Sergei Posted September 6, 2007 Share Posted September 6, 2007 I would even like to see it extended to exclude all Unique models. I think uniques should be available for mercs to flip. I plan on using Marcus Gideon with my merc for when I'm expecting undead opponents. I look at uniques as going out on a personal mission and joining up with the mercs for one battle. Link to comment Share on other sites More sharing options...
WolfLord Posted September 19, 2007 Share Posted September 19, 2007 I was wondering if I coulde get people opinion on my Merc Army. Here we go: Lord Vasyl - 244 Greater Magical Weapon - 30 Magical Ranged Weapon - 40 Lupine Ragers (3) - 231 Corm, Lupine Shaman - 106 Holy Symbol - 25 Cure 2 - 20 Cure 3 - 30 Teleport - 30 Kyla, Bounty Huntress - 54 Magical Ranged Weapon - 40 Magical Armor - 15 Kassandra of the Blade - 58 Greater Magical Armor - 30 Magical Weapon - 15 Bladesisters (3) - 40 Callindra Silverspell - 100 Vale Archers (4) - 240 Total - 1458 Suggestions are always welcome. Link to comment Share on other sites More sharing options...
shakhak Posted September 19, 2007 Share Posted September 19, 2007 @Wolflord I think it looks like a fun and very playable list. Keeping models of equivalent speed in the same troop is a good move. Using your change of heart on the elven archers is always good. Here are a few things I would change, but none it is a must. You've built a pretty decent list. -Move the GMA to either Vasyl or Corm. I think of it as a protection for my investments and Vasyl and Corm have alot more points sunk into them. I would put it on Corm personally. -What is your plan for teleport? I find that if I don't have a goal to accomplish with this spell it usually doesn't live up to it's full effectivness. With the Lups I'm a big fan of Burst of speed, it can get them into melee darn quick and you don't need a plan to use it. -I would mix your troops. Notice how your Lupine troop has a Ranged attack, Magic spells, and Melee attacks... I try to make that happen in as many troops as possible. Giving those elven archer some cheap cover, or tossing a ranged model into the sisters troop is all you would need to do. -The magic items on Kyla are almost as much as she is, I don't think it would double her value, and you would be better off with another archer. Remember that those magic items are priced expensively. Link to comment Share on other sites More sharing options...
Stubbdog Posted September 19, 2007 Share Posted September 19, 2007 My $0.02... I figure the teleport is for throwing Vasyl to the end of a line so you can use the blowthru. Problem is, even if it works, it only does one point of damage to each victim and then they come and surround him while he is away from everyone else. Now, in scenario games, I love teleport. If you have a scenario where you have to pick up something, guard something, control something, etc... using a teleport to get models there quickly can be very affective. I also like teleport for causing mass havoc in the backfields of enemies. But, it necessitates that the proper defensive measures can also be taken to make sure that once the teleported model is there that you can give it support (unless its a suicide mission which is also a very valid tactic). Another thing that I have found over time... The difference between a 13 and a 14 DV is big, the difference between 9 and a 10 is tiny. I would not waste points for armor on lesser DV models. Use them for what they are, play hard die fast. On Vasyl, I think you should choose between raising his MAV or his RAV but not both. Personally, again since blowthru, even if successful only does one point of damage, I would choose the MAV. On the note of ranged, ranged attacks are good. But, since this is not an Elven faction (where they get auto sure shot re-rolls) the expense of the Vale Archers outweighs their value in a non elven group. With 240 points wrapped up into them, it does not leave you enough points for ground troops. I count only 15 models in your list, 6 of which can only rely on ranged attacks. At 1500 points the enemy is going to average closer to 25 models, meaning your 8 other models are going to be responsible for stopping the other 19 models from getting across the board to your archers. If any of them have speed or flight or burrowing, that is not gonna happen. Oh, and Kyla is a solo not an elite. Trying to stay relatively close to your original plan, here are my suggestions (by no means is it the end all beat all): Troop1 (6,832) Vasyl - Greater Armor, Greater Weapon Corm - Holy Symbol (2x divine vigor, 2x cure 3, burst of speed) 4x Lupine Ragers Troop2 (6,290) Kassandra Minotaur 3x Bladesisters Crossbow Troop3 (8,333) Callindra 2x Crossbows 4x Bladesisters Spearman Troop4 (1,54) Kyla ----------------------------------- 21 models, 5 cards, 