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Lionheart

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Everything posted by Lionheart

  1. Don't. Hang back, wait for the other guy to come to you, and then wipe him off the map. -Lionheart.
  2. In my experience, only ancient kung-fu masters who want a challenge or clueless newbs use Change of Heart. As a purely practical matter, Scoundrel's Luck is the way to go. -Lionheart.
  3. *Sigh* After all the angsty hatred of divine favor in prior editions, we get both Goodberry and Treebark on the same army list. And people wonder why I spec my lists out with the sole purpose in mind of killing big monsters. -Lionheart.
  4. Looks like a balanced scenario. The only drawback that I see is that there's no advantage to being the first to take out a totem... which means that there's good incentive to just hang back. Now if you let the first player out of the chute to pick his opponent, then you would see some eager attempts at tactical engagement. -Lionheart.
  5. What does the spray SA on Vasyl's warhorn magic item do? It won't print, even when I ask the builder to print SA's. I don't think the builder recognizes SA's attached to items rather than troopers. -Lionheart.
  6. A tournament scenario that favors particular army builds is a bad scenario. -Lionheart.
  7. When I read the scenario, I thought it heavily favored the big player in the middle. All you have to do to win is commit your 2000 point force against the speedier of the 1000 point forces, crush it, and then mop up the other guy. No need for "divide and conquer", the dividing is already done. Just defeat the opponents in detail. Sounds like that's exactly what is happening. -Lionheart.
  8. Troops should be designed according to what you want them to accomplish. Form follows function. I use 3 general troop types; hammer units, control units, and auxilliary units. I use hammer units to dish out damage. My heavy-hitters go here. Typically, the officer commanding the unit has armor of courage. Typically, I equip the troop with a unit standard. Typically, I use a mix of hard-hitting melee soldiers and soldiers that can support with reach. I prefer to keep my hammer units behind my auxilliary units. Whether I get the first punch or deliver a counter-punch, I want my hammer unit fresh when the important fighting starts. Hammer units are expensive, and therefore tend to reduce your intiative card count, so I only take 1 or 2 of them. My control units typically consist of soldiers with a ranged attack. I use them to dictate the terms of engagement to my opponent. Shooters rarely dish out a lot of damage. Their main function is to force the opponent to close to melee on the terms that you want. I typically keep these units small in order to keep my initiative card count high. Auxilliary units consist of small numbers of expendable troops. They have several important functions. I use them to screen my control units, to claim map objectives, and to keep my initiative card count high. I also use them to intercept my opponent's charges. When I don't get to make the first significant attack, when I have to receive it, I want to receive it on an auxilliary unit. I usually place my auxilliary units at the front of my force, in a loose screen. -Lionheart.
  9. Oh, and also where I come from, sportsmen don't throw straw-man arguments. It's considered ungentlemanly. -Lionheart.
  10. It's probably a good thing I'm not a judge for any of your tournaments. I'd probably have to DQ you for poor sportsmanship. -Lionheart. So, which do you find is the problem, my choice to show up with a painted army or my choice not to show up for tournaments that allow unpainted armies? Oh, it's neither of those. It's your attempt at coercing others to accomodate your weaknesses. Where I come from, sportsmen don't do that. -Lionheart.
  11. It's probably a good thing I'm not a judge for any of your tournaments. I'd probably have to DQ you for poor sportsmanship. -Lionheart.
  12. Oddly enough, I don't see your list in the top 10. Oddly enough, I don't see your opponent's list in the top 10, either. Oddly enough, you didn't mention who got the first activation in your game, either. In fact, there are only two lists led by melee-soft spellcasters in the top 10. Kudos to Daren and Dan for pulling that off - I know they're both solid players. -Lionheart.
  13. Tourney was awesome cool. If a 3-color paint rule goes into place, I'll prime my army in bright green and spatter it with yellow and pink. The painting room was less than 20 paces away. Go there if you want to see pretty stuff. You're more likely to find me at the other end of the building, in the metal exchange. -Lionheart.
  14. I'ts a badly designed scenario. It grants a huge advantage to whoever gets the first move on the first turn, and heavily favors whoever brings the biggest close-combat general. -Lionheart.
  15. Cool. Thanks. I don't think I could make Friday or Sunday work, but Saturday I can. -Lionheart.
  16. Glad to hear that. It's a good policy, and long overdue. So, um... what's the tournament schedule? I'm not much interested in plunking down my hard-earned bucks for the Con if I won't be able to make the tourney. -Lionheart.
  17. So, um... when exactly will the tournament be played? What's the schedule? -Lionheart.
  18. I'll take you up on that some time. Reaper HQ is a bit of a drive for me. I pretty much can't do Fridays. Maybe a late Sunday afternoon, or at ReaperCon. I'll have to see if I can scrape together the minis. -Lionheart.
