Monday, October 11, 2010

WARMACHINE: Mr. Black's Top Cryx Warcasters


or "How I Learned to be the Dirtiest Player at the Store"


Mr. Black here, and you'll have to excuse me because my inner bastard tends to come forth when speaking about Cryx. Perhaps it's the play-style, maybe it's the dirty tactics you get to employ against your opponent, or maybe it's because half my chosen faction is a bunch of women who carry with them equal parts visual appeal and a thirst for cold-blooded murder... Yes, I have unique tastes.

(We're not adding a picture of that, I don't care what your "unique" tastes are- Photo Editor)


The point is almost more-so than any other faction, in any game, Cryx allows me to cater a play-style that I really love, and returning to the game has reminded me of such. Thus I have taken the time to reacquaint myself with each of my old favorites as well as the newcomers to the party. That being said, let's take a look at a few of my favorite Warcasters that Cryx has to offer. This will probably end up being a two-parter, so let's jump right in!

Oh, and on that note, this is all completely subjective and is my personal opinions, I do not recommend nor can I condone in any way, shape, or form anyone following my thoughts or opinions... Unless you're into the same kinda things I am, in which case stay the course...


War Witch Deneghra
"The evil twin is always the hot one."

 Deneghra in a way really embodies the Cryx mind-set, she is stealthy, trixy, and can utterly decimate the opponent's defenses if they are not careful (well, ok, even if they are careful. She doesn't take no for an answer!). Basically she plays like the quintessential spellcaster-type you can probably visualize in your head... Except less Hermione Granger and more Naughty-Goth-Librarian-Covered-in-Spikes...

(Can't show that either. Suggest PG-13 photos or I'm just going to start using bunnies and kittens. -Photo Editor)


Deneghra utilizes her arsenal of spells of de-buff the enemy first and foremost with the likes of Parasite and Crippling Grasp, which both reduce the target's stats (most notably ARM), thus making them an easy target for most anything else in your force to slaughter. Added to this she has a great arsenal of direct-damage and utility spells to boot, being able to take out formations with the template-attack Venom and deliver high-POW hits with Scourge (which to note also knock the target down, thus making them much easier to hit... Which is kind of a de-buff in it's own right). As far as her utility aspect she has Ghost Walk for terrain manipulation and (new to MKII) Influence, which takes temporary control over an enemy model- useful for turning those nasty solos against the enemy!

Her weaknesses however are that she's quite fragile should she get into melee and thus it's strongly advised to take advantage of the other great Cryx asset the Arc Node, which allows her to maintain her firm grasp of control from the rear, safe from danger though still allowing her to reach out and touch things (Crippling Touch of course).

When it comes to her Feat, The Withering, basically it's going to function like her go-to spell Crippling Touch, except on en masse- that's right, Deneghra isn't happy exhausting just one target, she can take on a whole board of them and still keep going. Combine all these elements together and during her Feat turn Deneghra can remove most any form of defense from any target she wants, stacking all her effects together and creating a massive -7 to ARM and -4 to all other stats, meaning if she wants something dead it's pretty much going to happen!

Final Review: A great starter-caster for new players as well as a dangerous vixen for the veterans. Deneghra embodies the fundamentals for Cryx as well as being a great spell-slinger in her own right. Plus few other casters could rock a mid-rift as well as her. Haley? Please!


Pirate Queen Skarre
"My what a Great Rack you have..."


While Denehra likes taking the "lead from behind" approach Skarre prefers the up-close-and-personal style, dominating from the front with all the bloodshed and spender of a Satyxis unbound. Basically while with Deneghra you'd probably take a few Arc Nodes and let her do most of the work Skarre takes a different approach, instead forgoing rampant use of Arc Nodes for the ability to buff units around her and lead them to greater effect- that's right, this lovely lady has had tons of experience and will gladly show you the ropes. Of course I am speaking of arguably her best ability, Dark Guidance, which allows all friendly faction models near her to roll an additional die when attacking, almost guaranteeing that you're going to hit your target- this ability alone makes her phenomenal and already worth taking. Basically your troops will hit easier and your Warjacks won't need to waste those Focus Points on the attack, instead saving them for sheer, raw damage. 
  