1500 points exactly Not including Vasyl, that still gives you 5 ranged attackers. With the speed of the melee troops, your ranged should be able to sit still to use their critical shots. But, this way they are not so expensive that you dont have any points left over for ground troops. By not including armor ups for the lower DV models, and changing a couple of other things around, I was able to increase the number of Ragers you have, increase the number of bladesisters, and give them some reach support. And even toss in some muscle in the form of a minotaur in the second troop. You could always trade the minotaur for another rager if you want. As I said above, I like teleport. And if you swapped out one of the healing spells for a teleport that would not be a bad thing. But, I just felt that you could get better use of other spells than that for this case. Bless spells where you can get all of the ragers to MAV 7 (and raise Vasyls RAV to a 7), or divine vigor where you can throw Vasyl into melee with a MAV 11 (that would be 8 attacks at MAV 7 using his frenzy) is nothing to overlook. Then again, I might have just made the arguement why you should keep the teleport... Divine vigor one turn and teleport the next... hmmm.. naw, with a burst of speed on the second turn, they should pretty much be across the table anyway. On Kyla not getting the RAV up.... Again, the difference between a 7 and an 8 critical shot is not much. The difference between a 7 and a 9 is. If the double up could have been afforded then that would have been worth it, but a single up does make enough difference. The main thing is either way, Kyla and Callindra both should not be targeting the highest DV enemy models anyway. They should target the mid level models that are sure hits that can cripple them for the bladesisters to finish off. The high DV models should be the job of the swarming ragers and Vasyl. Anyway, there you go, my ideas on how to optimize your list. Link to comment Share on other sites More sharing options...
WolfLord Posted September 20, 2007 Share Posted September 20, 2007 Thanks for your suggestions guys, you've given me something to think about. I still like the idea of the Vale Archers, because of they're 30" range, but we'll see. As for teleport, I was thinking of using it on Kyla to put her in the backfield. With her crit shot and backstab, she could do some serious damage to a captain or sergeant. Link to comment Share on other sites More sharing options...
Qwyksilver Posted September 20, 2007 Share Posted September 20, 2007 If I was taking Archers in a Merc troop, I would probably use Overlord or Dwarven Xbow. Their range is still respectable at 24" but their better RAV and Critical Shot makes a big difference. Overlord Xbow with Ranked means they can get to the fight behind a meatwall. Elven archers are nice, but their strength, as Stubb mentioned, really comes from their Faction abilities. Link to comment Share on other sites More sharing options...
Mojoman Posted October 18, 2007 Share Posted October 18, 2007 Please pardon my newbie question... but, I'm a little unsure how this works. 1. Is "Change of Heart" the reason you can have a different faction's model and not become freelance? 2. How many soldiers of different factions can you have in a Merc faction army and still keep FAs? 3. Are there any other important bits of advice you veterans can give me? I really like the Mercs... especially the sisters and the lupines. I'm considering stocking up, but I want to make sure I understand the ins and outs before committing... I'm going to proxy Spartan Hoplites for the Merc Spearmen... or for the Onyx Phalanx. - Mojoman Link to comment Share on other sites More sharing options...
shakhak Posted October 18, 2007 Share Posted October 18, 2007 Please pardon my newbie question... but, I'm a little unsure how this works. 1. Is "Change of Heart" the reason you can have a different faction's model and not become freelance? 2. How many soldiers of different factions can you have in a Merc faction army and still keep FAs? 3. Are there any other important bits of advice you veterans can give me? I really like the Mercs... especially the sisters and the lupines. I'm considering stocking up, but I want to make sure I understand the ins and outs before committing... I'm going to proxy Spartan Hoplites for the Merc Spearmen... or for the Onyx Phalanx. - Mojoman 1. Yes, change of heart allows for a single card to be changed to Neutral/Mercenary. 2. There is no limit on number of models. You get a single card. If it's an adept card, you can fill up an entire troop with that adept. 3. I can't think of too many tips for the faction, I play a pretty limited selection of Mercs. You can read about that a few posts before this one. Link to comment Share on other sites More sharing options...
