The Paths of Destiny- pregled armija

Sve o Rackhamovim fantazijskim igrama (Confrontation, Hybrid, Rag'narok i Cadwallon)

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Koja je vasa omiljena armija iz Staza Sudbine?

Orci Bran-o-Kora
2
8%
Vulfeni Ilje
9
35%
Patuljci Tir-na-Bora
2
8%
Goblini No-dan-Kara
1
4%
Prozdiraci Vil-Tisa
3
12%
Daikini vilenjaci
3
12%
Kadvalon
5
19%
Ne volim 'neutralce'
1
4%
 
Total votes: 26

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novot
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The Paths of Destiny- pregled armija

Post by novot »

Ovde ce biti detaljno govora o svim onim sledbenicima Staza Sudbine: Orcima Bran-o -Kora, Vulfenima Ilje, Patuljcima Tir-na-Bora, Goblinima No-Dan-Kara, Prozdiracima Vil-Tisa, Daikini Vilenjacima i Slobodnom Gradu Kadvalonu.
Buduci da ima i anketa u sklopu ove teme, najljubaznije vas molim da ne komentarisete svoje glasanje, jer cu u protivnom morati da brisem postove sa takvim komentarima. Ova tema je prevashodno namenjena objasnjavanju odredjenih armija i njihovih specificnosti, a anketa ima za cilj samo da da pribliznu sliku rasprostranjenosti odnosno popularnosti pojedinih vojski.
Last edited by novot on Sun Jan 14, 2007 6:51 pm, edited 3 times in total.
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Shunka
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Post by Shunka »

Wolfen of Yillia
(vuci, Vuciji, kucici...)

Dakle, osnovne prednosti copora Vucijih su njihova brzina, snaga, i naravno famozni Born Killer ability. Mane su pre svega malobrojnost (prosecan copor sadrzi 7-8 vucijih), pa zatim slab Resiliance, sto znaci da ce svoju dodatnu kocku u velikoj vecini slucajeva stavljati u odbranu, jako slabi magovi, i slaba disciplina. Vuciji takodje poseduju vise nego solidne pojedinacne strelce (naravno sa nadprosecnom snagom), ali zbog njihove skupoce i prosecnog AIM-a i dometa nisu u stanju da efektivno deluju kao pucacka armija.
Umece igranja sa Wolfenima se sastoji u totalnoj anihilaciji armija koje gube Tactical Roll, i nadoknadjivanje gubljenja istog protiv ostalih armija putem vestih manevara, scouta, strelaca i ostalih smicalica, sve u cilju ostvarivanja odnosa u borbi od 2 vuka na jednog protivnika, koji je najcesce poguban po istog bez mnogo stete po vuke.
Jos jedan znacajan faktor - svi Vuciji su veliki. Sto je cesto pre mana nego prednost - lakse ih pogadjaju strelci na koje su inace dosta ranjivi (najcesce moraju da trce napred, i imaju mali Resiliance), i protivnik moze lako da postavi svoje borce tako da vuci ne mogu da prodju izmejdu njih, dok ostali to rade bez problema.
Krenucemo sada u pojedinacni pregled nekih osnovnih trupa:

Hunter (24 AP) - Beskoristan. Ali lepi su modeli pa ih neki i uzimaju.
Hunter (25 AP) - Ne narocito koristan, ali upotrebljiv. Zbog svog MOV-a od 17,5 i Inicijative od 5. Sto znaci da je od koristi kada se kombinuje sa nekim u borbi. Sam tesko da moze da prezivi ozbiljnije protivnike - iako ima pristojnu (mada za vuke malu) snagu 7, sa odbranom 3 i Resiliance-om 5 lako gine.
Hunter (30 AP) - Nije los u kombinaciji sa Wolfen Prowler-om. Naime, postaje njegov ucenik, za 7 AP, i dobija Scout i Harassment ability-e. Ne postaje nimalo ubojitiji, ali zato vrlo vesto maltretira protivnika.

Warrior (32 AP) (Greatfang) - Skoro neizbezani clanovi copora Vucijih. Napad 5, snaga 10. Verovatno najisplativije trupe. I takodje najtipicniji vuci - velike i nezaustavljive ubice dokle god ih je vise od protivnika, imaju blagu prednost u 1 na 1, i vrlo lako ginu kada se suocavaju sa brojnijim protivnicima.
Warrior (25 AP) (Fang) - Skoro podjednako korisni kao i Warriori Greatfang profila, mada su vise za mlacenje neke sitnije ribe.

Predatori (Razni) - Sustinski za njih vazi isto sto i za Warriore, samo su malo veci i jaci. Bolje se brane, pa ih je i teze ubiti. Uvek je lepo tuci ljude snagom 12-13...
Predator of Blood - Najizbalansiranija trupa. Istinska elita. Ono sto ih izdvaja od svih ostalih vuka - Resiliance 8 i Hard Boiled (efektivno Resiliance 10)... Ne postoji lak nacin da ih neko ubije. Veliki su i grozni su. Tvrdi su, jako udaraju, dobro se brane, jos bolje napadaju... I njihov Fear 8 nikako nije zanemarljiv. Za te poene skoro ni jedna vojska ne moze da se pohvali necim slicnim. Iako su svrstani u Red Oaks pack, postoji posebno pravilo po kome oni mogu da postanu i clanovi bilo kog drugog copora. Zato sto se uvek isplati voditi ih sa sobom.
Howling Predator - Isti kao Predator of Blood samo skuplji za 2 poena i ima Fear 9 (neopravdano mnogo). Protiv bilo koje iole strasljive armije(Dirz, Goblini...) predstavlja bolju investiciju.

Sentinel - Najcuveniji strelac Vucijih. Ima ogromni samostrel snage 12. Mada, u vecini slucajeva to deluje vise kao argument, nego sto realno napravi stete. Za razliku od vecine ostalih strelaca, uglavnom ne radi tako sto stane pred neprijatelje i puca po njima pre nego sto pocne tuca.
Zato sto bilo koja armija koja ima strelce napravice mu rane (sto moze da bude korsno - odvlaci neprijateljsku paljbu sa drugih meta, npr. ranjivih karaktera) i on ce postati beskoristan. Ali, on ima Harassment - moze da stane iza drveta, pa da izlazi da bi pucao i da se vraca natrag. Ali to tako ne radi jer onda u vecini slucajeva pogadja na 5,6 (zbog njegovog prosecnog AIM-a 3).
Ako protivnicka armija nema strelce, onda moze da pokusava i tako. Pogadjace na 4+, eventualno ako se vesto upotrebi namestice se tako da gadja dva ili vise protivnika u nizu, pa ako i promasi prvog, moze da pogodi nekog iza.
U svakom slucaju on napravi najvise stete ako se za pocetak sakrije iza drveta, pa onda ceka da borba pocne, pa tek onda ide unapred i puca. Oblece oko ostalih boraca i uklanja sa malih razdaljina one protivnike koji se nisu pridruzili opstem veselju... Na kraju i on ulece u borbu, gde ponekad moze i da doprinese.
Wolfen with Crossbow (34 AP) - Slican Sentinelu, ali manji, malo slabiji, i mnogo manje upotrebljiv. Ima AIM 2, nema Harassment, i njegove strele ne produzuju ako promase. U rezultatu tesko da ce pogoditi bilo koga - pa onda dzaba njemu strela snage 10.
Wolfen with Crossbow (31 AP) - Simpaticno malo smetalo. Trci naokolo, bocka (snagom 7, dovoljno da nekome napravi ranu), maltretira...
Prowler - Nindza. Scout. Harraser. MOV 17,5. Puca snagom 7, baca dimne bombe, postavlja zamke, donosi kafu... Lep je model. Sve u svemu jako efikasno smetalo. Od dimnih bombi i zamki nema neke vajde... Ali. Sjajno dejstvuje iza neprijateljskih linija. I voli da peva "Not Gonna Get Us".

Ovo naravno nisu sve trupe Vucijih, ali ostale (Lonewolfove, Rune Guardiane, Grave Guardiane...) slabo poznajem, i bolje da o njima napise nesto Cika Djole.
Kratki pregled karaktera koje redovno potrebljavam:

The Watcher - Jeftin, snaga 15 u charge-u, i disciplina 5. Sjajan momak, ali ne preterano popularan jer ga u potpunosti zasenjuje -
Isakar, The Watcher (II inc.) - Dobija dva sjajna ability-a - Concentration/2 i Counter-attack. U praksi najcesce ce Concentration poene dodavati na odbranu, i u kombinaciji sa Counter-attackom moci ce da prezivi borbe gde je slabiji, a uz to da napravi dosta stete. Ili da ubije prakticno bilo koju kreaturu ne mnogo vecu od njega bez da se preznoji. Naravno, sve to pod uslovom da je charge-ovao. Bez toga nista... Jos na sve to ima opciju da nastupa u svom coporu (Twilight Hills), gde dobija i Leadership, sto na disciplinu 5 za Vucije nije mala stvar.

Syriak - Veliki pop. Ali u sustini nije narocito opasan. Sasvim dobro radi u svom coporu, kada priziva Sylvan Animae i leci Predatore of Blood. Moze da se nakrca raznim cudima, ali onda sve to previse kosta...

Kaeliss - Tipican gaylf. Jako retko moze da se dobro upotrebi. Kada protivnik ima strelce koje treba sto pre odstreliti ili da eleminise nekog malog maga iz daljine. Previse kosta za to sto radi. E, da, i moze ponekad da bude od koristi jer ima sansu da prezivi napad Aberacije ili slicne grdosije zahvaljujuci Feint-u.

Agyar - Najizbalansiraniji karakter. Solidni statovi, i za razliku od vecine vuka, dobar RES. Jedina mana - moze da nosi samo jedan artefact. Authority Vucijima uvek mnogo znaci.

Varghar - Slican Agyar-u, ali manji celokupno, i jos malo manji po disciplini i RES-u. Dakle vrlo solidan momak.
I dalje taj Authority koji je super stvar.
Last edited by Shunka on Mon Aug 21, 2006 5:04 pm, edited 2 times in total.
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jorgurt hlebozvak
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Orci

Post by jorgurt hlebozvak »

Dobro de, OLi, necu vise biti nevaljao. Reci cu koju rec o orcima.

Orci su jedna od najplemenitijih rasa na Arklasu, bez obzira sto su nastali ukrstanjem sa najpoganijom rasom-ljudima. Orke karakterise pre svega mala cena i velika snaga, kao i sasvim solidan oklop. Orci nisu posebno disciplinovani - samo najjaci karakteri imaju discplinu vrednu paznje, niti imaju bog zna kakvu inicijativu. Ove nedostatke nadomescuju pre svega brojem. Dalje, orci su brutal-ni, sto im omogucava da npr. Shunkinim vukovima naprave penale kada ih chardzuju. Dovoljno je da jedan ork ujurisa vuka i da mu napravi penal. S tim da je veca verovatnoca da ce vuk da ujurisa orka jer je brzi. Zato orci imaju sasvim solidan courage - ne manji od 4, a ima i onih sa Bravery osobinom, tako da fear mogu da prodju. Pored toga, orkovska 5-ica u napadu je isto sto i 6 pa se moze re-roll-ovati. Orci nisu pucaci. Ne dajte da vas neko prevari i ubedi da koristite orke sa samostrelima. Aim-2, najveci domet 40cm. Orci su udaraci. Njihov ork brut ima machetu snage 9, a kosta 17 poena. Meni su i pored zavidnih rezultata koje sam postigao sa Amok Slayer-ima i dalje najomiljeniji Jackal Tracker-i. Za 28 poena dobije se napad - 5, snaga-10, odbrana-5, oklop-8, brutal, fantizam. Za te pare nema bolje. Orci ne veruju u magiju. Ipak, najbolje je uzeti Mistik Warrior-a i dati mu Rejection. Ta magija podize protivnike u zrak. Bukvalno. Posle se spuste. Pa opet - hop, ajmo gore. Tako da se iz tuce moze iskljucivati neko veom opasan dok se ne porade ostali kucni poslovi. Orci nisu najbrza vojska. Od brzih jedinica imaju Brontopse i Amok Slayer-e Ovi prvi idu 15cm tj 30 kad trce, ali imaju znacajne mane. Iako su veoma snazni (snaga 9 tj 10) i poseduju brutish charge, pa i odlican oklop (10 tj 9), oni su za svoje sposobnosti veom skupi - 54 poena komad. Mane - large - lakse se pogadjaju, vise protivnika moze da ih napadne, zatim - brutish charge - to radi samo u prvom close combat-u. To ih cini realativno lako ubivim. Zato orci imaju Amok Slayer-e. Za 37 poena po komadu, dobije se mnogo bolja ekipa. Uzmu se sva cetvorica. I Kal Shadar. Imamo dva profila - jedni imaju bravery, drugi master strike/0 A svi imaju War Fury. Trce 25cm, dakle samo 5 manje od brontopsa. Napad - 5, Snaga - 9 Odbrana 5, Oklop - 9. A onda je tu i Amok flail. Specijalno oruzje koje ide uz profil. Dzabe. Pa kada nekog engage-ju ili ujurisaju dobiju +1 na snagu i otezavaju protivniku odbranu za 1. A Kal Shadar uzme Gorok Horn i za svakog ukljucujuci i sebe Amok Slayer-a u 15 cm od njega na pocetku ili na kraju aktivacije, dobije po jedan poen koji onda rasporedjuje. Detalje imate u knjizi. Toliko o orcima za sada.
orks rules!!! Osim kad to nije slučaj.
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slayer king
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Post by slayer king »

Ajmo sad malo o zlim Vucima.
Prednosti>Dobar oklopo, dosta possesed jedinica, dosta dobra snaga(ne bas kao vucija ali sasvim dobro bije) ,solidna inicijativa napad i odbrana, naravno Born killer
Mane>Naravno sto su veliki(sto nekad naravno moze da bude i prednost),imaju slabu disciplinu(oko 2, 3 , a i manje), ali tu se sada moze lepo ubaciti Ranghor koji se odnedavno moze koristiti i Devourerima, pa sa disciplinom 5 i Leadershipom/15, ipak predstavlja neko poboljsanje.
Huntsman(50 pts.)Dobro kretanje , odlican aim(4), instinktivno pucanje, snaga 10 , laka artiljerija, tako da dva takva prave odlicnu pucacku podrsku.
Tiranin(76), e ovo je jedna jako isplatljiva figura, snaga i resiliance 11 , napad i odbrana 6, inicijativa 5, fear 8, fierce i possesed, i specijalna osobina, da se svaki engage racuna kao charge.Tako da sa samo jednom kockicom u odbrani zna dosta dugo da traje
Fleash eaters (57 pts.) Su sasvim solidni modeli , imaju dva profila jedan ,sa boljom snagom , a manjim resilianseom, a drugi sa manjom snagom a vecom cvrstinom.Meni se vise svidja ovaj sa bojim okolopom zato sto se Devorerima lako povecava snaga. Verovatno ne biju u potpunosti svoje poene ali ih nije najlakse ubiti.
Voraciousi (30 pts.) ja ih nevolim previse ali jako lepo sluze da baguju ili da primaju pucanje.
Head hunters> isplatljiviji profil je onaj od 44 poena zbog Harassmenta, ali nisu bas najbolji pucaci zbog snage 7 i dometa 40(Super figure)
Marauders(40 pts.)> Postoje dva profila jedan sa War furyem i jedan sa Vivacityjem, meni se vise svidja onaj sa war furyem , zapravo nije nesto preterano isplatljiv, ali 4 kockice u napadu su veoma zanimljiva stvar.
I tu je naravno impure deo armije(poluvilenjaci) koji imaju counter atack ili Ambitextorus , ali brzo ginu.

Od karaktera su dobri> Ranghor( fini statovi i dobra disciplina), Verlis ( dorar mag, ima simpaticne spelove, i legendarnu katanu), Zeiren(cuvena budala, ima Wild/10 i snagu 10, dobre borbene statove).
Sve u svemu Devoureri su malobrojna ali dobro izbalansirana armija.
Last edited by slayer king on Mon Aug 21, 2006 12:28 pm, edited 3 times in total.
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Pendargon
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Post by Pendargon »

Sorry slayeru, ovaj rewiev Devsa je bolji, a mene je jako mrzelo da piem ja. Dodacu komentar na ovaj kada budem imao vremena.

Strengths
• Great defense on every model, great resilience on most models, good initiative on most models.
• Most models excel in most aspects.
• Great racial features: born killer on the wolfen and ambidextrous on the half-elves.
• All Wolfen cause decent fear, and the half-elves have good courage ratings.
• Wolfen are large, and thus almost always cause charging penalties and can sometimes avoid receiving charging penalties.
• Wolfen and half-elves both have great movement.
• The Huntsman is the best shooter in the game, or close to it.
• A few outstanding themes to choose from.
• Some of the sculpts are absolutely killer – check out a Master of Carnage or Nekhar the Ecstatic!

Weaknesses
• The army’s average strength is average – not what you’d expect from a wolfen-based army.
• The current range of models and profiles to choose from is somewhat small – slightly larger than Cynwall and just smaller than Drunes.
• Each model is expensive points-wise, so lists generally have few numbers – 6 to 8 miniatures is typical for a 400 point list.
• Army lists often have few models but large number of cards, so they don’t have many passes available.
• Only a few of the characters in the army are truly competitive.
• While a few models hit hard, they aren’t the biggest things in town. They’re still prey for bigger hitters like trolls, Dasyatis Clones, and other “super” monsters.
• Their magic is sub par to almost all armies – one decent mage is available, but only performs average (more on this later).
• Their faithful is pathetic – the only faithful available is a warrior-monk devout with few decent miracle options.
• Low discipline and few leadership options, so approach/tactical rolls will generally be lost. There’s no authority found in the armies naturally, and the lack of good mages or faithful don’t provide for a decent magic alternative to losing discipline-based rolls.


With all of the general introductions out of the way, I’ll launch right into the descriptions of the models! Also note, I won’t be including any Dun-Scaith specific models in this, with the exception of Rhangor.

Regulars, Veterans, and other basic troops

Voracious Warrior: The Voracious Warrior is a great troop, and one you’ll likely be fielding a lot if you end up playing Devourers. A wolfen possessing born killer, an excellent defense, above average initiative, and average strength and resilience, the Voracious is a solid troop for his cost. He’s common in Devourer armies because he’s got good stats, and is tied for the cheapest wolfen troop available. There are two blisters available with two Voracious each, for a total of four sculpts.

Fang of Vile-Tis: This is essentially an alternate profile to the Voracious Warrior. Boasting one extra strength in exchange for a point of defense, they are a decent option to be slightly more offensive. They come in a box of five and have a veteran profile included, which is next.

Marauders of Vile-Tis: This is the veteran profile of the Fang of Vile-Tis. Bordering on elite, it gains +1 INI, +1 ATT, +1 DEF, +1 RES, +1 FEAR, and the choice of Vivacity (you cannot fail initiative tests on a 1) or War-Fury (for a potential 4 combat dice along with born-killer). In exchange, it loses 1 point of strength and costs 10 more AP. All-in-all, I like the Fangs and Voracious Warriors more, because when I want a basic troop, I want one that is cheap and holds the line. While Marauders could do that, at 40 AP, they are more expensive for what they do.

Warriors of Blood: These guys get the distinction of being the first half-elves to be introduced. A good move, ATT, and DEF, these guys are the cheapest troop available to Devourers at 25 AP. They’ve got a decent courage, which should make them pass a majority of tests they’ll have to make. Their only ability is ambidextrous – the half-elf racial ability – which allows them to counter-attack an opponent if they successfully defend by 2 or more. This is a very handy ability, and with a defense of 4, it can be used against most opponents’ basic troops. However, with only an average initiative, strength, and resilience, enemy elites will tear these guys apart. Still, they are “cheap,” which is always something to look for in a Devourer list. These guys come in a blister of 3, with only one type of blister available.[/code]

Ranged Options

Huntsman of Vile-Tis (1 and 2): I’m doing this guy first, because everyone else will have to compare to him. As far as archers go, this guy is a dream. He’s got an excellent AIM of 4, a killer bow that counts as light artillery, is STR10, and has range increments of 25-50-75, the “Instinctive Firing” ability, the “Possessed” ability, and a great resilience, defense, and fear. Instinctive Firing allows him to move his full movement and shoot with no penalty, effectively giving him range increments of 40-65-90! Possessed allows him to ignore one wound level, so he still keeps a good AIM level even once wounded. His bow is one of the strongest in the game and, as light artillery, can either kill something and continue moving at reduced strength, or, if it misses, has the opportunity to hit something behind the original target. Finally, with born killer, RES10, DEF5, and FEAR7, this guy is a real burden for an opponent to take down. He’s always a magnet for fire from the opponent, but he deserves it – he’s an absolutely awesome shooter in this game. The Huntsmen come solo in blisters, with two types of blisters available.

