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What is Warlord style of play ?


Goglutin
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Hi everyone.

 

I am a newbee here and I want more informations about the Warlord game.

 

Currently, I'm turning my back to Games Workshop because of their stupid sales policies. I'm a Mordheim player and i'm looking for another similar game to play.

Warlord seems to fit but does it really ? I need more info about the game itseft (mechanics, number of models in a typical warband, characters work as units or as single models...).

 

I suscribed to the kickstarter project and I am a bit sad that they did'nt gave us the option to buy the Warlord book as options or PDFs as ''pledge gift''. I think this would promote the game and encourage some people to buy more miniatures (give from one hand, receive from the other no ?). They should think about adding it to the pledge manager. But, hey, I'm not their marketing manager ?!

 

Feel free to share your tought about your own warbands style of plays (I'm craving those bloodstone gnomes!!!), your opinions about the game and anything that would help me to get a glimpse...

 

Thx.

 

Goglutin

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Hi Goglutin,

 

Warlord is a fast paced skirmish game. The mail rule book contains the full rules set and 10 factions, while the Savage North rule book also has the full rules and 8 new factions. Each of those factions can be played to fit a variety of play styles. You can run an army full of a few heavy hitters or a horde of popcorn. My smallest army to date was 8 minis while my largest was *ahem* Overlords and numbered over 100 guys. I love the Bloodstone Gnomes. So much madness. My own playstyle tends towards smash head into brick wall. Lather. Rinse. Repeat. :devil: You can find some information at the ReaperGames site. Honestly, I'd troll through the Warlord faction discussions for different playstyles. Are you in the DFW area? You might be able to hook up with a local group in your area and learn the game. There are a lot of players around the country who can help show you the ropes.

 

DRG

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Warlord uses a points system. A typical game is 1000 points, and you 'buy' your warband from that. So you can choose some large expensive models, or many small cheap ones, or a mixture. Unlike some other games, models are not priced by how many points they cost, they are priced fairly according to how much metal is in them. There is also a very generous rule that allows substitutions, so that if you do not like the model that comes with your army you can use a different one. You can also use the Bones and the painted plastic figures.

 

Units are a mixture of Solo models and Troops of 2-10 figures. Each Troop has a leader and one or more grunt soldier. Some can have

special hero characters, healers or magic casters too. Your solo models are often monsters or assassins. Figures all move individually, you do not have to keep them ranked or facing the same direction, or even near each other (though there are advantages to doing so).

 

Each of your troops has a card. Some leaders give you an extra card. You shuffle cards and then draw to see whose turn it is. On your turn you can move, declare your targets, fight, and cast spells. Then your enemy gets to take 'defensive strikes' back against you. So each round of combat is two fights: you attack, he defends; he attacks, you defend.

 

I think what makes the game really fun is all the Special Abilities. Almost every model has something special about it, burrow, damage reduction, immunity, fearsome, first strike, etc. How you choose your army and combine those abilities is really where the game is at. Do you take the horde of mindless zombies that cannot be shaken, or put the points into fewer, heavier fighters?

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It really is the most flexible and balanced wargame around. You can play your style in almost any of the factions, so you're not even bottled into one army choice. It's fun to switch tactics with the same faction and your opponent gets smashed because he was expecting the "typical Vamipre army" and instead got a bunch of skeletons and mages. Not that I ever sully my Vamps with skeletons...shudder.

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Also, if you're used to Warhammer, there's a lot more diversity and tactics possible within Troops; they're not just a block of 20 skeletons with a standard, for example. Each troop can potentially contain a mix of foot-soldiers, magic users, unique and talented special characters, and leaders, all potentially from different races, species and other fantasy "types". It's probably geared towards bigger battles than Mordheim, with less focus on individuals and their experience, but it's much smaller, and with much more focus on individuals, than Warhammer Fantasy Battles.

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Also, if you're used to Warhammer, there's a lot more diversity and tactics possible within Troops; they're not just a block of 20 skeletons with a standard, for example. Each troop can potentially contain a mix of foot-soldiers, magic users, unique and talented special characters, and leaders, all potentially from different races, species and other fantasy "types". It's probably geared towards bigger battles than Mordheim, with less focus on individuals and their experience, but it's much smaller, and with much more focus on individuals, than Warhammer Fantasy Battles.

 

Apt description.

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In the end, the game is a tabletop war game just like warhammer. The main things that set this game apart are:

 

1. The initiative system. It is not a you go I go set up, but rather a random order based on the number of troops you take which results where each game can have a totally different outcome based solely on that aspect.

 

2. Soldiers dont travel around in blocks. Each model is its own man so to speak. You can spread them out, pack them in, both, whatever works for you in the given scenario or game.

 

3. Also, on soldiers, you can mix and match soldiers within a given troop. You don't have to have all soldiers the same, so again they can use their synergies to help each other out and you can change them based on the needed task or scenario.

 

4. Lots of time and energy was taken to make sure that the newest faction is balanced with the oldest faction. This is not a game where you have to have the newest thing to win.

 

5. The game takes about 15 minutes to learn the mechanics and game sequences. What takes a while, is the learning the different special abilities and the synergies you can create within them.

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It really is the most flexible and balanced wargame around. You can play your style in almost any of the factions, so you're not even bottled into one army choice. It's fun to switch tactics with the same faction and your opponent gets smashed because he was expecting the "typical Vamipre army" and instead got a bunch of skeletons and mages. Not that I ever sully my Vamps with skeletons...shudder.

 

Huh. I don't remember this happening. Maybe it's because Dwarves always rule over Necropolis. :devil:

 

::P:

 

:lol:

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Hey.. thx guys !!

 

I never expected so much answers...

 

Now I'm REALLY interested in buying the game... Finding players is another matter ... ( I live near Montreal in a small town)...

 

Thx again !

 

Hey that's so cool I live in Montreal. When I finish painting my army of bloodstone we could alway give it a try since I already have an army of Darkreach. It won't cost you a dime and it will give you an idea of how it is. Just to let you know I'm still a beginner at this game but I really enjoy it. Do you speak french ??

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If you have both books, you'll have ALL the Special Abilities (SAs) to look through. While each book has the full rules there are a couple of SAs unique to each book as they have the only factions that use those. If you want to get in slowly, I'd pick up the book with the faction(s) that interest you the most. I chose my first army just on how the models looked. I figured that even if(when) I lost at least my minis would look cool going down. ::o:

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