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Reaperbryan

Nefsokar

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That's kind of what I remembered. If a solo has more than 2 tracks, and most do, then it may be delayed.

 

 

That being the case, whattabout using spy and really taking advantage of people?

 

For 15 points, each of your leaders can have spy. You take a nice sized uint of lancers and a couple raiders and have three or four leaders with spy, add to that Delayment and you win deployment. Then your ranger move puts you into position and for 30 points a leader, they can have tactician. I think the deployment advantage, speed advantage and tac deck advantage on first turn, could finally make Desert Wind lists into "Desert Win" lists.

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Gus posted this..... :rolleyes:

 

"Q) Does a Coup de Grace/Loot Action prevent "Crossing Deaths River" from working, since Loot says to remove the casualty token?

 

A) No, it does not prevent it. Removing the casualty token was a bookkeeping activity to prevent a model from being looted twice. You can leave some sort of marker on the board to track bodies for Crossing Deaths River.

In the next printing/edition of the core rulebook, I will be sure the Loot wording gets cleaned up. "

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along with the list of the night at the museam list my son and I came up with a a sub list called Monuments to Sokar see what you guys think, we have yet too try it but looks like it could be fun,

Ammat,chosen of sokar(one with croc.head only),reborn,thoth,Ammant Devoures,Anubis Gaurds,Dust Devil,Spinx,Walking Avatar, and finally the mighty Sokar Avatar,

in the army changing from nonunigue and adapts are Ammat, the Devoures,Thoth and Walkng Avatar, and changing so you can have a troop of Dust Devils, finally do somethign along the lines of Routhus from darkspawn, if you want to take a warlord make Sokar's Avatar a warlord for 15 pts extra with a 3-10/2 troop,

 

some FA abiltys could be along the lines of keep Sokar is Near after all they are Monuments to him, add a + 3 to there dv to range would add to there deflect they are stone now how could an arrow hurt them, and on terren declared sand they get a +2 to movement and when crosing water there movement is cut by 3/4 ,

spells under cleric we called it rekindering of the flame for 40pts it does a 2" healing of 2 points of damage, Mage spells would go like this , cyclone 12"range does 2" circle model on the ground gets 1 point of damage and flyers get 2points of damage cost 30pts, we called it buffet think more along the line of a big wall of sand hittign you has 12"range, it does a 4"+2" rectangle of damage any model inside gets 1 pt of damge and also a hold to next actavation cost 60pts, and finally ground shift 18" range can move any model 6" in any direction the caster wishes cost 10pts. so what you think

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Some thoughts/questions about Nefsokar spells:

 

I'm thinking of SandStorm and Felling of the Firstborn.

 

Sandstorm - Has anybody used it? How effective has it been?

 

Felling - Again, who's using it? Seems like a bargain now, for what it does. How do you time it? Right away for the shock/dismaying effect of "the game hasn't even hardly started and my soldiers are bleeding!"? Right before the battle really gets going, when you know precisely which models you want/need to be injured? During the height of the battle, or right after the height, when you need just that little extra boost to roll over the enemy line?

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I'm collecting two armies, Crusaders and Nefsokar, and plan to include some more powerful models than the ones I already have, chosen with "ooooooh, what a beautiful mini!" attitude :lol:

 

I know that in Crusaders the most playable soldiers (in terms of effectivenes to cost relation) are Justicars and Lion's Lancers.

What are the most cost-effective soldiers in Nefsokar army? Besides Mummy Tomb Guard, of course - they kick some serious butt ::D:

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I rather like the Ammat Devourers. Not quite as tough as the Tomb Guards, but still fairly vicious. Also pretty easy to paint if you go for the blasted sandstone look, even if you do a faint coloring on certain parts to imitate weathered and very worn paint.

 

I like the Khamsin Mounted Archers, but I haven't used them enough in combat to say how effective they are. My guess is not very if you are playing a timed round, but with the right terrain (room to move) and enough time, they could really wear enemies down.

 

Ron

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I like the Khamsin Mounted Archers, but I haven't used them enough in combat to say how effective they are. My guess is not very if you are playing a timed round, but with the right terrain (room to move) and enough time, they could really wear enemies down.