Headhunter (A and B): These guys have an average AIM of 3, and their Stars of the Beast are a nice STR7, but have poor range increments of 15-25-35. They’ve got an extremely high move of 17.5, and a special capacity which allows them to attempt to hit a second target within 5 cm of the first target if they miss. Unfortunately, they’re soft and squishy with DEF3 and RES6, and expensive for 35 AP. They really can’t be compared to the Huntsman, because he’s so good. They have to get too close to hit things, and are too easily killed for their cost. They come solo in blisters, with two types of blisters available.

Hunter of Vile-Tis: This is essentially a veteran profile for Headhunters. The only pertinent differences are the addition of Harassment, DEF upped to 4, and a range increase to 20-30-40. Those additions cost 9 AP, so he’s 44 AP. For only 6 more AP, you can get a Huntsman, which just blows these guys away. This model has no miniature available, but the profile is available in the Rag’narok box set.


Elites, Specials, and other Things-Your-Opponent-Won’t-Like-To-See

Slashers: I’ll start this off with the other half-elves available to Devourers, slashers. These troops are simply phenomenal. They’ve got ambidextrous like other half-elves, but they stack scout, war-fury, and assassin on top of that. They’ve got superb stats across the line. The Scout + Assassin + Ambidextrous combination is deadly when used properly – few models will be able to strike back effectively after your opening attack. My only real complaint about these guys is that war-fury and ambidextrous are mutually exclusive – to use one, you have to forego the other. At 37 AP, though, these guys are some of my favorite elites. They have one blister available with two models.

Eclipsantes: People’s opinions vary widely on these models. So, I’ll start off with things most people agree on – they have cool sculpts. Firstly, they are relatively expensive at 41 AP. They have born killer and assassin, and, as wolfen, they can usually see over most models to get a charge off. They have an average strength, but a poor resilience of 5. Many people dislike them because, for their points, they are very fragile. However, they have three special abilities they can use, which they must announce each round when they move. First, they have the “Dance of the Eclipse,” which is available in Cry Havoc! 3. This technique gives a 50% chance to avoid damage from shots, which is good for Eclipsantes closing in on their prey. Next, the Black Veil, which comes with Eclipsante 1 and is errata’d in the rulebook, allows the Eclipsante to sacrifice a combat die for +2 DEF if she wants, and she can sustain defense even if she put more dice in attack than defense – mostly useful if facing multiple, weak opponents, or one strong opponent where the +2 DEF could really come in handy. Finally, Sabbath of the Shadows, which comes with Eclipsante 2, adds one point to each of her attack tests, and allows her to sacrifice one combat die to gain an Assassin strike, even if she hasn’t charged. This is a very specialized unit which should be used carefully and like a scalpel. Practice makes perfect! These have two lovely sculpts in two blisters.

Weapon-Mistresses: This is a veteran-profile for Eclipsantes. They have +1 ATT, +1 STR, +1 RES, and include Feint, and cost 50 AP. They have access to all the Eclipsante special abilities, and are nice if you want to form an Eclipsante-centric list or have points to spare and would like to upgrade a normal Eclipsante. Feint can be powerful with born killer by really ensuring your die superiority against opponents is put to use. This profile is found in the “Revelations of the Beast” card pack.

Flesh-eaters: These are the first of the real beastly elites. There is an offensive profile and a defensive profile. With an awesome defense of 6, high resilience, decent strength, and the “Possessed” ability, these Devourers kill nearly as well when they’re wounded as when they’re not. They’ve got a good initiative, so they’ll often go first against most non-character troops. They can go head-to-head with most other elites, and their biggest weakness is the relatively low strength for a model in their class. At 57 AP for a rock-solid model, it’s rare to find a list that doesn’t have at least one. I’d suggest actually using their defense, because you can afford to with born killer – this goes for almost all Devourer models. It’ll increase their life-spans dramatically. These guys come in two blisters of one model each, with one profile in each.

Tyrant of Vile-Tis: This is the biggest hitter other than characters in Devourer lists. Along with the Huntsman, this is one of the models many opponents will worry about facing in Devourer lists. He literally excels in every stat, and he is “Possessed” and “Fierce,” which means he’ll continue to fight until the end of a round with only a -2 penalty once he’s been killed – that means he’s still got an ATT of 4 and STR of 9. Additionally, he’s got a special capacity which makes any engagement count as a charge. This means that any engagements, pursuit movement, or disengage-and-reengagements inflict charge penalties on opponents. Even with fierce, I would again advising to defend with him early on to make him last to later rounds, and then once you know he’s close to dying, start going on an all-out offensive to bring the pain before he dies. I often pair him with a warrior-character or Flesh-eater to form a wrecking-ball of destruction. He’s got a pretty awesome sculpt, and only has one blister available.


Mages

Master of Carnage 1: I hate to say it, but I like this guy. I really do. It’s not that he performs well – he’s actually pretty terrible in my opinion. But his sculpt is just oh-so awesome. He’s a warrior-mage with a mediocre power of 2, good strength and defense, but average resilience. This version has War Fury, which would give him 4 attack dice, but his resilience doesn’t really let him go on the all-out offensive like that too often. At 60 AP without any spells, it’s hard to justify bringing this guy when you could get a Flesh-eater or two Voracious/Fangs for the same price. His main saving grace is his special capacity, called the “Path of Perfection,” which allows him to turn a gem of water into two “Fury points,” which he can give to models with “Chains” in their equipment and in base-to-base contact, but not himself without the spell “The Art of Fury.” Then, depending on their chain type, they can use these points to increase a single, certain type of roll by the number of fury points. Chains of Calamity are probably the best to have, which allow you to increase an ATT, DEF, or damage roll. This guy has one blister and includes two spells.

Master of Carnage 2: This guy is the exact same as above, but has Sequence/1 instead of War Fury, one less strength, and one more attack and defense. I find this slightly better, because it allows him to get 4 attack dice, but still defend with a decent defense of 4. I still don’t like him though – just too expensive for his performance. This one also only has one blister and includes two spells.

Half-Elf Master of Carnage: This little elf is a step in the right direction for Masters of Carnage. Why? He’s only 42 AP, and you still get the same casting abilities and the Path of Perfection. Really, you lose born killer, war-fury/sequence, and a point or two of strength, but gain a point in attack, ambidextrous, and scout – not too shabby considering his new point cost. Although few spells will likely make him worth his while, the Path of Perfection, at this cost plus his decent combat abilities, make him potentially worth the points, especially in an Impure list (where he only costs 38 AP!). His profile is found in the “Revelations of the Beast” card pack.
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Post by Pendargon »

Warrior Characters

Zeiren: This guy is a great character, and the first Devourer, both in releases and in fluff. With his first incarnation, he was pretty good, but his second incarnation is fantastic. Good stats, great initiative, and an impressive array of abilities: born killer, implacable/1 which makes him really plow through enemy fodder, wild/10, which gives him +1 to INI, ATT, and DEF if he’s more than 10 cm away from any friendly units, resolution/2, which allows him to give +2 to just about any roll once during a turn, and a fairly irrelevant personal enemy. Additionally, his artifact, The Asterion, allows him to pull of some killer counter-attacks. Whenever you successfully counter-attack, it increases the strength of the counter-attack by the value of the attack. For instance, if an attack roll of 8 is counter-attacked, he gets +8 STR for the counter-attack. Combine this with his Resolution/2 to negate the higher difficulty for counter-attacking, and it is pretty powerful. The other artifact option, which is true for all of the warrior characters, is a Voracious Blade, which turns any critical wounds he inflicts into KOs. With STR16 master-strikes, it is definitely viable. His first profile is in his blister, and his second incarnation is in the “Revelations of the Beast” card pack.

Kalyar: Kalyar is average in stats and expensive in points. He’s what I’d expect from a character Voracious Warrior in stats, along with leadership and DIS3. Although you might take him to contend with discipline, he’ll only give you an edge against armies with really poor discipline like Acheron, and sometimes Sessairs, so it’s normally not worth it, especially since both incarnations are more expensive than Zeiren’s second incarnation, which is much superior. His biggest advantage that I can see would be handing out Marks of Savagery with his leadership. His first incarnation comes with his blister, and his second incarnation is in the “Second Incarnations, Volume II” card pack.

Ashkasa, Warrior of Blood: He’s a decent character for his price. A half-elf, he’s a warrior of blood champion, so he mostly just has improved stats over them. He’s most notable for being cheap and having leadership. Like other ambidextrous models, keeping him healthy is key to getting the most out of him. His profile comes in the “Revelations of the Beast” card pack.

Ranghor, War Chief: I’ll start off by saying this guy is bound to the Horde of Dun-Scaith, a special army found in a Cry Havoc!, so the only way to use him is to theme your force, and then re-name him to use him. That said, he’s pretty good – he’s got the stats of a Flesh-eater, the abilities of a character, and leadership. His profile comes in Cry Havoc! 4, along with the Dun-Scaith special rules.

Meyleen, Eclipsante: Meyleen is another decent, cheap character. Deadly, but fragile. As an Eclipsante, she shares their strengths and weaknesses, including the ability to use their special capacities. With a STR13 master-strike, assassin, and potentially a Voracious Blade, it’s hard to imagine anything surviving a charging attack from her. If you’re worried about fielding 41 AP Eclipsantes with RES5, though, I doubt you’ll feel too good about fielding a 78 AP character with RES5. Also noteworthy is her leadership ability, which allows her to distribute Marks of Savagery and roll two dice for tactical rolls. Her card is found in the Rag’narok Box Set.

Managarm the Traitoress: Another eclipsante character, who benefits from their special capacities, she is more expensive than Meyleen, but can be more brutal, survivable, and deadly. If Meyleen is like an Eclipsante, Managarm is like a Weapon Mistress. She can be deployed with The Korgan, which is a scruffy little mutt with stats comparable to a Warrior of Blood. Her first artifact, Shengul’s Fury, and comes in Cry Havoc! 3, gives the War Fury ability (average), but lets either her or The Korgan disengage even if they were charged this turn, and on any roll but a natural 1 (awesome). This will let her pick combats on a 1-on-1 basis, which is where she should really shine. Her other artifact, Y’Anrylh’s Snarl, allows her to gain ephemeral in exchange for a boost in strength, attack, and defense – an average artifact. Considering that she’s already somewhat fragile, I don’t think she needs to be inflicting herself with wounds. Managarm and The Korgan come in a box set.

Nekhar the Ecstatic: This is the Flesh-eater Champion, and until the arrival of Shurat, he is the biggest thing we’ve got. Unplayable in standard 400 AP games, Nekhar is a beast that weighs in at 210 AP, plus artifacts. With amazingly high attack and defense, it will be rare for him to fail an attack or defense. He can master-strike for STR19, and his artifact sword allows him to roll-up 6’s on damage rolls, so he has the potential to make the most of his Implacable/2. Along with his defense, he’s got RES12, hard-boiled, and possessed, so it’s difficult to wear him down. And, to top it off, he’s got DIS6 with leadership, which gives Devourers in actual chance to win some tactical rolls, and allows the distribution of Marks of Savagery to any of the standard troops. Another of his artifacts, the Mask of Savagery, gives him War-Fury and Fierce, but he can only place one die in defense ever. His final artifact, the Arch of Torment, is detailed in the C3 errata, and is very versatile. Nekhar is available in his own boxed set.


Faithful Characters

Nemetis the Sacrilegious: The only faithful available to Devourers is this awesomely sculpted warrior-monk. Unfortunately, he’s not very good. He has fairly average combat stats, he’s an iconoclast so it is more difficult for him to get TF, and his miracle selection is average. While a few combinations might be fun to play with, I don’t see how he can earn his keep when compared to some of the warrior characters like Zeiren. He is available in his own blister.


Mage Characters

Bysra, the Black Shaman: Bysra is a pure mage in his first incarnation and a warrior-mage in his second incarnation. His power is very low for a character mage (3 and 4 in his first and second incarnations, respectively), and he has average combat stats. His paths are standard for a Devourer mage (Howls, Lamentations), but he just doesn’t cut it with his lowly power. His second incarnation as a warrior-mage is especially limiting for taking multiple spells. Bysra’s first incarnation is available in his blister, and his second incarnation is available in “Second Incarnations, Volume II” card pack.

Velrys, Prince of the Impure: The only real mage option for Devourers, Velrys, the Prince of the Impure, is an interesting mage. He’s fairly strong with POW5, and masters Water and Darkness/Chthonian, Howls. He’s also got consciousness (very nice for a mage), concentration/2 for INI, ATT, or RES, and counter-attack (useful for his warrior-type build, see further down). This gives him a decent spell selection, but it’s not the destructive power of some of the Path of Light and Darkness mages. He can take Chthonian spells to manipulate play order and activation order, Howls spells to inflict penalties or indirectly wound models, darkness spells for some “Oomph,” or water spells for more healing and protection based spells. With a base cost of 97 points, though, it is difficult to find a set of spells to make him earn his keep. He’s also got fairly decent combat stats, however, and his artifact “The Fury of the Ynkaro” only makes him more deadly in hand-to-hand combat by allowing him to trade off INI for STR in addition to rolling two dice for INI, so many build focus on giving him buffing spells to make this mage a deadly combat character. All in all, the only thing holding Velrys back currently is a really powerful spell. Once the Water Elemental comes out, he might have some better water elemental spells to choose from to really prove his worth. He comes in his own blister.



Themes
All of the following themes are available in the “Revelations of the Beast” card pack.


Revelation: Armageddon – This Revelation gives some measure of control of activations with +1 to DIS rolls and gives one authority counter – not bad, but nothing crazy. The best ability is the Solo/Lord of the Apocalypse, which gives +X STR to all models within a character’s leadership range, where X is his rank. This can really help make up for the average strength of the Devourers, but ideally you’d have a rank 2 character with leadership – which means either Meyleen or Rhangor, neither of which are too common. Since this is a theme, though, you can re-name Rhangor, which would really be the most worth it with this Revelation.

Revelation: Blasphemy – This Revelation gives you a counter for every incomplete 250 AP you have, so you’ll get two counters for most games. They can use these counters throughout the game to re-roll any friendly or enemy characteristics roll – pretty cool for those critical moments in the game, but pretty limited since you’ll only benefit from them twice per game. The Idol Killer solo is decent -- +1 STR for every aura of faith you’re in, whether it is a friend’s or enemy’s. Unfortunately, you can’t really depend on your opponent having a faithful, and Nemetis, as I said, is not one of the better characters. Still, it’s worth taking if you’re using Nemetis in this list.

Revelation:Carnage – This Revelation isn’t too bad. Everyone gets +1 COU/FEAR, which can make a tyrant FEAR 8 which is pretty good, and most of your basic troops become COU/FEAR 6, which should make them pass almost always. The Fury solo makes Masters of Carnage much more useful – they can distribute fury points from 15 cm now, instead of base-to-base! That’s a huge improvement and removes a big limitation from our warrior-mages. Finally, Thirst for Blood gives Implacable/1, or +1 if they already have it – a nice solo for guys like the Tyrant and characters.

Revelation: Eclipse – This Revelation is a great one if you’re only planning on taking the Revelation ability. It allows you to target one type of enemy fighter every turn, and your whole army gains bane against that model. So if you’re going to be in frays with certain models, target them, and your whole army will be hitting harder. The other solos aren’t that great – one gives leap to RES7 or less fighters, which is alright, and the other gives Eclipsantes Scout, which is actually pretty good if you’re using them. It lets them avoid most missile fire at the least, and if you have slashers, you can form a pretty formidable scouting party.

Revelation: Ecstasy – This Revelation is the one that most people claim is the best, or at least the most used. The Revelation ability gives everyone Possessed, which I love, or +1 STR if they already have it (like Tyrants and Flesh-eaters). Possessed allows your troops hitting hard and accurate later in the game. The solo “Escape of the Flesh” gives Brutish Charge to a model, which allows 4 combat dice for wolfen when charging – and with their movement, they usually do get charges off. The final solo gives Consciousness, which can be good for some models, but I would normally only take with any left-over points and if everyone already had Escape of the Flesh.

Revelation: The Impure – This is a very fun theme, but still very effective. The Revelation reduces the cost of all non-Wolfen Devourers by 4 AP, but wolfen fighters may only be half (in numbers) of your force. So Warriors of Blood drop to 21 AP, Slashers go to 33, and Half-Elf Masters of Carnage go to 38, etc – everyone becomes a pretty good buy. Conveniently, many of the solos are priced at 4 AP, and can give the abilities concentration/1 (INI/ATT/DEF), which is good for your ambidextrous elves, toxic/1, which is good for slashers who can often eliminate fighters with a toxic assassin strike, and regeneration/4-6, depending on their rank, which is good to keep just about all of your fighters going. Unfortunately, they have to choose one of the solos – but I still think they are some great choices. The only thing limiting this theme right now it the very limited number of Half-Elves.

Revelation: Rebellion – This Revelation gives you +1 ATT and +1 STR if you’re in range of an enemy leader’s leadership, or, if they don’t have one, if you’re in range of your own leader’s leadership. This can be pretty good against many forces (Griffins, Dwarves, Lions, etc – lots of models with leadership in those armies), but useless against some. The solo “Subversive” allows you to give a model with leadership/10 or better the ability to give all enemy models in his leadership -2 COU/DIS, but he stops giving friendly models the benefit of his leadership. This is pretty cool – it negates enemy war-staff bonuses, and can really limit the enemy’s basic troops from charging into frays with your big guys. The next solo gives a model Disengagement/6, which, with the high initiative of Devourers, can often let you line-up 1-on-1 fights by disengaging, which is what you’re looking for. Finally, my favorite part of this Revelation – you can bring any Mercenay, Pariah, or Guild of Blades that isn’t a construct or living-dead into your army for 3 AP. This means things like Seneschals of Hod, Howling Predators, Kelt Mercenaries, etc. can be brought into your army. This is pretty nifty – it allows for a ton of variety.
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Post by slayer king »

@Pendragon
Nema frke, samo sam u prvom trenutku pomislio da si svojerucno napisao, sve tri stranice :twisted:
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Dule, ubicu te!
Patuljke si stavio u Light a Sinevale u Destiny!!!

Elem, pocinjemo prebacivanje:

evo malo poslastice za sve vas ljubitelje malih debelih bradatih kratkonogih oklopljenjaka...:

1. Tir-Na-Bor a general overview

Ever since the first miniatures were released the dwarves of the Aegis mountains haven’t changed much. They are perfect examples of the old adage ‘haste makes waste’.
With low movement and initiative they usually get beaten on a lot before having the chance to strike back.
However they have 2 points in which they really shine: Resilience and Discipline. Slowly but surely I’ll show how these 2 strong points can turn the tide of battle in your favour.
Some numbers: We have 24 characters of which 6 are mages and 1 is a faithful, to compliment this we have 42 troop types. 11 of those are cavalry, this is more then any other army out there.
Our lowest resistance is 3 and the highest is 20 (which outshines even the Tarascus and great Wyrm).
Out of 66 different troops we have 28 with a resistance of 8 or higher. As the racial ability hard-boiled gives an essential +2 to resistance with straight up damage rolls this means 42% of your army has 10 or more resistance. Talking about hard to kill.

Before discussing individual troops a last word about steam.23 troops have straight up steam equipment. 2 fortresses can give steam equipment and the clan can also give it to some troops. So it’s important to know how to use it. Steam can boost Movement, strength and fear by a D6. Sounds like some free mutagenic for your troops? Forget it. Steam has some distinctive advantages and disadvantages
-RULE NUMBER 1 : you do NOT have to use steam. Only use it when it is needed.
-then of course know there is always 1 chance in 6 something goes wrong. Even if you don’t explode chances are great you won’t be able to use the steam equipment for the rest of the battle and have an overcosted model on the battlefield.
-Always remember you can’t boost a stat to more then double the original stat. So if you have a fear of 4 the max is 8.
-Also remember that you have to throw for steam before every roll. So if you attack your target three times and want to use steam you will have to roll before each attack.

