Understanding The Basics of Yourself

(I did not write this. It was written by what appears to be a new forumite named Iktah on the PP Boards. The Original Post is HERE. I think this is a very interesting post and a very interesting take on how to build you first lists when learning to play)

I am sure that many players find it the most confusing to just pick a force that plays to your strengths as a player (especially if you are new to miniatures gaming as a a whole) To have a list that plays to your strengths is weary rewarding and when building an army list there are a few things to consider: first it is your personal play style.
If you look at me I am ruthless with evasive units and have a real knack for playing with them (been playing Tau in 40k for a while, and in almost every new game I pick up I tend to always lean more towards the evasive game rather than the assault)

I have been playing miniatures games for a while and I know my weaknessess as a player all to well but for a beginner it can be really hard to just sit down and analyse yourself so I thought of something to think about when constructing a list.
I know for a fact I tend to be on the downside when determining when to assassinate so I generally go for the attrition game since it is one of my strongpoint’s and to minimize my weakness for assassination.
This is opposed to one of the best opponents I have ever played. He is more geared towards assassination and he is an absolute genius when it comes to delivering the safest possible way to assassinate the enemy caster or warlock often with his own, and he plays with rear warlock/casters with high mobility and damage potential to suit his “sit back and wait for the killing blow” play style while remaining on the offensive.

What every new player should do is to at first look at what aspects of combat do appeal to you and ask a series question: How will I keep my forces unharmed so it can deal damage to my opponents force? How do I avoid the destruction of my fighting men/jacks/beasts? Head on relying on mass and armor or evasiveness for personal protection? Could it be speed that keeps you safe? If you ask yourself this question you can look at your unit rooster and ask if they fit your description of said attributer which you are looking for and what role they have in your general plan of attack.

One thing I always have in mind is that I don’t plan a list based on defense, I always plan for offensive actions since no force is good sitting there since it will in most cases lose you the initiative. I tend to use units in conjuncture with synergies towards my caster when he/she is on the attack or units that work well under his/her feat attacking or units that go well with my theme of attack so I don’t lose momentum.

Ask yourself this to be sure what your casters theme of attack might be: is my caster/warlock a frontline or rear caster/warlock? And how will it affect my strategy?

It is an important question to ask since the casters and warlocks are for the most part the deciding factor when it comes to how your force plays out on the tabletop, she/he decides what you might excel at and what you might not excel at and a caster that synergize with the rest of the army will be a bit more effective and will be discussed later so for now keep to: how will I attack? With what method will I attack (attrition, assassination, massive damage at one point etc)? And how will I avoid damage?

To sum things up ask yourself:

– How is your force going to fight the enemy? Head on Relying on speed and armor or sheer evasiveness? (method of attack?)
– What units in my faction fits the descriptions of being said attribute? (what units fits into my method of attack?)
– Is my caster a Frontline warcaster/warlock or a rear warcaster/warlock, and how will it affect my strategy? (what do I need to keep him/her safe?)

So let’s start with a 15pts Legion list. I ask myself these questions and I quickly decide that I want to fight mostly with sheer evasiveness and I want to inflict damage in two ways. The first beeing attrition and the final beeing a final deathblow and I want to be able to clear out or heavily damage targets and then engage them at a time of my choosing. After these decisions it is time to choose a warlock and some warbeasts.

What I have learned is that a warbeast or a warjack is not a separate unit, so use them to augment your warlock. It is easy to try to think that a warbeast or warjack is a separate unit or feel like they are since they don’t share the same activation when they are in fact an extension of the caster/warlock itself and should always be picked so that it can aid the warlock to accomplish specific battlefield goals.

If you look at a warlock like eLylyth she is an excellent medium to hit, highly evasive anti-unit/assassination warlock and so her warbeasts should help her to be just that. A Seraph helps her with the evasive part with slipstream, has a good ranged attack with a high rate of fire with equal range and synergies under her feat so they can work well with each other clearing out a unit of infantry or attacking an enemy warlock/caster. Since both the warlock and beast has eyeless sight and a high mobility they can operate in the same type of terrain, Lylyth has pathfinder and the Seraph has flight. So whatever Lylyth undertakes you can be damn sure that the seraph can always follow her lead and will not be hampered by Lylyth’s choice of action.

