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Everything posted by jdripley

  1. I believe it goes something like this: A model with the Spray SA can carry a can of primer as equipment. If it successfully wounds an enemy model it may use the can to spray over that model's paint, thus adding insult to injury. but it's a little underpowered because not all models get painted in the first place. So it's situational, you see.
  2. Head on over to mektek.net if you want to jump in on a free download of mechwarrior mercenaries, including both released mech packs from Microsoft and (currently) 3 (but soon to be expanded to 4) mektek mech packs. This is the entire game, you don't need disks or anything. Microsoft allowed Mektek to release all of it for free. Bonus points!
  3. I've benefited from the "no cohesion rules" thing, actually. When I first got into this game I only had a handful of miniatures. One of the things I did was has just three archers in a troop with a sergeant. I would space the archers out all along my front line so that a single obstruction couldn't completely negate their impact, and so that they'd have to punch through my line three in separate places in order to get all of my archers. Now that I have enough models to field a serious screen for my ranged units this is less of a big deal, but the tactic is still somewhat valid - and in a game with cohesion rules would be completely impossible. I play games where cohesion rules go both ways, and honestly I'm not sure it improves or devalues a game either way. So long as it isn't something like Warhammer Fantasy, that of course would get ridiculous without cohesion. I can say, though, that when playing Warlord I do enjoy the freedom to have every model do its thing all the time, regardless of where exactly on the tabletop I need it to do its thing.
  4. Ranger is very hot in a scenario game that calls for standing on an objective. If you can be part way there already it really opens up your options. Sure many models in the game can run to stand on an objective in the middle, but it's basically the sole territory of the Rangers to be able to *charge* onto an objective - which gives you an early chance to kick off an offending enemy troop. In a straight up battle I often deploy my rangers to a flank. The objective of a flanking force is, of course, to actually turn the flank and begin hitting the squishy bits behind the enemy's front line. Having Ranger speeds that up by half a turn, which may not sound like much but it really is an advantage. Often it forces your opponent to throw resources into staving off your rangers, which weakens their front. Always a positive thing for you. In cases like the People of the Desert Wind doctrine for Nefsokar, when the whole army has access to ranger (depending on how you build your list of course) Ranger just gets you a smidgen closer in order to get into the fray quicker. I often find that in games of Warlord turn 1 is mostly ranged probing and a big rush towards the middle. Turn 2 is where it gets really nasty. Ranger changes that dynamic by creating the potential for 1st turn combat. Many players count on not having to worry about melee on turn 1, so introducing that possibility rocks their plan. Those are my thoughts on Ranger at any rate. Certainly if your opponent has overwhelming ranged strength, your Rangers are kindof putting themselves on the proverbial golf tee unless you can tuck them into a forest or whatnot.
  5. Bingo. scrap thralls are Cryx solos. They're fairly weak, shambling things that the Cryx march forward as "living" bombs. Once they reach you, BOOM! The crazy thing is they have models that can salvage the scraps from a destroyed construct to create the suckers.
  6. I think it has more to do with the opponent than anything else. If the other army has a serious ranged component, hanging back really only plays into their hands. If you don't run up to an archer, it's never going to run up to you, right? But if your opponent obliges by not having much punch at range, sure you can play more defensively. I think that the key to making them come to you - just like in my first paragraph there - is to have plenty of range so that if they don't, you can play out the advantage. Most players will understand that and they'll oblige you by running madly into melee as quickly as possible. Then you just need a seriously good counter punch ready. Hill Giant, or Varaug and Berserkers, or something like that. Maybe you put a thin screen of goblins out front to take their first charge.
  7. Looks like you guys are getting into it! Any epic clashes yet?
  8. sweet story! Can't wait to hear how it all pans out!
  9. Well the familiar can be as far away from the caster as it wants. It must remain within LOS of the caster if the caster wants to cast a spell from it, but distance between caster and familiar is not a factor. Once the spell is cast, however, the range of the spell from the familiar as point of origin is halved. So for example, a spell with range 18" cast from a familiar would have an altered range of 9" from the familiar, regardless of where on the table the familiar is (so long as the caster can see the familiar according to LOS rules).
