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wal enalut

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  1. I will be there with my dwarves--we want revenge for Blue thunder claiming a "victory" after only playing 1.5 rounds--just because his S.O. showed up and wanted to have dinner was no excuse to delay a game of warlord.....
  2. Bullrush (suggestions?): If charging into combat agaisnt a model of a smaller sized base, the charged model makes a discipline check. If the discipline check is failed, then both models are moved 2" in a straight line in the same direction as the charging model moved. The defending model adds its support bonus (i.e. reach-trencher) to this role. If the charged moddle is forced to mive through other models, those models are moved back as as far as necessary along with the model. This is to simulate the shock effect of cavalry and large models striking a defensive formation and disruptign it.
  3. I would suggest a type of offensive counterspell--Call it Disruption: Disruption: The casting mage choses an opposing mage within 18" and LOS. The two mages each roll a D10 and add thier casting ability, with the castign mage adding +1 to his roll. If the casting Mage rolls higher, the target mage cannot cast any spells during its next activation. Althouhg this could aslo be used a straight roll against the MD--but I like the idea of a battle of magical powers.
  4. Thanks for the responce, Stubbdog, I agree with both your points to some extent, I had not though about timing the scoring, but that would seem to effect things dramatically. So far for we have only used the scenario in what I would call "quick" games. I beleive one was played in about 45 minutes and lasted 2 turns, while the other was about 75 minutes and lasted 3 turns. In both instances, because of the time constraint (working late and the FLGS closing time) we undeerstood the time crunch and neitehr of us was in a posistion to just sitback and scheme. For a game that is not quite so time compressed, I think that scoring at the end fo each round is an interesting idea. Thanks for teh food for though
  5. Stubdog, Thanks for the ideas: 1) I think I like, but I am concerned that it may overbalance certain models: specifically models with flight and Burrow that can get to the counting zone without engaging in combat, and only drop in at the last moment, as opposed to regular movement models that have to fight their way there. In the 2 games Bluethunder and I have played this would have yielded the same results, but what had been very close games would have turned into a route. Additioanlly, this would seam to overly favor swarm forces--but I conceed the current scoring may favor fewer higher mobility high point models. Worth looking into. 2) Haven't tried multi level hills (we have so far only used a specific piece fo terrain at the FLGS), but I like the idea. Once more, my biggest concenr is flyuers and burrowers etc... that can avoid combat and double move. But, since they can be isolated, it could work. Once more worth looking into. 3) So far one of teh the things we have liked is the randomness of the deployment, and the fact that you can get very brutal fights very quicly--Such as the last game where a Hydra came in right behind a troop of Shieldmaidens only to be followed by a full troop of Dwarves on Bears. The first activation draw saw the Hydra die to the Bears (but due to posion and spread out defensive strikes) the Bears lost about 40% of thier damage tracks. The random, interspersed deployment aslo has led to a few brutal fights for the approaches to the island, and creats soem strategy for trying to meerely cut of the opponets access, rather than just killign models. Overall, not a bad suggestion, but it seems to eliminate one of the aspects we ahve liked. Anyway, like I said, we have enjoyed the scenario, and I would encurage otehrs to try it and share your thoughts.