Dwarfs also have numerous spells, a miracle and a troop type or two to help with steam.
When you use steam just be aware of the risks. It’s no problem that your forge guardian of 14 points blows up while his other two buddies manage to get some str 10 hits at an elite unit of your opponent but it is a big deal if your 100+AP char explodes because of a bad roll.
2. Characters


Regular

• Brognir, Defender of the Plaines 46 AP
• Pillgrim the one-eyed 46 AP
Two very nice cheap characters and leaders. With a disc of 7 of leadership they can take command of your group. I usually prefer Brognir because of the higher point of RES. For the moment they don’t see much play in a competitive environment because of 80AP char min. If this is adapted to 15% in 2007 they might see some more play with an artefact in their hands to boost them up to 60 AP. If you field them a war-staff is almost a must to get to that nice DIS of 9.

• Nerak the bold 67 AP
The odd man out. With his crossbow, scout and a good aim he can really sneak up on the enemy and wound some crucial units. Unfortunately a str 5 shot isn’t that impressive and the rest of stats are average at best. His artefact is not of much use anymore in C3 as he has the innate ability to take a second shot.

• Lor-Arkhon the deranged 72AP
Our second shooter character. This time with a different approach. Instead of going for precision he is going for pure strength. Again his artefact that allows him to shoot twice is diminished in C3 because he already can. His combat stats are really low and he is vulnerable to scouts. If you can keep him out of combat he can however devastate both your enemies’ troops and his plans because he just can’t be ignored. I advice to always use an armourer to boost his AIM with 1 thanks to the eye of ley

• Aegher the short 84 AP
Waste of points, Never ever bother using him. Rackham recognized this and put out a second incarnation of him which is really good. If you want a reason just look at his STR and RES. For those points you want someone who can actually survive being hit. His artefact is like the worst in confrontation history and shouldn’t ever be used no matter the incarnation used.

• Bhor-Hok the leader 84AP
Same as the previous. Sure he has more STR and a very nice artefact but once again he can’t take a hit and has no abilities whatsoever to help him in combat.

Veteran

• Kahinir the savage 48 AP
Nice little fighter. Although he isn’t a leader like Brognier or Pilgrim he is a better fighter. If you are in no need for the leadership take him. He has an initiative of three which is unheard of for dwarves and will probably surprise your opponent. His masterstrike/5 makes his blows feared by even the highest of RES.
His artefact is nice because it can be used by any dwarf. If you fight an army with low res (kelts, gobs this the weapon of choice as it will automatically kill them)

Special
• Kahinir, Dwarven armourer - 2nde Inc.69 AP
Now we start talking. Although he still isn’t a leader he has impressive combat stats and a respectable DIS of 8. The fact that he is an armourer and can also upgrade your troops is just icing on the cake. For 69 points this is a bargain.

• Aegher the short - 2nde Inc.129 AP
As said before the second incarnation of this guy is just so much better. For a50% increase in cost you gain a lot. With a res of 10, steam equipment on mov, sr and fear, the abilites war-horse and brutish charge and to top it off leadership this guy is made to lead your army. Just be careful as he is a lot of points and you don’t want to see him blow up due to a steam accident.

Elite
• Kal-Nur, Khor warrior 60 AP
Made to be a leader in Rag’narok this guy is a bit overpriced for confrontation. My advice : keep him for Rag’narok.

• Pilzenbhir, defender of the plaines 90 AP
Although he lacks leadership his discipline of 9 is more then enough to command an army. Thanks to his defence of 7 and ambidextrous he is a very dangerous opponent. His str of 10 is nothing to laugh at either and beware the opponent that underestimates him.

• Pilzenbhir, Defender of the plaines - 2nde Inc.105 AP
The second incarnation has some small upgrades for 15 points. Bravery helps against those pesky ones when rolling for courage and an extra point of RES helps him survive.
His attack is also up by one. Combined with bravery this means he is almost unblockable when going all-out. Be careful and don’t forget he has ambidexterity to both defend and attack. Although his swords do not come cheap (18 AP) they give him regeneration making sure he stays around a bit longer.

• Lothan, the beast of steel 107 AP
Comparable to Pilzenbhir there are still a couple of minor changes. He has a heavy hitting short range weapon. Because he is a char he can perform assault fire. Combined with a MOV that can be pumped with steam and the skill brutish charge and you see that this guy is meant to charge as quickly as possible. His discipline is a bit lower but still good. His str is two points lower. Yes you can boost it by a D6 thanks to steam but again be careful with such an expensive char. You can protect him but that means an additional investment of points.

• Kaël the Irascible 124 AP
Kaël compares to Aegher just as Lothan did to Pilzenbhir. One uses steam while the other has straight up stats. Kaël has better DIS, REs, STR and DEF but he loses out on the war-horse ability and the possibility to augment with steam. Which one is better ? I’ll just leave that up to personal taste.

• Kaël the Irascible - 2nde Inc.150 AP
Another 2nd incarnation that is a vast improvement. This however comes at a price. For 150 points he is a considerable investment of your army. Heightened ATT and STR is nice, especially his STR of 12 when charging. With also another point of COU and DIS and Commandment/20 he is the best leader we have (except for a living legend).
If you field him consider the additional investment of an artefact that gives him cure/4 or 5 to prevent a lucky hit from decimating your army.

• Hirh-Karn the enraged 157 AP
This one is a killer. 157 points of raw muscle. Put him in a combat and watch him tear the opposition apart. The problem is that for that many points he only has MOV of 7,5 and ain’t going anywhere fast. He is easily tied up by cheaper units and has a hard time getting his points back.
Try using him with the primagic spell forced march (to make him walk twice in a round) and/or principle of inertia (+2,5cm mov) fielding alithomancer and giving him the box with cruel will (full mov follow-up) is also a good way to keep him in combat.

Living Legend

• Tan-Kaïr, the first of Fom-Nur 250 AP
Let’s be short here. This guy doesn’t belong in confrontation. He is good yes. He has very nice stats and good artefacts but he is hardly the best Living legend out there. He excels as a commander where his DIS of 12 and commandment/30 really shine. Combined with the ability to give an attack or defence bonus to the rest of your army and the fact that regulars all gain reinforcement make shim more a team player and reserved for very large games of probably Rag’narok.
Editor’s note: now come the various mages. Specific spells are discussed later on.

Initiate

• Bâl-Torg the Ancient 39 AP
The first of the mages we ever received and not a good one at that. His stats are low and he has an all-time low for a non-warrior mage. Yes he is cheap but you usually want to invest a bit more points to get a decent mage. The only thing worth mentioning is his artefact. For 8 points it gives a nice boost to the strength of your mage

• Fenggar iron hand 46 AP
He also suffers from a very low power rating (3) and his stats are just as bad.. The only advantage he had was that he was a forge mage that could actually cat a couple of spells to protect and enhance your steam. Now we have more possibilities at our disposal and he is mostly overlooked for better choices. He might work if you want to play the BoB theme and don’t have enough points for his second incarnation.

Adept

• Bâl-Torg the ancient - 2nde Inc. 52 AP
For 13 more points his stats are exactly the same as his first incarnation. The main difference is another point of power, another element mastered, a path of magic known and becoming an adept. This actually makes him a cheap little adept with a lot of versatility. He is also our only access to fire spells. His DIS of 7 is good enough to even command your army.

• Magnus lthe Mystical 68 AP
For 69 points he brings a lot to the table. A discipline of 9, a power rating of 5 and stats that are not to bad except for resistance. So be careful and don’t let him get caught up in combat. Unfortunately now the spell packs are no longer valid the list of spells that are useful for him is not that long.

• Kûlzarak, Dwarven Alchimist 82 AP
82 points is a lot to invest in a non warrior character. Especially because you still have to buy spells and artefacts for him. But this guy is worth it. Thanks to his leadership/10 and DIS 8 he can be a very good commander. His POW of 6 is the highest we have so far and he has access to a wide variety of spells.

• Fenggar the fist of bronze - 2nde Inc. 89 AP
Altough he lacks the commandment of Kûlzarak and has only a power rating of 4. Fengarr still can lead your army thanks to his high DIS of 8 and authority. He also has impressive combat stats for a mage and can be used as frontline warrior. This good as it will keep him with the rest of your force and even short range spells can be effective. He is also the best forge mage available and can easily influence steam results to turn the tide of battle in your favour.

Devout

• Elghir the resolved 30 AP
The only character priest we have and he doesn’t do a good job. With bad² combat stats and the fact he can’t run and call a miracle in the same round he is just not good enough. His only saving grace is his artefact. If you don’t play scenarios but a straight up battle where you can keep your troops together his healing cauldron can be a livesaver.
Dawngreeter wrote:ima i toga
rekurzivno glupilo
90% svega je sranje, a to ukljucuje i preostalih 10%
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Post by Shunka »

3. troops

Irregular

• Mechanical Familier 16 AP
A little guy with one specific function: To help prevent steam explosions. His stats are really bad and since he doesn’t prevent failures but only lessens the impact the failures have you can usually use these points for a spell that is more effective in protecting against steam. Especially because the familiar has to stay next to the target while a spell can be cast at range.

Regular
• Boor with axe 9 AP
• Boor with hammer 9 AP
• Boor with pick hammer 10 AP
• Soldier of the plaines 11 AP
Four almost identical troops. The only difference is their strength. For each additional AP you spent it increases by one. But even at 11 AP they only have STR 6. Taking into account they usually take a hit first you will probably hit with a max of STR 5. Thanks to Hard Boiled they have an effective RES of 6. If you need tie up models with no other expectations take the 9 point version. If you want a model that has a slightly better chance to strike back take the 11 point. The 11 point version can also drop it’s STR by 2 to take a +1 in INI. This is a waste as the slight increase almost never helps but the decrease in STR is a great loss.

• Forge guard 14 AP
For all intents and purposes I consider these the first standard troops. Not to expensive and thanks to a STR of 6+d6 they can even dent the bigger guys on the board. The rest of their stats are not impressive but hey what do you expect for these points.

• Dwarf musician 14 AP
• Dwarf standard bearer 14 AP
• Musician of the plaines 15 AP
• Standard bearer of the plaines 15 AP
They are only useful if you have a character with leadership on the field. I usually start taking the 15 point version and end up downgrading one or both to the 14 point version to free up some points.

• Dwarf with crossbow 15 AP
• Dwarf blunderbuss wielders 18 AP
2 very similar shooters. They have almost the exact same stats except that the blunderbuss had a +1 in RES and can pump the str of his shot with steam. This allows for shot of a STR between 7 and 10 which is very impressive. However their lack of range and low movement seriously hamper their effectiveness. Also don’t forget that if you throw a1 on a shooting roll you don’t only suffer an accident but the shot is also cancelled.

• Boor on Razorback 16 AP
• Young dwarf on Razorback19 AP
I’m actually only discussing the first here because the second is such a limited figure that you will almost never encounter it. The boor on razorback is the fastest unit we have. With a MOV of 17,5 cm it is a very cheap way to conquer objectives. But his large size and RES of 3 make it a easy target for enemy ranged fire. Keep him back and use him to conquer objectives in the last turns or charge into existing combat to give charge penalties to the other side and a +1 INI bonus to your side.

• Dwarf Bombardier38 AP
One of the most controversial units we have. It has such a huge potential that it would be a mistake to outright discard. The chance to realise this potential is however not always easy. With a range of 30-60-90 and a STR of 10+2D6 nothing is really safe. Be aware that if you use steam you have to roll both dice and the chance of rolling a one are 33% thereby cancelling your shot. With an aim of 1 you also are not likely to hit anything beyond short range.
What can you do ? improve his aim thanks to the armourer, shoot at targets where you know that if you miss one or two other models are also in the path and can be hit because of the artillery rules. Don’t use your steam unless necessary, str 10 is good enough. Cast a protection of Uren miracle on it first turn so it will ignore the first one you roll. Mystical galvanisation and warrior of the earth can both boost aim with another point.

Veteran
• Veteran of the plains 14 AP
This profile is worthless. They lack the +2 str option nd have the ability counter-attack which is nearly useless because of their low defence. Now if they had an option to increase DEF by 1 it might have been worth it.

• Veteran forge guard 19 AP
For 5 extra points you gain an extra point of ATT, RES and fanaticism. All very useful upgrades but paying 5 points extra for your basic troops is a lot. Res they will hit harder and more often but usually you want to take 3 normal ones (42 AP) vs 2 of these (38 AP)
They might however be worth it if you play the fortress Kâ-In-Ar. As they already belong to it you save an additional point.

• Dwarf Escort 23 AP
Worthless. It has slightly worse stats as a khor warrior and is 2 points more expensive. This is meant for mercenary warbands and not for Dwarven armies.

Creatures
• Uren’s son 69 AP
Our big hitter. The first thing we notice is that he lacks a way to obtain 3 combat dice which puts him at a disadvantage against other heavy hitters. He does however make more then up for it with his stats. A good ATT&DEF a high RES (10+HB) and an incredible STR. He has 12+D6 STR combined with masterstrike/2 this is by far one of the deadliest creatures to walk the lands of Aarklash. The fact that he has Uren in his name means the provost can protect him from steam accidents. Brutal and hard-boiled means he will always give charge penalties and rarely have them himself. His high move is also a great boon to any dwarf army.

• Mountain warrior 159 AP
First of the great creatures he is a bit diminished in C3, lacking his special shield capacity and his wound reduction. His natural RES of 16 keeps him safe against most and his status as enormous protects him from a lucky double 6. With a INI of 3 he is however vulnerable to masterstriking/ high STR units of your opponent ( knights of alahan, cannons, masterstriking giant barbarians, etc) he is al lot of points and usually has a hard time earning them all back if your opponent is clever. The look on their faces when you start deploying this big bad buddy however is what makes it worth deploying him once every while.

Special
• Dwarven armourer 27 AP
One of the must include troops we have. His special ability to increase str while charging for cavalry or aim on your ranged troops means he is just to good to pass up. He also has a great DIS to perform the duty as a back-up commander for your army. The only thing he lacks is a decent STR. Putting him in a fortress where you can give him steam-equipment greatly enhances his performances.

• Black-blood Automaton 37 AP
Extremely limited because they are only playable in the fortress of Lor-An-Kor. They posses a RES of only 7 and no hard boiled. They however have a high STR ( and the for Tir-Na-Bor unique ability of assassin. They also posses a normal move. I haven’t personally used them but that’s because I don’t like the fortress and they are not good enough to convince me to take it.

• Dwarf chariot (with Balista) 170 AP
• Dwarf chariot (with Canon) 190 AP
The great tank with an amazing RES of 20 and 8 structure points. This is THE hardest to kill unit in the entire game. You can’t however use it in any tournament and it mostly reserved for Rag’narok. When you do decide to play it just warn your opponent so he can take it into account. It is considered rude not doing so.

Elite
• Khor warrior (2-h sword) 21 AP
• Khor warrior (sword+shield) 21 AP
Another of those to great to be true troops. For 21 AP you have the cheapest high RES troop in the game. With a 10RES+HB you can hold up almost any troop, even if they are 2 to 3 times as expensive. The trade off is that you lacking hitting power with a STR of 5.
The other profile has a STR of 7 which is respectable and still has RES 8+HB. I like to think of this as the better all-round profile and use the other only if I need blockers.

• Thermo-warrior 32 AP
• Thermo-warrior of Uren 32 AP
2 almost identical units. The normal thermo warrior has point of STR and DEF more but loses one in ATT. The advantage is that you can use him anywhere.
The Uren variety has the advantage that he can be protected by a provost of Uren nearby against steam accidents but is bound to the Brother of Bronze clan and can’t be used in another fortress. Usually I like to think that 32 points is to much to throw away a unit and choose the Uren variety so I can protect it with a provost.

• Khor on Razorback 36 AP
• Khor on assault Razorback 39 AP
Dwarven heavy cavalry. The first profile looks like an upgraded khor knight with 2-h weapons. For 36 points you have a MOV of 15, RES of 12+HB and a DEF of 6. Again a perfect tie-up unit. Being able to tie up the much more expensive lion cavalry and/or other big beasties/chars. However they also lack offensive power (STR 5) which is a real shame for 36 points.
The khor on assault razorback slightly improves this. He loses out on 2 RES but gain a point of STR and brutish charge. Combined with a breastplate of the titan from an armourer he can pull off some impressive charges. However after the charge it is all over for him and he gets bogged down in combat pretty fast.

• Hunter on Razorback 39 AP
A much more offensive profile thanks to a STR of 8 and masterstrike. Beware of it’s relative low RES (5+HB). He can also only be used in unaffiliated lists or the fortress of Naël-Tarn. This is not a bad thing as it means you will save another 2 points if you want to use that fortress and the fierce you can give him there makes him into a terrifying unit.

• Khor knight of Uren (1) 55 AP
• Khor knight of Uren (2) 55 AP
• Khor knight of Uren (3) 55 AP
Three profiles that are the same yet so different. They all have the same basic stats as the khor on assault razorback and essentially have the same abilities. So what is so different for these guys. So what makes these guys so different ? Three little words : steam, steam, steam. That’s right they have three pieces of steam equipment. They can boost their movement, their strength and instead of courage they cause fear which can be boosted.
They also have this little rule that if they charge the steam increase for movement becomes a bonus to your STR. You then can not roll for steam/STR that round. This is great as it means you will only have to roll once to increase both your MOV and the STR of all your attacks which greatly reduces the risks of an accident. Especially because the boost in MOV happens before they move along which means a provost of Uren can be close by to help avoid accidents.
Both the bestial charge and the war-horse profile have their advantages depending on the type of force you play. The resolution/2 profile remains largely unused. It is nice if you know you are facing an opponent who has troops with a great defence and you want to break through that.

• Khor musician on razorback 58 AP
• Khor standard bearer on Razorback 58 AP
To expensive for Confrontation. They are great in Rag’narok where they can form a mounted war-staff and break the 50AP barrier. But in a skirmish game they have no place.

Initiate
• Lithomancer of Tir-Nâ-Bor 28 AP
Although his spell selection has been diminished in C3 he still is a great guy to take. His combat stats are pretty good and he has this nifty special ability that allows him to take a free spell and put in a jewel box. He can keep this box and give it anybody else. They can then cast the spell on a 3+, afterwards throw another d6 on a 3+ they can try again next round. In the spell selection chapter we will show just which cool spells there are for this guy. Definitely worth every point.

• Thermo-priest (Lance) 39 AP
• Thermo-priest (warhammer) 39 AP
• Thermo-priest of Uren 42 AP
Three versions of the same priest. I’ll start with the warhammer version as he has almost the same stats as the thermo warrior. For 7 more points you gain a point of IN and FEAR, loses a point of DIS and brutal but also gains the warrior mage ability which allows some nifty tricks. With a POW of 1 you don’t have to count on him to cast many spells. Almost every spell out there is just to hard to cast and at best will be called once every two turns.
The lance version drops a point of RES and FEAR but gains 2 STR. This makes it one the hardest hitting troops we have (9+D6).
The third version has the lowest stats but is till a respectable combatant. He does have however a POW of 2 which allows him to actually cast some forge spells to enhance/protect a steam force. The fact that he is of Uren also means a provost can protect him from steam accidents.

• Thermo-priest on Razorback 65 AP
For 10 points more then a khor knight you lose a lot. A point of ATT, FEAR, brutal and the third variable ability (war-horse, resolution, brutish charge) in exchange his STR increases to 9, gains a point of INI and also has the warrior-mage ability. Unfortunately he also has a POW of 1 so he can hardly cast any spells. Unless you bind him to a fortress to increase his POW he isn’t worth the points IMHO.

Devout
• Provost of Uren 27 AP
Last but not least we have the provost. He is the one fig that is almost required in every serious steam force. His combat stats are not that great but also not really bad. His special ability to boost his courage means he will almost never run away as long as a couple of other dwarfs stay nearby.
His real str lies in two things. First is a miracle to protect you from steam accidents (see chapter 5) second is his innate ability to protect those ‘of Uren’ he allows them to re-roll the steam dice if they come up a one. This is THE single best ability we have to protect our steam troops and it greatly increases the usefulness of troops with words ‘of Uren’ in it.

