Shakandara Posted May 31, 2012 Share Posted May 31, 2012 I don't know if I agree with that assessment, Jason. I've been turning this concept over in my head, and I think I like it. I wouldn't make much of the lone swiftaxe in troop 1; the heart of this list is the high MAV value. You move the cheaper Halberdiers to set the picket line as you move across the field; if your opponent is quick to engage, then they will be throwing themselves on a bunch of Pike attacks. If they double up to make sure they drop the Halberdier, it sets up the counter-punch of the swing-through attacks of the kneebreakers. Any halberdiers that aren't killed can drop into the Reach position to attack, and maybe even generate support. It may not be true synergy, but on paper, that seems to work pretty well together. ~v 1 Quote Link to comment Share on other sites More sharing options...
Looter Posted June 1, 2012 Share Posted June 1, 2012 I don't know if I agree with that assessment, Jason. I've been turning this concept over in my head, and I think I like it. I wouldn't make much of the lone swiftaxe in troop 1; the heart of this list is the high MAV value. You move the cheaper Halberdiers to set the picket line as you move across the field; if your opponent is quick to engage, then they will be throwing themselves on a bunch of Pike attacks. If they double up to make sure they drop the Halberdier, it sets up the counter-punch of the swing-through attacks of the kneebreakers. Any halberdiers that aren't killed can drop into the Reach position to attack, and maybe even generate support. It may not be true synergy, but on paper, that seems to work pretty well together. ~v This is exactly how I figured it would have to run the kneebreakers are to follow in the pike line with Fulumbar and the Gargrams spread out to try and provoke at key spots but the high individual mav is what I was really going for. Usually with these lists I have to center it around warlords and Elites doing the damage with things like support bonuses and general meat shields provided by the soldiers. This is kinda different in that it has enough high MAV units to threaten just about anything and the pike effect is enough to potentially work as a defense in itself. The swiftaxes are more of a response team to hopefully find and engage dangerous low defense units like spellcasters that become reachable through a hole made by previous waves. oh and the lone Swift axe is just there for the points to round out. Quote Link to comment Share on other sites More sharing options...
Looter Posted June 4, 2012 Share Posted June 4, 2012 Ok I think my army was slightly illegal with not enough captians so I Exchanged one gargram and the lone swift axe for another Fulumbar. Thats it. sorry about that I hate when something is a bit off. Quote Link to comment Share on other sites More sharing options...
brugerstein Posted July 31, 2012 Share Posted July 31, 2012 Newbie, here. Have played about three times. Don't have a rule book, but have read through the 2nd edition. I have a question about the rule for burrowing. In every other war game I've played, there is hidden movement, where your opponent doesn't know, exactly, where you are. To me, burrowing would be a type of hidden movement. My GM requires that I indicate exactly where my troops, who are burrowing, are. There is no way these troops get any "surprise" attack if the opponent knows where they are. What is the rule for burrowing? Is there any rule that states you must indicate where every figure is even though they are underground? Thanks, brugerstein Quote Link to comment Share on other sites More sharing options...
Shakandara Posted July 31, 2012 Share Posted July 31, 2012 There is no "hidden" movement in Warlord. ~v Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted July 31, 2012 Share Posted July 31, 2012 As Shak just said, in Warlord there is no hidden surprise value in being burrowed. We tried to make that work, but really just couldn't do it in a fair way. But, even though you wont have "surprise" there is still plenty of benefit from being able to travel without opponents being able to attack you, being able to choose the time and place attacks happen, and being able to cut the corners on terrain so to speak. Still plenty of benefit to being burrowed. 1 Quote Link to comment Share on other sites More sharing options...
wildbill Posted July 31, 2012 Share Posted July 31, 2012 As Shak just said, in Warlord there is no hidden surprise value in being burrowed. We tried to make that work, but really just couldn't do it in a fair way. But, even though you wont have "surprise" there is still plenty of benefit from being able to travel without opponents being able to attack you, being able to choose the time and place attacks happen, and being able to cut the corners on terrain so to speak. Still plenty of benefit to being burrowed. I have never tried this. Quote Link to comment Share on other sites More sharing options...
