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Crispy Mercs


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Starting this thread to see how we might be able to assist CrispyMerc defeat the enemy Azazel and the dreaded army of Darkspawn...

 

Oh, and based on their current gaming they are playing at 750 points..

So, here is my opening list to begin discussions with:

 

Mercs - 749 points

 

Troop 1

Boris Mingla

Leisynn, Wizard of Chaos

Mika, Samurai Heroine - Assassin's Blade

Mercenary Crossbowman x 2

Okuran

Mercenary Axeman x 2

 

 

Troop 2

Deckard Nightveil, Death Priest

Mika, Samurai Heroine - Assassin's Blade

Mercenary Crossbowman x 2

Okuran

Mercenary Axeman x 2

 

Troop 3

Raseri, Raging Barbarian

 

EQUIP

Luck Stone

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

3 troops +1 Tactician +2 Spies

16 models (43 DTs)

 

Lining up on the back edge of the table does not prevent the Darkspawn from using the Daisy Chain to get to you, but it does help restrict what all Darkspawn can do on the first turn alpha strike. The longest range spells only go 18 inches. So, if you back up some, then you take the Witch Queen out of the mix at least for the first turn. If they double move up to get into range, well then it means that they are also within range of your crossbows. But, really the point is trying to survive the first alpha strike with enough to make a good game afterwards. And you can help yourself in that by taking the spells out for the first turn.

 

But, then again you have 2 spies, and his list has 1. And Boris negates DKhul's tactician, so you will be up 4 to 3 in draws. If you think you can out spy him to get the first go and can teleport over and assassin strike someone important, then you take a chance and line up up front.

 

Don't forget, Boris' Warlord Ability that negates any enemy Tacticians to help even up the initiative cards.

 

Your casters might end up using all of their spell points to simply negate the enemy casters, or they also have a few nifty spells of their own if they get the chance.

 

I normally wouldnt put this many crossbows in a 750 point list, but in this case they are justified. Both since there will be a lot of flyers, but also since the Darkspawn is going to try and take the fight to the Mercs while hanging back with their casters. You will need to be able to reach out and tag those casters from range. Most likely, the crossbows will be some of the first of your army to get attacked. Obviously, we would like to protect them, but at the same time, if that does happen it means that your bigger models are not getting attacked. Either way this justifies them.

 

The axemen are really a melee version of the crossbows in my opinion, with their rush attack. If they are not the focus of the first wave, then their job is to try and take some of the fight back to the darkspawn side of things and try to get the casters.

 

The Okaurans try their best to be the first things attacked by the Darkspawn so that they can cleave and chop as they go down.

Meanwhile, the Mikas' jobs are to parry on defense to DV 14, and then use the assassin blade against Maugrothoth or Mirilith on offense.

 

Raseri.. I love Raseri. His game depends on how things fall. He has the rush attack to go after the enemy casters too. Or he has the cleaving hits to go after the Darkspawn muscle.

 

Possible changes to this list would be to move those Assassin blades around to Raseri and Boris since they have potential to do more damage and also cause they have tough/3. I just think that with the ability to parry to DV 14, Mika will stay alive longer. But, I could be wrong. That is up for debate.

 

Ok, so that is the first idea... We will work with some more ideas too...

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Wow..my very own helpline :) Thanx - I'm reading on with great exitement :)

 

However since I have been writing last time, we agreed to go 1K. I don't think the 250 points will change much in Azazels list, it will still be fast and deadly. I have added a giant to my new "reinforcement order", he will probably be a kagunk until my mail arrives. EDIT (still only 750)

 

I am probably going to go for the scoundrels luck doctrine and have the rerolls (which is going to be 5 in 1K)

 

 

This is what I got to work with (when my mail arrives)

Commanders:Boris,haranubo,deckard,artemis,dingo,grundor

Soldiers:Axe x 7, spear x 3, warrior x 3, okuran x 3, xbow x 2, thug musician x 1

Wizards:Theda, Leisynn, Olivia & Elandaria + 3 familiars

Elite:Ado & Mika

Solo:raseri, giant

 

Experience so far..(appart from having fun with ogres)

Boris - OK figthing and tactician thing is cool

Haranobu-This guy ussually kills something

Artemis-Never hit with the bow

Leisynn-First introduced because of the Brainspell popularity. Barage on piercing crossbows also hurts.Teleport not tried yet.

Mika- seemed OK

Olivia: Burst of speed/damage reduction (love this one)

Familiars:seemed smart to use them for Bladebarrier carriers

Axemen & spears - seems like a cool combo

Okuran:Generally kills other soldier models

Xbow: cool but expensive

Thug musician - extra move is nice..but expensive

Raseri: eaten by daisychain

Luckstone:yeah

 

I have never tried assassin blades, rerolls or a giant yet, and hope they can add something in the future

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Uhm...

 

I didn't agree to go to 1k. :P - Im still busy painting up on Witch Queen, 2 x Succubi, 1 Broken Fodder, 1 Maugratoth and a familiar.

