Battle Report#1, first Warlord 2.0 game
#1
Posted 06 August 2009 - 11:06 PM
#2
Posted 07 August 2009 - 07:31 AM
Just for reference, here is the army list I was fielding:
Logan Battlefury + Mithril Armor
Ivar Silverfist
4 Berserkers
3 Warriors
3 Mancatchers
Musician
Standard
Gargram Heavyhand
Durgam Deepmug + Spiritual Hammer
4 Piercers
4 Swiftaxes
Musician
Griffon
Totals: 1,000 Points, 3 Troops, 23 Models, 0 Tacticians, 0 Spies
The general idea for my army was that I would have 1 Warrior, 1 Mancatcher and 2 Berserkers go after a target (or Logan in lieu of 2 Berserkers, with Ivar in tow). With Disable and Provoke, the Berserkers could mop up and Frenzy and kill whatever I came into contact with. That was the theory anyways.
Here are some random thoughts about the game.
1) Cleave is nasty. Holy crap!!
2) Warwick never remembered to use his Assassin's Blade, while I never remembered to use the Spiritual Hammer. It was a wash.
3) Stupid 5 rerolls...
4) Neither one of us rolled exceptionally well last night, with one notable exception: Tough Checks. Wow, did we make way too many of those or what? I think my Berserkers averaged like 2 Tough saves each!
5) Durgam is a crazy tough model!! 4 attacks! DV 12! Why would you NOT take him?!?!
6) As I was thinking about my army composition after the game, I realized that there were a couple of things I need to do to make it better.
a) Move Durgam to Logan's troops. He had an extra elite slot that wasn't being used. I could have him run with Logan, and with Provoke as well, Logan ain't gettin' hit fer a long time.
b) Dump the Spiritual Hammer. I never remembered it, and the generic Magic Weapon +1 MAV is much more useful.
c) Take a Luck Stone. You can always use one of those.
7) I realized now that I flat forgot to use Berserkergang. I could have been Frenzying like a big dog without taking an MAV hit but noooooooo...WB forgot. Stupid WB...
All in alll, it was a fun time! We did spend quite some time trying to look up rules clarifications and stuff, but everything was quickly found and read and we drove on. I now have all of these army ideas roaming through my head and I am definitely looking forward to Game #2!!
Wild Bill
"Chuck Norris and Mr. T walked into a bar. The bar was instantly destroyed, as that level of awesome cannot be contained in one building."
My Indian name is "Runs With Beer".
#3
Posted 07 August 2009 - 07:48 AM
I'm not sure I agree with your take on the Spiritual Hammer. I think it's pretty hot. Durgam's got 4 attacks, and if he can do all of that from Reach, that's incredible!
How do you think Provoke from the Reach position would work? That's an interesting situation that comes up with that particular pairing.
Now, the Hammer of the Mountain God - now THAT'S an awesome weapon! Mighty is just disgusting on Durgam Deepmug. Four attacks that will do 2 damage when he hits... wow! I'd dedicate a pair of Halberdiers to him just to ensure that he gets the support bonus.
#4
Posted 07 August 2009 - 08:25 AM
Reach only allows for a single attack, no matter how many MAs you have. As for Reach and provoke... well, I think you might have found something that will need an errata or clarification. We don't have that combo on any models so the only way you could get it is thru a magic item such as this. But, I am going to say that it will be in the errata soon that Reach does not invoke provoke.
W and WB,
Great to hear that your game was its usual roller coaster of fun. WB, you mentioned that if it werent for your tough rolls the game would have been over way earlier. I assume you are talking about your berzerkers. Well, I guess my only response is GOOD, then it is working the way we designed it. The berzerkers are costed what they are based on the percentages of how often tough will work for them. So, me hearing that that is a factor in the game, is good to me.
W,
One of my favorite sneaky tactics with the mercs, since they have just so many casters, is to take advantage of the blade barrier spell. Let the enemy close in, casting a few spells here and there as usual, but keeping just enough points in reserve, then I run up into b2b with as many as possible and unleash. They think they are coming over to thump a silly little mage, but end up taking a stinging themselves. and no defensive swings back cause it was magic.
#5
Posted 07 August 2009 - 11:50 AM
Haranobu + Assassin Blade (which I forgot the entire game, for the love of Orba!)
Mika x 2
Okuran x 5 + Standard and Musician
Sigurd
Lysienn
Crossbowmen x 4
Standard
Minotaurs x 4
Standard
Stone Giant
I have five rerolls with this army! With my legendary luck, this is my best doctrine ever. It worked quite well, but I think I may switch out some troop equipment. I might get another model in the fray for it.
Crazy berzerkers! They held up that entire right flank for a turn. Tough/3 is a real pain to chew through. Next time, WB!
#6
Posted 07 August 2009 - 11:51 AM
#7
Posted 08 August 2009 - 07:27 PM
#8
Posted 09 August 2009 - 01:54 PM
One of my favorite sneaky tactics with the mercs, since they have just so many casters, is to take advantage of the blade barrier spell. Let the enemy close in, casting a few spells here and there as usual, but keeping just enough points in reserve, then I run up into b2b with as many as possible and unleash. They think they are coming over to thump a silly little mage, but end up taking a stinging themselves. and no defensive swings back cause it was magic.
The Mercs do indeed rock the party! I love taking casters and holding them back to cast "smite all" for only 3 points. Then the cleave on the Minotaurs and Okurans becomes very likely and the cultist can jump up from 2 at 3 to 2 at 5 for just 3 points! (thats just with smite all and blood lust! with support, focus and martyr your looking at a possible 2 at 9!)
And like Jason said if the come for your casters just blade barrier them! I think the merc's strength is in it's caster options and faction doctrines.
#9
Posted 09 August 2009 - 05:51 PM
QFT!the merc's strength is in its ... faction doctrines.
#10
Posted 09 August 2009 - 10:01 PM
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