and it did fairly well, but that doesn't count for much really.


    I do have experience playing high costed leaders though :D Logan and Thorgram. Actually I have more experience with Logan, but still that's only 1 tournament's worth so it's still not much. I think that high cost models are easier to play if they fit in a troop. There's alot less planning involved in keeping them supported, since they act as a unit with their support. So I'm not sure that it even applies to the discussion.


    But here's something I'll add to the discussion: I've learned that when you use a high cost model, there's two things you need to do. Well 3, one is support and we know that already. So the other two are 1) control the flow of battle and 2) pick your targets well. If the enemy has you on the ropes you get forced into throwing your high cost model into bad situations far more often. This usually spells doom for them. And it's important to pick your targets well, because in a game dictated by math and point costs, you need to get your bang for your buck. Don't throw Logan at grunts... ever. Throw him at mages and powerhouse solitairs, etc. Since the big guys are difficult to keep alive once battle is joined, I think it's critical to make sure that their entrance to battle goes a long way towards breaking even. If you can use the big guy to take down a fully loaded mage then you've won already, point-wise. If you can take down another large model, etc, you're doing very well. It also has a demoralizing effect (which sometimes is better than a mathematical advantage) if you can slam the named models that they feel defines their army. Blast their mage, and they really feel like they're losing.

  11. Hello Reaper people!


    My friend got a copy of the Crusader's book the other day and I was flipping through it and reading some of the new equipment they get, like the Hawk's Helm and the special spear that's made for Ironraven.


    Made me think, for the Dwarf book, it'd be sweet if they had loads of weapons and armor they could use. I think it makes sense, since the Dwarves essentially have the monopoly on the iron trade, plus they're master craftsmen to boot! I think it'd add alot of really fun flavor to the faction. Since us Dwarves aren't really the magic types (although Ivar and Margara are both quality casters, no doubt about it) it would also make sense to bolster their non-magical abilities. In other words, we're not too likely to cast a hex on you, but I've got this rediculously sweet axe I can smack you with!


    Just an idea ^_^ I'm gonna eat up the new dwarf stuff no matter what you guys do, haha! :bday:

  12. Any chance the rules for said crawl could be posted? I've been wanting to run a dungeon with my friends. Not that I have the terrain for that >.> But myself and another are budding terrain-eologists and I'm sure given the appropriate motivation we could cook something up.


    When thinking about it I generally think to use the Campaign Rules' experience system, plus make up a loot table, and then my brain jams all up when I try to figure out how to balance monsters with players and all of that.

  13. Here's why I think the large point guys don't get fielded too often. When you buy into the game, you have your soldiers which are cool, and your special guys which are VERY cool! So you field them. Only you're new, so you haven't a clue how to play a large model in the game. You make some clumsy mistakes, usually of the "he's 300 points, how can he possibly die? Charge!" variety. The enemy recieves the charge, loses several models, gets spooked, and focuses every last deadly ounce of energy on that model. It dies quickly.


    Then you're left feeling like it was a terrible model. In reality the model was alright, but the tactic stunk. Unfortunately we make the association with large and bad during our learning curve, at the same time we realize that a swarm works fairly well. We start winning more (because we're getting better at the game) while we're on the swarm kick, and then it sticks with us. We rarely play large models since we do well with swarm, so our tactics with them remain relatively poor compared to swarm.


    So I guess my point is that it's more about our ability to effectively field large models, rather than the effectiveness of the model. But don't even get me into the discussion on "difficult models are fun because of the challenge."


    A good example is how I use Thorvald (not a huge model.. but big by dwarf standards (warlords aside!). I used to charge him in, and he'd get mauled (haha...). Now I keep him behind my warriors, let him lend Reach support for a turn or two, then as the line starts to crumble I send the bear charging in, and generally he rips it up if I play him correctly like that.

  14. I'm thinking of buying into Elves as my 2nd force. I want to make one block purchase to get a 750 point army that is a) fun and b) viable (I realize those quite often go hand in hand). Here's my idea thus far:


    Selwyn w/10 Vale Archers


    Meridh w/6 Vale Warriors


    Comes in at around 100 dollars worth of purchases, 19 models, 3 troops, 13 shooty types.


    From the lists I've seen here on the boards, most of you elfy types seem to shy away from maxing out the number of ranged models you bring. Is that from experience, and you've found that you need more melee types to keep the enemy at bay?


    Also how practical do you think it would be to sac some archers and add in Niriodel to Selwyn's troop? His point cost alone takes out two archers, and I could fit in one bandage or two blesses - not too many spells there. So I'd really be sacing 3 Vale Archers and adding in another warrior, and then filling with spells. Niriodel seems to be a pretty solid model, but he pays the price for it as well. Have you elf players found him to be worth the investment when I could be having 3 Vale Archers instead, each with their own SA's and good ranged attack instead of one good cleric?