  6. The Warlord group at Krystal Keep in Dayton Ohio usually meets on Monday nights, and we usually have no more than 2 hours to get a game in (usually much less) before they close at 9PM. For the past two weeks Bluethunder and I have been refining a scenario I came up with during our weekly game—we were starting late and didn’t want to do a normal run up and kill type event. So far (after 2 tries) it seems to be a good change of pace and also (although we haven’t had the chance yet) looks like it would lend itself well to multiplayer games. Basically it is a king of the hill scenario The Winning player is the one who has the most points on the hill when time is called (so far we have had to call the game each time when the LGS closed for the night). Models are counted as on the hill provided at least 25% of their base is on the hill. KING OF THE ISLAND HILL Table Setup: 1 Played on a 6”X 4” table (although it could be modified) with a hill approximately 8” diameter in the middle. 2 A River (usually about 4” wide” runs from one corner (starting about 6”-8” from the corner on the short side of the table ) to the opposite corner (ending about 6”-8” from the corner on the short side of the table ) In the middle of the board, the river bisects forming 2X 2” (could be more) streams on either side of an island containing the hill, usually about 2’ long by 1’ wide, but giver or take. The water is lines with hedgrows or woods or some other type of difficult terrain to somewhat keep amphibious troops from avoiding the crossing points. 3 6 paths are set up: 1 Running from each corner and 1 starting from about the middle of each long side of the table. And converging at the hill. The paths are not paved, and are about as wide as a giant base. 4 The Paths converge and form 4 crossing points (2 per side)—so far we have always used Bridges. 5 The paths are somewhat screened from each other by various hills and forests etc… We have played with much more terrain than most other games, thereby forcing some nasty encounters. Range and Spells are still important since there are several hills giving LOS to the Hill goal and its approaches. Deployment: 1 Deployment zones are as follows: Number these paths 1-6. Corner deployment zones run for 12” along the path, and are3” on either side of the path. Mid table deployment zones are 6” along the path and 3” wide. 2 A dice/card is put in the stack for each unit (so far we have not assigned cards/dice to each unit except as described below). For each deployment activation, roll a D6, and that unit deploys within the deployment zone corresponding to the dice rolled. Unites deploy as normal. Models may not start combat in base to base contact with an enemy model. 3 Units with a spy in the group can be buried and deployed later in the deployment phase. Additionally when the d6 for the spy is rolled, the owning player may add or subtract 1 to the dice roll to select a deployment zone. For example if a 3 is rolled, the owning player can deploy that unit in the deployment zone corresponding to 2, 3, or 4. This can be done whether or not any other unit, enemy or friendly, is in that deployment zone. The Idea is to make it a fast paced game with strategy—to force a race to the hill and create the potential for choking off the avenues from advance. We have found there to be a lot more tactical of a game than expected. Control of the bridges and the hills overlooking them can be vital. Winning: Players agree to the length of the game before set up. The Player with the most points on the hill at the end of the game is the winner. Models must have at least 25% of their base on the hill to be counted. As I have said, Bluethunder and I have played this twice, (both times in about 1.25 hours) and about 2-3 turns. The first game was 2000 points Dwarves (Me Winner) vs. Crusaders by about 10 points, and the second was 1500 points Dwarves vs. Reptus (Bluethunder Winner), by 4 points. Both games Bluethunder pulled a trick out at the last moment to try and snatch victory from the rightful hand of the Dwarves (he succeeded once--darned poison tipped arrows). Anyway, we have enjoyed it and are trying to revise it so I am posting it on here to see what others think of it.
  7. Not that I am disputing with you Quicksilver, but where does this "official rule" come form? Is it in the main book or a RC?
  8. Follow up question: then--First strike and stuinned modles: If a stunned model stands up and attacks a modle with firststrike--does that model get to use first strike to tunn it agian? I had asked this question a whle ago and had it answered that yest--the modle was not B2B at the start of the activiation; but based on the text above "Stunned models that are in Base-to-Base Contact with an enemy Model that are revived are still in Base-to-Base Contact; they stand up in the exact spot they fell." It seems to say that no, the first strike doesn't happen. As a corralary--if a model w/ first strike is based by a stunned model at the start fo the turn and another model moves into B2B with the first stirke model--does that model get to use first strike? Give that stunned models are still fearsome, it seems that they still effect stnadign models and so shoudl negate first strike? Is this so--if it is or is not, I thin the txt should address it.
  9. We have always played it that you must make the tough cheks as soon as the troop activiates--and thus cann't heal the model witha modle form the same unit. Is there support for either posistion in the rules?
  10. Actually, We have played it at my LGS that although the model cann't make a ranged attack agaisnt a model that has based it--it can make a ranged attack against another model not basing it (but the ranged attack triggers defensive strikes).
  11. Played a game last night and had the question come up of what triggered a first strike defensive strike: I have always played that First strike is triggered like any other defensive strike--and thus only an attack against that model (or a ranged or magic attack) would trigger the defensive strike. Thus I used the tactic of basing a first strike model on one turn but not attacking it that turn so as it deny it first strike. My opponent thought that the mere act of basing the model triggered the defensive strike, so that the above tactic is not valid. So I put the question out there: what triggers a first strike defensive strike?