 

I've played against them, and if your opponent doesn't bring fast movers of their own, or has some means of shooting you back, they can be a real pain in the butt provided you don't corner yourseld. Trying to catch them with foot soliders is very frustrating. But that is what they are designed for. Use them to stick and move. Pick off the weaker models in melee because you will have the height advantage, especially if you're helping out a troop of Tomb Guards. They make excellent vultures, leaving your melee models to move on and finish someone.

 

Their big benefit is that large movement, that never degrades, and their RAV doesn't degrade until their 3rd track, and by then, you're likely based and dead anyways.

 

Their big weaknesses though are Improved Charge. There really is no reason you want these models in melee - 1 attack at MAV 2. So this seems to be wasted points for a rarely useful SA. Unless they are on their last track and you run them up to suicide to help out other Khamsin Models by lending support, or use it to base a stunned Model to CdG. It's too bad they don't have Raider to boost their poor Discipline because once they are based, they are toast because their DV is rather poor too.

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I like the Khamsin Mounted Archers, but I haven't used them enough in combat to say how effective they are. My guess is not very if you are playing a timed round, but with the right terrain (room to move) and enough time, they could really wear enemies down.

 

I love the mounted archers. I can't think of a time I didn't include them in an army. Most of our games are played without a time limit so you may be right about them being ineffective in a timed game.

 

It is a great finish to a game if it comes down to one model per side and I have a mounted archer. The ability to shoot and run has saved a few games for me.

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I dont have a lot of many. My hobbies are divied in three. Magic D&D and warlord. I am trying to build an army and want to know what a good list would be. Any ideas would be good. My priamy goal is an undead army. Any help would be nice.

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I dont have a lot of many. My hobbies are divied in three. Magic D&D and warlord. I am trying to build an army and want to know what a good list would be. Any ideas would be good. My priamy goal is an undead army. Any help would be nice.

 

1) Keep the cost of your command structure low. Stick with low point captains and sergeants whenever possible.

 

2) Inexpensive infantry is the backbone of a good army. Try to match up infantry that can take punishment with troops that have the reach SA. Support and reach bonuses are your friend. (For Nefs, a combination of Awakened Mummies and Khamsin Herdsman, both in large quantities, would probably work best.)

 

3) Take only a handful of missile troops, and don't put a lot of points into spells & spellchuckers.

 

4) Take a few models with high mobility to seize and contest tabletop objectives.

 

5) Use inexpensive solos & outriders to up your card count in the initiative deck and to help control the point at which you have to commit a significant force. Sometimes you want the first move of the turn, sometimes you want the last move of the turn. Having lots of cards in the initiative deck is the best way to manage that.

 

 

The above tips work for any army.

 

-StV.

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I dont have a lot of many. My hobbies are divied in three. Magic D&D and warlord. I am trying to build an army and want to know what a good list would be. Any ideas would be good. My priamy goal is an undead army. Any help would be nice.

 

The best way to get started undead would be to buy the Nefsokar box set and Khadath, I think the box is $33 at miniaturegiant.com... Reaper no longer carries it and Khadath is $3.50. This is two troops and with spells is about 750, which is a good starting army.

 

After that I'd suggest either a pack of Tombguards... $27 and Ammat is $3.50.

This brings you to about 1500 with spells and three troops.

 

After that I'd buy both Avatars which are $5 and $15.

 

The addition of these two gives you more options in your 1500 build. You could have 5 troops and an initiative deck of 6. But it also pushes you close to 1700 so with equiptment, spells and a totem you could easily field a 2000 point company.

 

So for about $85 you'll have about 5 troops worth up to 2000.

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Not that rgtriplec's prices are probably from Miniature Giant. In FLGS, direct from Reaper or including tax and shipping (as appropriate) will probably be more.

 

Pity that you didn't make out to Millennium Con over the weekend: Reaper had a booth and Vince and I had Warlord games running for almost all of the sessions (more Vince than me).