Tigershark Posted September 30, 2012 Share Posted September 30, 2012 I'm getting back into Warlord and a bit rusty put not completly familar with all the rule changes. I made a 1K list and a 1500 list, please give me some pointers. Dwarves - 989 points Troop 1 Freya Fangbreaker Magic Weapon Margara Firetongue Shieldmaiden x 2 Halberdier x 3 Piercer x 2 Familiar Book of Tactics Luck Stone Troop 2 Ursula, Bear Rider Bear Rider x 3 Troop 3 Gargram Heavyhand Warrior x 2 Halberdier x 3 Piercer x 2 Troop 4 Griffon Dwarves - 1494 points Troop 1 Freya Fangbreaker Mithril Armor Magic Weapon Margara Firetongue Familiar Shieldmaiden x 5 Piercer x 2 Troop 2 Ursula, Bear Rider Bear Rider x 3 Troop 3 Gargram Heavyhand Warrior x 2 Halberdier x 3 Piercer x 2 Troop 4 Valana, Forgemaiden Forgemaiden x 2 Halberdier x 3 Troop 5 Hagard the Maimed Berserker x 2 Swiftaxe x 3 Troop 6 Griffon Troop 7 Snorri Oathbreaker Luck Stone Quote Link to comment Share on other sites More sharing options...
Stubbdog Posted October 1, 2012 Share Posted October 1, 2012 Overall, I think you have a pretty good list there. Well balanced between speed and power, with some magic and ranged too. But, of course part of the fun of this game is tweaking lists. So, here is just one possible tweak you might think about: Dwarves - 998 points Troop 1 Freya Fangbreaker Margara Firetongue - Familiar Shieldmaiden x 2 Halberdier x 3 Piercer x 2 Troop 2 Ursula, Bear Rider - Armor of Courage Bear Rider x 3 Troop 3 Gargram Heavyhand Klaus Copperthumb - Mithril Armor, Magic Ranged Weapon Warrior x 2 Halberdier x 3 Troop 4 Griffon Extra Luck Stone The main thing I did was to swap the 2 piercers in troop 3, to an assassin with 3 shots. His range is a little shorter, but with the magic ranged weapon and the pierce he can be very effective as long as you keep him supported. He has stealth to help against enemies with longer ranged weapons. I also changed the tactical book in for a leadership pin for Ursula. This one is a wash as both have very helpful benefits. I just leaned towards the free action items that the pin bestows. I also thought about trading the luck stone and book in for a musician. Again, all have good uses. I just went this way this time. Quote Link to comment Share on other sites More sharing options...
Tigershark Posted October 1, 2012 Share Posted October 1, 2012 Looks interesting but what if you left all the extra off of Copperthumb and did the list like this? Dwarves - 999 points Troop 1 Freya Fangbreaker Margara Firetongue Familiar Shieldmaiden x 2 Halberdier x 3 Piercer x 2 Troop 2 Ursula, Bear Rider Armor of Courage Bear Rider x 3 Troop 3 Gargram Heavyhand Klaus Copperthumb Warrior x 2 Halberdier x 3 Kneebreaker x 2 Troop 4 Griffon I took the kneebreakers to help against mosters and big ticket items so to speak Quote Link to comment Share on other sites More sharing options...
Looter Posted December 19, 2012 Share Posted December 19, 2012 Ok so I played a game today against a couple of friends in a Free for all. It was a good bit of luck but hell it worked well. So the force for 750. Troop 1 Logan Battlefury With Hammer of the Mountian God Book of tactics 1 Durgam Deepmug With Magic Weapon 1 Ivar Silverfist 5 Berzerkers 1 Warrior Troop 2 Anasha Tomebreaker With Hammer of the Mountian God and Mitheril armor. That is it. Doesn't look so impressive right? Well it kicked the crap out of just about both forces left on the battle field. Now not everything went my way my median roll for dis, and spell checks was a 1. Ivar attacked once and then died failing his one spell attempt. I never got more than half of my charging units to a fearsome opponent, and overall Anasha didn't get to do much. But I killed a Broodmaster, Hydra, Dragon Turtle, some minotaurs, a Mercenary Warlord, some spell casting guys some other little guys and at the end still had Anasha and two Berzerkers left in good shape. So never doubt the greatness of Logan and his Frenzy. There was still a ton of luck for me but I still tried my best to make up for it with really bad rolls. I think I like the 750 size just big enough to do some interesting things but just small enough to make the battles fairly short. Quote Link to comment Share on other sites More sharing options...
