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Everything posted by CrispyMerc

  1. Oh.. here is one with 5 (+familiar/totem) = roughly 7 --- Still very sporty :) Elves - 799 points Troop 1 Argyrian, Silver Dragon Selwyn x 2 Elven Cloak x 3 Book of Tactics Arrows of Seeking x 2 Armor of Courage x 3 Ring of the Unicorn Magic Weapon x 3 Magic Ranged Weapon x 2 Centaur Warrior Musician Familiar Troop 2 Mossbeard the Treeman Battle totem
  2. Just had to try this.. These elves have so much bling bling they cant even walk Troop 1 Argyrian, Silver Dragon Caerwynn x 3 Magic Weapon x 4 Magic Ranged Weapon x 3 Armor of Courage x 4 Arrows of Seeking x 3 Elven Cloak x 3 Book of tactics Troop 2 Mossbeard the Treeman Battle totem 5 models+1 totem :) I think this is more a kind of list for people who needs a challenge.
  3. I was just wondering about supporting swiftattackers from above. These flyers are not placed in b2b. examples.. 1. 3 flying swiftattackers zapps the same dude .. support? 2. A single flying swiftattacker vs a completely surrounded dude? Support all over or what?
  4. Tested the last list I made today against Overlords. It was totally brutal. Completely wiped the overlord player. Only thing that was a bit disapointing was the kagunks mediocre morale. I even forgot a lot of things, but the kagunk, giant and harpies completely made up for it. Enrage and the warlord abillity was so awesome. I may look into some armour of courage for kagunks or perhaps musicians/familiar..but its really small stuff..these boys are nasty and much easier to use than mercs.
  5. I didn't mean they were exactly alike. Just noticed rush attack axemen, no cavalry or flyers(except for a dragon). My thought was if you could make something work for the mercs, then you could perhaps copy/paste to these guys. Ed: Okay, perhaps not so similar after a second look ;)
  6. Sounds good that I'm on the right track. Always had a softspot for greenskins. I probably move Gonada (and maybe find points for 1 more) to the kagunk(s). Just looked at the bless spell (havent used the tome before), and it looks like you also have +1 to your tough rolls :) awesome :) Now it just needs testing. Hopefully it will spread terror in our gaminggroup :)
  7. How about this one.. (I bought the kagunk t-shirt - I just cant help it) Reven - 800 points Troop 1 Kiakara, Queen of Khans, Bull Orc Gonda, Goblin Bull Orc Archer Gnoll Archer Harpy x 4 Bull Orc Berserker Orc Spearman Bonesplitter Luck Stone Troop 2 Kagunk, Ogre Goblin Warrior x 3 Harpy Troop 3 Kagunk, Ogre Goblin Warrior x 3 Harpy Troop 4 Hill Giant
  8. While finally starting to get my mercenaries in tip top shape, I decided it was time to switch to greenskins. Mainly because I miss my Kagunks. I have been shopping a bit of everything to support them. Kagunks & the giant looks really awesome. This is the first list i've come up with. 2 troops with kagunks+some shooty/close support- A damage reduction solo & his giantfriend. 6 flying witchhunters(who I know is troublesome) and some speedbumb goblins. I am considering putting goblins with one of the kagunks instead, as a cheap meatshield. While I almost ended up with the army I started out with(mercs), I would like some sneaky input on greenskins that doesn't require too much shopping. I found out that moving a bit around on existing soldiers can do wonders. The secret to mercs seemed to be the smitespell, I don't know what the greenskins have to offer except totally awesome bigguys... A thing I noticed was that harpies have 3attacks, so if they were mixed in with the regulars, they could be enraged having 3 mav6 attacks (excluding spells). Rerolling Tough on DS also seems cool with bigguys. ----800PTS Troop 1 Luck Stone Troop 2 Kagunk, Ogre Gonda, Goblin Orc Warrior Orc Spearman Goblin Skeeter Bull Orc Archer Troop 3 Kagunk, Ogre Gnoll Archer Orc Warrior x 2 Goblin Skeeter Troop 4 Greka, Shaman Troop 5 Hill Giant Troop 6 Harpy x 6 Troop 7 Kak'Urg, Orc Goblin Warrior x 6 --- Army 2: Magic heavier - less troops Troop 1 Hill Giant Troop 2 Greka, Shaman Troop 3 Gnoll Archer Kiakara, Queen of Khans, Bull Orc Harpy x 3 Orc Warrior Orc Spearman Gonda, Goblin Bull Orc Archer Troop 4 Kagunk, Ogre Goblin Warrior x 2 Orc Warrior Harpy Troop 5 Kagunk, Ogre Goblin Warrior x 3 Harpy Troop 6 Luck Stone Suggestions for newbie greenskin