  15. Here's a 1k pt force I just cooked up. Let me know what you think!


    Thorgram(+1RAV), Ivar(Hold, 3xBandage), 6 Maidens

    Gargram, 8 Warriors

    999 points, 3 cards, you even get Spy! and 17 models.


    Strategy: Obviously you're outnumbered, and you've got a killer piece of artillery on the board, so this is a defensive force, no doubt about it. This army/strategy came together in my head after reading Storm's idea of Thorgram being a mage killer and Qwyksilver's idea of using Ivar and Hold.


    Use the warriors as a speedbump. Use the maidens as a body guard for the King. Hopefully you can get the most out of Scrye Shot by holding enemies at arms length, allowing Thorgram to plink as long as he can. Ivar heals downed warriors and maidens to help negate the low numbers. If ever a block of enemies masses up and makes a run at the King, Hold then with Ivar for extra easy attacks and another whole turn before they get to engage in melee.


    Alternately, take out Ivar and his spells, and replace him with Durgam Deepmug, give the King Greater Magical Armor and Lesser Magical Weapon, and go for a low fantasy army! I kinda like that idea :)

  16. Letting them switch between games makes perfect sense to me, from a fluff point of view. The commander is facing off of Elves, wants to win the engagement but doesn't have anything in particular against elves as a political entity. So in his pre-battle pep talk he lets his soldiers know to fight hard and win, but to show mercy where they can. Next fight is against the Necropolis, and any good Crusader hates the Necros, so in his pre-battle pep talk he pumps up his soldiers and tells them to show no quarter.

  17. Another alternative, bring some Cleric power and make judicious use of Hold. Held models cannot Defensive Strike. Held models are easier to shoot with ranged attacks. Held models just have to sit there and take it, and potentially for quite some time ^_^


    Then, let your smaller melee force clean them up and move on to the next task at hand.



    Or I could just flamestrike the lot of them into oblivion and forget about hitting frozen bad guys with axes.

    But the hold idea is cheaper to pull off. 43+75=118 points for Margara and a flamestrike. 63+15+25=103 points for a hold at the same CP. The real payoff comes if you decide to play a second hold and a second flamestrike - difference of more like 65 points there. Plus Ivar is tougher to pull down than Margara is, and fights tougher in melee once his spells are gone. I'll have to give that a try!

  18. The King will destroy any mages the enemy brings without the upgrade. No hiding, typical DV ~8? Pounds them into the dirt.


    And a mage can easily cost 200 points, so you're halfway home.









    I knew that -.-


    So you're saying pick off soft targets from turn one, and hope the rest of your army can whittle the opposition down enough so that in the last bit of the battle the King can charge in, use his high MAV and hopefully not get swarmed so that his low DV isn't so critical of a problem?


    How does this 1500pt list sound?


    Thorgram, Margara, 3 Swiftaxes, 3 Piercers

    Logrim, 8 warriors, musician

    Freya, 6 maidens, 3 halberds, musician


    DF on Logrim (better than on Thorgram because Logrim will be in the thick of things longer), and you've got room for 161 points in spells for Margara. May even dedicate 15 of those to LME so that firestorms take out the maximum numbers - considering that being outnumbered is a problem when 1/3 of your fighting company is tied up in one model! My usual kit is either Firestorm or Fireball, two or three Iceshards, and a Scare if I can fit the points. If I plan on marching a block of models up the field then I'll put Margara in Logrim's troop and give her a Dispel. I've found that in Warlord there is no joy greater than watching your opponent realize that his moment of triumph was just dispelled into oblivion.

  19. From the armies I've played/faced, here's my impression:


    Dwarves (my army! cheer!) are your offensive specialists. As people have noted, Bane is indeed very nice. Most armies will have a basic grunt that gets fielded alot, and that model typically has tough. So Bane is very good! Advice for playing with dwarves, make use of numbers. Alot of our soldier types are pretty cheap point wise, so use this to your advantage. Invest in Halberdiers since our front line troops, Warriors and Shieldmaidens, both have trencher, which allows them to get the most out of halberds.


    Crusaders: clerical nastiness. They've got solid warrior types, poor range, loads of cavalry choices, and plenty of clerics. Since they're the "good" guys, they get the ability to offer mercy to an enemy. Basically this allows them to gain control of a defeated enemy, and take it away from your opponent! Mercy is very good and is a present threat whenever facing Crusaders. Don't let them gang up on your expensive models, or they will be THEIR expensive models before too long!


    Razig: These guys can arm every model with a pistol, granting them a limited use ranged attack. However their models are fairly weak in close combat. Engage them fast for best results. They can field cannons which are particularly deadly, but again, the best tactic is to charge in fast and hard instead of trying to hide from the ranged attacks.