4. fortresses and clans

• Fom-Nur
The fortress of Tan-Kaïr : for 2 points a piece your entire army gains Bravery. Could be useful to resist fear and up the attack values a bit. The ones that already have don’t even have to pay a thing to join.
Unfortunately the solo’s are not really worth it. Unless you know up front you are facing the Dwarves of Mid-nor in which case the solo/Demonkiller is nice.
Off course there is now also the new solo for everyone who is a khor warrior were they can gain desperate for 2 points. Although this is okay it still not making it worthwhile for taking the fortress.
• Kâ-In-Ar
A fortress with a cheap cost. For only one point per troop you can re-roll one die every turn. This is very nice if you have a small army force with a couple of high priced troop.
The solos are a bit better but very restricted. The first solo can ONLY be given to Elghir for the moment. The second AND third is a nice way to boost some troops but can’t be given to anybody with steam, khor equipment or who is not small. This means less then 1/3 off your force can use them. That’s a pity because both are actually pretty good to boost and tailor your army.
A new fourth one has appeared. Keeping in tradition with the others it can only be given to khor warriors. It is however a nice one because handing out mastrike.2 for 3 points is pretty good
• Kal-Nam
This is a tricky fortress. For 1 point per troop type you have the option of holding a part of your force in reserve and let them enter on any edge of the battlefield in later turns. This is a nice way to win some scenarios and to work around the speed disadvantage.
The solos both require some expertise as well and rely heavy on your magicians. The Soul of Alphax allows you to give concentration/1 (INI,ATT, DEF) to your troops which can be boosted up to 3 thanks to TF or mana gems.
The second always two magicians with this solo to exchange gems. A nice way for a low warrior-mage to hand over his gems to a more powerful mage so he cast more and bigger spells.
• Kar-An-Tyr
A nice fortress to hand out some steam equipment or personalise and upgrade it. Unfortunately it doesn’t count for large troops who do have to pay the 1 point to join 
The solo’s here are very nice. It always you to give the forge path to mages who don’t have it or increase the POW of those that do have it .this makes a couple of warrior mages a lot more useful (thermo-priest on razorback) and allows a mage like Bal-Torg (who is cheap) to fully control a steam force.
The second solo is just as good. It gives either the ‘Of Uren’ attribute to troops or if they already have it, it gives feal/1. This way you can either control a lot more troops with the provost of Uren or generate some additional TF to call upon miracles.
• Lor-An-Kor
Lor-An-Kor is nice because it is free to join the fortress and allows you to access the black-blood constructs. That’s actually about all the nice things I can say about it. The two solo’s are too expensive and useless.
• Naël-Tarn
Another expensive fortress as you have to pay 2 AP for each model. In a 400 AP army it means you can choose two models each turn that get the fierce ability. Also when they use it they count as only light wounded. This sounds very nice and is especially good to a)make sure opponents can not make pursuit movements b)if a heavy hitter is about to die to make sure he stays in the game until the end of turn and deals out some serious damage in return.
The solo’s are once again not that great (starting to see a pattern here). The solo to break away by force no matter the size op the opponent might be nice but with a MOV of 7,5 cm where are you going to run to. There might be situations were it is useful but they are rare.
The other is nice but very limited as it can only be handed out to a couple of characters. Putting it on Pilzenbhir is a good way to make sure he keeps up with the big guns (khor on razorback, khor knight, son of Uren) and deals out some serious damage. The backdraw is that you can only use it once and it costs 6AP.
• Ogh-Hen-Kir
For 2 AP for each troop you can keep 4 extra reserve cards (in a 400 AP army) that’s a pretty good way to control the flow of battle but is usually only good during set-up and round 1. Afterwards you mostly want to go first to get some charges in.
The explosive arrow solo is expensive (5AP) for a one shot trick but might be nice if playing against a swarm army with lots of models on the board.
The other was a good way to increase the POW of your lithomancer or te make sure other mages could cast these spells but as the spell selection isn’t very broad (4 available spells) it just isn’t worth it.
• The brotherhood of bronze
Finally we come to the brotherhood. For this I advice you to pick up Cry Havoc 3 as it contains all the rules you need.
Not every dwarf can join this. Only those that already have steam-equipment, provosts & armourers. They have to pay 5 extra AP and gain steam/STR equipment this is already a very nice ability. The fact that he can give a steam mask is very nice if given to somebody with high courage and movement (Son of Uren is the best example here)
You then have the option have upgrading the bombardier to zone artillery instead of piercing. If you know you come up against a swarm army this might be useful.
If you manage to include two characters in a 400 AP army you get the clan bonus which means getting a +1 to all steam results. This does usually leave you with few numbers and sometimes it’s better not to go for this bonus but for more figs. It is however achievable in a 300 AP (only one needed) and 500 AP (still only two) army.
One word of warning here: Although it is possible to include the four characters from the brotherhood of bronze in other fortresses (under another name and without their special artefacts) it is NOT possible to include other characters in the BoB
Dawngreeter wrote:ima i toga
rekurzivno glupilo
90% svega je sranje, a to ukljucuje i preostalih 10%
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Khan
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Gob, gob , gob gob... part I

Post by Khan »

Posto je u modi prebacivanje AOtW pregleda...

Army of the Week: Uraken Goblins

Goblins, goblins, goblins.

Goblins, goblins, goblins.

These are the thoughts going through my head as I start planning my first army of the week post for these little guys. Not only because there’s a gazillion of them, but also because they can be so problematic to play with or against them.

First, I will provide an overview of the Goblins as a whole and go over their general strengths and weaknesses.

Second, I will go through each of the units that are available to the Uraken Goblins (as these are the ones that I primarily use) to provide you with an overview of tactics, strengths, and weaknesses of each of them. Also, I will provide a breakdown of the artifacts, miracles, and spells that are included them if any.

Finally, I will provide two 400 AP lists that I’ve used with great success.

General Overview

These poor little guys don’t have much going for them in C3. They’re weak, can’t take a hit, and flee at the first sign of danger. But at least they look good. Something I learned from my high school baseball coach was that it doesn’t matter if you win or lose as long as you look good doing it.

For the most part, Goblins have relatively low stats in all categories and rely on a combination of their big guys (such as trolls and ogres), faithful, and magic to get things done. It is these combinations along with good tactical decisions plus some good dice rolls that will win a Goblin player games.

Characters

Bazuka – At 100 AP he can be a bit pricey depending on the list you want to build yet still worth each and every point. High INI, ATT, STR, DEF, and RES values along with Feint, Survival Instinct, and War Fury make him a very formidable fighter in hand to hand combat. Plus, if you take a War Staff and at least one Bushi or Samurat (June ’06 in French), then his COU and DIS are effectively 8 each. With these, you should rarely ever have a Goblin flee due to Fear and be able to compete with the Griffins and Tir-Na-Bor for Tactical rolls. The only real weakness I see of him is his small size and the lack of Brutal or Hard Boiled to increase his Force when making or receiving a charge. But this truly isn’t that big of a weakness.
Tyrant of the Uraken Clan – As mentioned above, thanks to this ability Bazuka receives a bonus to the final results of Tactical rolls if you use his DIS. It is a +1 if you have at least one Bushi or Samurat on the table or a +2 if 50% of your other Goblins are Bushis or Samurats.

Tzunami – If you have declared War Fury, this artifact allows you to decide otherwise after the INI test has been made at the expense of the extra combat dice and a penalty to your ATT and DEF. However, it can still prove quite useful if you’ve declared War Fury at a time when you’d rather not have or if you’ve made a pursuit movement into a combat where you do not want to use the War Fury ability but it has already been declared.

Uraken Ideogram of Protection – This artifact comes with the Ashigaru War Staff boxed set and is one that almost always finds a way into my army lists. Basically, for a total of 18 points (it has to be given to all 3 members of the War Staff at 6 points apiece) each member of the War Staff receives Survival Instinct and pass it on a 5+ instead of a 6. This increases the odds of totally negating a damage roll before it is ever even made 1/3 of the time. Plus, if given to a member of the War Staff who already has Survival Instinct, then they benefit from a +2 to their RES as well. When given to Bazuka, this makes him RES 10, Survival Instinct 5+, with the ability to War Fury.
Kûmité – At 35 AP, he is great for his points, especially when you’re trying to squeeze every point out of your list to make room for both numbers and heavy hitters an make it a tournament legal list. Alone, he won’t meet the 80 AP requirement for Characters in a tournament list but will leave you with enough room to take either a Faithful or Mage character with the ability to provide one of these two with artifacts, miracles, or spells along with the ability to field the much needed War Staff for your Goblins. His stat line isn’t the greatest with his characteristics being on par or below those of most other armies Elites. But as a character, he benefits from the ability to Counter Attack, Master Strike, and Sequence.
Uraken Ideogram of Protection – This artifact works the same for Kûmité as it does for Bazuka except for his RES becomes a 7. Personally, I always field him with a War Staff and therefore always field them with this artifact.
Hoosû Ûzo – I could possibly go on and on about Ûzo, so I’ll try to keep this short. At 50 AP and rank of Zealot, he is amazing...especially in a Goblin army. If you take him by himself or with Kûmité, then you’re left with plenty of room to give him miracles and artifacts. On the other hand, if you try to fit him in a list with Bazuka then you’re a little limited with the options you have. Almost any of the miracles provided in the C3 rulebook would work wonders for him. The ones that I use the most are probably Miraculous Reprieve, Blood of the Earth, Cleaver of Destiny, Prayer of the Warrior, Religious Authority, Blind Rage, and Chains of Fury. Also, you can equip him with Devotion, Perseverance, and/or Inspiration from the Liturgy pack to make him even more formidable. The only real weakness of Ûzo is his RES 3. Depending on what you equip him with, it may be a good portion of your AP gone if something were to happen to him. Plus, with the Goblin’s small size, it means that he can be easily targeted out of the crowd by any ranged weaponry. For this reason, you may want to think of enlisting a Dai Bakemono, Troll, or Gas Blower bodyguards to hide him with.
Council of Rats – This artifact allows any Goblin within Ûzo’s Aura of Faith to disengage on a 4+1 per opponent difficulty instead of a 4+2. With Goblins, this allows you to control frays easier and send backups to combats where you may need them. Also, in a one on one combat, an unpenalized Ninja Goblin can disengage without making a check thanks to their INI 4 and Vivacity. Nice little artifact.

Lucky Charm Kimono – This artifact allows Ûzo to sacrifice some Temporary Faith to roll an extra die when making a Survival Instinct test. Since there is no way to boost Ûzo’s Survival Instinct odds thanks to the Uraken Ideogram of Protection, then this is the next best alternative. Needing a 6 and getting to roll two dice to get it is just as good as needing a 5+. Also, with his RES of 3, any chance of avoiding a damage roll is best.

Brazen Conspiracy – This miracle allows Ûzo to reduce the final result of your opponent’s Tactical roll by up to 4 points. I could see this having its advantages in Confrontation, I see this miracle more geared towards Rag’narok where reducing your opponent’s Tactical Roll will also allow you to remove some additional orders that they may receive.
Wazabi – Wazabi is a versatile Character that can add a deadly stealth element to your Uraken army. Being a Warrior-Monk, she has access to all of the Character Warrior abilities such as Counter Attack and Sequence. Combined with her ninja-esque combat stats and abilities she becomes a very formidable fighter in hand to hand combat. Plus, she has the ability to call on the god Rat to aid her allies in battle.
The Handbook of Silence – For 15 AP, this artifact gives the Assassin ability to Wazabi and also prevents opponents from Charging her (however, they can still engage her). When combined with her Scout ability and combat oriented stat line she becomes very deadly for these additional points.

The Deck of Fortune – For 10 AP, this artifact grants the player an additional reserved slot that is automatically filled by Wazabi prior to the construction of their Activation Sequence. This saves you your remaining reserve spots to fill with other fighters but also allowing you to pull off some interesting combos during your turn. Imagine Wazabi Charging and Leaping into combat with a host of Ninja Goblins and Dai Bakemonos at her side while your opponent stands there unable to retaliate.

Song of the Rat – After playing a couple of games with Wazabi and this miracle I’d state that this is a must have miracle for her to take. Song of the Rat allows Wazabi to give herself and up to 3 fighters (the sum of her Aspects) the Scout ability and can be called before the game even begins but after deployment. Why’s this so great then? Well, these fighters are considered hidden and can prevent your opponent from going Dai Bakemono, Troll, or Character hunting with their ranged weapons or possibly even Scouts of their own. Also, on subsequent turns, Wazabi can call this miracle again to make herself and up to 3 fighters hidden again if they were revealed and are not within 10cm (20cm if Consciousness) of an enemy fighter.

Strategic Retreat – If this miracle is successfully called, then the Faithful and all friendly fighters located within his or her Aura of Faith gain the Disengagement/5 ability until the end of the round. If played correctly, or combined with Hoosu Uzo’s reserved artifact the Council of Rats, this will allow your Goblins to escape unfavorably combats and even swing the tide of battle back their way as they control combats and gang up on fighters to increase their chances of success.
Troops
Goblin Shigobi – In my opinion are nowhere near worth what you pay for them and that was proven when the Ninja Goblins were released. However, they do have a great INI, ATT, and STR plus they benefit from the Assassin and Rapidity abilities. This should allow them to pick and choose their combats pretty effectively and then retreat. I see them being used mainly to eliminate mages, faithful, and ranged weapons.

Dai-Bakemono Ogres – At 37 AP each, these guys are almost guaranteed in an Uraken themed Goblin list. Their large size, impressive offensive ability, and potential Fear induction proves very useful to an army where Strength is limited. The box set comes with three separate profiles all of which are the same except for one ability that is exclusive to each: Master Strike/2, Implacable/1, and Vivacity. From my experience, I haven’t found much use for the Vivacity profile and believe the Implacable profile is more suited for Rag’narok. When playing C3, I typically run the Master Strike profile. With good movements and tactics, you should be able to charge with the Dai Bakemono to ensure that they receive the bonus combat die from their Brutish Charge ability allowing you to make both a Master Strike and a normal attack or the ability to defend yourself. Unfortunately, their low INI (2) and relatively low DEF (3) can leave them in a tight spot if they are in combat by themselves. Therefore, I recommend that you send them into combat with at least one other Goblin (preferably a Bushi or Ninja) to benefit from their INI + 1.
Khawai Spy – This artifact isn’t really an artifact. For 12 AP, the Dai-Bakemono is accompanied by a Khawai and in turn benefits from a +1 bonus to INI and the Consciousness ability. The boost to INI is nice but this artifact earns its points from the Consciousness ability that it provides making it easier for the Ogre to get the charge off by providing him with 360 degree field of vision out to 20cm.
Samurats – When these guys were first released, the Master Strike and Ambidextrous profile seemed to counter each other. You couldn’t use one with the other and they didn’t seem worth their 25 AP price tag. However, with the switch to 3.5 and the ability to combine a die gained thanks to Ambidextrous with a Master Strike these guys are well worth their 25 AP. With solid combat stats for a Goblin (INI 3, ATT/STR 4/6, DEF/RES 4/6, Master Strike/0, Survival Instinct, and Ambidextrous or Fine Blade) these guys are able to hold off higher cost fighters by themselves until backup arrives or they’re able to finish off their opponent with a well timed Master Strike.

Ninja Goblins – Ninja Goblins are great additions to any Goblin army in my opinion. They have good INI, ATT, and STR scores plus benefit from the Assassin, Vivacity, and Reinforcement abilities. Also, they are required to take either Toxic/1 for either +2 AP or Leap for +7 AP both of which have their advantages. The combination of Assassin and Toxic almost guarantees that you’ll inflict at the least a Light Wound thanks to Assassin providing you with a third die to roll for damage then with the follow up Toxic roll inflicting even more...if need be. If given the Leap ability, the Ninjas are allowed to patrol the back lines and use the other Ashigaru as a meat shield for them to then jump over and into combat still benefiting from Assassin thanks to their Small Size and having line of sight over the other Goblins to any enemy fighter Normal Size or larger.

Goblin Bushi – Bushis have relatively decent stats as far as Goblins go. The bonus they provide to Bazuka’s DIS on the Tactical roll is worth taking them when you field Bazuka. Their ability to Feint is worth taking them in every game you play. When fielding Ninja Goblins and Dai-Bakemono Ogres I’d recommend that you send Bushis into combat to support them. If you attack first with a Bushi, the defending player will be forced to make the decision of whether they should attempt to parry this attack. If they don’t you’re then free to remove one of their combat dice, but if they do maybe they’ll waste the Defense die they were saving for your Ogre or Ninja. All in all, they’re 15 AP well spent for a Goblin army.

Goblin Hoheitai – For 13 AP, these guys can pack a punch thanks to their Master Strike/0 ability. Granted it’s only one punch. Always equip these guys with a Mace as to get the best bang for your buck with them you’re going to have to go all attack and would never benefit from the +1 DEF gained from giving them a Sword. When they Master Strike, they should hit with a STR 8. There are spells and miracles that will further increase their STR such as Force of the Four Winds and/or Blind Rage. Both of which are available in the C3 rulebook in the Sorcery and Litany of Destiny.

Goblin Keihohei – These are your staple troops at 9 AP. They are versatile and for the extra 3 AP that you spend on them over an Ashigaru you gain +1 ATT and +2 RES which is worth it. They can also be given either a Mace or Sword and how you equip them depends on the role that you want them to play (ie. Defensive or Offensive).

Goblin Ashigaru – At 6 AP, the Ashigarus are in my opinion only there to tie up your enemy’s troops and give you the ability to focus your big guys elsewhere. To best fulfill this role, equip them with Swords. The +1 in DEF isn’t great but could mean the difference between parrying or not. Also, with their RES 1 you’ll want to give them the best opportunity for survival that you can.
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Khan
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Gob, gob , gob gob... part II

Post by Khan »

General Overview:

1. Faction Abilities:
a. Reinforcement- This ability is endowed to all troops, not characters, excluding creatures. The player with Reinforcements rolls 1D6 per maintenance phase for the lowest AP value fighter. On a 1 or 2 on the die the fighter is removed from the reinforcements, not the game, but the fighter in question cannot be subject to another reinforcement test. On a 3 or 4 there is no effect. And on a 5 or 6 the fighter returns to the game at a maximum of 10 cm from a friendly fighter but not in contact with an opponent. A fighter who returns thanks to Reinforcement is without spells/miracles or artifacts. Also any game effects that were affecting him are now dissipated. One other thing about this ability is that you should never rely on it. It is a gift and a curse if relied upon.
b. Survival Instinct/X - This ability is endowed to all characters. So far it has been SI/6 for the Goblin characters. For every damage roll inflicted, the player controlling the intended victim rolls 1D6, on a roll equal to X the damage is negated. Since the Goblin characters cannot obtain Reinforcement they get a chance of survival given to them. This is one of two factions with multiple race abilities, Ophidians being the other. This is an awesome ability but it is very much the same compared to Reinforcement in that it is a blessing to have but not to be relied on.
2. Strengths – Extreme versatility, numbers, average INI and non-elemental hindering magic.
3. Weaknesses – Crap for stats in general/a lot of death.

The Goblins have some of the greatest army combinations. One of the great things about the Goblins is that they have so many different types of troops to choose from; the mutants of the sewers of Klûne, the militia of Klûne, the Ströhm order of the N.B.A. a.k.a. the No-Dan-Kar Battle Academy, the science Goblins, religious extremists, Uraken and Yakuza clan Goblins, and finally, but not limited to, pirates. They also have monstrosities like ogres and trolls tamed to do their biddings. However simple they may seem to play, this is a mistake. These guys are quite complex, but fun. Nobody really told me what was the simplest army to play so I chose it on looks. Thanks to Onikage I found the forums and began to unfold the 2 year work in progress history of becoming an extreme Rackham fan and a simple want to become a pro/better-than-intermediate painter as a hobby. I quickly found out the curse of the Green Swarm is on both sides. Most of the blisters come three to a pack and I thought “hey that’s a steal; 8-12 bucks for 3 minis,” quickly I found out that this wasn’t the case, the actual reason for it being so cheap was to help save some money for the aspirin needed for the headache these guys cause both you and your opponent. As someone great once said, “this is not an army for winning but for annoyance of your opponent is the true goal.” In this write up I’ll discuss all of the various troops, characters, clans, and of course all artifacts, spells and miracles that come with the troops. I’ll give a few “melting pot” lists, at the end, giving a little taste of everything. Each of armies will have one themed and one non-themed list.