  9. Ive come up some new list.. Troop 1 - This one has Boris for close - Elandaria can cast smite/okay combat close stats/range attack spells + a crossbow for range defence Troop 2 - Much like above, but with a rushattack minotaur Troop 3 - Cleave aholics - with a caster that can switch between incite/smite Troop 4 - Dendris .. have proved to be plain annoing 7 cards - 2 spy Mercs - 800 points Troop 1 Boris Mingla Mercenary Crossbowman Mercenary Spearman Mercenary Axeman x 2 Assassin's Blade Elandaria Troop 2 Deckard Nightveil, Death Priest Mercenary Crossbowman Minotaur Mercenary Axeman x 2 Mercenary Spearman Book of Tactics Troop 3 Haranobu Okuran x 3 Mercenary Spearman Theda, Priestess of Thezrael Troop 4 Dendris, Assassin Troop 5 Luck Stone Army (2) Mercs - 800 points Troop 1 Boris Mingla Mercenary Axeman x 2 Mercenary Crossbowman Mercenary Spearman Assassin's Blade Troop 2 Deckard Nightveil, Death Priest Mercenary Axeman x 2 Mercenary Crossbowman Mercenary Spearman Minotaur Troop 3 Haranobu Theda, Priestess of Thezrael Mercenary Spearman Okuran x 3 Mika, Samurai Heroine Troop 4 Dendris, Assassin Troop 5 Luck Stone 6 cards 2 spies - Not so much range and initiative, but a completely badass troop 3
  10. 1. Walls - I noticed that it is possible to block walls with models standing just a cm from them. They can now not be attacked in close combat, from enemy models who need to cross the wall. Viable tactic or what? 2. When during deployment is a totem placed?
  11. Appart from doing a few stupid things, I think my list need a little more tweaking. Im probably going to drop the small guy, who never hit anything despite firing a lot of rapidfire. Im probably going to move a bit around and find points for okurans and an Incite-caster for cleaving.
  12. If you take a wound from poison(who is affected by Tough) do you still get to make a toughroll if you die by poison?
  13. Demon hunt for money - Grudge match - Crispy Mercs Vs Azazel Scenario: 100 pts treasure in center(within 2" to contest). Random game ending: after turn 5 game ends on 6+, turn 6 on 5+ and so on... Point-match Opposing forces... Mercs.. Troop 1 Boris Mingla Mercenary Crossbowman Mercenary Axeman x 2 Mercenary Spearman Assassin's Blade Troop 2 Deckard Nightveil, Death Priest + book of tactics Okuran x 2 Minotaur Mercenary Spearman Mercenary Axeman Troop 3 Haranobu Mercenary Axeman x 2 Mercenary Spearman Mercenary Crossbowman Olivia, Priestess of Shadarzaddi Troop 4 Dingo Appledimple Mrcenary Crossbowman Mercenary Axeman x 3 Troop 5 Dendris, Assassin Troop 6 Luck Stone ---------------- Darkspawn Mercs Troop 1 Witch Queen - Familiar D'Khul, Bathalian Maugrathoth, Demon x 2 Incubus/Succubus Warrior x 2 Demon Imp x 2 Broken Fodder x 2 Troop 2 Keradaan - Magic Ranged Weapon Incubus/Succubus Warrior x 4 Broken Fodder Troop 3 Marilith Troop 4 Aundine Battlefield After Boris Mingla had visited the wise sages, he was full of confidence that he could fight a demonic plague that had haunted a little village for some time. The money was good and Boris had a good feeling he could kill the dreaded witchqueen. It was sunny day the mercenary scouts reported the location of the witchqueen and the mercs started to get in place. Turn 1. Both sides moves slowly forward..D'khul cast a barrage and Olivia casts damage reduction Mercs Deploy Turn 2 Both sides still advances slowly. D'khul fails to mindblast a forward minotaur, that hoped it was out of magic range. A crossbowbolt also hits a succubus. Damage reduction wears off. Spawn sneaking up Turn 3. The forward minotauer charges Marilth with smite support and kill it taking only 1 wound in return and now threatening the Darkspawn flank. A crossbow hits a succubus and kills it. The witch queen cast detil. pain on boris through familiar and the demon summoning chain is unleashed. 2 great maugatoth charges boris combined with a succubus he takes enough hits to die, but though it out with reroll. 