Kengar Posted December 29, 2005 Share Posted December 29, 2005 If you wanted to go very cleric heavy you could get Sir Brannor (a 2/4 Cleric Captain), and put Halbarad with him instead of IronRaven. That's a possibility, but I already own Ironraven and Broderick (plus Conlan for a Sgt.). So I hesitate to buy a third Captain model when I still need Knights, etc. ...Though for extra cleric-y goodness, Kristianna is so SMOKIN' that she might have to be my first Crusader warlord purchase, even before Duke G. EDIT: And what about Ian? Is he worth it? He's lower power than Val, but could still fling the odd Fireball or Ice Shard. He has only a 50% chance of killing standard MD 10 grunts with his spells, due to his limited CP. At 50 points per Fireball, I'd never use him myself. *Maybe* for Ice shards, but really, if you like mages go the distance and get a real one (CP 6+). You could try Ian as comic relieve and for surprise value, e.g. have him painted in fluorescent red and give him a single Ice Shards, just as a diversion. But he's only 26 points! Sooooo cheap! Get Ian, pack him up with a couple Scare spells, then put him in the troop with the Ivy Crown Archers. Ping the formations of baddies with Scare, then Marksmen them with the Archers. Scare has a 24" range, so it matches the archers. Tack on an Ice Shard and for 56 points you've got an effective boost to the ICA troop. Match him with Brannor's Blesses and away you go: Brannor + 2 Bless, 1 Bandage Ian + 2 Scare, 1 Ice Shards 3* Ivy Crown Archers Total troop 275 points PS You know, I hadn't noticed that Ian isn't a Unique character (for some reason, I thought he was). A few "Ian's" might not be a bad little force (though it would eat up a lot of elite slots to do it). Link to comment Share on other sites More sharing options...
spiritual_exorcist Posted December 29, 2005 Share Posted December 29, 2005 Ian isn't a bad choice, he is cheap. If I was to take him I'd fill his spell slots with cheap spells, and give him a familiar for 20 points, that way even if he fails his casting check he doesn't lose any spells. As for Captains, I very often use Captains almost exclusively when fielding my Crusaders, I find that the extra points you spend on them are well worth it in comparison to the Sergeants available. Plus, I like to field a decent level of Elites in my Crusader force, so bringing Captains along is a must. Link to comment Share on other sites More sharing options...
Steven Page Posted December 30, 2005 Share Posted December 30, 2005 I have run Ian, with a familiar, and taken two Fireballs. He has MORE than payed for himself in most of the games thusfar. The one game he didn't; my opponent sent significant flying assets to take him out early, allowing the remainder of my force to defeat the rest of his 500 point army, then mop up the flyers. Link to comment Share on other sites More sharing options...
spiritual_exorcist Posted December 30, 2005 Share Posted December 30, 2005 IronRaven has become exceptionally useful with the release of the following information: Striking Spear of Aurellius Category: Weapon Points Cost: 25 (Unique Item) Bonus: First, this grants the model the Judgement SA. Second, this grants a +1 to Discipline bonus to any Model in the Troop led by the bearer that remains in cohesion. Third, if the Model with this item has the Reach SA, the Model may “fight over” another Model of a smaller base size, allowing the Model to be considered in base-to-base contact with an enemy Model by being in rear contact with a friendly Model that is itself, in base-to-base contact with the desired target. This allows the Model to attack and not suffer Defensive Strikes. Defensive Strikes are still provoked! However the Model wielding the spear is not a valid target. Notes:This bonus can stack with a troop standard. May only be taken by a leader model with base size 2 or larger. Link to comment Share on other sites More sharing options...
Lynxkitten Posted December 31, 2005 Share Posted December 31, 2005 IronRaven has become exceptionally useful with the release of the following information: Striking Spear of Aurellius Category: Weapon Points Cost: 25 (Unique Item) Bonus: First, this grants the model the Judgement SA. Second, this grants a +1 to Discipline bonus to any Model in the Troop led by the bearer that remains in cohesion. Third, if the Model with this item has the Reach SA, the Model may “fight over” another Model of a smaller base size, allowing the Model to be considered in base-to-base contact with an enemy Model by being in rear contact with a friendly Model that is itself, in base-to-base contact with the desired target. This allows the Model to attack and not suffer Defensive Strikes. Defensive Strikes are still provoked! However the Model wielding the spear is not a valid target. Notes:This bonus can stack with a troop standard. May only be taken by a leader model with base size 2 or larger. Goodness me. A Troop banner normally is +10 points, so the Judgement SA is only +15, with the 'over-reach' thrown in as a bonus? I realise that the Spear of Longinus, errr, Aurellius doesn't stack with the standard magic weapons, but still... It seems at least on a par with the Reven weapons, and a boatload cheaper. Base size 2 is one step larger than standard, right? If so, it's a pretty decent lance for one of the 'light cavalry' leaders the Crusaders have recently acquired. All in all an interesting tidbit of news. Thanks! Link to comment Share on other sites More sharing options...
