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Nefsokar


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Beloved of Sokar, infidels have once again disturbed the final rest of your ancestors. These crimes against our people shall not go unpunished. For every tomb desecrated, for every coin stolen, we shall exact a terrible price in blood. Fear not what faces you, these crimes have woken Sokar from his deep slumber, and he shall ride at your side. The Hand of Sokar is near.

 

For historical references, feel free to view past Faction discussion threads:

Nefsokar 2008

Nefsokar 2007

Sokar is Near 1.2

Mehet Hesep

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Hi,

 

I'm building a Nefsokar force to try out Warlord. I'm hoping to be able to find someone up at the Asylum to walk me through the rules on August 1st (the first weekend I have available). Here's what I have available at the moment. What kind of reasonable small force could be created from the following figures? What should I consider adding to fill in the gaps?

 

1x Khufu

1x Avatar of Sekhmet

1x Chosen of Sekhmet

2x Daughter of Sekhmet

3x Nefsokar Tomb Guard

3x Khamsin Dervishes

6x Awakened Mummies

3x Khamsin Herdsmen

 

Thanks for any help!

 

/Paul

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I think this is about 1000 points and is built using every thin g you had while playing to your Warlord and factions strengths. No range but two blistering good mages that are as good as any in the game. The new rules come out in a couple weeks, so its a good time to be new.

 

 

1x Avatar of Sekhmet

 

 

1x Chosen of Sekhmet

2x Daughter of Sekhmet

2x Daughter of Sekhmet

 

Ah'radivh

Ibrahim

3x Khamsin Dervishes

3x Khamsin Herdsmen

fatima

 

1x Khufu

netikerti

reborn

6x Awakened Mummies

3x Nefsokar Tomb Guard

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Paul,

 

August 1st at the Asylum, you will see a whole slew of people playing Warlord. In fact I am hosting a Second Edition Release Party tournament up there. Since I am there to be referee and not play, I should be able to spend some time with you and giving a demo of the mechanics.

 

My suggestion is to wait til then to make any more purchases.

 

Bring what you have and I can let you borrow some, and we'll get you squared away.

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I'm on the lookout for a good proxy for the Reborn. Any ideas? I've scoured the Dark Heaven line, but there's a good chance I missed some good ones... it's so big the eyes get blurry after the 10th page...

 

I liked most everything when I searched Pharoah on the figure finder.

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02625: Akbeth, Heroic Pharaoh

 

Ooh, that's a good one. I could paint up his flesh the same way I do the constructs in my Nefsokar army. I may even grind some gashes like cracked stone. I don't know why but the Reborn just doesn't do it for me. I can't see anything like that being any good at fighting.

 

 

 

In other news, how about Nefsokar 2.0?? I think this may be what prompts me to finally buy an all cavalry army. There's just too much goodness in the new SA's for the Khamsin horse. Leap?? So good! Really solves alot of the issues that used to surround cavalry. You really can use your speed to get anywhere you want.

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I am hoping to field a predominant cavalry army. Not quite possible in the past but now there is a chance with Warlord 2.

 

Nefsokar - 1499 points using the website army builder -the best Reaper has ever done to Warlord

 

Troop 1

Senet Net'merew

Ibrahim

Khamsin Lancer x 10

Luck Stone

 

Troop 2

Anwar

Atifa

Khamsin Archer x 6

Magic Ranged Weapon

 

Troop 3

Ah'radivh

Khamsin Raider x 8

 

Troop 4

Tariq

Khamsin Ranger x 6

Canopic Jar

 

Troop 5

The Sphinx

 

Troop 6

Dust Devil

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Try this on for size:

 

Any Mounted leader with Atifa as an elite. Fill the troop out with at least 3 more Mounted models.

 

Your leader and three mounted models charge into the enemy line. Atifa follows. Your four "up front" models should be grouped in pairs, with a sliver of open table between both pairs. Atifa lines up right behind that sliver and doesn't quite come into b2b with the rear of the two center most cavaliers. Hopefully I'm describing this well.

 

Now the four front line cavaliers make their attacks. Huzzah to Rage for getting you that extra MAV, especially on the models with First Strike (you did take some Lancers right?)

 

You probably did some damage, probably took some shots in return. Such are the fortunes of war. What can be practically guaranteed is that your opponent is salivating at the thought of your highly useful Cavalry models parked right next to his army. He was bummed you had them because you could strike him wherever you wanted. But now that you have, he's pumped about swarming them and pulling your Khamsin off their horses and beating them silly.

 

But you won't have any of that, will you? Nope! Atifa is sitting right behind the four riders and she still has an action left. Cast Burst of Speed in the small gap between the front of her base and the sliver of room between the two pairs of cavaliers. The spell bursts in a 3" AOE giving you 1.5" in all directions - that covers Atifa and all 4 cavaliers (1" for the close model, and 1/2" for the far model on either side). You've now got a free movement action that all five models can take*. That puts you 10" away from the enemy line. Still well within your own charge range, but outside of most model's charge range so you're relatively safe.

 

Fear the Dunes, interlopers! And stay out of our tombs!

 

*note that you do not get the Run bonus from this sequence. Charge actions bring you into b2b with an enemy, and you used a Charge as the first action. The Run action specifically says you can only use it in a turn in which a Move action has already been conducted. Since Move is not Charge, you don't get to Run. Additionally, the spell Burst of Speed grants a Move action, not a Run action. Just figured I'd put this thought process on here because as i was thinking of the trick I was counting the Run bonus, so others may want to take that bonus as well.

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You cannot perform the Run with Burst of Speed. Move and Run are now two specific action types (see p. 30), and the Burst of Speed spell specifically grants an immediate Move action for free at the time that it is cast. Also, since it requires a Charge action to base a model for combat, your first movement action of the round is not an actual Move, thus invalidating the prerequisites of a Run action. You'd still be able to Move away, just not with the 2" bonus as part of a Run.

 

~v

(edited for spelling)

Edited by Shakandara
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see, i was thinking use the swift attack with your front line of horses and have them disengage after, then have atifa come in and chain lightning...

 

And if you had any khamsin archers in your build have them take a couple of shots at anything left over.

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Anyone wanting an auto-win in a small 500 point game should give this a try:

 

Nefsokar - 499 points

 

Troop 1

Neb'nesew Ne'pet

Fatima

Sokar's Prophets

Khamsin Herdsman x 4

 

Troop 2

Sokar's Avatar

 

Luck Stone

 

Send the Avatar out across the table and see if your opponent can take it out. Do this:

 

Turn 1 - NebNesew casts Airwalk, Fatima cast Divine Vigor, Prophet casts Hide. All on the Avatar Avatar double moves.

Turn 2 - Fatima + Prophet cast Divine Vigor on the Avatar. Avatar attacks with FIVE mighty swing-through MAV 7 attacks. :devil:

Turn 3-5 - See Turn 2. Cure or Resurrection the Avatar with NebNesew + Fatima as needed.

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