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This part should be split to a new thread as it deals with Crew's computer problems and not Overlords, but I will go ahead and ask Crew man, give more desription of your problem. Are you having problems getting the rules, the Chronicles, or the adobe reader software? And describe the problem so we might be able to solve it. More than a few geeks hanging out here.

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On an an evil slavery note, it was only one bout, but I have ot say, I had fun toying with some Reven a few nights ago. Took down Varaug in a single turn. It was fun watching my opponent squirm in his chair when I brushed his Warlord aside with little more than a yawn. Those puss skinned creatures make such smelly foul servants. We shall have to keep them in the furnace room I think, and let their brawn work for us.

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I have had some fun lately with this build. Unfortunately, it has not been as successful as I would like, but it has been fun trying with it. Different nights have had different excuses, but the main two reasons for non success have been poor dice rolling and playing against crusader Justice list where they all get deflect and smite evil that gives them an advantage on both sides of the coin and since the Overlord "do your duty" only is useable against defensive strikes I dont get to use it enough for it to be of any significance.

 

1500 pt build

Troop 1:

 

Ashkrypt -Greater Familiar (Bolt, CounterSpell, Ice Blast, 2x Lightning Blast)

Balthon - Holy Symbol (3x Blessing, Cure2)

5x Overlord Crossbows

5x Overlord Warriors

------------------------------

12 models 2 cards 834 pnts

 

Troop 2:

Count Lorenth

Moraia

3x Overlord Warriors

------------------------------

5 models 1 card 204 pnts

 

Troop 3:

Andras

Ymirilix - Greateer Armor, Greater Weapon

5x Overlord Warriors

----------------------------

7 models 1 card 314 pnts

 

Troop 4:

Onyx Golem

--------------------

1 model 1 card 140 pnts

 

----------------------------------------

Total: 25 models 5 cards 1492 pnts

 

Depending on the make up of my opponent I have been running the wedge shape with the main troop, with Ash in the front center of the wedge, the warriors draping to each side. Crosswbows ranked up behind Ash and the warriors. Balthon standing in the middle in the back. with a "rover" warrior there to cover a flank or run in front of Ash or whatever the need is.

 

Then the object is simple, stand still if possible, Balthon blesses the group while Ash tosses blessed spells and crossbows use blessed critical shots to take down the oncoming opponent. Since Bless spells last til the end of the next turn, and they stack I can have critical shot 8s on the second turn and third turn (and usually by then can include a point blank shot in there too)

 

Use the other three troops to slow them down or pick off stragglers.

 

Chose Lorenth instead of Merack so I can have at least one model out the there with a little speed in case I need to chase something down. Lorenth only lives a short time as he is the only speed guy but usually he does his job before he leaves.

 

There are lots of swap in and outs for this combo. Like swap the golem for a few zephyrs if I need more speed on the table. Or Swap Moraia and a warrior for Strach and another counterspell (for when I am playing those pesky elves). I have a few different ways I have been testing out.

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I have a friend who is planning to start Overlords. I helped him assemble a 1000-point Onyx Legion list. Please let me know what you think of it.

 

 

Vincente, Chevalier Captain

2x Onyx chevalier

Onyx zephyr

 

 

Merack

2x Onyx phalanx

3x Overlord crossbowmen

Arik Gix, Inquisitor

counterspell x 2, stun spell

 

 

Corvus

4x Overlord warrior

 

 

Corvus

3x Overlord warrior

 

 

 

-StV.

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My first impression is that that is a lot of points wrapped up in Arik for only a stun spell...

 

for me, if I am gonna spend points on a caster, I am gonna give him something worth casting. Other than that, looks fine (except if they have to face off against your 10 healer crusader list.

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yeah Arik seems like a big investment for bringing a stun spell and two counter spells. I'd probably use Kevis instead, even if he only has CP 5 (he'll still have a 60% chance of casting those counter spells). Other than that the list looks good and it will dominate initiative, which is important in a lot of scenarios.

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alternatively I've come to like the Strach data card. He's actually a pretty competent close combat fighter (compare him to Soriel to see that he's actually only slightly less cool in close combat). This means he's a pretty cool option for a caster with few spells. He can cast his spells and then get stuck in close combat. I'd replace Arik with Strach instead, and see if the extra 24 points couldn't be used to squeeze in another warrior or upgrade the zephyr to another chevy.

Edited by vejlin
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alternatively I've come to like the Strach data card. He's actually a pretty competent close combat fighter (compare him to Soriel to see that he's actually only slightly less cool in close combat). This means he's a pretty cool option for a caster with few spells. He can cast his spells and then get stuck in close combat. I'd replace Arik with Strach instead, and see if the extra 24 points couldn't be used to squeeze in another warrior or upgrade the zephyr to another chevy.

And if you can fit it in , the Greater Familiar is sure affective at enhancing him in more ways than one ! :poke:

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Yeah I'd not thought of that. The +1 MAV to Strach actually is a cool bonus to the +2 CP. I'd never use the Greater Familiar on Kevis since you get more for your points if you just buy Arik to begin with, but since Strach is also a melee fighter it might work on him. Definitely something to try out.

 

Also if you're only bringing a couple of level 2 spells Taletia is definitely worth considering since she costs only 40 points, doubles as a leader and has CP 5.