spiritual_exorcist Posted December 31, 2005 Share Posted December 31, 2005 Base 2 is one size larger than standard, so it means you can give it to Cavalry leaders, or LORD IRONRAVEN, since he is size 2 due to his 'Big' ability. All that woofing we did about his big ability pays off with this item, I'm pretty sure it was specifically intended for him. I have to agree I think it is very very cheap, I would have thought something like this would come in around the 50+ point mark. Link to comment Share on other sites More sharing options...
Lord Baasen Posted January 5, 2006 Share Posted January 5, 2006 Two of the three bonuses of the Spear are circumstantial conditions, thus the lower cost. Link to comment Share on other sites More sharing options...
Kengar Posted January 12, 2006 Share Posted January 12, 2006 750 point FC. Based on what I own (no proxies): Troop 1 Ironraven (Capt.) +LMW (123pts) Halbarad (Elite Cleric) +GMA, Bless, Bandage x2, Speed, Holy Light (179pts) 3 Templar Knights (81pts) 2 Unforgiven (56pts) 1 Ironspine (21pts) Troop 1 Total: 460 pts. Troop 2 Celestial Lion (Solo) (84pts) Troop 2 Total: 84 pts. Troop 3 Sir Conlan (Sgt.) Bless, Bandage (45pts) 3 Templar Knights (81pts) 2 Unforgiven (56pts) 1 Ironspine (21pts) Troop 3 Total: 203 pts. Fighting Company Total: 747 pts. (I didn't use the Spear of A. for Ironraven only because the book isn't out yet, so I'm sticking to core rules.) Link to comment Share on other sites More sharing options...
Storminator Posted January 12, 2006 Share Posted January 12, 2006 750 point FC. Based on what I own (no proxies): Troop 1 Ironraven (Capt.) +LMW (123pts) Halbarad (Elite Cleric) +GMA, Bless, Bandage x2, Speed, Holy Light (179pts) 3 Templar Knights (81pts) 2 Unforgiven (56pts) 1 Ironspine (21pts) Troop 1 Total: 460 pts. Troop 2 Celestial Lion (Solo) (84pts) Troop 2 Total: 84 pts. Troop 3 Sir Conlan (Sgt.) Bless, Bandage (45pts) 3 Templar Knights (81pts) 2 Unforgiven (56pts) 1 Ironspine (21pts) Troop 3 Total: 203 pts. Fighting Company Total: 747 pts. (I didn't use the Spear of A. for Ironraven only because the book isn't out yet, so I'm sticking to core rules.) Solid melee company. No ranged might hurt you, but it depends on who you face. I prefer giving serious hitters, like Ironraven, magic armor instead of magic weapons. He already has a good MAV, and if he fights with support he'll be even better. So if you hit hard, you want to stay up as long as possible. Or, as I say around the table, "DV is king!" PS Link to comment Share on other sites More sharing options...
Kengar Posted January 12, 2006 Share Posted January 12, 2006 750 point FC. Based on what I own (no proxies): Troop 1 Ironraven (Capt.) +LMW (123pts) Halbarad (Elite Cleric) +GMA, Bless, Bandage x2, Speed, Holy Light (179pts) 3 Templar Knights (81pts) 2 Unforgiven (56pts) 1 Ironspine (21pts) Troop 1 Total: 460 pts. Troop 2 Celestial Lion (Solo) (84pts) Troop 2 Total: 84 pts. Troop 3 Sir Conlan (Sgt.) Bless, Bandage (45pts) 3 Templar Knights (81pts) 2 Unforgiven (56pts) 1 Ironspine (21pts) Troop 3 Total: 203 pts. Fighting Company Total: 747 pts. (I didn't use the Spear of A. for Ironraven only because the book isn't out yet, so I'm sticking to core rules.) Solid melee company. No ranged might hurt you, but it depends on who you face. I prefer giving serious hitters, like Ironraven, magic armor instead of magic weapons. He already has a good MAV, and if he fights with support he'll be even better. So if you hit hard, you want to stay up as long as possible. Or, as I say around the table, "DV is king!" PS I might try swapping LMW for LMA on Ironraven, thanks. Initially, this troop would probably be fighting Necropolis. Link to comment Share on other sites More sharing options...
Kengar Posted January 16, 2006 Share Posted January 16, 2006 For those who haven't seen already, check out the thread on the "Summoned" SA in the Rules forum. Link to comment Share on other sites More sharing options...