The same should apply with warjacks and how they should operate with their respective caster. (Lylyth + mvmnt + wpn range + feat range is a long threat range and is hard to really avoid, the seraph sports an almost impressive range with its attacks under her feat)

So choose warbeasts and warjacks that can undertake the same course of action as your caster and which can operate under the same conditions. I am not saying that you should only go for Warjacks and warbeasts that fill the role your caster does since it will hamper your choices of action to just the one/ or two.

Take our eLylyth list as an example. You now have your Warlock eLylyth and a warbeast the seraph but they don’t work well in a melee and you can always almost in every game hope to be beaten in melee with these two if they get caught in it (The Seraph can sometimes shine but it is no melee beast compared to the factions other choices) eLylyth has a good movement, this we know. She is not hindered by woods and has eyeless sight so she likes to keep close to forests and rough terrain for protection. She can easily hide inside of them using the forest as a screen towards the enemy and she should if possible be played to utilize that strength to the limits.
The seraph also benefit greatly from those conditions but when the enemy finally close and melee is inevitable you need a solid multipurpose killing melee machine with a high damage output towards what it attacks.

If you look at the Carnivean both the warlock and beast has eyeless sight and a high mobility they can operate in the same type of terrain, Lylyth has pathfinder and so does the carnivean. So whatever Lylyth undertakes you can be damn sure that the Carnivean can always follow her lead and will not be hampered by Lylyth’s choice of action and he is not left out when she pops her feat.
The carnivean also has a deadly spray and is ferocious in melee and has a long threat range with slipstream so assassination and troop clearing is not unknown to it and its battlefield role is not far from Lylyth but she does it from far far away, so they do the same thing but from completely different angle.

If you consider what I want to be able to do taking into account my theme of attack (This lists theme is: I want to fight with sheer evasiveness and I want to inflict damage in two ways, attrition and one final deathblow and I want to be able to clear out or heavily damage targets and then engage them at a time of my choosing).

If you look at those three models they all work excellent together and all three models benefit greatly from each other via spells, animi and her feat and as a plus they can do exactly what I want them to do. Shadow pack grants stealth to her battlegroup so they don’t really fear enemy firearms, slipstream will help keep all three models out of harms way and to add to charges or to maneuver a model in place to get a better shot, spiny growth adds to the armor of both the carnivean, Lylyth or the seraph, pin cushion synergize with all three models since an extra die discard the lowest will help them up the damage with their sprays and ranged attack against their targets.
What you have with those three models is potent combination well within the specific theme of attack and they play to my strengths as a player, so why should I treat them like they where there different units when they are tailored to suit all my battlefield needs as a whole and not as one? When they have so many battlefield tricks by the three of them listing just them all would be something for another write up. It would be redundant since most players by now get it: They work excellent with each other and fits the theme.

– I have also asked myself a series of sub questions when choosing this force and these should be applied to all factions: The first is how will my force manage to be as fearsome as it possibly can while maintaining the theme of attack without losing focus and how will the units/warjacks/warbeast manage under these conditions?
– By which rate will you attack the enemy, by attrition or a final deathblow dealing massive damage to multiple targets at the right time?

– How will my force manage to be as evasive or fearsome/heavily armored as it possibly can?
– By which rate will you attack the enemy? By attrition or a final devastating strike dealing massive damage to multiple targets at the right time?
– What is your plan of attack? What type of caster are you facing? The Frontline or Rear caster/warlock? How will it affect your game plan?
– How can you draw the enemy caster/warlock to engage your force into striking range of my assassins or warcaster/warlock?
– How will my caster/warlock be free of retaliatory strikes? How will I keep my units safe from retaliation as well?

Know yourself and your guys.. because if you can analyze your own list/tactics/approaches it’s quite easy to se the holes in your opponents plans..

//Best Regards Iktah

The Craziest Plan I have ever Had!

Ok so it appears (at least to me) that Alex of Khador Red is MIA or is waiting on someone to get some stuff in for the Painting Challenge, so I got a new “plan” for myself. You see, I am taking the last week in
this month of January off from work with Paid Time Off. That means from basically the 23rd to the 31st I won’t be having to do ANYTHING work related. This means I can at least get MY brand of painting done. My brand of course is a base coat and a wash right now, but hey its a start right?

