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Glory of Payanak (1.2)


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@Shakandara: Thanks for the update on the game. I bet the next time out the archer list will make itself know a bit better.

 

Ok. there is of course another tactic you can try and employ. Start right now and grab some clear drying glue, some debris and a few flat peices of foam or balsa and start making swamps ::P: Those pesky knights move mighty slow in the much and make great targets for your archers with those bonuses. Other than that I have to say it goes down to looting and CdG before he can. Get those juice boxes off the field before he can make use of them.

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A few (not so) simple tactics:

 

1) BRING A TOTEM!!!!

 

2) Main force – Provided that your opponent doesn't have a mage stick with a box formation. Have the warriors in the front row with the leaders down the sides. Have a breaker/clutchling unit inside the box with the clutchlings giving the warriors support. When a warrior drops step a move the supporting clutchling out so that a breaker can step in. Move a second clutchling to where the first was and CDG the fallen, then use the first clutchlings second move to support where the second was. Then attack with the breakers at a MAV 6 (3 + support + friendly + totem). Once they reach you have your leaders sweep into the flanks.

 

3) Archers – Have your archers out of the box and in the first turn take out enough of your opponent’s archers to stop them from volleying you then scatter. Use you remaining turns to either take out the last of your opponent archers or picking off the vamps.

 

4) Clutchlings – Have a unit of clutchlings with a musician run up the side to try and split the force and take out solos with hit and run techniques. If one ends up in combat swarm in order to get it finished fast and then the hell out. Leave the fallen clutchling untouched but stay with in 11" of them so that if any vamps come to get the free bandage he then gets swarmed killed and then you run away… again. Against solos a small units of clutchlings can be devastating with 4 of them you can get 4 MAV 5 attacks. Well worth it when you consider that it's only 84pts.

 

 

Well that’s my finished essay on “how to beat vamps”. It’s a good tactic against most non-mage armies, just forgo the CDG’s against the rest.

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Got to try out the Nagendra real good tonight and made up my mind about them. They are awesome...if you are fighting dwarves. As I was fighting Crusaders they were rather pathetic. DV 9 isn't bad but when coupled with no tough it leaves them at best lackluster. Ever defensive strike meant that I lost a ranger. At 32 points a piece they just did pay for themselves except when hammering a character. The look on my opponents face when they were surrounded by just three Reptus and I said that's 6 strikes at MAV 5 was cool though. All in all they are good if they weren't adepts so you could put 1 in a couple different troops.

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I have to agree, I've seen these Snakemen out on the field a few times now, and whether they kill their points worth or not they are quite an annoyance. 3-4 of them in a small unit do make quite a good little skirmishing unit, capable of taking out minor solos and characters fairly handily.

 

I'll admit I was so impressed I nearly started a Reptus army the other day when I was at the shop and saw 2 blisters ont he wall...I resisted, but just barely. The way the look is slowly growing on me, I've gone from thinking they were fairly icky to being neutral about them and hoping we see a few more. If I were to buy them I think they'd look alot better with Cobra Hoods sculpted onto them.

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Playing in a 1,500 point game vs overlords. Any suggestions for a band from the following models?

 

Here's what I have:

 

Khong-To

Nai-Khannon

Ra'am

T'Kay

Audt

Ssaudi

SSauthus

Archers x6

Skull breakers x6

Longstrikers x6

Clutchlings x6

Warriors x9

Uru

River Troll

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Well, trying to stay with what you have, I only am gonna have you use one proxy. You need to go pick up one more Audt and/or more river trolls. That would open things up quite a bit. As it is I am kinda stuffing things in. I can only fit in 33 models into the build, whereas I would like to keep a 1500 point group to atlest 36 and really in the 40s.

 

Anyway, with that in mind:

 

troop 1

Chai-Uut (improved prtn) - Khong proxy

Sudai (improved prtn, lesser magic up, dispel, firestorm, lightningbolt, 2 ice shards)

9x warriors

 

Troop 2

Audt

3x longstrikers

6x breakers

musician

 

Troop 3

Ssathus (improved prtn)

4x archers

5x clutchlings

musician

 

troop 4

Uru (magic prtn +2MD, lesser speed upgrade)

 

Troop 5

River Troll

 

Totem of Battle

 

 

 

total models 33

total cards 5

total points 1493

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Had an idea for a Reptus faction SA that would be along the lines of Jade Thorns but a bit more useful considering some of our mainstays don't have tough (nagendra,longstrikers,clutchlings...). Resiliant Scales:Reptus models that are killed who do not have tough remain on the board until that troops next activation (or perhaps next shuffle). That will give them the chance to be healed. I have a feeling we'll be seeing more healers who followed the lotus path when we get our faction book.

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Had an idea for a Reptus faction SA that would be along the lines of Jade Thorns but a bit more useful considering some of our mainstays don't have tough (nagendra,longstrikers,clutchlings...). Resiliant Scales:Reptus models that are killed who do not have tough remain on the board until that troops next activation (or perhaps next shuffle). That will give them the chance to be healed. I have a feeling we'll be seeing more healers who followed the lotus path when we get our faction book.

So effectivly it's like a faction specific tough 0

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well, I could see that as an AOE piece of equipment or something, but not as a special ability. I mean it could be a special ability, but admittedly, i would whine louder if that were my special ability than I did related to our aura of thorns.

 

You faction SA relies on us having clerics with healing spells in our builds. I dont like that. Not worth wasting an SA on.

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