wildbill Posted January 2, 2013 Share Posted January 2, 2013 Not to burst your bubble, but I feel that you were incredibly lucky with your win. It sounds like that your friends spent more time attacking each other and ignored your paltry force. In my opinion, you had way too many magic items and special characters in your list. If you were playing 1-on-1, you would get destroyed with a list like that. Try this 750 point list on for size: Abjorn Hofkeg Gilam, Rune Spelunker + Spiritual Hammer 6 Miners Musician Stone Spirit Abjorn Hofkeg 6 Miners Musician Earth Elemental Totals: 749 Points, 16 Models, 4 Troops, 4 Init Cards I know it may not sound like you are fielding more models than before, but now you have 4 troops your opponent has to deal with, all of which Burrow. And you have a fire mage to boot. Your two DR models will be plenty tough for your opponent to take down in a 750 point game. Trust me. Wild Bill Quote Link to comment Share on other sites More sharing options...
Looter Posted January 5, 2013 Share Posted January 5, 2013 Hate to tell you this but while I was lucky it was only by having my opponents not kill my elites in one shot each turn that is about it. My average die roll was 2 on anything but my attack rolls and those were just average as well. And in no way did they ignore my "paltry" force since I had both main groups attack me at once. Mainly an enemy would move in and either not kill a unit with their high defense or would kill one of mine in exchange for one of theirs, their problem being that I had a very high AV with just about everything and would exchange one soldier for a 200 point unit of theirs. Also my luck went pretty bad for me in the initiative department as well since I went after my opponents every round to the point of ridiculousness. Oh and all those items you didn't like are pretty much what turned two of my figures into one shot killers of the hydra and the merc Warlord, as well as just about everything else those two hit. Even when Logan was taken out the Berzerkers were able to lay a hurt on anything they wanted I just had to focus a bit more, of course every one of the big point units were dead by then and only a couple of my units had been taken out by this time. That list flat out killed everything I attacked so fast that some of the advantages like Regen that were common against me never even had any play on the battlefield. I actually felt bad for my friends because they played well I just did so much damage that it didn't matter how many tracks they had or what their damage looked like they just didn't have a chance of living with all the mighty and frenzy that army can bring. Also the dwarven faction doctrines are excellent against just about any force out there and the giant slayers can really have some big results from any opposing force. I have actually run a very similar army to the one you listed before and it has a few problems with it. One is if they have a caster they can dig out a select portion of your army when they want and because of their general low defenses for dwarves they can get taken out by alot of things that do not really threaten many of the other dwarf units like skeletons. Two its caster for the group is probably the worst caster in the game for using magic, at least he has solid stats otherwise but even some of the lame casters in other armies will turn him inside out. The stone spirit is very nice except against big units that do alot of damage in a round especially with no healer to keep him in the fight longer. I can't tell you how many times the stone spirit had to get some defensive strikes in on a key unit to take out even equal points to the enemy. If you had the ability to move him about in a way that the enemy could not really defend against such as a Magara teleports Anasha who then summons the Stone spirit then that is one thing. Used alone in a standard way though he has to avoid big groups head on and instead work to the sides of a fight. And he is by far the most effective unit of that battleforce. Quote Link to comment Share on other sites More sharing options...
DSModels Posted March 8, 2013 Share Posted March 8, 2013 I'm about to start Warlord my self but want to start out with a 500 point army that can be added onto later to reach 1000. Could you guys suggesta few list to start with? Thanks! Quote Link to comment Share on other sites More sharing options...
Shakandara Posted March 8, 2013 Share Posted March 8, 2013 Were there any of the posted 1K lists you liked? I'd start there, and scale back to a 500 point list that uses most of the same models. Also worth considering from a cost standpoint are what models are now/will be shortly available in Bones. ~v Quote Link to comment Share on other sites More sharing options...
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