Sir Drake Posted January 24, 2006 Share Posted January 24, 2006 Hello all you Crusader types out there. Just got into the game and really enjoyed it. I've played other miniature games for many years, so just trying to get all the rules straight in my head. Right now I have the rule book, but none of the miniatures. Just using proxies till I decide what I want. Played 1 battle Saturday with just 1 troop. I won, mainly because I made 2 toughness 1 tests close to the end of the game, so instead of his captain on 3 troopers I was back to 4 troopers and my sargeant. I ran an all infantry army, but really want to do a cavalry force. Here is what I'm looking at. Comments would be appreciated: Troop 1: 444 pts Sir Daniel w/Lesser Magical Armor 3 Lion Lancers w/musician & standard Isarah cleric w/ 3 x bandage Troop 2: 146 pts Sir Conlan w/ 2x bandage 2 Knights Templar 1 IC Skirmisher 1 Templar Ironspine Troop 3: 156 Hound of Judgement My tactics would be pretty basic until I get familiar with the game. Run Troop 2 up the middle. Send Troop 1 around on the flank, shielding Isarah from shooting as best possible. Get to his archers, charge with my knights and have Isarah summon the hound. Use Mercy to convert his archers and then together hit his melee troops. Not sure if this will work, but it seems like a fairly straight forward stratagy. Thanks, SD Link to comment Share on other sites More sharing options...
cristomeyers Posted January 24, 2006 Share Posted January 24, 2006 Hello all you Crusader types out there. Just got into the game and really enjoyed it. I've played other miniature games for many years, so just trying to get all the rules straight in my head. Right now I have the rule book, but none of the miniatures. Just using proxies till I decide what I want. Played 1 battle Saturday with just 1 troop. I won, mainly because I made 2 toughness 1 tests close to the end of the game, so instead of his captain on 3 troopers I was back to 4 troopers and my sargeant. I ran an all infantry army, but really want to do a cavalry force. Here is what I'm looking at. Comments would be appreciated: Troop 1: 444 pts Sir Daniel w/Lesser Magical Armor 3 Lion Lancers w/musician & standard Isarah cleric w/ 3 x bandage Troop 2: 146 pts Sir Conlan w/ 2x bandage 2 Knights Templar 1 IC Skirmisher 1 Templar Ironspine Troop 3: 156 Hound of Judgement My tactics would be pretty basic until I get familiar with the game. Run Troop 2 up the middle. Send Troop 1 around on the flank, shielding Isarah from shooting as best possible. Get to his archers, charge with my knights and have Isarah summon the hound. Use Mercy to convert his archers and then together hit his melee troops. Not sure if this will work, but it seems like a fairly straight forward stratagy. Thanks, SD I think you could stand to get rid of the Musician and Standard in Troop 1. You're already moving farther in 1 Move action than most units can in 2. Use the points saved by doing that and buy more troops for Troop 2. Maybe switch out the Ironspine for another Skrimisher, but that's just me, I don't play with many Spearmen. Other than that, I'd say you've got a decent "hammer and anvil" list going. That is, until my Khamsin horsemen get ahold of you... PS: Welcome to the game. Link to comment Share on other sites More sharing options...
Sir Drake Posted January 25, 2006 Share Posted January 25, 2006 Well, the idea behind the command in the cav is for several reasons. 1. The standard is a must. I am planning on doing 1 of 2 things with them. a. Hit hard with the first strike and use mercy. If I do that the +1 Dis is just a must IMO. b. If things start to get hairy with them, I want the option to disengage and run away. Thus the +1 dis again becomes invaluable. 2. The musician is there for a couple reasons as well. a. If I have to do 1b above, getting away is of the utmost importance. I'd rather make it so if he decides to chase me, he will have a hard time catching me. And if someone has taken a wound, they are moving slow. Still need to get away. b. I am a speed freak. Having cav that can move 11", do the double move of 22", then set up to charge 15", is just great. I know the +1" isn't that much, but I think it is more than you give it credit for. I would have taken the lighter cav, but I think the first strike is too good to pass up. But oh, 26" move and 17" charge... Drool, No, stop that. c. I had 19 points left over, and not a lot to do with it. Not enough for another trooper, thought about taking some more spells, but the musician just looked very sweet.. Thanks, SD Link to comment Share on other sites More sharing options...
Lynxkitten Posted January 25, 2006 Share Posted January 25, 2006 It looks interesting, but the low number count worries me. If you're up against a magic-heavy army, or someone with lucky archery dice, you may well have lost half your army before you get to roll a single attack. Of course, if you get lucky wih available cover, you can probably get to your opponent more or less in one piece, and wreak havoc. Good luck! Link to comment Share on other sites More sharing options...
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