So what is this plan I am talking about? Well, Monday nights at my FLGS is Warmahordes night, and since I will be having a Monday off as part of this huge vacation (granted I gotta do Bloodwork that morning, ew) I figured I would see if I could come with a 35 point list and get it painted BEFORE THAT DAY. Crazy? I think so given my speed at painting, but I think I can pull it off.

So the list I was thinking of taking would be the following. I would ONLY take the following list. Its a throwback to the classic Madrak Brick from the days of Mk1 and its what I started with. I figured since I am having an issue relearning my Trolls I might as well go with the classic brick that I started with.

pMadrak (6)
– Mauler 9
– Axer 6 (0 using WB Points)
– Impaler 5
Champions 10
KSB Max 4
– Elder 1
Fell Caller 3
Chronicler 2

34 Points

Seems pretty solid if you ask me. I just gotta play it like a brick, and being able to have the KSB run and use the Aura will of course speed me up a bit. Now I am not sure if I should be running 3 beasts, but I worry that if I run only 2 and I get one taken out that will hamper my fury generation. I can easily replace the Impaler with Horthol as I do own him. But given my painting goal and the fact that as of right now I am working on BOTH my Impalers (yes I already started) I would prefer to use the Impaler.

So, this is what I got unpainted out of that list:

Unpainted:

pMadrak
Axer
Champions
Elder
Fell Caller
Chronicler

Not a whole lot, given that both Impalers are being worked on and just need the Metals done, and some clean up before a wash. Given that I am doing a basic “base coat + wash” system I think I can get this done by the end of the week. I did also have one other idea regarding my Kriel Stone Bearers. A few of the comments I have received when people see em is that I should give em a wash. Well at the time I had actually given them a wash, but at the suggestion of a guy at my FLGS I had watered down the wash slightly which from what it appears caused the other colors beyond the black to be barely visible. I was thinking of just rewashing the whole unit in Badab Black to give them that shading.

What do you all think of that idea? You can see images of them over in the sidebar for now (although I may be changing that) and I agree, they almost look like they have NOT been washed. So I am thinking a rewash in just black would help. I am gonna have to do their teeth, mouths, and eyes too. God I suck at eyes hehe.

So do you all think the list is solid? Any suggestions? I do own Gobbers but I don’t have any green paint so unless I feel like my
goblins a different color they won’t be used to fill that last point.

Suggestions? Ideas? Thoughts on rewashing the KSB?

If I do this, I am gonna paint them in the following order – Finish Impalers, move to Champs and rewash KSB at same time, Axer, Elder, Fell Caller, Chronicler, and finally pMadrak. Gobbers would be dead last if used at all and I can find a skin color that works for them.

Broadside Bart 35 Point List

So I did some updating / chaging to my Broadside Bart list. I did this after talking yet again to Gday, and reading about some of the other contracts and options available to me. I realized that I was missing a heavy melee punch, which would cause me issues with things like Retribution (who with Rahn can change my deviation) and things like Menoth with their blasted Choir. I also realized after thinking that I could not have a hard line in front of my guns because I would have to leave spaces for firing lines, as none of my guns have Arcing Fire. So, I got to thinking.

And then I saw the Highborn Convenant. I checked and I realized I had access under this contract to everything I already wanted, and some things I couldn’t get under 4 Star. So here, I present to you: Broadside Bart and the AOE Jive.

Captain Bartolo Montador
– Mariner
– Mariner
2 Sea Dog Deck Guns
Master Gunner Dougal MacNaile
First Mate Hawk
Rhupert Carvolo
Forge Guard Full Unit
Gudrun the Wanderer
– Ogrun Bokur

There are a few reasons why I went with the above. I dropped a Sea Gun as you see so I could pick up a melee “super solo” which I choose Hawk. Hawk can hide behind my Forge Guard, and when the time is right dash out and possibly threaten some of the squisher targets in my opponents back line thanks to Acrobatics. Being a weapon master with 7 SPD is nice too.

The Forge Guard are one of the major changes. With Rhupert behind them they will be Tough, and have ARM 18. With Ranked Attack I can fire right through them, meaning they can form a literal wall in front of my guns and no one is getting through em easily. Plus they are all weapon masters with reach. Its almost like having Champions, only they have no HP but there are 10 of em. Also they can help crack high armor on a charge.