  12. Although I have found the synergistic effects of Toch of the goddes and the SA that allows Adepts in multiple troops to be quite overpowering. When playtestign aginst a few BL members at the FLGS, I found 4 troops led by a pimped out Skaldi with a mixed group of Sheildmadens and Valkeryis and then seperate squads fo valkeries and Shieldmadens was absloutely bruatl to face with Meele--I found that list coul not counter range and magic attackes well. Changing topics--Although I started with Dwarves with the standard Bears and Shieldmaidens list, lately I have really seen teh effectiveness of Piercers. We have been playign a descalation league (started with 2000 points, then 1500, then 1250, then 1000 then the last to at 750) And, especially at teh lower games I ahve foudn teh piercers to be absolutely brutal. Passible armored for archers, but with an exta dmage track it seems, good to hit bouns and the brutal critical shot, I have found that they can tear apart most lists--especially if they are backed up by a squad of meele road blocks--eiother shieldmaidens for obvious reasons or forgemaidens for fearless (shooting into meele). I have also and additionally found that Snoori (equiped with GM Armor and GM Ranged Weapon for and additioanl 80 points) is well worth it--the plus 10 to hit on a 2 poit critical shot with a poison toek is well worth the 186 poitns for the DV 13 model. Last night I wailed on a bugbear force of Bullies, Archers and a champion in a 750 point game by killing all enemy without losing a model (thanks to a passed tough check on a piercer). My force: I don't rem,bner all the exact point breakdowns but I know it came to 749 King Thorgam (SP)--GMA; GMW--178 2 Shieldmadens--140 1 Halbradier--34? Snoori--186 Tohil--60? 3X Piercers--171 3 Troops, 2 spies for actavation cards. I have used it (or a slightly larger force) effectivley for 3 weeks now using a variety of tactics--usually concentratign on droping large individual threats (especially solos to remove the activation card) but have also done quite well hitting multipel models for the 2 points on their way in and then taking whatever pot shots I can once meele is engaged. I have foudn that dwarves, especially shieldmaidens can pass disciplien checks often enough to stomach shooting into meele.
  13. Havign been on the recieving end fo Bluethunder's Lupine force, It plays very well. I play dwarves (usually bears and shieldmaidens), abd have stuggled agaisnt the force. I acknowledge that the first 2 games I lost was mostly due to my unfamiliarity with the new faction and its specail abilities--leap and ferral rage. But even after beign exposed to it, I have found the combination of Slayers and disabling wildwolves to be quite powerful. Compare to Dwarves on Bears (which sem already to be a very point efficient model), the Slayers are a great buy--sacraficing 1 MA and 1" of movement for an extra +2 to hit, +1DV and 1 more damage track for only 8 points. That beign said, I acknowledge that I have been at an initiative disadvanttage based on my chosen force--usually 2-3 troops +1 Tactician. All this beign sauid, in the hands of a skilled player who understands how to get leap, Ferral Rage, First strike and Shock to work at the same time, they are capable of deliverign 1 awsome round (averaging 3 MA at +10 to hit, plus the disabling from the wolves), followed by several good rounds, after the opposing player's force beign degraded by the smackdown provided by ferral rage. That beign said, the Lupines are vulnerable to magic, given their limited healing and poor MD scores. However, given leap, they are more able to deal with casters than other races. All in all it has struck me (being on the receiving end of it) as a very solid meele list with maybe 1 underpriced model (the slayer) My conclusion--ragers are not something to be feared, but the combination of slayers and disabling attacks (wildwolves and moorhounds) can be utterly brutal.
  14. I would normally agree, but in certain circumstance, it is not possible to move the model out of base contact, and since the Defender can allocate Def. Strikes to any model providing support, there are times when it cannot be avoided. Thus (as happened here) it the Defending Model was attacked by several other models, and the Defender chose to allocate the stiek to the model on its last line. Can an attacker declare that a model is not providing support and therefore is not a valid target for a defensive strike? Or there are also instnaces when an entire force (or the great majority of it) has first strike.
  15. 2 Issues that came up in our weekly game tonight regarding first strike: 1) When does a model charged by a model with shock mae the shock roll? Do the attacking Models get their first strike? We rulled that it happened before the first strikes based ont eh text of the shock rule, and common sence--what happens if the charged Model has first strike? 2) When a stunned modeld stands up and is force to be in base contact with a model with first strike that is attacked that round (and the first strike model is not based by any other model). Does the Model get its first strike that it can use to stun the model again before it can take any action? We rulled that the model did get first strike based on the ruling from last week. However, this seems to make first strike overlypoweful.
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