  10. I love the old Inner Sphere Succession War era medium chassis. Clint, Vindicator, Dervish... man, those were the days, before all of those fancy ultra autocannons, ERPPC's, double heat sinks... When common sense played a role in weapon load out. You had your main autocannon, a supporting missile or long or short range depending on the calibur of your AC, and a laser just in case the battle ran long. And if you were really lucky, you had some jump jets. Course, that might be why the Clans beat the life out of the Inner Sphere when they invaded, and why ComStar had to step in and pull off some fancy footwork to save the poor suckers who were still using AC's and standard single heat sinks. Thanks for posting those pictures and reminding me of my own personal perspective on the "glory days" of Battletech's storyline!
  11. hah, that's a bummer view man! Sounds like the bit in the rule about "not using spy again" means you cannot re-spy a card that has already been spied. And yeah, I would advice spying later in the turn if your opponent has a serious card advantage on you. I've played many games where the enemy has a 3:1 or even 4:1 card advantage on me, and those are NOT the kinds of games that you get much mileage out of spy with. If anything, it's best to use it on your own cards, as some people have mentioned - to force your opponent farther into your trap before you spring it, for example. It's definitely a tricky SA in that it's not like so many of the others that just take effect as models resolve a fight. None of the other SA's really involve timing issues.
  12. Cool beans! I love a nice, well-rounded list. That approach has always appealed to me far more than a more focused list.
  13. Nice! I could do half of that with the LE figures I have. In fact last summer I demo'd some Warlord and used LE figures to fill out a few of the factions that I didn't have too many models for. It's awesome that they have enough of one faction, at least, to have a full demo list. My only quibble is that Railor can only carry 10 soldiers in his troop and you've got 11 in there. Here's another version that shuffles the models around: Necropolis - 498 points Troop 1 Railor of the Unbodied Naomi, Mistress of Wings Skeletal Archer x 3 Skeletal Warrior x 2 Skeletal Spearman x 4 Troop 2 Gargoyle x 4
  14. Hm, this actually is a good question. RG is correct that Inspire doesn't designate a specific model and that it applies to all enemies in b2b with the leader. It seems pretty clear to me that at the time of the action, the bonus is granted against all enemies in b2b with the leader. I'm not sure I'd rule that the leader has an "aura of Inspire" for the rest of the activation, such that charging a new group of enemies gives Inspire against that group as well (or instead of). The rule is very much present tense: "...against any model the Leader is in [email protected] with..." and I take "for the rest of the current activation" to be a clause limiting the duration, i.e. putting a stop to the effect, rather than as a clause allowing you to gain the benefit and then move away with the leader. I hate to do it but I'm going to appeal to an out-of-the-rule reason here... Inspiring leaders always lead from the front. It's hard to geek up your soldiers if you run up, slap an orc on the face, and as you run screaming past your own soldiers shout to them "kill the one I slapped!!" Much more inspiring if you run up to the orc, cross blades with it, and say "to me, brothers! Bring the beast down!"
  15. Flying models ignore terrain of every type - the terrain is on the ground and the model is in the air. The rules make no provision for very tall buildings/mountains, I presume for ease of play. If it's terrain it doesn't matter for the movement or LOS of a flying model. Fliers may engage in melee with other fliers. Imagine a layer cake - the lower layer is for burrowed models. They never have LOS for ranged/magic attacks to anybody, but can freely move on their lower layer of cake, and may fight each other. The middle layer is for regular models on the ground, and they can move about and shoot subject to the terrain that's on the table and the other models on the table. And the top layer is for the models that are flying. LOS is always unrestricted and the only things their bases may interact with (as in getting into b2b with) is other fliers. Models on the ground may shoot using RAV (although they suffer -1 RAV for doing so) and casters may use spells on fliers (with no penalty to CP). If you don't have any archery, hopefully you have a caster who can cast Winglock to bring the fliers down to the ground where your soldiers can beat them up.