When thats outta the way, its a matter of money and model availability before I can invest more in terms of models. :P

 

I'm sure we'll get to 1k eventually, but lets have more than 1 game with the 750pt lists, before we up the points again. :poke:

 

- Azazel

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Since Crispy seems to like the Bounty doctrine at 750, how about this one:

 

Mercs - 750 points

 

Troop 1

Boris Mingla w/Assassin's Blade

Gars Necka

Olivia, Priestess of Shadarzaddi

Ivy Crown Light Lancers x 5

Mercenary Spearman x 2

 

Troop 2

Deckard Nightveil, Death Priest w/Book of Tactics

Darkthrall Cultist x 2

Mercenary Axeman x 2

Mercenary Spearman

 

Troop 3

Hedasaa, Cultist Leader

Mercenary Axeman x 3

Mercenary Spearman

 

Troop 4

Dendris, Assassin

 

Luck Stone

 

4 Troops, 6 Initiative Cards, 2 Spies. Boris negates the opponent's Tactician card, meaning you have a 2-1 edge in activation cards, and the ability to spy 2 of his first 3 card draws, giving you an excellent chance of going first. With the IC Lancer's Ranger/8 to get out ahead of the pack, and a fast movement backed by a Burst of Speed from Olivia, they can easily cross 32" of ground to strike with 5 First Strike attacks (at MAV 6, with Support and Smite from Gars), and then retreat 10" (or stay and Fight for another 5 MAV 6 attacks by passing on using the Swift Attack SA). That's a pretty quick way to eliminate the Witch Queen. Give him a taste of his own medicine. ik_wink.gif If she's not a target, feel freel to whip any other target of opportunity instead, and definitely use the option to Swift Attack to spread afterwards, making it harder to pop the lancers with AOEs. Or, if you are feeling particularly insane, have Gars cast Incite instead... your IC Lancers can now strike at a range of 42" (8 Ranger, 10 Burst of Speed, 10 Move, 14 charge = 42") with 5 MAV 5 First Strike attacks. It's pretty much a one-way ticket, but what a hell of a 1-way ticket it is. ik_devil.gif

 

Also, remember that there is no cohesion in WL; there is nothing that says your models from a troop need to stay together. If he wants to come caster-hunting, make him work for it. Pin Gars and Deckard in the back corners of your deployment zone. If their primary purpose is to provide Smite spells (which affect the whole troop, regardless of distance), then they don't need to be anywhere near the heat. He'll need to string himself out futher, and split into two groups to have any chance of taking both at once. Keep Dendris somewhere near the middle-back of your deployment zone; he'll have range (with a single move) to nearly anything that might try to fly in over the zone. His combo of Pierce, Poison, Sharpshooter, and Weaponmaster makes him a credible threat to aerial targets, and he's no cupcake in melee either.

 

Finally, be prepared to give up a sacrifical lamb; sometimes baiting your opponent into killing a juicy target opens up the opportunity to lay the wood to them on your activations.

 

~v

 

EDIT: Khamsin Lancers would also work nicely. They lack the Ranger, but add Rage as an SA, giving them an additional +1 MAV on that single swing, and they are slightly cheaper. They'd only have a range of 34" (using Burst and Incite). With some slight monkeying with the list, you could bring 6 of them vs. 5 IC Lancers.

Edited by Shakandara
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I tried mixing the cavalry list, with something I got and have ordered(and something I know I like)

1 Boris Mingla (118)

5 Lancers (30)

2 Mercenary Axeman (16)

1 Olivia, Priestess of Shadarzaddi (U) (45)

1 Theda, Priestess of Thezrael (U) (61)

1 Assassin's Blade (20)

 

Troop 2

1 Stone Giant (88)

 

Troop 3

1 Leisynn, Wizard of Chaos (U) (70)

2 Mercenary Axeman (16)

1 Mercenary Crossbowman (27)

1 Mercenary Spearman (12)

1 Haranobu (U) (82)

Spiked Armour

 

1 Luckstone

 

This only has 3 troops+2 tactician & Spy(+boris abillity). Depending on deployment, leisynn can teleport haranobu or the giant in for the kill. The lancers can start doing their fast work from turn one. A crossbowman has been added so Leysynn can powerhim up with a barrage spell-since they are eventually going to fight other players than darkspawn. Haranobu knows his outspeeded so I put a spikedarmour on him for extra defensive strikes.

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The gauntlet has been thrown! <_<

 

The loser writes the battlereport! :devil:

 

 

In case I get crushed by one of these mean lists you're cooking up, I'll expect the same service when I head back to the drawing board! ::D:

 

- Azazel

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Challenge accepted :)

 

However, since a true battle report must be with pictures, and ofcourse no matchboxes and cocacolacans for substitutes, I say we have some training games until I have gotten my reinforcements by mail. I'm am ofcourse full of confidence again, thanx to my sneaky advisors. The smell of cheese will be extreme :)

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That cavalry is good stuff, it has written speed and danger all over it (I had 5 cavalrymen added to my order..Its expensive to be in an arms race).

Yes, bringing Cavalry is expensive on the wallet, but they work in a number of lists, and their speed can often help cover other deficiencies in a list (like a lack of ranged models or casters). The light cavalry (like the ICs, Khamsin Lancers, Zephys, etc.) are cheap enough that you can afford to carry them even in small lists, and are still useful as a part of larger lists.

 

I think the choice between the different types in your Merc list is largely academic; all will fill the same role. Use whichever you like best.

 

~v

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