  19. I've seen that list before and don't doubt that it's generally effective. But it's got the same problem that all one-trick-pony lists have; if you're oponent fields an effective counter to your schtick (bondslave survivor charges, in your case), then you're screwed. The 24 Overlord spearmen that I've got on my list will match up nicely to your 44 bondslave survivors. After that, it would be a pretty tight contest between what we had left. I'm willing to bet that my list, properly played, would beat yours in a kill-'em-all 4 games out of 5. Yea verily, it would be messy, and I don't think I would win by much... but barely is barely good enough for me. Combined arms is the way to go. -Lionheart.
  20. I've seen that list before and don't doubt that it's generally effective. But it's got the same problem that all one-trick-pony lists have; if you're oponent fields an effective counter to your schtick (bondslave survivor charges, in your case), then you're screwed. The 24 Overlord spearmen that I've got on my list will match up nicely to your 44 bondslave survivors. After that, it would be a pretty tight contest between what we had left. I'm willing to bet that my list, properly played, would beat yours in a kill-'em-all 4 games out of 5. Yea verily, it would be messy, and I don't think I would win by much... but barely is barely good enough for me. Combined arms is the way to go. -Lionheart.
  21. Try backing him up with a combined arms melee unit. For that, you'll need soldiers to engage the front line (I like a combination of ghouls and chattel for that role), backed up by soldiers with reach (skeletal spearmen). Then stack up as many melee bonuses as you can - leader inspires, outnumber, spell support if you can get it. -Lionheart.
  22. There are three primary factors to building any Warlord army: meat, mobility and engagement. I disregard attack factors because they're pretty comparable across all armies. Meat: The ability of your army to soak up damage. This is primarily a combination of damage tracks/point cost and DV. It is important to pack as much meat into your army as you can get. Mobility: The ability to get where you want to go. The obvious way to get that is with models that have a high MOV. A less obvious way - and more effective, I believe, is to have lots of models on the map. Much of the Overlord infantry has poor MOV, but you can compensate for that by taking inexpensive bondslaves. Engagement: The ability to hit your opponent when & where you want, on terms that you dictate. Ranged attacks (whether weapons, or magic, or whatever) are an important factor in dictating engagement. Dominating the range game is a primary means of engagement control. Dominance of the initiative deck is another important means of dictating engagement. Expendable auxilliary troops are also very useful in dictating engagement. When I begin building a Warlord army - any Warlord army - the first thing I consider are the soldiers and leaders that I want to have as the backbone of my army. You want the most cost-effective melee combined arms and ranged attacks that you can get. Generally speaking, those come from the cheapest troops on your list. The Overlords have some exceptionally good basic melee soldiers. Overlord bondslaves make an expendable front line to foil charges, and Overlord spearmen are an excellent buy for the points. Daughters of the whip are good on the front line when you can charge into melee, but you want to avoid having them accept a charge. Overlord crossbowmen are the only real shooting troops on the Overlord list. They're a bit more competent than most shooters, but have a high point cost. I don't consider them to be a strong point of the Overlords list, but every army needs some ranged attacks. Leaders: I look first for the cheapest ones. If you want to have a high card count in the initiative deck (who doesn't?), you'll have to have a captain or a warlord - and captains are cheaper. On the Overord list, Andras fills that role nicely. Corvus is a good melee sergeant, and Taletia is a good support/ranged sergeant. Putting all that together, here is an optimized 1000 point Overlord list that (properly played) will make a good showing against anyone. Troop 1: Andras, captain armor of courage 6 spearmen 2 daughters of the whip unit standard Troop 2: Andras, captain armor of courage 6 spearmen 2 daughters of the whip unit standard (Note: These are the hard-hitting units on the list. I would keep them just behind the auxilliaries, which should be soaking up the opponent's charges when that's unavoidable.) Troop 3: Taletia, sergeant (spellcaster) 4 crossbowmen 1 bondslave (Note: This is the only shooting unit on the list, but it can hit pretty hard. Usually, it would be best used whittling down an opponent's hard-hitting units. Note that Taletia can cast the Barrage spell, which should prompt a knowledgeable opponent to disburse his formations. Feel free to keep your opponent so informed. The bondslave can be used to either screen the crossbowmen (who can fire in ranks) or as an errand boy taking objectives.) Troop 4: Taletia, sergeant (spellcaster) 4 spearmen 2 bondslaves (Note that Taletia gets the unique Overlord spell "chains of binding", which is a very good opening move to a unit charge.) Troop 5: Corvus, sergeant 4 spearmen 2 bondslaves Troop 6: Corvus 4 spearmen 2 bondslaves (Note: Troops 5 and 6 are my preferred auxilliary units. They serve well soaking up the opponent's shooting and charges, allowing the heavy units to close unscathed.) Luckstone (Always take one.) Faction doctrine: Followers of Khardullis. It's not terribly useful for this list. None of the Overlord faction doctrines are. Really, any of them would work reasonably well. I prefer the Khardullis doctrine for the added mobility of the "incite" spell. In summary: 6 initiative cards - good, you should dominate the initiative deck. 87 total damage tracks - pretty solid, and above-average DV on the spearmen boosts that, giving the list a high meat factor. 4 shooters and 2 low-grade spellcasters leaves you a little weak in ranged combat, but the magic support that the spellcasters can add to a melee charge is both unusual and powerful, and the expendable auxilliaries give you good control over engagement. Mobility is a bit weak, but the large number of models can compensate by allowing you to control a lot of map space. -Lionheart.