  16. I've always been a fan of working in the natural environment into a dwarf structure. Much of dwarven lore talks about how they carve their fortresses out of "the living rock" - i.e. they carve straight into bed-rock. Which means that at the edge of what they build is rough bedrock. I see an "above ground" dwarven structure as only the very top levels of a more thorough network of tunnels and caverns. I've found that joint compound slathered liberally and shaped into a rough blob makes a convincing exposed bedrock look once it dries, cracks some, and after you sand the whispy bits off, paint it dark grey, overbrush with light grey and drybrush some white highlights onto the high edges. Just a thought.
  17. ...you would have thought the elf would have ducked....
  18. I tend to leave the familiar at home most of the time, but that's because I usually build a list that focuses heavily on melee to the exclusion of magic and ranged. It's not really a good habit. Also, when I do take casters, nine times out of ten it's the sort of caster that can handle itself in a brawl (Herryk, for example, or Thoth) and thus I play them pretty far up and the LOS benefit is not that big. And when I play Moandain, all Undead leaders act like Familiars for LOS purposes so you don't need an extra one really. I have actually been thinking of making it a point to bring familiars just to try it out since I think it might be something I could make work in a big way if I make the effort to figure out familiar-foo.
  19. Yeah, they've done a good job of giving everybody a reason to fight everybody else. Sure the "good" factions (Dwarves, Elves, Crusaders) generally only have misunderstanding type reasons to fight, but everybody else has serious issues with each others. "crusader, dwarf, elf, and the necropolis" is your list of "next favorite." Crusaders - Nefsokar is definitely a divine type army - everything is by Sokar's will and all of that. Crusaders have three primary deities, none of which is Sokar, so there's the whole divine conflict thing to play out. Dwarves - as stated above, have a knack for cracking Nefsokar tombs, which gets the Nefsokar pretty upset. Elves - usually do not go tomb raiding themselves, BUT often will buy and sell in stolen tomb artifacts, and according to Sokar's law knowingly possessing something that was stolen is a crime. And the Nefsokar really like punishing crimes against Sokar and his law. Necropolis - there's some delicious lore about how Thule, the seat of power for the Necropolis, was a burial city for the Nefsokar a long time ago. When the vampires took over there they pillaged many of the tombs - one of which belonged to Neb'nesew Ne'pet, currently an Everliving mummy caster warlord. He's pretty bad news, and he's especially ticked off at the Necropolis for their crimes against the dead at Thule. It's his personal mission to take down the Necropolis, and even though in the fluff he's not really succeeding at all, he certainly gets an A for effort! Really, I think any faction other than Reptus would make great grudge match opponents to Nefsokar. Reptus only really get upset at people who intrude, and yes they're on the warpath now, but they wouldn't really single out the Nefsokar. And the Reptus really don't do anything that would upset the Nefsokar besides get in the way occasionally.
  20. Thanks for the encouragement, guys To me story is always more fun than just a simple translation of data, and often in a battle report there are so many key factors that just don't make the report. So I figured, heck with it, I'll cut out the minutia of "x number of models died, this one focused and blah blah," I'd exaggerate the best parts and skip the boring parts and add some character to the whole thing. And Thoth is just a completely awesome character, so how couldn't he be the focus?? I really dig the lore about him from the old Nefsokar faction book. Well, now that I know people enjoy that sort of thing, I suppose I'll do it again.
