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Savage North Factions


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Hello folks, so sort of discovered the warlord game while browsing through the website and it has jumped out at me as something fairly interesting to jump into. More specifically after a tour of reaper HQ at reapercon and seeing some minitures, I did not relieze that there was a mini game attached to some of the ones I really liked the look of.

 

However some of the newer factions from the savage north ones have no fluff about them on the website, more specifically the sisters of the blade. Can I get a possible faction rundown on the SN factions?

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You get all the fluff in the Savage North rule book. I do not know them well enough to give you a rundown unfortunately. By checking out the army builder, you may have some ideas how each faction runs. Most people buy the minis to paint and the game is regarded as a bonus. Anyway, thank you for taking an interest in Warlord. It is a fully matured, developed and relatively well balanced game.  

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I ended up with a copy of the savage north, but that little list did answer a lot of basic questions I did have, I really had no idea what those factions were even.

 

What may be useful is a general overview of what the faction does, aka strengths and weakness. This may help with people getting into the game to figure out what sort of army they want. With being allowed to run any models they wish, although it pains me to say it, the fluff is not as important as mechanics in that case.

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Apollo, Warlord is not WHFB. The play style and strategies depend on what doctrine you take and whether you include a warlord or not. Take Necropolis, for example, Judas will do well with his whole unit of crimson knights. Rhasia needs zombies to explore. You want to field as many skeletons as possible with the crypt legion doctrine or build your entire army around Monandain. Or, you can even field an entire non-corporeal army that bypasses every obstacle on the board. Generally, every faction has at least 2 to 3 different play styles that can be very different. Most people simply pick on the figures that appeal them the most and create an army based on them, not the other way around as those in GW. It is a totally different game system. You can then ask the best strategies and tactics in the corresponding faction specific forum.

Many people feel disappointed for the lack of fluffs. On the other hand, you need to evolve the history to have more fluffs. This will mean adding in more figures or killing off the existing ones which no one wants. Eventually, you come to a dead end as in WHFB. There are 20 factions in Warlord with over 500 different figures to choose from. The system cannot expand anymore because it is increasingly difficult to add in more figures or one new faction with a totally new play style and keep the game balanced. So, every figure will have a short summary of how it begins. The rest is up to your imagination. 

Finally, if you are more interested in game play and using the best army or strategy to win, you will be disappointed. So, don't bother. Since 2nd edition, I cannot even tell you which factions are stronger and which ones are not. May be someone else here can tell you the difference.

Edited by wildger
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Fair enough, although I was drawing from warlord being closer to clix than whfb, a game I never actually got the chance to play because of the cost to get into it. Fluff wise I just do not know what a lot of this stuff is, like is Auriellias a god of knowledge or general god of light? what about the other 2 in the triad? Just small stuff like that which leaves me puzzled because it is mentioned, but nothing is really explained.

 

What I mean however on the pro's and cons of a faction is something easy I can show people on an overview of the factions with their fluff, but can point out that you can fluff them differently because of being able to take different models if you so choose. As it stands now you got to look over the army creator to get an inkling of what faction has what. Going in depth on each unit is probably not needed at all. 

 

Brief example: Crusaders: Cons: no real cheap units outside of wardogs, leads to potential lower model count compared to other factions, Pro: Units are slightly more durable than the norm with access to healing magic. Lots of calvary options

 

As for expansion, there are some things that could be expanded on in the game model/unit wise, such as sisters having a cav option, but no cav leader or elite to make an all cav troop choice.

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