Qwyksilver Posted October 19, 2007 Share Posted October 19, 2007 Just to expand a little on Shak's post with an example: Say you want to field Elven Archers (Grunt). You take their Data Card with Change of Heart. They are now Mercenary/Neutral Grunts. You can field an entire army with nothing but Elven Archers if you wanted (plus leaders). There is no limit to the number of individual Models you can field, so long as standard troop building is followed. So if you wanted to bring Elven Rangers instead, they would become Mercenary/Neutral Adepts, and you could only field them in a single troop from 0-1999 points. In two troops from 2000-2999, three troops from 3000-3999, etc etc. The fun part is if you use CoH on a Model that also has Outrider. You can field troop(s) of them as Adepts and pay the 15 points to use them as Solos as well. If you pick a Solo, Elite, Leader it works the same way. You can convert that one Data Card, and field as many Models as is legal based on army build rules. If you are already bringing Elven Rangers, you can't bring ANY other Model from another Faction or else you have fielded a Freelance force. So make a good decision on that one Data Card. I'm placing the extra emphasis on Data Card vs Model because it's usually the point where people get the most confused. Link to comment Share on other sites More sharing options...
Mojoman Posted October 19, 2007 Share Posted October 19, 2007 Ok... cool! Thanks shak & Qwyk. I'm thinking about mostly using the sisters, and bringing along a group of Onyx Phalanx. I'll proxy Spartan Warriors (from CrocodileGames' WarGods line) or perhaps Urian (03104). That way I'll have some reach as well. -mojoman Link to comment Share on other sites More sharing options...
Qwyksilver Posted October 20, 2007 Share Posted October 20, 2007 Wow, you're looking at about a 20000 point build then because anything less than 300 of them is just not going to be sufficient Link to comment Share on other sites More sharing options...
Mojoman Posted October 21, 2007 Share Posted October 21, 2007 Wow, you're looking at about a 20000 point build then because anything less than 300 of them is just not going to be sufficient Now that would be a sight... would 300 minis even fit on a normal tabletop?! TOO FUNNY! Link to comment Share on other sites More sharing options...
Qwyksilver Posted October 21, 2007 Share Posted October 21, 2007 Now that would be a sight... would 300 minis even fit on a normal tabletop?! TOO FUNNY! Certainly would. You'd just need a deployment zone that is 24" x 13" - That would give you 12 extra 1"x1" spaces for your leaders. Link to comment Share on other sites More sharing options...
shakhak Posted October 22, 2007 Share Posted October 22, 2007 Kyderdog got a nice booty shot of my Merc force at the tournament this past weekend. Here's a picture of the force I brought, it's the one I talked about earlier in the thread. http://s209.photobucket.com/albums/bb293/K...;current=03.jpg A number of things really hurt the above force. Lack of ranged attacks and lack of tank models to protect against ranged attacks really stands out. Link to comment Share on other sites More sharing options...
Mojoman Posted December 4, 2007 Share Posted December 4, 2007 I saw a post that vutpakdi put in another thread regarding the build on a starter force and it got me thinkin' about the army I'm trying to put together. I need some advice, since I've not played yet. I'm wanting to stick with Good/Neutral Mercs with a bent toward the sisters. I want to deploy right at 1000pts or a little under. Here's what I have so far Troop#1 Callidra w/ Mag. Wpn - 115pts Olivia w/ 2 bless, 3 cure2 - 124 pts 3 Bladesisters - 120pts 3 Merc Spears - 57pts Troop#2 Artemis - 51pts 4 Bowsisters - 276pts Troop#3 Marda - 43pts 4 Bladesisters - 160pts Troop#4 Kyla - 54pts If I do all my math right, this adds up to exactly 1000pts. including all spells and equipment. What do ya'll think? I'm currently not taking advantage of my FA, Change of Heart. Are there significant models from other factions that I'm overlooking and should use my FA on? Thanks for looking and offering your help! -mojoman Link to comment Share on other sites More sharing options...
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