  21. Thoth's beaked head cocked to the side as he tried to overhear the whispered conversation between two potent mummies. "...up ahead, encamped..." Khadath was saying, gesturing with his wrapped fist, slamming it into his other hand. "...shall know... never again..." was the Storm Lord's reply. Thoth wished they would include him in their discussions. He yearned for information like the living desired water while traveling the desert wastes. Never the less, experience could fill in the gaps for him. Khadath had been prowling and he knew where their quarry rested. Dawn was approaching, which meant that Neb'nesew Ne'pet, the so-called "Royal Lord of the Sky," would make sure it was a rough morning for their enemies. Before long, Ne'pet had his cadre of mummies assembled and was beckoning for Thoth to join him, staring with vague, glowing eye sockets. Thoth's limbs ground as he assumed his place in the vanguard. Away to the left he could see Khadath leading a troop of constructs, a mix of Guards and those vicious Devourers. Neb'nesew had his hands to the ground and whispered the words of ancient pacts, and from a depression to the right a huge, black scorpion shook the sand from its back and clawed its way towards the mummies. Thoth would have grinned, except his crafted form denied him the ability to express emotion on his face. Instead, he clicked his beak and returned his attention to the Storm Lord, awaiting the order to attack. Who was the quarry this time, he wondered? Eying Neb'nesew Ne'pet again, he wondered if the powerful mummy enjoyed keeping him in the dark. --- Logrim was supervising the breaking of camp while strapping the last of his armor on. After placing his winged helmet atop his head, he hefted his massive greatsword and gave it a few quick swings, then he replaced it upon his back. "You there, Doril, Dain, watch yourself with those tents. You'll be sleeping outside before long if that's how you break camp!" Logrim kept a watchful eye on everything in the camp, so he couldn't help but notice when Herryk Aesir stopped, put down his load, and reached a hand down to touch the sandy soil. He also noticed Herryk's suddenly serious expression. --- Thoth broke into a run with the rest of his companions. His heavy cleaving blades sliced through the air as he tested their arc. In the shallow valley ahead camped a score of Dwarves, and one, Thoth could see, was clearly a student of the arcane. His mind raced ahead to the joy of devouring the knowledge in her spell book. What mysteries he would uncover! --- "At the ready!" Logrim shouted. He desperately tried to rally his soldiers to his side in time, but there was nothing for it. The Nefsokar had gotten the drop on them, and there was no time to prepare an adequate battle line. Logrim's heart sank. Then his eyes locked with Herryk, and the other's intentions dawned upon Logrim. Gritting his teeth, he prepared his mind to cast a spell... --- Thoth felt the thrill of victory before he was a dozen yards from the enemy, but in an instant the earth shuddered and the battle was no longer a straight forward slaughter. The earth split apart, hot magma splattering mere feet in front of him - and, unfortunately, all over a group of mummies, who promptly burned and dropped to the ground. Nearby, with a loud rush, a wall of fire erupted from the ground, and Khadath and his constructs barely avoided tumbling through. Elsewhere rocks jutted up from the ground, forming a low wall. Behind which, dwarves with crossbows crouched and sent a volley into the Nefsokar. Thoth was no stranger to a chaotic battlefield, though, and nothing the Dwarves had done rivaled the power of the Storm Lord and his cohorts. Stalled from fighting the enemy personally, he himself turned to his arcane powers. He too broke the earth with his will, scorching ground and dwarf alike. The Storm Lord raised a decayed hand, and with an ear shattering boom loosed an arc of lightening that cooked several of the dwarves in their armor. A prophet of Sokar incanted powerful words, and in a blink he teleported a whole group of Tomb Guardians into the midst of the dwarves where their bronze blades sought tough flesh. --- Logrim was happy with how Herryk's plan had gone, but it was clear that they could not carry the day with magic alone. Margara's fiery wall had guttered out, and massive golems twice the size of a dwarf were charging through, incredible blades zipping through the air. The Piercer's bolts snapped against their obsidian skin, and in an instant the enemy was in their midst, crushing and swinging. The Dwarves fought back with equal savagery, and soon blood and stony chips littered the ground. His magical blade glowed as it bit deeply into a golem, but Logrim could see that one of the piercers under his command was in trouble - he quickly incanted familiar words, and the ground below the offending golem became saturated with water. The golem tripped and began struggling... the piercer, Dorel, was safe for now... --- Thoth was nearly to his quarry, but a stalwart line of Dwarves, backed up by their allies with long halberds, kept him at bay. He was furiously