2 succubuss also attacks minotauer who also makes its tough checks. Another crossbow kills succubus and Haranobu charges to aid Boris and cleaves a Maug. The maugs in turn kill Boris. The last Maug now takes a lot of shooting damgage and is poisoned.. But thoughs it out,,, Mercs moving up Mino gets nasty Total action - Darkspawn commits his bigguys Turn 4 The game is still open... With Boris out, the dark spawn seizes the initiative and goes first. this time with terrible impact. The minotauer is turned into fodder. Haranobu is mindblasted and is charged and killed by the almost immortal Maug. Keradan barrage shoots 1 axe, 1 spear and one okuran that was too close. At the end of the turn a crossbow manages to kill the last Maug. , who unfortunatly for the mercs had managed to kill all the mercs hard hitters. The game now continues with all hard hitters splattered and dead. Dkhul in action Turn 5. An axeman breaks through the darkspawn lines and hit D'khul, some sucubus bite the dirt from xbow fire and some axemen. A sole Okuran reaches D'khul. Dendris takes a chance to hit the nasty keradaen, but by taking this chance a barrage is shot back and kills some spearmen (while all this goes on axemen and fodder fight it out around the trasure pile (objective in the center). Keradan is killed by poison after killing olivia. D'khul breaks from combat and okuran is bolted to death. At this point the game is 2 darkspawn wizards and their assassin+fodder+imps vs Deckard, Dendris, Dingo (triple D) and some xbows. Game continues... Dendris and olivia Turn 6. Deckard and Dendris goes all in. Dendris taking fight an imp and a fodder, and is bolted by D'Khul who in turn is killed Deckard, who then in turn is killed by the darkspawn assasin.. Xbow runs for objective... End game Game ends.. Alive: Mercs: Dingo and 2 xbows = 93pts Darkspawn: Witch Queen, Aurudine and Imp.=203 pts Total:110pts victory to darkspawn Merc thougts: Initiative control, rerolls and smite seemed like a good stuff. Unfortunately the Darkspawn Maug survived(a lot)when I had the chance to dominate the game. We both had luck, unluck and did a few brainfarts. For future games i will start placing my men in small template distance appart :) Barrage took a heavy toll on me. No whining from me.. I was so close.. a brainfart or diceroll was all that was between us. It is not easy to get to the witch queen who runs around behind with an irritating familiar up front. Highlight photos Treasure
  14. Casters and xbows are usually eaten in turn 1 with swiftattacks, which is a very favorable tradeoff for the darkspawn player. There is nowhere to hide. The totem cant be destroyed as easilly and if he starts using flyers to cancel it, then the thought was that dendris could be around to shoot them down. It is ofcourse 80+88pts to act as bait. If he don't take the bait, then I will have a good edge up close. So hopefully his men would be spread out more, so they cant protect his own casters as well. My boys will ofcourse get a lot of nastyspells right in the head when going for his casters, but there is noway i can cancel his casters, like he can do to mine. What I was hoping for, was that that those who survive the spells would be that bit harder, so they could beat him up anyway. This is not how I wanted to play the mercs, but the daisychain takes a lot of posibilities away from me. When I make lists and match them with Darkspawn I always see them as outmoved and outgunned. Keep in mind that he can puff up and start using focus to hit, this is almost a freebie teleport for a complete army. I will try and see if I can come up with something better. Cavalry worked OK, but I would rather take a true-cavalry list if I take that path. Edit: Darkspawn player can hide almost all of his deployment, when deployed he can swiftattack weak casters and send the rest in closecombat getting the benefit of focus. His MD is so good that if you were to go first, it would take sheer luck to to take his casters out with magic. Borrowed cavalry and other fast stuff can make him commit his forces, but that is not an option with rerolls. I can see some idea in taking range stuff(a lot) as it can lock the game down, at least until he has moved his casters/familiars within range and then cross your fingers that you make all your tough rolls. This list has some of the oldstuff... Mercs - 800 points Troop 1 Boris Mingla Mercenary Crossbowman Mercenary Axeman x 2 Mercenary Spearman Assassin's Blade Troop 2 Deckard Nightveil, Death Priest Okuran x 2 Minotaur Mercenary Spearman