Goblin FAQ:
Q: Do Goblins need a big beat stick to win?
A: No, Goblins have more than enough strengths and variety to take on any army that is thrown at them.

Q: How many Goblins are in a standard 400 AP list?
A: Lists Range depending on a swarming list or a powerful (not to be confused with a Power-Gamer) list. Swarming lists consist of 16-18 models. Powerful lists contain roughly 8-12 Goblins.

Q: Is Baron Samedi a character?
A: No, he is not considered a character.

Q: Is the Crow a Goblin?
A: Undecided, it is believed by some that “it” is a rogue Goblin, me for one. But others believe he is a spirit in armor. As for the official response; Rackham has no answer.

Q: How would experimental rifle of Goblin Sharpshooters work now in v3.5? When is dice rolled to determine modifier to range? Before or after of determining point and imaginary line?
A: Before.

Q: Which happens first during a Free Company creation when using the Yakusa or Burrowers clans theme; pertaining to Yakusa, do Goblins with Reinforcement gain Survival Instinct/6 and benefit from Survival Instinct/5 in a FC? Pertaining to Burrowers, do the Goblins with Reinforcement gain STR/+1 and RES/+1 as well as Survival Instinct?
A: Yakusa: No, the fact that you are playing a different game than Confrontation® the Dogs of War rules take into effect before any clan benefits, they would benefit from Survival Instinct/6 and not 5.
A2: Burrowers: No, see above. The would benefit from Survival Instinct/6 only and not Survival Instinct/6 and bonus +1 to STR and RES.


Common Guidelines for Goblins:
Goblins do not need a War-Staff but it is recommended due to their low DIS and COU stats.
Goblins are weak but don’t underestimate them, they can be a challenge.
Goblins have a great strength, numbers. But you don’t need them to be effective
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Characters

Azzoth the Treacherous (29 AP)- A great low cost character. He is an awesome low AP game leader. He comes with Leadership and Bane/Bravery abilities making him excellent against those pesky Griffin . He’s an excellent 29 AP character to soak up points and get some good beatings in paired up with someone else. With the stats INI/4, ATT4/6, DEF4/5 just be sure to pair him up with something else when taking on hard hitters or he’s a pretty expensive lump of metal one the table and not the game board. He may be great at leading low AP games but in higher AP games he’s not that much better than some of the more expensive elite troops. I’d recommend he stay out of the bigger games unless you are bringing him in for support.

The Babayagob (82 AP)-This witch got a major boost in the v3.5 rules update. There are some great combos out there to give this witch that was way to expensive to do in the previous edition because of her base 82 AP cost. She by herself is like almost all other mages out there; pretty low HTH combat stats with the exception of an astounding INI/7; ATT3/3 and DEF3/6. But what she lacks in HTH she sure does make up for in magic power and a rocket launcher. Being a POW/6 Adept of Fire and Air/Sorcery and Typhoonism mages gives her some great choices in spells to give her for some pure power or some awesome boosting spells for the goblins out there. The rocket launcher is a handy piece of equipment seeing as it isn’t Artillery so you could use Assault Fire or Bull’s Eye with a STR/10 shot, but on top of that she has Harassment and of course you could always boost the strength of the shot with a spell of some sort. She comes with two artifacts, Broom of Zoukhoï and the Hands of Oxyde, and three spells, Illusion of the God Rat, The Stolen Kiss, and Voluptuous Seduction.

Baron Ozöhn (1st) (100 AP)- This is the first of many Baron Ozöhns released. Think of this one being like a petty-officer or a private in the military. His stats and cost go hand in hand; at 100 AP INI/5, ATT5/5 and DEF5/8. This is one of the mounted baron versions with a big gun. A great strength that he has is an AIM/4 and a STR/8 gun; with the new rules he will be awesome when using Bull’s Eye. He also has another strength that some may overlook and just out of habit calls it a dampener because of the problem it bares. His MOV/20 is a great thing to have on this version because if he doesn’t charge and just move his basic MOV/20 he can stay with a War-Staff, if there is one, and fire away, just at a penalty for moving. And this works great for his War-Horse ability. All of the Baron’s versions have the Personal Enemy/Kaël the Irascible ability. He is a great leader and a strong mounted troop with some great strengths and minor weaknesses. The great Baron comes with a special capacity; Baron Ozöhn’s Hunts.

Baron Ozöhn (2nd) CO (120 AP)- This version isn’t my personal favorite of the Barons in that he is only a card from the Second Incarnation card pack. He comes with a few modifications, increase in stats INI/5, ATT5/6 DEF6/9, and a 20 AP cost boost. This is the Sergeant of the Barons. Instead of War-Horse he gains Harassment, a few bumps in stats here and there. The main thing is though he looses the first incarnations special capacity instead gains a STR/7 +1D6 shot. He too is a great leader, a little bit better, in stats, than the first incarnation but without a model.

Baron Ozöhn (mounted 3rd) (105 AP)– This is my favorite version of the Baron because he can be equipped differently. This version basically beat the C.O. in the face in a drunken rage and got demoted! A slight change in stats, base INI/5 ATT5/5, DEF6/9 and a little bit of an abilities mix up and you have the new and improved, much better sculpt, 3 different profiles Baron third incarnation. In my opinion he supersedes all other versions, with the exception of the foot version. For 15 points less than the second and 5 points more than the first he is a steal. Depending on what profile you give him he can be used just down right awfully. This one, IMO, is the best leader version of the mounted Barons. He also cannot use the Baron Ozöhn’s Hunts special capacity that is seen with the first incarnation. You can make him a knight, a warrior, or a marksmen. His special capacity, including the 3 profiles is seen in the third section.

Baron Ozöhn (foot 3rd) (75 AP)- Now here is the fourth release of the Barons. Some jacked his horse and now he has to sneaker-net it across the battlefield . For 30 AP cheaper than the cheapest version of the mounted barons he is almost on par with them in stat comparison; base INI/5, ATT5/5 DEF6/9. He is one of the top 3 best foot leaders in the Goblin army. He like the third mounted Baron can be equipped differently to best suite you against the army you are facing. A fantastic leader. Can be used for any army and whatever the case may be he can cope with it. Well-rounded in all stats for a leader. You can make him a warrior or a marksmen. His special capacity, including the 2 profiles is seen in the third section.

Becbunzen (75 AP)- Bec, for short, is another one of the top three leaders of the Goblins. He has solid, well-rounded stats; INI/5 ATT6/7 and DEF6/9 for 75 AP. One of the better of the top three leaders, having great stats and capable to cope with any army he is put in. He comes with Fanaticism and the Ströhm attribute making him a viable option when playing the Mound of Dirt clan. He comes with the Mad Mace artifact.

Becbunzen, Ströhm Warrior (2nd)*SE (95 AP)- Well here we have the upgraded version of Bec. A little stronger and with a change up in abilities and artifacts. With an INI/6 ATT7/7 and DEF6/9 for 95 AP he becomes a little bit more formidable in combat. He is the first Character of the Mound of Dirt clan released. He is the second of the Goblins to have the ability Ruthless making, one, a trend in the released models of the Mound of Dirt and second making him an even deadlier opponent in combat. He comes with naphtha armor to boost his STR even more. IMO with the Counter-Attack rules in v3.5 he, even loosing his artifacts to join another clan, is quite possibly one of the better leaders in the Goblin army. He comes with two artifacts, The Sacred Nut and the Mad Mace (2).

Captain Krill* (70 AP)- Well what can I say about the great captain of the Amphibious ship; the Black Tooth? Of course by now by the name you can probably guess that Captain Krill is my favorite Goblin model. He has the most interesting background and also Krill is another great leader. He is a character with decent stats, INI/6, ATT5/5 and DEF5/4, for the low cost of 70 AP. The only real downfall to Krill as a leader is that he has a shoddy DIS/3. What he lacks in leading power he makes up with abilities and combat power; as one example shows conceivably obtaining 6 combat die with just his War Fury and Born Killer abilities and artifacts. Even with a war-staff bonus it’s still quite low for leading an army into battle. He comes with two artifacts, the Skull Splitter and the Stone of Survival.

Cyanhur (128 AP)– This, IMO, is one of the best pure assassins in the game. He has astounding stats and abilities that make him rival even the toughest of characters. With INI/8 ATT8/6 and DEF6/7 he can be extremely competitive. Also with his Ambidextrous and Vivacity abilities he becomes even more deadly for only 128 AP. The only downside to him is being an assassin which, cut short, means he sucks as being a leader when facing fear causing armies. He will do just fine without a War-Staff. Now with the new v3.5 Confrontation ruling on Ambidextrous he becomes an extremely powerful assassin. And if he gets into a melee that he cannot finish by that round, his astounding INI/8 and Vivacity allow him an automatic disengagement on three foes or less making him even more powerful. He comes with two artifacts, his Fuse Bombs and his Mask of Strycnius, and also a Special Capacity involving the Yakusa clan.

Deuterium, Goblin Mutant CO (40 AP)- One of the cheapest characters with leadership in the game. He has decent stats for his 40 AP, ATT 4/6 DEF3/4. He is great for demoing or just soaking up points as back-up character help. I wouldn’t really rely on him as a main character, unless he’s being used in a demo game or something smaller scale. Maybe throw him in there in a Clan X list to give some help to the other mutants and mutagenic points.

The Eater of Brats (299 AP)- Master Sulfur, coming later on, mounted on the Red Troll. Coming in at 299 AP value he is the most expensive character for the goblins thus far. Although too expensive for any normal tournament C3 game, unless referring to Rag, he is great in the Big Boy Battles. He comes with a nice range of abilities, including Possessed, Regeneration, Born Killer and Recuperation/3 to name just a few. The EoB has the main characteristics of a troll and a master mage combined into one uber Goblin; MOV/20 ATT6/16 DEF2/13. This master mage is nothing to sneer at, not to underestimate it as neither a mage nor a combat efficient killing machine. The only downfalls that he carries are that he doesn’t have the leadership ability, and has a low DEF/2, which is low even for a Goblins which is understandable for a master mage riding a troll.

Gidzzit the Bell Ringer (1st) (24 AP)- This is possibly the second best mage per AP cost. At 24 AP a POW/4 Initiate of Air/Sorcery pure mage, with the new emphasis on spells in v3.5 he can dish out major damage or pump up the Goblins which are always helpful and welcome. He is, however, about as combat efficient as a two year-old with a clapper; INI/5, ATT2/1 and DEF2/4. Like all of the other mages in the Goblin army none of which are capable of becoming a leader. He comes with the artifact, the Bell of the God Rat and two spells, Whirlwinds of Precision and Scroll of Lightning.

Gidzzit the Bell Ringer (2nd) CO (45 AP)- Here is the much needed upgraded form of Gidzzit. He, IMO, is the best mage for AP cost in the Goblins. At 45 AP with INI/5 ATT2/1 DEF2/4 he doesn’t seem much different, but he is now an Adept of Air and Earth/Sorcery and Mutation POW/5 mage. Much more powerful in the magic speak but crap for stats once again…but there is a definite change with Mutagenic/0 he also has the Personal Enemy/Pilgrim the One-Eyed a dwarf who really aren’t that important… . This is a great mage but it would be better to keep him out of combat.

Golborak (225 AP)- Golborak is a mad scientist, he and his two little helper brats, Cestode and Trematode, built a suit of armor that runs on steam technology that they have stolen from their rivals, the Dwarves of Tir-Nâ-Bor. Golborak is the Living Legend for the goblins, coming in at 225 base AP making him the second most expensive Goblin. Although he may be a nice thing to think about playing in a regular confrontation game…he’s best kept for a Rag or a Battle of the Big Boys game. He has insane stats for any regular Goblin; INI/5 ATT9/9 DEF8/10. He comes with three artifacts, Cestode and Trematode, the Arsenal of Demolition, and the P.U.N.C.H., also a special capacity, the Golgoth Armor.

Goreth the Massive (116 AP)- The master of the X Clan. A fat glob of…fat with some traces of muscle hidden beneath the fat . He is probably the nastiest thing in the Goblin army that is a nice beat stick. He is capable of being a leader indefinitely and his stats INI/3 ATT5/10 and DEF4/11 give him a nice rounded stat line and with a mixture of abilities like Mutagenic/1 and War Cry/8 he is a very formidable character. He comes with a special capacity and his Mushroom artifacts.

Kerozen the Tentacular* (34 AP)- Here is another member of the Pirate clan, Kerozen. Interesting character Kerozen fluff wise. An infant kraken attached himself on Kerozen’s back on a deep sea dive. For 34 AP he is a POW/4 Initiate of Air and Water/Sorcery. Like so many other of the mages mentioned he is someone best kept out of combat situations. His INI/4 isn’t so bad, it’s his ATT4/3 and DEF2/3 that make him a non-combatant. His Additional Limb ability may let him survive a few more rounds than intended without it but it’s not something to rely on. He comes with a special capacity, the Kraken’s Companion and two spells; Gust of Corals and The Kraken’s Tentacles.

Kobalt the Caustic (1st) (44 AP)- This guy is a fantastic, low AP, soaking up points character. With an awesome stat line for 44 AP INI/5 ATT5/6 DEF5/7 with Fencer makes him quite awesome for a character and with the new rules on Counter-Attacking makes him even better for soaking up points. He comes with an artifacts, the Chiming Armor.

Kobalt the Caustic (2nd)* CO (60 AP)- Again a fantastic low AP, AP soaker character. But with some changes in stats, abilities and now with bound with the Damned Swamp clan. He now becomes a character able to be the third part of a War-Staff and INI/5 ATT5/7 and DEF5/7 he is a little bit more sufficient than the first incarnation. Even with changing his name and no longer being able to use the Chiming Armor he is an excellent leader.

Mister Dhypter* (39 AP)- Well sorry to say Captain Krill’s brother is nothing like Krill himself. He has a harpoon that he launches, but at a horrible range STR/4. Although is INI/5 is nice, his other stats are below average for a character that is not a faithful or mage. At 39 AP ATT 3/4 DEF 4/3 is just plain insulting considering Krill’s cost and stats. His sharp shooter ability is nice when concerning his harpoon and with combining Assault Fire or Bull’s Eye he can become quite a nice marksmen when needed.

Shûb Prophet Goblin* CO (40 AP)- This is one of the coolest looking drawings for a Goblin, IMO. And not only that but he is also, for his cost, very nice in combat; INI/4 ATT4/5 and DEF4/6. He is the first of the Helldivers clan to be released. He is a Devout that has one creation and one alteration aspects, but as a Warrior-Mage he is allowed only a total of miracles that have a Fervor amount of 2. This doesn’t leave much room for many miracles but there are a couple out there that would be extremely useful for support. He comes with the Rat Skin miracle.

Sulfur (151 AP)- With the v3.5 rulings on mages and spells Sulfur now became an awesome Confrontation mage and not just a Rag mage. He one of few Master mages of the game, the others being in the Lions, Acheron etc. Being a POW/8 a Master of Air, Fire, and an Element of you choice plus the paths of Theurgy, Shamanism, and Sorcery and accompanied by Recovery/3 ability, Sulfur has access to lots of spells that can help his fellow Goblins out and wreak havoc for your opponent. Although his magic powers are unsurpassable but by a select few, his combat skills do not show the same resemblance, his INI/8 is extremely good when concerning who hits first and disengagement rolls but his ATT4/5 and DEF6/5 are ok when comparing his 151 AP cost and a mage, as most of ya’ll may know, if you’ve seen the movie in my signature, mages aren’t known for their armor . Because he is a level three mage he cannot be used in regular tournaments but as a friendly game IMO he would be incredible to play as a part of scenario. He comes with three artifacts the Gem of Mata-Kata, Asphixia’s Wedding Band and Sulfur’s Boutique, along a special capacity and the Troll Effect spell.

Xherus the Visionary (21 AP)- Being Goblins, acquiring T.F. is not much of a problem for a faithful when being surrounded by almost a 10-12 average number of Goblins. The only thing is what are you going you give the cheapest Goblin character for miracles? Being a devout two creation and one alteration aspect gives him some nice choices for support miracles, but unfortunately he isn’t a fighter either, INI/4 ATT2/3 and DEF2/3. He comes with one artifact, the Scepter of Communion, and two miracles, Tide of the God Rat and Contemplation of the Realms.


Troops

Baron Samedi* (15 AP)- It was once talked about whether the good Baron Samedi is a character; this is not true, he is, in fact, a troop but unfortunately he is a unique troop and that there can be only one highl...baron. This is by far, IMO, the best model Rackham put together fluff concerned and sculpt in general. It is said that the Baron is actually a Goblin brain inside a monkey body. This monkey is not fit to be a soldier but with its INI/5 and Vivacity ability it’s hard to keep him out of combat for support. His ATT1/1 and DEF1/1 are definite deciders for who he should be accompanying in combat. He should never fight anything by himself. He does however have a redeeming quality besides the INI/5; he is endowed with a STR/6 musket, giving him the right to Assault Fire and Bull’s Eye abilities.

Black Troll* (80 AP)- This is the second strongest troop available to the Goblins despite the fact it being the second strongest troll. IMO, included in the Pirates Clan with full bonuses he is the strongest. He comes with an INI/1 ATT5/15 and DEF3/14 this guys can definitely lay down the beating and with the bonuses he can definitely lay down the beatings even more. Considering neither the Black Troll nor the Baron Samedi can be used in any other army except for pirates or during friendly games the both of them make a perfect pair. With their coincidence MOV/12.5 the Barons and the Black Troll can move together will be getting an automatic INI/8 while paired up together. One downfall to his incredible stats is his INI/1; I almost never take him by himself in a battle. He does, however, come with the Arm Ripper special capacity.

Cyclops Gong Banger (26 AP)- This is the first of three musicians the Goblins have, so far, to offer for a War-staff. And he is also the best in combat, but however, he is the most expensive by more than double the cheapest musician. With INI/4 ATT4/4 and DEF3/5 with Regneration/5 and Rallying Cry he is a nice Standard Bearer and combatant. He does come with the Howling Gong artifact.

Goblin Archer (10 AP)- One of the many various “made for shooting” ranged troops in the Goblin line. These are Goblins that need multiple of them and also need to be far away from combat. Think of these guys basically like the Britton archers. Good at shooting but die at the first sight of weapons and warriors. For 10 AP a pop with the average INI/3 and ATT2/2 and DEF2/2 these guys do not want to see combat.

Goblin Diver* (17 AP)- A Goblin of the Pirate clan in a diver suit. For 17 AP this Goblin is nicely equipped with stats for combat but the only thing that is a downfall for this one is an INI/2, his attacking skills aren’t much better than any other low cost goblin, ATT 3/4, but he sure can take some hits with a DEF 3/7.

Goblin Filibuster* (7 AP)- A basic foot troop for the Pirates. These guys are cheap and start to add up in numbers. Just be sure to keep them accompanied by more of themselves or with some other goblins. These guys are not the best of fighters. They have the average INI/3 ATT3/2 and DEF2/3.

Goblin Gasblower 1 (20 AP)-These guys are troops that are going to have to be paired with something in combat. They are made especially for pairing with other Goblins. They have the average INI/3 but their combat stats suffer a bit ATT2/3 and DEF3/4. But their stats alone are not the reason for them being needed in close combat or at least supporting close models, the reason is for have the special capacity; the No-Dan-Kar Cleaners.

Goblin Gasblower 2 (20 AP)- See Gasblower 1

Goblin Gunner/Buccaneer* (10 AP)- There are two names for these guys but they are the exact same thing. The only difference is where to get em. One is from a blister with an artifact, and the other from the Goblin Pirates clan box (OOP). These guys are the ranged troops for the Pirates, they come with a STR/5 musket. They are special in that they can man the Argument. But these guys are not for combat; Gunners their name and shooting’s the game. They come with two artifacts, the Tattoo of Recklessness and the Argument.

Goblin Lancer (6 AP)- These are one of the more resilient roadblocks of the Goblins. With average INI, ATT2/2 and DEF2/4 a few of these guys will stay alive a little longer and possibly do more damage while being wounded instead of being dead. But with the exception of filling in numbers and roadblocks these guys aren’t much use unless you want to send them to their doom and tie up an Abby or something big for a turn or two.

Goblin Marauder w/ Club (4 AP)- There is many types of “roadblock” troops, these are one of them. These guys are the cheapest model in the game. And also the sorriest excuse for a troop. They’re just for filling in numbers and making cheap roadblocks. But don’t expect them to last very long. They have of course the average INI/3 but their ATT2/1 and DEF2/2 are what make them suffer so much.