swinging while chanting arcane words to augment his physical prowess, and as he sought an opening in the enemy thicket of weapons, he barely glimpsed a hammer made of pure, angry fire arcing towards him! With a superb effort he emptied himself of his arcane power and just barely managed to ward off the attack. Thoth nearly jumped with elation! A new spell! Knowledge to claim! His determination redoubled, and he quickly slew two of the dwarves in front of him. "I must have this knowledge!" Thoth thought. --- Logrim knew when it was time to cut and run, and he knew that the time was now. Half or more of Herryk's fighting company lay in the sandy soil. The mummies had bypassed their hasty defenses, the constructs had proved too fierce, and the might of the Nefsokar spellcasters was wreaking havoc. Still, an orderly retreat could save lives, so he waited on Herryk's command. --- Thoth could feel victory again. The dwarves were hard pressed, and he was mere feet from that dwarven mage! He was utterly surprised, therefore, when he heard the Dwarves give out a ragged cheer. Risking a glance around him, he saw that the old dwarf with the large hammer was standing next to the crushed corpse of the scorpion, and that many of the mummies lay in the sand, cloven and pierced through. The Storm Lord's eyes were full of wrath as he shouted the final words to a spell of great power, calling the sky itself to aid him. --- Logrim smiled behind his helm as he saw the Nefsokar prepare their own retreat. Herryk had single handedly lead a counter attack that had crushed the power of the Nefsokar. With the amount of spells both fighting companies had been firing off, no doubt those Nefsokar mages were nearly exhausted, and they simply did not have the numbers to slog it out hand to hand any longer. Catching an order from Herryk, Logrim lead his own contingent of Piercers in a chase to ensure that the Nefsokar wouldn't return anytime soon. ********* Thanks for indulging me. This was a pretty exciting match for me. I played Nefsokar and tried to pack as many casters as I could into Neb's troop to take advantage of his Warlord ability. Even though the spells the ability allows to succeed are low powered, it's still nice to know for sure that they will hit. I tried for a turn 3 blitz of spells to really weaken the already battered Dwarves, and it worked fairly well. Anyways, here's the lists: Nefsokar - 998 points Troop 1 Neb'nesew Ne'pet (Familiar, Staff of Sokar), Sokar's Disciple, Sokar's Prophets, Thoth, Tomb Guard x 3, Awakened Mummy x 7 Troop 2 Khadath (Magic Weapon, Book of Tactics), Ammat Devourer x 3, Anubis Guard x 3 Troop 3 Giant Scorpion Dwarves - 998 points Troop 1 Herryk Aesir, Margara Firetongue, Ivar Silverfist, Shieldmaiden x 3, Warrior x 3, Halberdier x 6 Troop 2 Logrim Battlefury, Durgam Deepmug, Warrior x 4, Piercer x 3 Terrain had a roughly circular set of hills with passes breaking the circle. That was mostly towards the Dwarves side, and the Nefsokar had various stone outcroppings and a few hills of their own. The Dwarves attempted to wall off the Nefsokar charge via Wall of Stone, Wall of Fire, and Molten Earth. It was a pretty nifty trick but the timing was just a little off and only stalled the Nefsokar slightly. Unfortunately for the Dwarves, the Nefsokar could still zing spells over the Molten Earth, which put the Dwarves in a bad way early on. Cross Death's River is always a party, and it turned out to be the sort of party that keeps the front line from being the front line. Never the less, soldiers sent behind enemy lines usually don't last long in this game, and that was the case for the Tomb Guards. The turning point really was when Herryk managed to kill the Scorpion with his first action and cast Earthquake, stalling the mummies long enough to allow the Piercers to do their thing. At that point it was very nearly just Neb'nesew, Thoth (engaged) and the Disciple, with a smattering of other Nefsokar. The Dwarves were beat up pretty badly, but Margara had a few SP left, as did Herryk, and there were a handful of Dwarves that were free to charge the Nefsokar casters. Neb used Sandstorm to keep the Piercers from earning any turn 5 points, and the casters played it cagey to end out the fight. In the end Dwarves edged out Nefsokar by 50ish points. Pretty close!
  22. I, on the other hand, find Judas to be the #1 butt kicker. Not quite as much now that Vampire doesn't give as many heals as it did previously, but then he's also got access to DR via friendly spellcasters, and that's just as good. The trick with Judas is to use him conservatively at first until you've tied up and/or dealt with the enemy models that can seriously hurt him. Against rank and file he'll be able to feed to heal any incidental wounds he takes while ripping them limb from limb. Flier is extremely good with him, as it keeps him safe late in the game if things get sticky - fly away after your combat action to keep from getting mobbed. Gives your crimson knights another turn to tie things up before Judas lands again and messes something up bad.
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