    Reptus: The defensive specialists of the game. They have abilities that make them hard to take down in a pitched battle, have some exemplary solo models, and have good magic support. This army isn't terribly popular because it hasn't been filled out like the other armies have, but that'll all change eventually, and I predict that the diehard Reptus fans will be well rewarded.


    Reven: Gotta give a nod to this army. It fights well. Plenty of options due to the fact that it's a rough federation of orcs and goblins and ogres and giants and beastmen and who knows what all else. I'm not sure what they particularly shine at, but in my "dealings" with the Reven I've found that they get the job done no matter what it is. Perhaps the Reven's strength lies in a mix of versatility and competency.


    Necropolis: Strength in numbers. They have a sublist called Crypt Legion that is fairly powerful. I've only fought them once so I don't have alot to say about Necros.


    Nefsokar: These guys are pretty dang good with magic! The Nefsokar book is chock full of magical abilities. I haven't faced any of them, but they sound very fun. If I ever become wealthy I think Nefsokar will be my second army, and I'd run a magic-heavy list. That said, their melee options aren't anything to sneeze at. Unless you're alergic to mold that is... they have solid melee options, range isn't terribly spectacular... very neat looking army too, very Egyptian. I don't think anybody would go too far wrong with Nefsokar.


    Overlords: Good solid troop options, but their rank and file, the Bondslaves, are weak like none other. But you can field TONS of them! The overwhelming strength of the Overlords are their leaders, solos and elite models. Which makes sense, since they're slavers, so the top dogs are super nasty and the rank and file are... slaves. Good magic, excellent cleric (Balthon... enough said, good game.), exceptional unique warriors.


    So let's see, that leaves Elves, Mercinaries, Darkspawn... and I might be forgetting something else.


    Since you specifically asked:



    Dwarves - solid melee choices across the board, adequate range, our mage and cleric are both good, and our Bear Rider and Griffon models are great. Good leadership in the Sgt. and Cpt. ranks.

    Overlords - Good adept soldiery, ability to easily swarm an enemy with cheap grunts, exceptional leadership, exceptional elites, good/great solos.



    Dwarves - tend to be slower (comensate by adding a musician), low-ish DV, and our warlords are extremely expensive and difficult to play effectively (most would say they don't play well at all. I tend to say you just have to try VERY hard in order to play them well :P ) Additionally, our Rogues tend to be pretty expensive due to having ranged attacks with the pricy Critical Shot SA. Big point investment for such fragile models.

    Overlords - I've yet to find any, haha. If they play bondslaves, they're meat to range and magic, which can really hamper their effectiveness. Their warriors are adepts so you won't see too many of them anymore. Their strength lies in expensive solos, so you may run into issues with being outnumbered if you go down that route and don't use bondslaves.

  20. So if you cut down the resources idea and did it based on area controlled... as in, this is my land, and if you want it you need to fight me for it... and reduced the advancement concept down to affecting leaders, elites, solos and monsters....


    I suppose you'd need more than just advancement to still have any continuity.


    Perhaps simplify the map to wilds, village and urban, with a flat resource income.. per. Say 3, divide it any way that would make sense between supply, gold and power. Change gold to be a "repair" sort of thing. Medic's bill, essentially. You can shell out gold to heal/resurrect fallen models after battle. Supply is required to march an army or field it in battle - forget the concept of locals fighting, so it takes supply to march your army to a new block and take it over. You can use Power to.. hmm. Maybe intimidate locals, as in the rules, but also to limit your enemy? You can spend power to force your opponent to deploy before you do, or perhaps use power to scare part of his force from the battlefield. Or you could use power to protect your army from the enemy's power tactics.


    I like the idea of stripping the campaign rules down so there's far less paperwork. Seems like that's the major gripe. Do you guys think those ideas would help along those lines?

  21. Boy, that sure gets the creative juices flowing :)


    Maybe build a village 4 times as big as that, make the mountains less prominent and have more buildings and alleyways, and do some sort of a rogue scenario where the rogue needs to sneak past patrols, perform several stunts along the way, and assassinate somebody, then get out before the alarm is raised and the guards close the door.

  22. Not that I've ever read the rules on blowthrough... ever... but here's how it's been played out when people have used it on me.


    You need LOS to the first target of blowthrough. After that, you wouldn't have LOS (or at least, not clear LOS) to any other targets, since your first target blocks it (at least partially). Full RAV versus DV on the first target, then the other targets get RAV - 1, RAV - 2, etc on down the line.


    Since the RAV goes down 1 for each target after the first, I'd say that it has a built in modifier for poor LOS, so yes, it goes through model bases without a problem.


    We play that all terrain blocks LOS as normal.

  • Create New...