Goblin Marauder w/ Sword (4 AP)- See Goblin Marauder w/Club. The only difference is the weapon it’s wielding.

Goblin Minelayer (14 AP)- These guys are the only servants to the Mountain Breaker. Some decent stats for HTH combat; INI/3 ATT2/2 and DEF2/2, if it ever came down to it, but since the Mountain Breaker has 120 cm range, I don’t think there would be much combat going on near the BFG, unless there are scouts. Just as a precaution it would be wise to keep maybe two or three goblins near it for support if needed

Goblin Musician and Brat (9 AP)- The cheapest musician of the three goblin musicians. Really low stats, ATT 2/2 DEF2/3, but what do you expect for 9 AP. Not the typical HTH fighter, it’s better off keeping him outside the combat zone but close enough to still make the war-staff.

Goblin Mutant 1 (14 AP)- A good 14 AP troop. Nice stats and abilities, ATT 3/6 and DEF 2/4 with Mutagenic/0. Only damper on this troop would probably be the DIS/1 he unfortunately has, but can be easily remedied by being inside a war-staff.. He is a great HTH troop and paired with more goblins he can be quite deadly.

Goblin Mutant 2 (14 AP)- An even better troop than the first type. Even better stats for the same cost value he gets a different, and IMO, better ability. With an ATT 4/7 DEF 2/5 and Additional Limb, he can be a very effective support troop. He unfortunately has the same DIS/1, but like the first type this can be fixed, by simple tactical placement.

Goblin Prophet (21 AP)- Like almost all other goblin faithfuls, the Prophet is mainly for support miracles. His HTH stats are decent for an 18 AP goblin faithful, ATT 3/4, DEF 3/5. But with Bravery and Warrior-monk abilities and the v3.5 isn’t going to do much in the miracle calling department, but possibly something with the Children of Rat special capacity. He also comes with the Rat’s Wrath miracle.

Goblin Psychomutant 1 (25 AP)- A great fighter and mage. He comes with Mutagenic/0. One of he cooler sculpts of the Goblins. He is better suited for combat with Mutagenic and INI/4 ATT5/5 and DEF3/3. He comes with a few good spells that he can use and there are some others that he can use for support and attacking bit his options of spell choices are limited because of his Warrior-Mage ability and 3.5. He comes with two spells, Juicy Appendix and Instantaneous Mutation as well as the Goblin Mutants special capacity.

Goblin Psychomutant 2 (25 AP)- A great fighter and mage as well as the first version but with some differences. Instead of Mutagenic he comes with Flight. A great combo for flying at level 1, cast a spell, dive bomb the target. Almost like a mutagenic boost IMO. Good fighter in HTH with INI/5, ATT 6/6 and DEF 3/3 after dive bomb. Although his options of spell choices are limited because of his Warrior-Mage ability. He comes with two spells, Hysterical Flight and Psychic Attack, as well as the Goblin Mutants special capacity.

Goblin Sailor* (5 AP)- Part of the goblin Pirate Crew, these guys are just there to make up model count. Their stats are ok for 5 AP,INI/3 ATT 2/3 DEF 2/1, if these guys get hit they are going down plain and simple, but if they land a hit they might do something, heck a stun is better than nothing. Once the clan bonuses kick in and paired with a Gasblower they might cause some damage.

Goblin Sharpshooter LE SE Card (22 AP)- These, thus far, are the best, IMO, “made to shoot” ranged troops for the Goblins. And now with the new v3.5 rules they became even better. He comes with a STR/3 rifle with Harassment, though, he isn’t a fighter for his stats in HTH combat are ATT 2/3 and DEF 2/5. It’s best to keep the group of them away from combat and just single out fighters out in the open. He comes with the Experimental Rifle special Capacity.

Goblin Standard Bearer (9 AP)- The cheapest standard bearer of the three goblin standard bearers. This guy should not be in combat; not that any SB should be in combat unless they have insane stats, I just thought I’d remind you that not only is an important part of a war-staff, but his HTH stats are really low, ATT 2/1 DEF 2/3. This SB does come with an artifact, the Living Standard.

Goblin w/ Ball and Chain 1 (8 AP)- Cheap goblin mainly for roadblocks. With ATT 2/5 and DEF 2/1 he wont last long but with War Fury he may be able to do some damage, and pair with a Gasblower, a group of three will certainly do some damage. Just like a lot of the goblins, they need to be paired or in a small group of them to do some damage.

Goblin w/ Ball and Chain 2 (8 AP)- See Goblin w/ Ball and Chain 1 The 2 profiles are exactly the same just different sculpts.

Golgoth Prototype* (55 AP)- Another one of the few with a permanent Clan. Part of the Black Rats clan, the Golgoth Prototype is a nice piece of ranged and HTH machinery. With an arsenal STR/7 15-30-45, Assault Fire, an average AIM/3 and now the v3.5 rules he can do some major damage at range. But what makes him very useful, IMO, is his abilities combined with his stats for 55 AP. ATT6/7, DEF5/8, Implacable/1 and Brutish Charge he is extremely powerful for a Goblin. But as a Goblin manned machine his COU and DIS scores suffer. In a group of two or more they can be a great team for ranged support or paired with some other goblins they can be a power horse for pushing through the lines.

Klûne Militiamen (6 AP)- Cheap grunts with options. For 6 points you get the basics, ATT2/1 DEF2/2, low almost everything, with an average INI/3. You can equip these little devils three ways. Axe; makes them into a trained martial goblin that can land some blows, but not always damage with them, ATT+1. Sword; he becomes a 6 AP roadblock goblin, giving him a boosted DEF+1. And finally the Mace, making him a power horse in a sense, STR+2. Just don’t go run these guys without a war-staff, they wont get far with a COU/1 and DIS relying spells can cause major havoc for these guys. These are great for boosting your forces numbers, to way out number so armies. Strength in numbers is a good principle when facing low model count armies.

Mountain Breaker SE (84 AP)- This is the B.F.G. of Confrontation®. With 8 S.P. and a RES /17 he can take a lot of hits from grunts and some damage and keep on…trucking by being pushed due to his Immobile status. This is an incredible machine, and with the right timing and ammo you could cause some serious havoc and discomfort to your foe. Ranges on the cannon are ‘no short range’-80-120 Heavy Artillery/Zone. Only Goblin Minelayers can be the Mountain Breaker’s servants. But anyone with an AIM/3+ and a DIS score can be a substitute with some penalties. It comes with 4 types of ammo and an explanation.

Noble Ströhm Knight (Box Set) (31 AP)- These, including the other knights are the only mounted troops of the goblin army, with the exception of Sulfur and the Red Troll. The latest version released with much better sculpts; the Noble Ströhm Knights are very good for front line or back line troops depending on the profile. Good standard stats, ATT 4/5, DEF 4/8, INI/3, for HTH combat. There are three profiles, which you can choose from. All the stats are the same, no change but one; an ability. The three abilities to choose from are Scout, Fierce, and Leap. They can also be equipped differently, the sword gives them the War-Horse ability, and the Lance gives them a STR/10 when charging which is not so powerful in v3.5 now with the ruling on models with a charging STR/X. Depending on the profile and weapon chosen they can be great surprise troops or first into battle troops.

Noble Ströhm Knight CO(31 AP)- The Noble Ströhm Knight included in the Warriors of Rag Card Pack has a little bit of difference. It comes with only a lance, same STR.10 when charging, and it comes wit Bestial Charge for the same 31 AP. Good standard stats, ATT 4/5, DEF 4/8, INI/3, for HTH combat.

No-Dan-Kar Fishbone Bearer (43 AP)- This is the most expensive of the Standard Bearers available to the Goblins. A good versatile, but expensive standard-bearer. With ATT 5/3 and DEF 2/3, he doesn’t seem like anything but a 43 AP SB that can land some hits. With his Additional Limb whichever the occasion calls for he can become a SB that blocks a lot of hits. He comes with some bombs, like Cyanhur, but just frag grenades STR/3. He comes with the Giant Piranha Bone special capacity.

Red Troll (105 AP)- Quite possibly the best, straight cost for cost no bonuses the best Troll of the game. At 105 AP he can seem like a gamble when you're building your army. However, he is worth every point and the numbers can be made up with low AP Goblins. However, compared to the Black Troll, he gains Born Killer, Possessed, and Implacable/1. These added abilities are what make him so good. With a DEF/0, the possibility of defending any attacks is slim to none so all of your combat dice will usually be placed in attack with you relying on his RES/13 and Regeneration/5 ability. Once you've made your first attack, ATT6/16, the only thing that can stop the Red Troll is a lucky boxcar or a Fierce fighter.

Ströhm Bodyguard (21 AP)- Great troop to keep by Characters. Great HTH fighter with stats, ATT 4/6 DEF 4/7 and an average INI. He is after all named a bodyguard so he is supposed be with a character in battle with his special capacity, the Private Militias of NDK.

Ströhm Knight (27 AP)- These are the first of the Ströhm Knights released, cheap with lesser stats but if you don’t want to spend 31 AP for the Noble version these will do just fine, after all a knight is a knight. ATT 4/4, DEF 4/8, INI/3, pretty close to the new profile just a bit of difference. They have the Lance and Bestial Charge, just like the Noble Ströhm Knight from the Warriors of Rag card pack.

Ströhm Warriors 3 (22 AP)- These are the first troops with the Ruthless ability. Nice combat stats, INI/3 ATT4/6 DEF3/7. With Ruthless these are great troops to put at the front line and let the enemy charge them first. Although it would be best to add some support Goblins.

Ströhm Warrior 1 (18 AP)- Great standard foot troops. These can be either support troops or front line troops. With Fanaticism and Ströhm then can be nice additions to the Mound of Dirt clan. Also, with their stats, average INI/3 ATT4/5 and DEF3/7 they can be fine additions to any army. These particular Ströhm Warriors are typically more offensive of the warriors.

Ströhm Warrior 2 (18 AP)- Great standard foot troops. A little bit different than the Ströhms with Halberds These can be either support troops or front line troops. With Fanaticism and Ströhm then can be nice additions to the Mound of Dirt clan. Also, with their stats, average INI/3 ATT3/5 and DEF4/7 they can be fine additions to any army. These particular Ströhm Warriors are typically more defensive of the warriors.

War Toad (15 AP)- One of the more comical models of the goblin line, a toad with a cauldron of mana gems atop his head. He is a great model to pair with a magician, or warrior-mage. This toad once used to be a Ströhm Warrior, but now with a MOV/7.5, INI/7 and RES/7 and Hard-Boiled he’s nothing more than a sitting duck waiting to croak. (no pun intended)

War Troll (69 AP)- This is a distorted image of the Black Troll. Cheaper in cost, but also his stats aren’t as good, but still pretty nice for a 69 AP troll. With a RES/12 and STR/12 he can still take some hits and still dish it out; that is if he hits with an ATT/5, which is better than most goblins. Again his pathetic INI is a damper for him, so he’ll need someone to tag along wit him to get a better INI. With Regneration/5 and survival instinct he is built, it seems, to live. He comes with the Watchjar Goblin artifact.
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novot
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Post by novot »

Hvala na ovako iscrpnim informacijama :wink: Ovim smo, bar za sada, zaokruzili pricu o armijama Sudbine, osim naravno one koja jos uvek izlazi (Daikini). Mozda ne bi bilo lose da neko malcice predstavi i Behemot Orke, buduci da su oni potpuno nezavisno pleme od ostatka svoje orkovske brace, pa se stoga ne mogu kombinovati sa njima.
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Re: The Paths of Destiny- pregled armija

Post by novot »

Kadvalon? Vlado? Neki uber-munchkin predlozi?
Samo ono što činimo iz ljubavi, činimo slobodno, pa ma koliko patnje iz toga proizašlo.

Istina rađa mržnju. Ko govori istinu, često se zamera drugima.
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Re: The Paths of Destiny- pregled armija

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Oces da igras kadvalon starce?
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Re: The Paths of Destiny- pregled armija

Post by atma »

Ovdje imate clanke "Army of the week" sa starog R foruma (ukljucujuci i dio za Cadwallon): http://confrontation.fusiontrail.com/viewforum.php?f=9
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novot
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Re: The Paths of Destiny- pregled armija

Post by novot »

Hvala Atma :applause: Evo, za Kadvalon, preuzimam sa gore pomenutog linka:

INTRO

i think this army is rather unique, and is going to be organized by guilds for easy referencing (at least, easy if you know what guild a model belongs to! ). however, i'll start off in describing unique traits of the force:


GUILDS- every cadwallon army may be fielded in 2 ways-

1. a generic army of cadwallon or militia force may be composed of any number of models from different guilds. if fielded in this way you may not take any allies in the force.

2. a guild may be used as an ally to another army, as long as that guild is allowed to ally w/ that force (ever guild has different alliegences). in which case at least one model from the guild must be present in the army, and then the rest may be fleshed out from w/in the guild and/or militia of cadwallon.


every cadwallon character has the oportunity to be accompanied by a WEAPON BEARER. the WB uses the character's card for deployment and must be deployed w/in 10cm of the character, and even gains any special deployment rules the character does (ie, can scout w/ a character if the character has scout), but then activates off it's own card during rounds of gameplay. the WB and character can share line of sight when w/in 10cm of each other, but not for purposes of shotting or casting spells and calling miracles. they can be useful little buggars, but them adding cards to your pile may be a detriment at times.


and the biggest thing that this force has going for it is VARIETY! w/ all the access to different guilds, it's possible to make just about any type of list, and the army has an abundance of shooting, magic, and elite combatents (and a bunch of cheap combatents also for filler!).

the slight downside of this is the fact that alot of the profiles come in Cry Havoks (CH's)- the issue number each guild comes in is listed w/ the guild and recommended models are listed w/ each profile. this does mean you need to invest in the magazines, and also buy models to proxy or convert to appropriate representations of the cards.


i'm going to ask the man in the pointy hat to not lock this thread, so discussion and/or suggestions can be made and saved here (the other discussion threads have goten bumped pretty far and i won't be surprised if they fall off after awhile), but it also allows me to edit the AotW and add models as they are released (just to point out- i'm not adding many models not released in english yet as you can' go off stat cards alone and i don't keep up in the news threads for translations. models will be added as the store updates and new guilds are released in CH's).

that being said, on to the info!



MILITIA:


starting small, the CADWE MILITIAMEN are everything you expect in a basic grunt. average stats for a modest ap, nothing surprising here...


next in line are the VETERAN MILITAMEN. for +2ap over the regular militiamen you get +1str, +1dis, and war cry/6, well worth it unless you're trying to shave a few points off a list. the extra str and war cry make them more reliable offensively, and i'll use this profile 9/10 times.


for some ranged fun, MILITA CROSSBOWMEN give you a mitiaman w/ -1att/def and gains a generic crossbow for +5ap. they can be decent, but i find the ranges very limiting, and would prefer to go to the guilds for some ranged attacks more often than not. still a cheap way to go, and the only non guild alligned way to go outside of characters.


and bringing them all together are the CADWE SERGEANTS. they come in the linked version and an alternate profile that loses war cry and saves 1ap.... you want the war cry version!!! the ap difference is too negligable not to take that version.

the sergeants come w/ a nice ability that allows them to field themselves and up to 2 models w/ regular or veteran and cadwallon militia in thier rank on the same card as long as they aren't more than 30ap. it's nothing game breaking, but represents patrolling squads and is good for keeping card counts down while fielding a mix of models. i try for a sergeant and 2 vets in a force to provide some cannon fodder and tie up models. w/ alittle luck they can even scare off some models here and there to give you an edge (just don't expect it to happen often!) another decent option is a regular militiaman and a crossbowman for some variety to sneak some extra range into a list.



A fairly cheap character to field, CAPTAIN KELIAN DURAK is still a solid choice. 66ap gives solid combat stats and a fully capable leader. his reserved artifact the stunner makes him a masterstriking fiend by giving him brutal and making an opponent lose a combat die every time a masterstrike be him hits reguardless of the damage roll.




GUILD OF ARCHITECHS (CH3)
alliance- cynwall elves, griffins, lions, tnb
primary element- light
forbidden element- darkness


the WRECKER DWARF is a little ball of agression. for 25ap you get a model that moves like a dwarf, has a mediocre res (4 w/ HB), but packs a MEAN wallup w/ att4, str7, and masterstrike/3! add to that the ability to increase str w/ pressure rolls and you have a literal wrecking ball in shape and function! bane/artillery is a rather unusual ability for him imo, as most models w/ artillery can either almost outdistance him by shooting and walking (sentinels, huntsmen, s'erum) or can just blast him full of holes before he gets there (any of them!)!

fortunately thier horrible mov is counteracted by a tunneling ablilty when fielded in the same force as an expert orc sapper (3 wrecker dwarves per sapper can be given this ability for +1ap apiece). it allows them to not be deployed as normal, then has a 50% chance at the end of every turn to be deployed as reinforcements on the battlefield. a sapper must be present for the chance, so you need to keep them safe until the lit'l guys pop up. the randomness of the ability can be a detriment to plans (especially w/ bad luck), but the surprise deployment can keep an opponent off guard and put them reeling when they do pop up.

recommended models- kanihir the savage, forge guardian, pilzenbhir, soldier of the plains.


the next few profiles are rather unsual as they all have abilities that require them to be fielded w/ a war machine, yet cadwallon as of yet has none to speak of. but this guild being allies w/ lions, griffins, and tnb make me think they can be used as servants of other's war machines if played as an ally in the other force, but this obviously wouldn't be good for gdr purposes.

when fielded, they don't have to be deployed w/ a war machine (except the siege engineer, who has a limit of 1 per incomplete 200ap of war machines and servants), but when they man a war machine count as servants and not substitutes for firing purposes. i believe this can be a way around the normal war machine 30% restriction, as if not fielded w/ the machines they shouldn't count in the percentage allowed yet can man them w/out penalties.


the EXPERT ORC SAPPER has quite nice stats for a member of a crew! add minelayer and sapper/7 to the mix and you get an excellent guardian over the machine, and well worth 33ap. then add the fact that they have special rules allowing them to add 2 additional barriers and has a 'countering-sapper' ability to either neutralize enemy mines or weaken thier barriers, and he becomes a must in a fire fight! he's also required in order to use the wrecker dwarve's tunneling ability.

recommended models- shaka-umruk, tamaor the vulture (w/out wings)


the CHIEF SERVANT OGRE is a grenade tossing beast of a model. a generic ogre (att5, str11, def5, res11, brutal, hardboiled) who is also a minelayer and mechanic makes it a tank to try and get through, can give a war machine his view point (large model!) and counts as 2 servants when manning a war machine. this makes him rather useful, but i'm not convinced worth 73ap in a 400ap game. he has another amusing ability of being able to blow himself up when making an attack (instead of making an attack) when he's at critical wound level-, and all models w/in 5cm of him then takes a str6 hit. not the most useful ability, but a last ditch effort to slow models down or take them w/ you!

recommended models- just about any ogre (firebrand w/out the cannon).

the SIEGE ENGINEER is the brains behind the war machine crew. fairly bad combat stats are balanced by cour6, dis6, and an aim4 for better targeting of enemies. add to the mix survival instict for alittle more staying power, the fact that he counts as 2 servants when operating, and he is perfect in his role behind a war machine and his front crew.

he does have a couple of abilties from CH3, but both involve the firing phase that was part of con2, and i haven't seen or heard of a revision for thier effects (making them null and void in con3).

recommended models- reaper of alahan, falconer (w/out falcon), griffin magistrate (w/out judgement blade), saphon the preacher.


back to 'normal' profiles, CARRACHE THE BOMBLAYER is a ranged attack character, basically a fucillier and minelayer in one. he may lay out 3 mines and 3 decoys upon deployment, and can then sit back and take shots at approaching forces w/ a str6, 25-50-75cm long rifle w/ a healthy aim5! target +3 makes him respectably safe from normal return fire, just beware artillery fire and scouts!