I took Gudrun and a Bokur so I can threaten a flank easier, and have yet another option for tying up my enemy. Also, if you are not paying attention they can pop out of nowhere and nail you or once again hit squishy support units.

Overall I think this list will fair MUCH better then my last. I only lost 1 shot, so I can make 6 in a round with Broadside instead of 7, and when the time comes for the Jacks to enter melee well, they will still be as dangerous as before.

Tactics: Calandra, Oracle of the Glimmerwood

So I have played a couple of games with the Fat Bottomed Girl that is Calandra including tournament play, and while I have lost all but one game I have learned several things about the girl. I wanted to talk about her a little more in depth and discuss what I feel are her strengths and weaknesses.

Firstly, her purpose. She is primarily designed to be a support caster. With a FURY of 7 and low ARM and DEF she really needs to be supported with troops and a few beasts. Thankfully, her spell list is nice and varied and allows her to run beast heavy OR troop heavy or anything in between.

Her stat line is pretty average for one of our Trollblood Warlocks. Her SPD, MAT, and STR are all in line with our other support casters (Hourluck!), while her DEF is about average, and her ARM is a bit low. In fact, the times I lost was by caster kill (save for 1 scenario loss) due to her frailty. Getting her on the front line or even getting her near something that can be slammed INTO her is a bad idea. A line of champs or kriel warriors in front of her with maybe a KSB surrounding her is a good idea. Her HP is also a bit on the low side. Her best feature is her FURY of 7 to be honest.

With her huge control area (14 inches woot!) your beasts are going to get a little bit more leeway on where they can be as well, and her spells that effect CTRL will have a solid range. Now lets discuss her weapons, special abilities, and spells.

WEAPONS:

Salt: The only reason she should use this is if there is no other alternative. Of course, if you do kill someone with this you can laugh, and then watch as all your units reroll their misses for that turn. If
she has to make a melee attack, activate her first so on the off chance you DO kill the target you get the rerolls. You also get an extra die of damage against already wounded targets. Have her charge a wounded target and get 4d6 + 10! Its like a charging Fell Caller.

SPECIAL ABILITIES:

Precognitive Awareness: +2 Def vs Magic/Ranged and if she is missed she can move before deviation? This is freakin awesome. Just be careful: You could still be deviated on. But then its half POW and she has her ARM of 14.

Fate Bound: I love this power. I tend to hang on to fury for transfers and this. When you miss with an attack and you REALLY need it to hit, or if you roll super low on damage, you can spend 1 fury point to reroll it. You of course have to take the second roll. In order for Calandra to do this for someone they have to be in her control area so keep that in mind.

Prognostication: +1 to your roll to see who goes first / deploys first. Handy as you will NEVER have a tie roll. Ever. Unless you face someone who can do the same thing hehe

Tough: She is a troll. She is tough. She is also effected by her own feat because of this.

SPELLS:

Star Crossed: This is her signature spell and should pretty much be cast every turn once you have engaged the enemy. Why? Its basically a slightly weaker reverse Signs and Portents. What do I mean? Well, all attack rolls made by enemy models in her CTRL area roll an extra die, and then they drop the HIGHEST die rolled. This makes it MUCH harder to hit just about any of our units/beasts, which is good considering how low Trollblood DEF tends to be. This is also EVERY attack. Magic,
Ranged, Melee. It doesn’t matter. Also, the wording on this spell is that it effects the Enemies, so even your Non Trollblood units in her CTRL area get the bonus.

Soothing Song: A good reason to run her with a few more beasts then normal. For 1 fury you can remove a single fury from each beast in her control area. You don’t HAVE to remove fury though. This can help you keep your beasts from frenzying and allows them to run hotter then you normally might.

Befuddle: Oh Befuddle how I want to use you. You cast this on a unit or model, and then can move that unit or model up to 3 inches. You can then upkeep this spell and force a command check, and if the unit/model fails, it is again moved. My only issues is the 8 inch range and the cost of 3.

Lucky Day: Give a model the +2 Def vs Ranged and Magic. Note this is a SINGLE MODEL. So no giving a whole group of Champions this.

Misfortune: Standard offensive spell. Decent range and POW and not too expensive. But really, you should save the fury for other things.