  23. There are three primary factors to building any Warlord army: meat, mobility and engagement. I disregard attack factors because they're pretty comparable across all armies. Meat: The ability of your army to soak up damage. This is primarily a combination of damage tracks/point cost and DV. It is important to pack as much meat into your army as you can get. Mobility: The ability to get where you want to go. The obvious way to get that is with models that have a high MOV. A less obvious way - and more effective, I believe, is to have lots of models on the map. Engagement: The ability to hit your opponent when & where you want, on terms that you dictate. Ranged attacks (whether weapons, or magic, or whatever) are an important factor in dictating engagement. Dominating the range game is a primary means of engagement control. Dominance of the initiative deck is another important means of dictating engagement. Expendable troops are also very useful in dictating engagement. When I begin building a Warlord army - any Warlord army - the first thing I consider are the soldiers and leaders that I want to have as the backbone of my army. You want the most cost-effective melee combined arms and ranged attacks that you can get. Generally speaking, those come from the cheapest troops on your list - and the dwarf army is no exception. The best soldier buys on the dwarf list are the Mancatchers and the Halberdiers. They're excellent troops for the point cost. My Mercenary scrubs wish they were this good. The only real ranged attacker on the dwarf list is the Piercers. They're reasonably competent for the points cost. Not quite as good a buy as the Merc crossbowmen that I usually use, but not bad. Leaders: I look first for the cheapest ones. If you want to have a high card count in the initiative deck (who doesn't?), you'll have to have a captain or a warlord - and captains are cheaper. On the dwarf list, Fulumbar Ironhammer is the clear pick for that role. Valana, Forgemaiden is a solid melee sergeant. Tohil Steadyhand is a passable shooting sergeant. Putting all that together, here is an optimized 1000 point dwarf list that (properly played) will dominate most other lists I've seen. Troop 1: Fulumbar Ironhammer Armor of Courage 4 mancatchers 6 halberdiers unit standard Troop 2: Valana Forgemaiden Armor of Courage 2 mancatchers 4 halberdiers unit standard Troop 3: Valana Forgemaiden Armor of Courage 2 mancatchers 4 halberdiers unit standard Troop 4: Valana Forgemaiden Armor of Courage 2 mancatchers 4 halberdiers unit standard Troop 5: Tohil Steadyhand 3 piercers Troop 6 Tohil Steadyhand 3 piercers Troop 7: Luckstone. Always take it. Don't argue. It pays. Giant Slayers doctrine. Love it. Final tally: 6 initiative cards. 40 models. 8 shooters. 81 total damage tracks. It's got meat, it controls the map, it dictates terms of engagement. It wins. -Lionheart.
  24. Mercenaries Troop 1: Artemis 4xcrossbowmen Troop2: Artemis 3xcrossbowmen Troop3: Artemis 3xcrossbowmen Troop 4: Mack Hardwick, armor of courage Eredain 7xdarkthrall cultists 6xmercenary spearmen unit standard Troop 5: Mack Hardwick, armor of courage Olivia, priestess 7xdarkthrall cultists 6xmercenary spearmen unit standard luckstone
  25. Mercenaries. I win a lot of games with this list. Troop 1: Artemis 4 mercenary crossbowmen Troop 2: Artemis 3 mercenary crossbowmen Troop 3: Artemis 3 mercenary crossbowmen Troop 4: Mack Hardwick w/ armor of courage Eredain 7 darkthrall cultists 6 mercenary spearmen unit standard Troop 5: Mack Hardwick w/ armor of courage Olivia, priestess 7 darkthrall cultists 6 mercenary spearmen unit standard Luckstone -Lionheart.
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