x 2 Mika, Samurai Heroine Troop 3 Dingo Appledimple Mercenary Crossbowman Mercenary Axeman x 2 Olivia, Priestess of Shadarzaddi Troop 4 Raseri, Raging Barbarian Troop 5 Dendris, Assassin Troop 6 Luck Stone A second list..even more oldschool..just with not so many wizards that I started withgoes a bit more for the initiative.. It has some shooty power (2 bolts - 1 poison arrow & rapidfire). It may spook flyers a bit, forcing him to hopefully do something stupid. It has dendris for aircover instead of a fragile leisynn and all warriors/thugs have been put on the substitutebench. Spellcasting is reduced to smite/damage reduction instead of complex burst of speed/teleport ideas. The minotauer is also a new thing - Last he became pincussion, but I have hope for him Boris is nasty all by himself and I hope the cleaveguys with smite can be a bit dangerous. The hard thing will really be holding back, while the cat and mouse game goes on in the sky but also staying close (but not templateclose). The best thing is that it seem funny enough to play. If I were to make a antidarkspawn list, then I would look into much faster armylist instead of mercs Mercs - 798 points Troop 1 Boris Mingla Mercenary Crossbowman Mercenary Axeman x 2 Mercenary Spearman Assassin's Blade Troop 2 Deckard Nightveil, Death Priest + book of tactics Okuran x 2 Minotaur Mercenary Spearman Mercenary Axeman Troop 3 Haranobu Mercenary Axeman x 3 Mercenary Spearman Olivia, Priestess of Shadarzaddi Troop 4 Dingo Appledimple Mercenary Crossbowman Mercenary Axeman x 2 Troop 5 Dendris, Assassin Troop 6 Luck Stone 8 cards/2 spy(+boris) 4 shooters DT#47(22 models)
  15. Yes it sure is fun. We got 14 days between our games, so there is a lot of time consider changes. I really hope this works, so the core is set for the last 200pts. I would have liked to have some more casters, but the beamdoctrine almost makes them useless or at least pointsink. The points is spread more out, with nothing especially snack'a'lecious. The treasurehorde I have made is going to these guys centerpiece. I refuse to give these guys up, before I start trying reven.
  16. I have been preparing the final touches on my list, for our epic 800 pts monday game. I have tried to pick up as much advice as I could from these pages and brew it into something new. One thing I decided was that my wizards was fastfood for daisyflyers, so I decided to leave them out (keeping only deckard for smite & spy). Instead of using millions of points on more smite-casters I have decided that the treasurehoard would be more reliable. Boris and his assassin blade had been so good action, that I thought it would be a keeper. Dendris who have surprised in a positiveway, was also a keeper. I think he can act as luftwaffe 88, and shoot down flyers who wants to steal goldcoins (which is easier than protecting wizards). Having increased MAV i decided to add okuran, minotaur, mika for cleaving and a warrior just for kicks and 2 attacks (combined with smite, then they would be very nasty). Boris and his axemen boys have added a musician to get more reach for rush attacks. As a joker I have added Raseri with the stealth cloak to perhaps hunt wizards and avoid being shot down by missiles on the way. I hope that the 4 rerolls & luckstone will give me enough edge after taking casualties from rangeattacks, if I decide to go on the offence. My list have been made simpler and more crude. Adding a treasurehoard-battletotem also seems very merc like. It got 5cards/2spy + boris, which would be a bit over average initiative in our group. While ofcourse thinking how they do against Azazels über demons, I also think they would go well against overlords who doesnt get any benefit from their doctrine(except spypower). They will get a hard time against our elfplayer who has gotten an increased liking for spells & range attacks, unless I control the initiative. Not the flashy a bit of everythingarmy I started out with, but I think this is solid :) -- Heres my list..please come with suggestions (Im not sure if I should find points fore more assassinblades or book of tactics) Troop 1 (runners) Boris Mingla Mercenary Axeman x 6 Musician Assassin's Blade Troop 2 (cleavers) Deckard Nightveil, Death Priest Okuran x 2 Minotaur Mercenary Warrior Mika, Samurai Heroine Mercenary Spearman Troop 3 Dendris, Assassin Troop 4 Raseri, Raging Barbarian Shadow Armor Luck Stone - Battletotem