FEAT:

Her feat is amazing for troops. In fact, this feat ONLY effects our troops, as our beasts get Regeneration and not Tough. Making tough rolls on a 3+ is insane and lets not forget immunity to knockdown. Of course, my luck has shown that I can still fail them >.> Rolling a 1 on a tough roll on Calandra’s feat turn makes me cry on the inside.

As you can see, even her special abilities/spell list support the Back Line Caster archtype that she really does excel in, along with a Brick style of play. You are gonna want to bring a mixed Beast / Troop army with her as she has spells that support both. The worst thing I have found thus far when using her is I always feel like I am missing something.

Dream List and Tactics:

If I had my way, my preferred 750 point Calandra list would be something like this:

Faction: Trollblood
Points: 748
Model Count: 22
Victory Points: 26

Calandra Truthsayer, Oracle of the Glimmerwood
Troll Impaler
Dire Troll Mauler
Mulg The Ancient
Fell Caller
Horthol, Long Rider Champion
Krielstone Bearer & Stone Scribes [4] (0 added)
> Stone Scribe Elder [1]
Swamp Gobber Bellows Crew [2]
Trollkin Champions [5]
Trollkin Long Riders [3] (0 added)

You are probably wondering why? Well the Impaler is a beast I feel should be in every Trollblood list, the Mauler provides Buffs and a solid bodyguard, and Mulg is a straight beatstick. I can run those 2 heavies hot with applications of Soothing Song as needed. The Champs and Fell Caller are also pretty much auto includes for me, as they have always served me well. And yes, I do use the Fell Caller as a melee monster when the need arises.

The KSB and Elder allow me to provide buffs to my brick as well as a fury battery. The +2 STR Aura on the Champs turns them from dangerous to downright frightening. Especially if you buff the last one in the attack chain with Rage. Mmmm P+S 21 twice. The Gobbers are used to help defend the Champs or block charge lanes, and finally Horthol and the Long Riders are my flanking force.

To give you some specific tactics with this list:

1. Take the Impaler. Have Calandra cast both Far Strike and Rage on him. Then have the KSB Pop the +2 STR aura. You now have an impaler who can throw 12 inches and have a P+S 18 Spear. Don’t forget you can reroll the attack roll if you miss, and possibly crit!
2. Similar: Have the Mauler cast Rage on Mulg, have Mulg in the +2 STR Aura. His club is now P+S 23 and his open fist is P+S 21. Time to smear some things into a fine past. Once again, Fate Bound as needed.

Otherwise, just advance slowly and let the enemy come to you if you can. Use the Long Riders to harry your enemy and divert their attention. The Long Riders and Horthol are the Trolls fastest units, and use em as such. Just be careful, they are not the toughest things in the world.

Nervous

I am completely nervous about tomorrow.  Beyond it being my first ever Warmahordes tournament, I am still fairly new to the game.  I am also using a completley untested 750 list (Well 2 but really the only difference is the caster) and I have no idea how Calvary works and all sorts of madness.  I have no idea what I am really doing and I hope I do ok.  If I win at least one round I will feel good.  If I lose em all well thems the breaks, but I really hope to win at least one.  Or I might go for that “Most VP’s” award if they have it.

For those who are curious, here are my 2 750 lists I am bringing.

Faction: Trollblood
Points: 740
Model Count: 23
Victory Points: 26

Grim Angus
Troll Impaler
Troll Impaler
Dire Troll Mauler
Brun Cragback
> Lug
Fell Caller
Horthol, Long Rider Champion
Krielstone Bearer & Stone Scribes [6] (2 added)
> Stone Scribe Elder [1]
Swamp Gobber Bellows Crew [2]
Trollkin Champions [5]

Faction: Trollblood
Points: 727
Model Count: 23
Victory Points: 26

Calandra Truthsayer, Oracle of the Glimmerwood
Troll Impaler
Troll Impaler
Dire Troll Mauler
Brun Cragback
> Lug
Fell Caller
Horthol, Long Rider Champion
Krielstone Bearer & Stone Scribes [6] (2 added)
> Stone Scribe Elder [1]
Swamp Gobber Bellows Crew [2]
Trollkin Champions [5]

Far from optimal I know, but its what I got to use.  I figured that the Calandra list can be used when I feel I should be bricking up against whatever I am facing or if the scenario seems to call for a tough “Take and Hold” force.  Good luck disloging something on my feat turn.  Star Crossed will also cause havok I believe.  The Grim list is there for taking out my targets first.  I have more experience with Grim to be honest, but I also need practice with Calandra.  Of course a tournament is not the best place to practice but hey I am gonna learn either way right?