GUILD OF BLADES (CH5)-
alliances- all people
primary element- fire
forbidden elements- light and darkness


the OPRHAN OF AVAGDDU is farly close to the danu warriors of the kelt sessairs in play style. they have fairly meager stats for thier cost, but any time one takes a damage roll, the orphan will take a transformation roll- roll a die, and on 4,5,6 it will transform into a FURY OF AVAGDDU! on a 5 or 6, the damage is also ignored for a nice touch! the fury can be a nice beatstick, and even comes w/ possessed to keep it hiting hard after taking a hit or two. theses two profiles can be rather amusing to play, but can also be a major let down if and when your orphan doesn't transform...

recommended models- kassalis venin's little buddy (orphan), orc jackal warrior (fury)


the CYNWALL QUARTERSTAFFER is a good defensive model for 20ap. str6/res6, and can concentrate up to either init4 to help win inititive or def4 to tie a model up, and regen/5 fr some extra staying power make this model a solid mid range fighter. i'll take 2-3 of these in lew of cadwe militia for cheap troops and they generally preform better.

recommended model- cynwall selsÿms w/ lance


the FIRE SUPPORT GOBLIN is a little pyromaniac for the force. a pow3 warrior mage that masters fire can be fitted w/ a good number of support spells to help a force out (aura of authority and elemental chains, arrow of mana and forced march, pyrotechnia, etc). and while his combat stats aren't that good, reinforcement can make up for it w/ a good roll for a surprise redeployment in later rounds!

recommended model- goblin ashikaru


ISABEAU THE SECRET is a rather interesting choice of characters. she is bound to soma- the only model currently affiliated w/ that faction. she has respectable stats for her cost, but i feel she becomes exceptional when fielded w/ the soul of the somas, a weapon reserved to characters w/ soma in thier rank which gives a healthy +1 init/att/def, gives authority and righteousness, and is a black weapon (it being a black weapon would be rather useful if fielding both her and ahsa, but isabeau has the restriction of not being able to be part of an army that includes a model from the userer's guild).

Isabeau also comes w/ a special weapon bearer that may only be fielded w/ her, THE ORMER. at +18ap over a generic weapon bearer, you get a very nice increase in abilities and stats- att4/str6 w/ assassin makes him a force to be reckened w/, but his res3 makes him quite fragile. fortunately his small size gives him great cover even under new line of sight rules!


the original FIREBRAND OGRE to the best of my knowledge was the 1st cadwallon mini out, and was out quite awhile before any of the others. a heafty 90ap, this guy is a tank... literally! att5/str11, sequence, and brutal for offensive power, he also has res11 and hardboiled for a some nice toughness. add a cannon toating goblin on his back and the fact this guy can run and shoot a str10 light artillery projectile and you have a nasty customer indeed!


solo's for this guild include the ability to bind any mercenery to it, and have them count as being of cadwallon in rank (along w/ guild of blades). another allows the cancelling of an enemy spell or miracle once per game for a complete turn. the BLADE OF SARANNE is reserved to characters of this guild, and gives the owner bravery and bane/x for 13ap (x refers to a specific army...every model in that army!!!).




GUILD OF FERRYMEN (CH9)
alliances- all people
primary element- water
forbidden element- none


the FERRYMAN ESCORT starts off this guild w/ a nice touch of range to cadwallon. think of him as a griffin fuscillier w/ a grunt's combat stats- carrying around a str6 25-50-75cm weapon and having instinctive firing can well be worth the 27ap, but when fielded as a bodyguard for a character, the escort gains hardboiled as long as it stays w/in 10cm of his protectee! i enjoy this model for range support early on, and the ability to shoot into combats fairly safely w/ instinctive firing in later rounds in either bull's eye or assault firing capacities.

recomended model- griffin fuscillier


next up is the MASTER FERRYMEN. i wasn't a huge fan of this model in con3, but benefits GREATLY from assault fire to make him a more well rounded troop choice. aim4 makes a nice chance of hitting during an assault fire, while elite combat stats and master strike/0 can make him a model to be feared. add artifact/1 to give it anything from a potion of strength for harder hitting to runes of healing to make him more of a support model, taking easy ranged shots w/ harassement ability (though granted the pistol's range isn't all that great...).

recommended model- reaper of alahan


last but not least is the SINISTER. another model w/ a pistol, he also has assault fire printed on his card for an easy difficulty4 when preforming it. att6, str8, and assassin makes him a deadly model, but a base res5 also makes him an easy target to ranged attacks or being charged bfore he gets a chance to, so use him wisely or his 40ap cost will turn into a points sink. he also comes w/ the ability to chose an enemy character at the end of deployment, and gains +1 concentration when w/in 20cm of his target, and if he is the one to kill the enemy character, the concentration bonus becomes permanent until the end of the game.

recommended model- griffin thallion, lion falconer (w/out falcon)


unfortunately there aren't any solos for this guild, but i think that it comes overall w/ the best profiles for use so won't hold too much of a grudge against the fact...




GUILD OF GOLDSMITHS
aliiances- acheron, dirz, goblins, griffins, lions, tnb, wolfen howling pack
primary element- earth
forbidden element- fire


note- any cadwe militaman can become affiliated w/ the goldsmiths for +2ap. he gets +1str, +1res, and 'goldsmiths guild' added to his rank. all modifications are considered printed on his card.


this guild only has 2 current profiles, but both are very interesting constructs! starting out w/ the INCORRUPTABLE, we get a leaping construct w/ respectable stats and steam equipment to pump up it's movement and str. add consciousness to allow it to properly charge models out of sight (and detect enemy scouts!) and you have a formidable mobile model at your disposal. it also becomes more useful if used in conjunction w/ the knox battle tank (next), as if the incorruptable charges a model that's w/in 10cm of the fortress or a friendly character it basically gains the assassin ability.

recommended model- unfortunately nothing has the mechanical look of the artwork, but a cynwall construct warrior is prolly the closest w/ot starting from scratch.


the KNOX BATTLE TANK is a beast. at 115ap it's a walking tank (i tend to think of a primitive metal gear whenever i see it!) that has various modes of fire (either perforating artillery or multiple shot capabilities) along w/ HIGH combat stats, harasement, and the fact that it doesn't count as artillery, so can still assault fire and use bull's eye! admittedly, i have yet to break this guy out as i'm awaiting parts for conversion, but will be getting some field time asap...

recomended model-....uh... nothing comes close!


and once again we have a lack of solos, but any guild that builds a tank gets a free pass in my book.




GUILD OF USURERS (CH8)
alliances- paths of darkness
primary element- darkness
forbidden element- light


starting out small we have the TOMB RAIDER, a 13ap model that's pretty similar to the generic militiamen except for the addition of scout! imo these guys are a must due to thier low cost and ability to harass the enemy anywhere on the field in early turns.

recommended model- nothing has the feel of the artwork, i've ben using reapers of alahal.


to be honest, under conf3 i had never fielded the JESTER due to it's abysmal res3, but the new ambidex rules made me dust off the card and break them out for a run. a cheaper version of the sinister w/out a ranged weapon, the jester can be just as effective offensively and is perfect to charge into existing combats to team up and take down more expensive models (but beware going after a model that is likely to win init and has a high enough att to hit him easily! res3 won't last long against even goblins!).

recommended model- kelt danu warriors


the PALE is the fighting troop profile of this guild. at 27ap you get a fierce fighter w/ att5/str7, def4/res7, and who can charge any fear causing model of 6 or less w/out testing due to cour5 and bravery. while fierce isn't as good as it used to be, this is still a solid profile to use and a very capable fighter.

recommended model- lion valkyries


AHSA RUYARwhat can we say about a girl who sticks ghosts up her skirt? KICKASS! A 37ap pow4 mage is nothing to scoff at, especially when she masters necromancy and hangs w/ big daddy Sophet Drahas (see CH8 on using big daddy w/ in the court of ashes)! alliance/acheron and having access to the cartomancy path of magic makes her a bit fun to play in the wilds of acheron and makes her one of only 2 models that can use some of sophet's more interesting spells.

she comes w/ a rather nice artifact that's reserved to her, the finery of bewitchment, that allows her to take any single non character/war machine/titan model as an ally, reguardless of alliance rules. the only down side of this is they still count as an ally, so it's not very useful in play that doesn't allow them (which is most tournies, of course!). also included is a must fr any necromancer worth it's weight in undead- the newly dreaded death wave, a direct damage spell that gets stronger w/ more living dead models near the caster, and the overlooked twilight's embrace which can give an enemy a 'negative mutagenic' effect.


SYTH MORNIS is respectable in all categories and reminds me of a 'sinister' character, though replaces assassin w/ masterstrike/3 for a healthy str14 hit when used!. when combined w/ his artifacts the creditor which gives assasin damage rolls to any shots w/ his pistol (which gains unlimited range!) and blade of sorrow which forces an opponent to use 2 defence dice for each attack they would care to parry, you get a great assault firing masterstriking beastick! you gotta beware his res7 if this is tried- bad luck in damage rolls will get him killed. don't forget sequencing down to att/def4 to you may masterstrike and keep a defence die, especially as alot of opponents will tend to put all thier dice in attack rather than waste 2 defence dice on a single atack. not someone i'd use too often, but a pretty well rounded model who i'm looking forward to playtesting when in english.


solo's for the army include one to give a model bane/x, where x is any model w/ the same rank as him (regular, vet, elite, etc), and another to give a model devotion/2, martyr/2, and bravery. i've never bothered w/ the first, though w/ alittle planing in deployment and knowing your opponent's rank and file would make it repectable, but i'm fond of the second to provide cheap 'familiars' to mages in a force- i tend to put it on a couple of cheap tomb raider and have then act as bodyguards for a mage (used to put it on pales, but the new fierce rules means that if they die due to it in activation phase, they're no longer there for the combat phase so watered the solo down alittle).


the guild features CORRUPTION COUTERS- any army that has at least one usurer model in it may ay 10ap per counter that may be used to decrease a test of an opponent or increase a friendly model's roll. they may also be 'gambled' in game by assigning 2 of the counters to an enemy character, and you get 1d6 counters when that enemy is eliminated.


This guild also has access to a special version of it called THE COURT OF ASHES. To field this force SOPHET DRAHAS must be fielded as his dis must be used for tacticals. the rest of the force must consist of at least 30% of acheron models and 30% of models from the cadwallon militia and guild of userers. everyone counts as the same people for leadership purposes, and the court may ally itself w/ any meanders of darkness in the normal way outside of said requirements.




GUILD OF THIEVES (CH6)
alliances- acheron, akkyshan elves, dirz, devourers, goblins, lions, tnb
primary element- air
forbiden element- none


*note this guild comes in the french version of CH, but due to format changes that occured during that issue, it was never released in english. hopefully rackham will be kind enough to release it in some form in the near future... my apologies for being brief but i don't have access to thier full rules as of the moment (if a french owner would care to pm me or share in any way, it'd be appreciated!).

*EDIT- we have been given alittle info through the release of sienna. not a full explaination, but it's a start.


we'll start off w/ the CADWE BRIGAND. i have yet to figure out why a generic 17ap archer w/ archer stats would have brutal, but the respectable range amkes this a fieldable model, though overshadowed imo by the ferryman escort for +10ap. i've no practical experience w/ it, but it could be a decent ranged threat (though don't expet opponents to be very afraid of the str3 box...).

recommended model- drune archer


next up is the CADWE PIPE CLEANER (that's my best translation- sorry if it's off!). at 22ap it doesn't seem all that much, but survival instinct, scout, and a pistol can make it a deadly model to an unprepared opponent as it would be hard in most cases to target it before it gets a chance to assault fire into combat (hopefully against a weak model). once again, i've had no experience w/ it, and it might have more abilities described in the CH, but it still seems a decent choice in friendly games.

recommended model- ?


the guild is rounded out by the ARCANE ROBBER, a 29ap model w/ decent stats (though very low res3!), and asassin/bravery abilities. a pistol makes her alittle more versatile and she seems to have more rules in the magazine...

recommended model- griffin duelist



SIENNE, ARCANIC THIEF is pretty pricey at 115ap and has a meager res6, but combat stats of att7, def8, init7 means she will win inititive more often than not and be able to sequence and counterattack regularly against most any model. add target+3 and her survivability increases dramatically (though beware artillery and magic/divination!). round her out w/ bravery, assassin and toxic/5 and you're looking at one tough cookie!

she comes w/ one of the arcanums: the [/url=http://www.rackham-store.com/site/Cartes/UCDCH07E.jpg]TOWER OF DESTRUCTION[/url], a nice generic artifact that can allow rerolls of damage at the potential cost of a light wound. well worth it imo as there are plenty of times a damage roll can win you a game, and there are plenty of characters that are cheap enough to risk losing to it's powers. the [/url=http://www.rackham-store.com/site/Cartes/UCDCH07F.jpg]BACK[/url] of it is a rather nice spell to toss around str16 hits! makes me wanna use sophet in a house that grants him access to fire (hestia, brisis), but that's another army...




GUILD OF FORTUNE-TELLERS
alliances- cynwall elves, goblins, griffins, lions, tnb
elements- any magician may choose thier elements freely as long as they don't take opposing elements (in this case, darkness is only opposed to light).


the french release of CH13 has given a sneak peak at the latest guild...

the DRAWN OF THE TWELVE are a rather abyssmal lot. for 10ap you get a model w/ mediocre stats and has 'cursed' and target-2! no wonder this model has desperate on it! maybe rules in the magazine make it better, or i don't see this guy getting much field time...

recommended model- ?


on the contrary, the 27ap FORTUNE-TELLER AGENT is a model i'd expect to see alot of! a fuscillier w/ slightly more balanced str/res and better skill combat stats, you also get a model w/ luck, scout, reorientation, and instinctive firing! all that is well and good, but when you add 3.5 rules, you now have a model that can set up w/in a 25cm short range and be able to bull's eye alot of forces w/out fear of being charged that turn (assuming an opponent isn't fielding a model w/ move higher than 10cm base or that they scout away from those model)!

recommended models- saphon the purifier and/or garrell the redeemer


to round out the CH13 release we get a pow3 warrior age in the FORTUNE-TELLER MAGE. at 33ap it has a nice init5, att4, def5 but a rather low str4, res4. luck and masterstrike makes alittle more dangerous as def5 counterattacks can potentially turn into a returning str10 masterstrike, but i would still avoid any major combatants w/ this guy. mastering cartomancy and water means limited spell selection currently (the only cartomancy spells i know of are powered by darkness and we still have no water elemental), but i fell this is a well rounded model that deserves rotational status in both casual and competetive games.

recommended models- arakan the just (though i'd recommed a head w/out an eye patch)

unfortunately additional info will have to wait until CH13 is in english, but i will add info as it's given pertaining to special abilities, solos, and such.




UNAFFILIATED MODELS


now if looking to throw subtlty out the window and beat it senseless, VLADAR THE ARROGANT is the man for you! at 115ap you get a character who will win you tactical more often than not w/ dis7, leadership, and strategist (allowing you to roll up 5's and 6's for dis tests), but also gives you a nice beatstick w/ good combat stats, brutish charge, and ruthless! give him some extra equipment to increase his effectiveness w/ the scarlet to give him parade (don’t fail defece tests on a 1), and the vorblade to give him charging str/12! all this comes w/ the downside of him being 'predictable', meaning you'll always have his card face up in activation piles, reserves, and i think even when he's going #2... ... hence the lack of any form of subtlty


now comes my favorite model, MORZATH THE HELL-SPAT. *disclaimer- i said favorite, not most practical! i'm a middy player at heart and love to see this guy on the table!* that being said, a pow7 mage for 150ap, which is almost a waste if you don't let him bring his wagon for another +20ap. he's not practical at all under the con3 rules, but once spells became free to field i've seen him as well worth his 170ap. his cart and summoner/+5 ability allows him to bring back to life 10 models in the army, turning casualties into warriors of the abyss, morbid puppets, or zombie warriors based on how many gems you wanna spend. and him mastering necromancy just begs for him to bring them back and cast death wave. but the most fun part of the model is watching an opponent's face when he decides to cast his spell to turn into MORZATH'S BEAST- a pow7, fear10, dreadful cyclops!


keeping w/ my middy love, NURBALD THE SCULPTUR gives you a possessed pow4 initiate that masters chthonian magic, can roll up 5's for power tests thanks to focus, and has artifact/2 to make it easy for him to be a nice and legal 60ap for current gdr legal lists. he looks to be a well rounded and fun model to use and has potential to be nasty when fielded w/ ahsa ruyer (see usurer's guild).

he comes w/ the skiross stone, a reserved artifact that allows him to take up to 100ap of acheron fighters that have both 'living-dead' and 'regeneration' abilities (ie, zombie models) and thier rank goes from acheron to cadwallon. he has a reserved spell dolls of flesh allowing him to select 2 eliminated friendly models and combine them into a zombie warrior that gets deployed w/in 10cm of him, and another spell plagued hand that targets an enemy model and makes them not able to cast magic, call divinations, shoot, and makes them put more dice in def than att in combat until the end of round (note- this is a chthonian spell, and will be used in ALOT of middy armies to come!).


a bit on the unusual side, SYLARENN THE BIRD OF PREY has some very nice character combat stats (init5, att6, def6), mov12.5, and is mixed w/ the ability to chose an enemy fighter before each tactical roll (after decks are made) and your opponent must tell you where in their deck the card is! not game breaking, but rather amusing and can be useful in determining when you'll be using reserves or wanting to be charging something and in what order (ie, if you win tactical and know a single character is activating 3rd, it wouldn't be a priority to charge it in your 1st 2 draws).

she comes w/ a faithful bird the gold talon, that allows her to one enemies hth attack that hits and cancels the damage roll, and the raptor spear that gives her vivacity and masterstrike for 15ap.


next up was the OGRE MERCENARY, a 53ap version of the firebrand w/ no cannon w/ slightly different stats. this guy is well worth his ap, and can put out and take a hit and keep on truckin'. there's also an artifact for him in CH8 called 'stuff', that for 7ap allows him to roll a die before each tactical he's not in contact w/ an enemy, and can get either dreadful, sacred arour, or authority for the current turn (i'll take it to have an authority counter as there's more of a chance of getting that than the other 2 abilities, to help w/ game control in 1st couple of turns).


keeping w/ ogres. we have KHAURIK'S GUARD- a 60ap ogre that drops the ogre merc's sequence for fanatacism and implacable. presonnaly i'd go for the cheaper ogre merc ver this guy 90% of the time as more combat dice is generally better than impacable imo, but i can see this guy being very effective against a swarming army. unfortunately he comes out at the same time as...


KHAURIK'S TRIGGERS are basically the same as the guards, but you lose implacable for assault fire and gain a ranged 'pistol' (hehe- sawn off shotgun!) for +2ap. i see this guy geting ALOT of play time, as he'll only need a 2+ more often than not to succesfully assault fire w/ his str8 weapon. amusingly enough, there's even a MUSICIAN version of the trigger!

so we saw the rank and file ogres, but GORSNA cna blow them all away! for 95ap you get everything from generic ogres (no ranged weapon though), but you get to add all the character benefits (sequence, counterattack, masterstrike), along w/ strategist as an additional ability! he comes in CH11 and there may be additional rules for him that we may see when the issue is released in english. only real downside to him i see is the lack of leadership- running a partial war staff w/ him and a trigger would be quite fun (though that may be why there is no leadership ability!).

recommended model- kaurik's guard


also in CH11 is VOLTENAR THE VETERAN. he combines nice combat stats and ruthless, bravery, reflexes, and survival instinct/5 abilities for a reasonable 80ap. once again, there is not english info for him aside from stats yet, so time may tell what else he has.

recommended model- alahan falconer

the PIXIE TRICKSTER is a 12ap model w/ scout and luck abilites and a spell that allows them to be sacrificed to give luck to another model. it has a very respectable def4, though most of it's other stats are pretty weak. though it won't win you a game or kill many models, it's good to disrupt an enemy, tie models up, and generally harass in early turns. soon to be out in english.


the CADWE GRAVEDIGGER has the potential to be a staple model in any cadwallon force. at 18ap you get a pow3 warrior mage w/ bad att2/def2 but a decent str5/res7, the ability to master any one element, and insenistive/5 makes him a great support model to counter enemy mages (insensitive and mastery of darkness to absorb any element), and can also cast nice support spells (aura of authority, forced march) or damage spells (primal attacks and arrow of mana).

add to that thier reserved spells 'embrace of the mandrake' that allows them to reduce a target w/in 20cm to have a movement of 0cm, and 'mortuary veil' that blocks all line of sight from an enemy fighter w/in 30cm. the only downside to those spells is they need earth and air elements respectively, so would lower the effectiveness of thier countering role.


the CADWE GLADIATOR is another model w/ unusual rules that i find amusing. for 30ap you get a fighter w/ init4, def5/counterattack , and att4/str6/masterstrike2. add all that up and you have a model that can win init and deal a str12 hit, or a model that can lose init, counterattack, and still have enough dice for a masterstrike. add into the mix special ARENA rules ad you have a model that can do alot of damage quick. the main downside i see to him that makes him less than competetive is it's res4 that won't hold up to a goblin. a fun model to use, but something i'd leave home when playing serious. he's currently only available through rackham direct mail order.


i'll admit to not being certain where she's available from (i think she's available through the CORD's, but can easily be wrong- somebody correct me?), but AIONA THE UNFORGIVEN is a character model that screams 'subtlety or death!' impressive skill stats of init5, att5, def5 and ambidex, assassin, and vivacity are tempered by str5, res4, and dis2. chances are you're going to be using another model's dis for tacticals (the ogre merc even has a dis4!), and there's alot of forces out there that you ma have trouble winning tacticals against and will make it difficult for her to be as effective as she can be as if she gets charged she can go down rather quickly. not a model i'm personnally fond of, but if you can get by her weaknessess she can be a dangerous model to get into combat w/.