 

You should pick up Thoth: he only casts low level spells, but he is a pretty good fighter, he has Tactician, and he has Healer (which is uncommon for Nefsokar).

 

Ammat Devourers are another infantry option: a bit cheaper but a bit weaker defensively and with one less track.

 

You might want to consider relaxing the Undead part of the army to pick up some archer types. The Khamsin Mounted Archers can be pretty effective,

 

Ron

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I'd actually suggest the opposite to what Saint Vierzehn has said as far as army composition. If there is an army that really has excellent Elite troops that you can found the first 1000-2000 points of your army on it is the Nefsokar; specifically Tomb Guards, and Devourers if you are headed in the direction of a non-Khamsin army.

 

The way the game now plays, you can afford to invest in the expensive models even in smaller games, and still have a viable force on your hands, likewise the Nefsokar have some expensive, but bloody nice Leaders and Elites to bring to the board.

 

My purchases would be, in order of importance:

 

Khadath

Ammat

Tomb Guards

Devourers

Reborn

Khufu (alternatively you could buy Neb'nesew, but Khufu is pretty desirable)

Chosen of Sokar

Awakened

Lesser Avatar

Thoth

Fatima

2nd Chosen of Sokar

2nd Lesser Avatar

2nd Reborn

Anubis Guard

Nakhti

Sokar's Avatar

 

Of course I havn't included any archers, and you can't without adding Khamsin Ranger, which arn't in an 'Undead' theme, but it makes perfect se4nse for them to be fighting along side the Undead in a Nefsokar army, so for balance I would include them.

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I'll add a quick rundown of the typical Nefsokar build types and strengths, to give you an idea of the feel of the faction:

 

Khamsin - nomadic desert people (living) - fast, fast fast! Lots of cavalry, definately a "Hit before you get hit" type feel.

Mummy - lots of undead, where I think you want to go - Good all around soldiers, solid adept soldiers, and unique and powerful solos. Leaders pack a punch. You can also take living statues that, are usually very powerful. Mummies also have some very powerful clerics.

Combination - You can take Khamsin models in a mummy army, but no mummies in a khamsin army.

 

The only problem I see with Nefsokar is that they have so many great options, you always feel like you're leaving good ones out when you build an army! Or you manage to get them all in there, but your army has no synergy.

 

With the mummy route, here's how I'd go:

 

Khufu (warlord)

Tomb Guards (for his bodyguard)

Nakhti or Khadath (captains)

Chosen of Sokar (sgt)

Awakened Mummies (soldiers)

Anubis Guard (soldiers)

Lesser Avatar

 

From that list, you could probably pick two of the leaders and somewhere around 8ish soldiers and the Lesser Avatar and arrive somewhere around the 750 mark. If you took Khufu I'd suggest giving him some spells since he's a pretty good cleric.

 

Nakhti and Khadath will be more powerful than other elements in your force if you take either one of them, and the Chosen of Sokar is going to feel very much like a common soldier. Khufu will be the toughest model if you take him. The Lesser Avatar is a very powerful piece, I highly recommend it. The Tomb Guards are well recognized as one of the most powerful soldiers in the game and it would be a shame not to take at least 3 or 4. Especially in a mummy army!

Awakened Mummies and Anubis Guards are nothing special, BUT they aren't weak models either and you'll get your mileage out of them. Strictly speaking, Anubis Guards aren't mummies, they're walking statues - same with the Lesser Avatar - but they fit the mummy theme very well.

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Nefsokar 1000 points

cost: 1000, models: 16, cards: 3

 

troop 1

Nakhti: 74

Thoth:109

+Holy Symbol: 25

+Dispel: 10

+Canopic Jar: 10

+Part Death's River: 60

4xTomb Guards: 268

2xAmmat Devourers: 110

 

troop 2

Chosen of Sokar: 56

3xawakened:111

 

troop 3

Chosen of Sokar: 56

3xAwakened:111

 

Turn one: Advance

Turn two: Cast Part Death's River, engage enemies on your terms, by teleporting Troop 1 into base-to-base with enemies; reinforce using Crossing Death's river from troop 2 and 3 if needed, while they continue to advance into combat.

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