  17. In 14 days we are going to have our epic battle. I managed to make good use with the rerolls and smite Vs elves yesterday (however that bless spell on archers were nasty). I even forgot that I could turn 1's into 10's. Azazel had a little harder time against Overlords and their high MD/DV, than he was used to. I had 7 cards+2 spy, and that ment i went first a lot of the time, so I'll probably keep going for a decent amount of cards in the future. Boris also beat the hell out of a lot of elves. Dendris also proved very irritating (Think I have completely underestimated this guy). Forgot to use teleport with my arcane caster. So after the last game, I felt that I could look forward to being outshot and outmoved. I began more and more to get the feeling that smite+treasure hoard would be the way to go with these guys. While probably taken a lot of range casualties, rerolls, smite & battle totem could perhaps make the few remaining troops into insane killingmachines that would send anything to the hospital. However keeping a smite-battery & a treasure hoard may be a bit overkill. So any ideas regarding the use of treasurehoard is welcome.
  18. Thanx..I'll pass your list on
  19. Hello masters of the cheese factory. I am writing on behalf of our gaming group. We have had some disaster games with a Darkspawn daisy chain. At the moment we have reached 800pts but we will soon add the last 200 pts. Our elf player has the following in his stash: spears, bows, swords, eagle, dragon, unicorn (and all sorts of character models & perhaps more). He also needs a sneaky advise on how he can build something with punch (and anti daisychain ability). So if you have an idea, please write. Our overlord player hasn't met the chain yet, but we will see how it goes tommorow(perhaps more cheesepower is needed). He has tried using the mirrorimage bowman, but he was the first snack the darkspawn had. So if you can make some 800 point stuff with a 200pts extra points option, then that would be super :)
  20. I noticed that most of the list are made to play 1000 pts. I wondered if the game became more ballanced at the magic 1K pts? More forgiving to alpha strikes and extreme builds? Also a setting the points at 750, will for example be 50 point short of merc reroll. Does some armies benefit for more or less points?
  21. Ohhhh..decisions, decisions, money, money . . So much good advice
  22. I think I'll take my chances with rerolls next time. If everything fails I can always use the rerolls to keep Boris running around and tough it out. Its going to be hard without an alpha strike...but I can see that I'm lucky in my doctrine :) I'll probably try some of the other armies when I have a feeling that my Mercs work the way I want them to (I have Elves, necro, reven & dwarves in my "to do" workshop". I think the return of Kagunk is first on my list.
  23. I can see this may work if you play a standard scenario, as he either has to take the bait and go all in or end up playing the worlds most boring waitinggame . If you have to take some point in the center(scenario) to win, then you still have to walk in to where he get all advantages. I wonder why you don't take elandaria instead of Gars? she is 3pts cheaper and have 2 attacks(+vengeful&teleportspell), Its not like a bunch of axemen need an incite spell. Another thing I thought of was adding some more crossbows to rear, if you are going to play ultra defence anyway and just stand and and wait for the chain. Also having a musician with a big bunch of axemen also seems like a good idea as they can rushattack longer. Something like this.... 1 Boris Mingla (118) 5 Mercenary Axeman (16) 1 Mercenary Spearman (12) 1 Elandaria (U) (59) 1 Assassin's Blade (20) 1 Musician (15) Troop 2 1 Deckard Nightveil, Death Priest (59) 1 Mercenary Spearman (12) 4 Mercenary Axeman (16) 1 Book of Tactics (10) Troop 3 1 Haranobu (U) (82) 1 Olivia, Priestess of Shadarzaddi (U) (45) 2 Mercenary Crossbowman (27) 1 Mercenary Spearman (12) 1 Mercenary Axeman (16) Troop 4 1 Dendris, Assassin (U) (88) Troop 5 1 Luck Stone (3) 7 cards+2spy & boris
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