ARMY LISTS-


isabeau 75
soul of the somas 17
minor potion of str 3
2x sinisters 80
2x ferryman escorts 54
2x master ferrymen 56
ogre merc 53
stuff 7
sergeant 25
2x militia vets 30

=400ap, 11 models, 6 cards.

i used this list to good effect in casual games (ask the poor drune persecutor that got assault fired at by 3 models in the same round!). combines a good amount of shooting, toughness, and offensiveness into a generic list. only thing really missing was scouting to deal w/ opponent's shooters quickly- i can't use usurer's w/ isabaeu and the pixie tricksters weren't out when i used this.




morzath [14] 150
macabre handcart 20
morzath's beast [0]
life drain [2]
death wave [3]
internal chaos [4]
twilight's embrace [3]
dead forge [2]
aura of authority [2]
3x tomb raiders 39
3x pixie tricksters 36
2x ferryman escorts 54
ogre merc 53
2x jester 48

=400ap, 12 models, 6 cards.

if you read above, you had to expect morzath to be in one of these lists! this brings a good number of weak scouts to suicidally rush the enemy in the first turn, only to be brought back by morzath and his cart as stronger zombie warriors! the ferryman escorts should have little trouble keeping up w/ morzath to keep thier hardboiled ability and the ogre merc is there to keep the peace. when a suitable number of models have been recesitated, morzath tunrs to a 'clops and wreckes some nice havok! fear10 dreadful will keep him fairly safe from being swarmed, just beware alot of ranged attacks (which should've been either eliminated or weakened by all the scouts).




COURT OF ASHES

sophet drahas [14] 155
black spellbook (necromancy) 18
morbid puppet invok [3]
death wave [2]
dead forge [1]
life drain [2]
twilight's embrace [2]
devotion of the dead [1]
aura of authority [2]
arrow of mana[1]
3x cerberean zombies 75
2x dracynran centaur 62
3x tomb raiders 39
2x pales 48

=400ap, 11 models (starting), 5 cards.

i can't resist breaking sophet out- you're gonna live and die by him w/ a list like this, but he IS the court of ashes! dead forge can be cast on the pales, zombies, and archers (str10 bows can turn them into mini assault firing huntsmen!). raiders are there to harass enemy archers, everything else is pretty self explanatory.



and to keep the silliness going:



OGRES!

gorsna 95
minor potion of str +3
ogre merc 53
firebrand 90
trigger 62
3x tricksters 36
guard 60

=399ap, 8 models, 6 cards.

i would've used the musician if gorsna had leadership, but this list can still win tactical w/ the strategist ability and has more than enough toughness to go toe to toe w/ most other force out there. main concern would be against a force w/ heavy shooting and magic (mainly magic that can negate res), but who needs a well rounded list every game?

(shout out to drimdal for sharing my love of an ogre list!)



nurbald 45
skiross stone 10
internal chaos [4]
dolls of flesh [0]
plagued hand [3]
arrow of mana [1]
ahsa [8] 37
fayry favor [1]
twilights embrace [3]
death wave [3]
devotion of the dead [1]
2x zombie warriors 38
2x zombie warriors 38
3x pixie tricksters 36
2x incorruptable 80
ogre merc 53
trigger 62

=399ap, 13 models, 8 cards. this will prolly give an opponent refusals, but i think it's a fun list to play. nurbald gives asha some undead to stay w/ her to power up some death waves through enlisting 4 zombie warriors at the start and then summoning more w/ dolls of flesh (note this list is even gdr legal if you use 2 different profiles of zombie warriors). pixies are there for scouting annoyance, and when asha takes thier luck they're perfect targets for zombie making. round it out w/ a couple ogres and incorruptables to cause some combat damage and nurbald taking some control or tacticals w/ internal chaos and i think the list should win more than you lose.
Samo ono što činimo iz ljubavi, činimo slobodno, pa ma koliko patnje iz toga proizašlo.

Istina rađa mržnju. Ko govori istinu, često se zamera drugima.
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novot
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Re: The Paths of Destiny- pregled armija

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Daïkinee Elves za ediciju 3.5 (preuzeto sa istog sajta)

General Overview

For the most part the elves are what Warhammer fans call the Wood Elves; fast, far superior to other armies in shooting, and of course a close relation to nature and the spirits. In the beginning the elves were one formidable race. But after Serrèlis a battle of succession between twins Elhan and Silmaë the elves broke into three separate races. Upon leaving Quithayran, the elves home region, Elhan founded the Cynwäll nation in the region of Lanever and Scaëlin, daughter of Silmaë founded the Akkyshan nation in the Ashinân region. Before she left, however, she had succumbed to Darkness and had placed an evil curse upon the Daïkinee women; the women would shortly die after giving birth to her first born. They are the only allies for Wolfen and their primary element in magic is water.

In the other peoples’ eyes the Daïkinee elves often pass for mysterious and savage being lost midway between the world o-f reality and that of dreams. Their organic armor, composite weapons and devastating effects of their poisons make them strange allies and formidable foes.

Faction ability: Regeneration/X-
Quote:
Confrontation Rulebook pg 140 wrote:
During every maintenance phase 1D6 is rolled for every wounded fighter who has Regeneration/X. On a result of X or higher the fighter’s wound level is improved by one degree.
If the test is successfully passed then the fighter can immediately make another Regeneration/X test in the same conditions. However, whatever the result of this test, it does not cause a third attempt.
In no way can a fighter that has been Killed Outright benefit from Regeneration/X even if the fighter is still on the battlefield thanks to any game effect, i.e. Fierce.


This ability is one of the more powerful faction abilities in comparison to others. But this ability is not to be relied upon, ever. That is the quickest way to end a game. It, IMO, is a blessing and a curse; great to have when it can be used, but not the way to play a game while thinking the fighter is going to be fine at the end of the round…
Strengths: High MOV, better than average COU, RES and INI, synergistic boosting.
Weaknesses: Low DIS, synergistic boosting.

Influence of v3.5: The rulings on Marksmen gives these trigger finger happy elves a major advantage in the battles. With their most of the time, better than average AIM score, the Bull’s Eye ability will be your friend. And of course those with other firing boosting abilities; i.e. Harassment, Instinctive Firing etc., will become major impacts upon the outcome of the battle.

Table of Contents:

1. Characters
2. Troops
3. Artifacts, Special Attributes, Spells and Miracles
4. Daïkinee Theme Pack (currently unreleased)
5. Sample Lists (coming soon to a theater near you!)




Key (sorry I didn't copy over the color formatting. Fortunately it's not critical)
Black*- Fayry
Red*- Howling Pack
CO- Card Only
SE- Special Edition; i.e. Art Card, Special Promotion Miniature
LE- Limited Edition

_--Alphabetical Order--_

Characters:

Erhÿl the Wildcat (76 AP) SE- This miniature is a Confederation only miniature, hence being special edition. The only way to acquire it is either get a confederation member to buy you one or join the conf. She is a great marksmen and an average HTH combat fighter. She has a STR/4 bow, AIM/4, Harassment and Scout; one deadly combo. With decent HTH stats to boot; INI/5, STR5/5 and DEF5/6 she can shoot then just pummel the enemy to death. One of many characters that can do that. However, there is a downfall to her, no leadership meaning she isn’t the greatest of leaders but still an awesome character. She also comes with the Genesis Beetle fairy familiar.

Kaëliss the Silent * (55 AP) SE- The first of the elves every to be released; some years before any elves actually showed up. This miniature was available with the Howling Pack army box for the Wolfen, but the box is now discontinued. Fear not, he is still available, through the Rackham painting set. With an amazing AIM/5, Scout and Bane/Marksmen, he and his STR/4 bow are the perfect counter marksmen. However, he is much like Achilles in a footsies war. With a STR4/3 he may be able to land a hit but not do much damage. And, unfortunately, his DEF4/4 doesn’t help him much either. He is a great way to get rid of back line mages/faithfuls and other marksmen but he isn’t a front line troop. One of two major things I need to point out on this guy are the abilities Feint and Pariah. Feint is one of those abilities that is just fun to use and annoy the hell out of your opponent; Pariah on the other hand hinders his a tad-bit. He cannot benefit from a war-staff or any other abilities that are transferred through Leadership, kind of blows but he’s really not, IMO, meant to be close to the rest the army. He does however come with the Arrows of Alabaster artifacts.

Kaëliss Voice of the Pariahs, 2nd * (70 AP) CO- This bad-a black mamba is the upgraded version of the first “plague of the shooters”. Still being the perfect counter marksmen character, IMO, he gains a boost! He acquired the Instinctive Firing ability making his just insane while concentrating on killing a single model. With him being a character marksmen, Instinctive Firing in combo with Bull’s Eye and AIM/5 is just down right wrong.

Maneös, Warrior Beetle (85 AP) SE- This HTH combat masta comes with an art card. This bug-shell armored, can definitely take on some of the greater fighters and creatures in the game, IMO. With INI/5, ATT6/7 and DEF5/10 she will lay down the hurt as well as take some blows and keep on trekking. It’s not the stats that make her the best it’s her abilities; Masterstrike/2, Fine Blade and Steadfast. Negating charge penalties, not considering 1’s on attack rolls and the possibility to and a STR/15 hit makes her one awesome character; what’s the catch you ask? Unfortunately no leadership. She does, however, come with 2 redeeming artifacts; the Shell of Anura and Goan.

Meari the Protector (33 AP) SE- One of the more graceful looking miniatures of the army. The first faithful of the Daïkinee. With two creation, and one alteration aspects he definitely has some nice choices of Destiny miracles. However, being a faithful he, like most others, flees and cries like a baby at the sight of blood. Not that impressive stats for a faithful, but what one does? With INI/3, ATT3/3 and DEF3/5 it would be a good idea to keep him out of battles and just keeping the faith somewhere else. He comes with the Scepter of the Scarab artifact and two interesting miracles, the Emerald Champion and Earhë’s Eye.

Onental the Smuggler (60 AP) – Much like Maneös, Onental is a great fighter, but no where near as powerful as her. He is more of a defensive fighter. With INI/5 ATT4/6 and DEF6/5 he is a good fighter with a great chance of blocking, and with him being a character gives him the opportunity to Counter and Masterstrike if he wishes. But he comes with two nifty abilities, Ambidextrous and Target/+2. He is one of the few fighters with the Target/X ability actually printed on the card. Ambidextrous in v3.5 is very deadly especially on a character. And with his above normal DEF/6 he will definitely have some attacks to throw back at the enemy. He comes with the Quicksilver artifact.

Shaenre, Daïkinee Sentry (33 AP)- Another one of the graceful looking fighters in the Daïkinee army. This one however is a POW/4 initiate mage, while mastery of water is the game. A little more defensive, but with a downgrade in offensive powers. With INI4, ATT2/4 and DEF4/4 she might not be able to hit the enemy but she will still have a better chance of surviving a battle. She comes with the Fayery Lemure artifact and two spells; The Claw of Shaenre and Wall of Thorns.




Troops and Creatures:

Daïkinee Archer (15 AP)- The basic archer of the Daïkinees. These guys are basically the British archers in the Dark Ages, good at shooting and not so great in combat. With a STR/4 bow and an AIM/3 these low cost long ranged troops are great for setting them up in a secluded area for cover or for first blood troops. However, these guys, with a ATT2/3 and DEF2/5 aren't made for being in combat.

Daïkinee Sylph * (15 AP) SE- These chicks come with an art card. These currently are the second fastest troop of the Daïkinees. These troops, IMO, are a must have in every Daïkinee list. Not only because of their high MOV12.5/20 but also their Being of Destiny ability. They are the perfect scout seekers. They can see all within their charge range; when flying that is 40 cm! They are immune to the Assassin ability also they are considered to have the Consciousness ability. However their HTH combat stats; INI/3 ATT3/4 and DEF4/3 aren't made for being in combat. They may be able to survive a few hits but best to keep them scout hunting and only help out with battles that are a cinch. Also with their Daïkinee Sylph special capacity, they have definitely earned a place in every list, until something else comes out that makes them obsolete.

Genesis-Scarab (13 AP) SE- This little beetle comes with Erhÿl, which is a Confederation only miniature. This thing is definitely worth getting just for the completion of the Daïkinee army and because of its Special Capacity. It isn't much of a fighter; in all actuality you'd be a fool to run it up into a battle expecting it to do something with its INI/0 ATT0/1 and DEF1/7. It's Immunity/Fear ability is nice but it is so sad that it doesn't even get the Racial Ability given to Daïkinees; Regeneration/X...But really, its great to have because of the Special Capacity hat comes with it.

Mandigorn Warrior * (55 AP) SE- This bug-like flying monstrosity thing comes with an art card. Much like the Sylph these are the perfect scout hunters, but with a change, no longer the hunter, they are the killers. With MOV15/20 and Flight and ATT5/10 and DEF2/12 they can be great front line bait with a surprise or the perfect mage and character dive bomb. With the bonuses to dive bombing taking out back line troops will be no problem. However, it may be necessary to bring along a Sylph to help their pathetic INI/2 problem. They come with a great miracle, Mandigorn Resurrection, made especially for them.

Scarab Warriors (30 AP)- These are some of the toughest troops I have ever seen. With ATT5/6, DEF4/8, Masterstrike/2 and Fine Blade, the Scarab Warriors are tremendous fighters, so skillful they are able to fend off the enemy troops, hold a position or take down the more powerful fighters of the game. With a possibility for a STR/13 Masterstrike without failing, thanks to Fine Blade they are definitely a fighter I would put up against the stronger fighters of the game. These guys and their INI/4 would be great paired with the Mandigorn Warrior to help them out.




Artifacts, Special Attributes, Spells and Miracles:

Key: The bullets marked by a certain colors signify whether it is an Artifact, Special Capacity, or Spell/Miracle.

Red- Artifact
Orange- Special Capacity
Yellow- Spell
Blue- Miracle

Erhÿl the Wildcat and Genesis-Scarab:
The Genesis-Scarab- The Genesis Scarab is a fairy familiar. An army can only include one of each fairy familiar. It is deployed with its master, the character it is bound to, and is deployed with the same special deployment rules as the master is deployed; i.e. the familiar is deployed using Scout if the master has Scout and is deployed in scout mode. The familiar also benefits from the same COU and DIS of the master as long as it is within 10 cm of the master. Before the Tactical roll is made, a friendly Daïkinee is chosen; the Genesis-Scarab can be chosen as well. The chosen fighter benefits from Regeneration/5, if the fighter already has Regeneration/X then he is allowed one extra die on one Regeneration/X roll, the player then chooses the die that is to be used for the roll. The Genesis-Scarab is strictly bound to Erhÿl. This is extremely helpful in giving a fighter that you know is going to get some pounding in and done to them an extra chance to get that wound taken away. Also a good way to have everyone in the army to have Regeneration/5, by giving the Scarab itself the ability.

Kaëliss the Silent:
Arrows of Alabaster (4 AP)- A Daïkinee character can equip him or herself with as many Arrows as he wants for 4 AP a piece. The use of an Arrow is announced before the AIM roll and is lost whether it is a successful shot or failed. The Arrow changes the STR of the weapon to STR/5, also the wound caused by the arrow cannot be healed in any way whatsoever in the round it was caused. These are great cheap ways to permanently damage a huge walking beast before it hits the lines. I would bring at least 4-6 depending on the number of rounds in the game. Especially with the emphasis on marksmen the nifty abilities they gained.

Maneös, Warrior Beetle:
Shell of Anura (10 AP)- This artifact allows Maneös to roll for one additional Regeneration test at the end of any phase of the game. This doesn't impede on her standard Regeneration/5 test. It also allows her to use Reparation/5 on any friendly nexus within Access reach. This is a fantastic artifact to have. The possible chance to heal from critical to uninjured in one round is simply amazing to have.
Goan (10 AP)- This artifact is a Symbiotic weapon and gives her War Fury, if a friendly mage is within 10 cm of her spends 2 water gems Goan gives her Born Killer instead of War Fury for the rest of the round. This artifact is useful to have when you know you can win the INI test in battle to gain an extra die and/or the ability to have an auto 3rd die in the battle if a mage spends 2 gems.

Meari the Protector:
The Scepter of the Scarab (8 AP)- If a friendly fighter within the Faithfuls aura of faith is about to take a damage roll, the faithful can spend 1 T.F. and the fighter then rolls as if he is rolling for Regeneration/5, if it is a success the damage roll is negated. It does not improve the level of wounds for that fighter and is not rerolled. A Daïkinee fighter can only benefit from these effects once per round. This artifact can be present several times in an army but only Daïkinee faithfuls can carry this artifact. This is a great artifact to have around a character or a troop that is in deep stuff.
Emerald Champion (Reserved to Meari)- The target of the spell is considered a Character. He gains all of the abilities that a character is endowed. This spell has no effect on creatures except those of the Fayry. This is a great miracle to cast on something that needs the extra boosts that a character gains, such as Masterstrike.
The Eye of Earhë (1 Aspect)- The targeted fighter becomes Predictable.

Onental the Smuggler:
The Quicksilver (10 AP)- Quicksilver allows Onental to disengage any battle an make an additional MOV/12.5 move. Great for tying up a powerful adversary and then taking out those pesky filler troops.

Shaenre, Daïkinee Sentry:
Fayery Lemure (10 AP)- Gives the character Consciousness ability. Can only be given to Daïkinees magicians. Great for keeping her back, as she shouldn't be in battle to begin with and watching for enemy scouts and back line attackers.
Claw of Shaenre (Int. 0)- Hits the target with a STR/6 Toxic/2 claw. This is extremely useful when doing trying to keep some big beasties from getting to the lesser troops at full strength and injuring those pesky faithfuls and characters that aren't wanted on the battlefield.
Wall of Thorns (Int. 3)- This spell is cast on a nexus, whether it be friendly or the enemies. If successful the targeted nexus has a 15 cm radius surrounding it of encumbered ground. Also all AIM tests through the wall are decreased by one point. The spell can be kept in effect by spending one water gem. This is a great spell to have when trying to slow down enemy troops from getting to the nexus, or coming out of it.

Daïkinee Sylph:
The Daïkinees Sylphs- All friendly Daïkinees located within 15 cm of a Sylph acquires the Bravery ability; altitude has no meaning in determining the prerequisite of this special capacity.

Mandigorn Warrior:
Mandigorn Resurrection (2 Aspects)- This spell is cast on a friendly Mandigorn that was eliminated without being removed from the game. If successful the Mandigorn returns within the faithfuls aura of faith, free of wounds and any effects that were present at the time of first life. The first round in which he returns he cannot be activated but if he is committed to fighting he must do so normally. What about this miracle is not bad-a? Bringing back an expensive model for free as many times as needed is very nice to have.
Samo ono što činimo iz ljubavi, činimo slobodno, pa ma koliko patnje iz toga proizašlo.

Istina rađa mržnju. Ko govori istinu, često se zamera drugima.
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novot
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Re: The Paths of Destiny- pregled armija

Post by novot »

Ako bi neko bio ljubazan da napravi mali pregled Behemot Orka, kako bismo priveli kraju i ovu sekciju sa armijskim prikazima :)
Samo ono što činimo iz ljubavi, činimo slobodno, pa ma koliko patnje iz toga proizašlo.

Istina rađa mržnju. Ko govori istinu, često se zamera drugima.
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