I want to say thanks to everyone who gave me some pointers in regards to a Steamroller event as well.  Turns out we are using the Steamroller 4 Rules and the CTA Scenarios.  We get an extra point for getting the Scenario Victory so I may go for those.

Wish me luck folks.  I am gonna need it 0_0

Getting ready for a Tournament

So on the 14th of November my FLGS is having the last Mk1 Tournament of the year.  I thought about it and decided I want to go for it.  Now this week, on Friday, I will be putting in an order to get the rest of the stuff I need to go to 750 with my Grim List.  If you don’t remember, here is my original 750:

Faction: Trollblood
Points: 740
Model Count: 23
Victory Points: 26

Grim Angus
Troll Impaler
Troll Impaler
Dire Troll Mauler
Brun Cragback
> Lug

Fell Caller
Horthol, Long Rider Champion
Krielstone Bearer & Stone Scribes    [6] (2 added)
> Stone Scribe Elder    [1]
Swamp Gobber Bellows Crew    [2]
Trollkin Champions    [5]

The bolded items being the ones I will be getting.  However, after thinking a bit during the week I came up with what I thought was a more solid 750 list with Grim.  This however would be more expensive:

Faction: Trollblood
Points: 744
Model Count: 24
Victory Points: 27

Grim Angus
Troll Impaler
Dire Troll Mauler
Brun Cragback
> Lug

Fell Caller
Horthol, Long Rider Champion
Krielstone Bearer & Stone Scribes    [5] (1 added)
> Stone Scribe Elder    [1]
Swamp Gobber Bellows Crew    [2]
Trollkin Champions    [5]
Trollkin Long Riders    [3] (0 added)

The major difference here is the addition of the Long Riders and the removal of the Impaler.  I am not sure which to go with, as I can go with either by the 14th.  Thoughts?

Going to 750

So I think its time for me to take the plunge and start going to 750 with my Trolls.  I have 2 lists I am thinking about.  One is using Grim, and the second is Calandra.

Faction: Trollblood
Points: 740
Model Count: 23
Victory Points: 26

Grim Angus
Troll Impaler
Troll Impaler
Dire Troll Mauler
Brun Cragback
> Lug

Fell Caller
Horthol, Long Rider Champion
Krielstone Bearer & Stone Scribes    [6] (2 added)
> Stone Scribe Elder    [1]
Swamp Gobber Bellows Crew    [2]
Trollkin Champions    [5]

This is the Grim list.  The bolded items are the ones I would need to purchase.  As you can see its not much.  I fully inteded to get Brun and Lug next month, and possibly the Elder as well just to get it.   I would still need Horthol to finish it up however.  I could get him in December.

The second list, featuring Calandra, is a wee bit different:

Faction: Trollblood
Points: 748
Model Count: 22
Victory Points: 26

Calandra Truthsayer, Oracle of the Glimmerwood
Troll Impaler
Dire Troll Mauler
Mulg The Ancient
Fell Caller
Horthol, Long Rider Champion
Krielstone Bearer & Stone Scribes    [4] (0 added)
> Stone Scribe Elder    [1]
Swamp Gobber Bellows Crew    [2]
Trollkin Champions    [5]
Trollkin Long Riders    [3] (0 added)

Once again, the bolded items are the ones I would be missing.  I went with 2 heavies as Calandra can run beasts a bit hot thanks to Soothing Song.  Furthermore, the application of Star Crossed will drive most of my opponents insane.  The Long Riders give me a long reaching threat, and with Horthol they will be even more dangerous.  The Elder and KSB will give me ways to power up my Champs or protect them as needed, and the Gobbers can cause even more issues with -2 MAT, which I will apply to anything stupid enough to try to hit my Champs.  It would be a damn fine brick.

Finally, Mulg is a straight beatstick and with a Mauler I can cast Rage on Mulg for even MORE pain.

I am completely not sure which way to go.  If I go with the Calandra list then Brun and Lug will not be purchased, and instead I will be getting Mulg.

Thoughts?