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Me personally I would put the crossbowmen in a troop with the warriors. Cheifly due to the fact that units that don't have the "lock sheilds" ability can get in the way of a unit trying to use it who does. Though if you could squeeze the points in I wold also suggest adding another phalanx or two.

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Sivrel, Lock shields would affect the enemy, not the friendly crossbows ranked up behind them.

 

Ok, here are two that I came up with.

 

First one:

 

Troop1 (4,303)

Vincente

2x Onyx Cheveliers

Onyx Zephyr

 

Troop2 (7,325)

Merack

2x Onyx Phalanx

2x Spearmen

2x Crossbowmen

 

Troop3 (4,116)

Corvus

3x Warriors

 

Troop4 (4,116)

Corvus

3x Warriors

 

Troop5 (1,140)

Onyx Golem

----------------------------------------

20 models, 6 cards, 1000 points exact

 

(or swap the Golem for a battle totem and and a spearman for troop3)

 

 

Second idea:

 

Troop1 (7,405)

General Matisse

3x Onyx Phalanx

3x Crossbows

 

Troop2 (4,303)

Vincente

2x Onyx Chevies

Onyx Zephyr

 

Troop3 (5,146)

Corvus

3x Warriors

Spearman

 

Troop4 (5,146)

Corvus

3x Warriors

Spearman

-----------------------------------------

21 models, 5 cards, 1000 exactly

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Am I the only one having a hard time justifying bringing the default O'lords list to the table? I don't have Phalanx painted up yet, so that leaves "Fear the Whip" and "Do your duty" as FAs. I've not found a good way to consistently get good use from "Do your duty" since it only works against defensive strikes, so I'm pretty much left with "Fear the Whip" in exchange for the limited model choice.

 

Not a difficult decision if you ask me. These days I'm more and more leaning towards the Onyx Legion list or just going Freelance.

 

Does anyone have good experiences with the default O'lord FA's actually making a significant difference in games?

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As with anything, the answer is yes and no. I have had success, I have also had frustration.

 

Before the 2007 datacard changes, the Overlords had both a huge strength in their elites as well as their solos. Lola and Selthak were the best of all the factions' assassin type models. Balthon was the best evil cleric. Ymiriliix and Rogran were the baddest of the quisinart heros. And Arik was one of the best non warlord mages.

 

After the changes, they all seem to be near the bottom of the totem pole compared to all the other factions in their respective roles. So, going head to head against their counterparts in combat has been disapointing to say the least for me.

 

That is the frustration for sure.

 

But, on the positive side, the fact that they are a wrung lower also means they are a bit cheaper which opens up more options, which presents itself more in scenario objective based games than it does in head to head games.

 

I agree that the "do your duty" has lost a lot of its luster from the pre change. But, I think it is something that only tons of playing has brought to light. And I hope that the 2008 changes might see it updated a bit. But, having said that, don't discount bondslave survivors. At only 19 points, to have a base attack of 5 and base move 7, you can get a swarm of them across the board in a relatively short time and still have plenty of points to get some of those cheaper elites. Toss in a battle totem and they now attack at 6s. Use Ranthe or Balthon with a 10 point bless spell and now they have a MAV 7. And since they are 2 tracks each, they might get hit easily, but it also means a lot of extra swings that the enemy has to waste their time swinging to finish them off, again a point where those MAV 5s have value. Archers still pick them off, but broken record, with two tracks, it takes a lot of extra attention now to make it happen.

 

Not a perfect list, but a quick 1000 pt idea I threw together:

 

Troop1 (12,422):

Zora (holy symbol) - Bless, Voice of Khadullis

Ranthe - 2x bless

10x bondslave survivors - musician

 

Troop2 (8,249):

Lorena - 2x bless

7x bondslave survivors

bondslave - musician

 

Troop3 (6,229):

Corvus

2x crossbows

3x Overlord Warriors

 

Equipment:

Battle Totem

--------------------------------------

3 troops, 3 cards, 27 models, 1000 points exact

 

Depending on who you are facing, and the objective of the game, turn 1, just stand still, or move up just slightly.

 

Turn 2 cast 1st bless spell across the board. Hopefully your troop 1 survivors are now at MAV 8, and troop 3 at MAV 7. Move up. Again depending on who you are facing and what their move is, either move full or move just enough to where you will still be in range of the second bless spell (after a cleric move of course). Make sure to include the crossbows in the bless if possible and do their crit shots.

 

Turn 3 cast second wave of bless and voice of khardullis (wider AOE and gives the bonus charge) and charge at the enemy swarming them. At this point, if everything went ok, you are looking at MAV 10s before support for the main troop and MAV 8s for the third troop. You do have to be a bit careful here in your swarm tactics. For Troop1 this will be your only turn of blessed attacks so you have to make them count. It depends on who you are facing to determine what is the best route to take in terms of targets. Dont waste MAV 10s attacking DV9 models, but at the same time dont use so many resources taking down a big model that you leave yourself open for the enemy mopping you up after your blessedness goes away.

 

Course if you swap that voice of khardullis for a bless, then on turn 4, you would still have a single bless spell in affect left for both troops (again assuming they succeeded) and be back at MAV8s and 7s, plus support bonuses.

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Well I know the overlord models can be effective. I just don't see much of a loss in giving up the FAs of the default list. None of them have helped me out. Compared to the cool FAs of the Onyx list they quite frankly suck.

 

I can still bring a totem and bondslave survivors in a Freelance force.

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