Now, as I said, Dark Guidance is arguably her best spell, I say arguably because she also has Ritual Sacrifice, which for the mere cost of a nearby troop model (Mechanithall and Necrosurgeon anyone?) will give her an additional +D6 focus next turn, add in the fact that it will usually be a Skarlock casting this spell for free and you understand why this maneuver is called the Focus Factory. So, not only does she have spells that save you from wasting resources but she will also have plenty to spend on Warjacks. On that note, Skarre likes 'em big. It's personal choice on which to take, but with her I've always loved the Reaper, mainly due to her synergy with it's Sustained Attack. Skarre already helps him drive the big spike home with Dark Guidance and with the extra focus saved (as well as allocated due to Ritual Sacrifice) the Reaper gains the ability to dig in and keep going, and few things are going to survive that may P+S: 16 thrashings, as illustrated here:    

 (I warned you- Photo Editor)

Now, let's talk briefly about three other things that make Skarre my absolute favorite Warcaster in the game. First, her Feat; not much to say other than it turns everything in your army into a powerhouse for a turn, it seems Skarre can cause even the most homicidal tendencies in her troops with something as simple as a little bloodletting- but then again who amongst us can say otherwise? Basically, unless things are dire, you'll be granting the army a +5 S +5 ARM bonus this round, which means they hit harder and can take more punishment- exactly the kind of ability I'd expect from someone who was lead by the Pirate Queen herself; it takes a strong force of will to dominate someone to that degree!

Next is her Great Rack. Which I can safely say is the Greatest Rack in the entire Cryxian fleet and probably in all the land. Sure, the normal Satyxis have decent Racks, but can theirs knock down something the size of a Juggernaut? Yeah, didn't think so. With the merest effort the Pirate Queen can unleash the full-boasting furry of her Great Rack, setting up virtually any opponent for an easy kill. As I've said before, Knocked Down opponents are easy prey in Warmachine and giving her an attack that causes just that is completely befitting a woman who likes being on top!

Last thing to mention is the key to her old Skarre Bomb strategy: Sacrificial Strike. Toned down from it's MKI version due to balance issues the old favorite stills packs quite the punch- able to hit anything within her LoS with a decent POW (boostable) auto-hit, all at the mere cost of one troop. Combine this with his ARM models such as Bane Thralls and you have a threat that, while a bit pricey, will deal some serious hurt. Personally, I always run a unit of Bane Thralls and Tartarus with her, as an easy way to re-coup loses... Or just spam Mechanithralls with her and let the Necrosurgeon fix things up after Skarre gets all riled up.

Final Review: Who can resist suck a lovely lady and her Great Rack? What? Oh, I never did notice she had horns before... Heh heh, guess that makes her Horny eh? 


Iron Lich Asphyxious

Now the last impression I want the readers to get is that I only care about the lovely ladies of Cryx! Oh no no! Quite the opposite really, I will praise the merits of all of our casters, whether they be male, female, or... other... That being said, let's now look at the Iron Lich himself, Asphyxious.

Now, I know what you're thinking: "Damn, look at that guy. Seven feet tall, covered in bling, has a gigantic rod. He must be one bad melee motha- Shut your mouth!" And you would be partially correct. Asphyxious is no slouch in melee, get close to him and he'll be more than willing to show you how well he can use his big rod Soul Splitter, which I assure you will live up to it's namesake as it has Sustained Attack, so once he starts he won't be stopping anytime soon- probably sometime after your dead- as if that means anything to a necromancer. The truth is, while he is a potent melee threat, he excels best using the same tactics as his cohort Deneghra, that is to say he loves leading from the real and making use of Arc Nodes.

Unlike Deneghra though, Asphyxious has a mixed bag of tricks, he is not limited to one focal strategy of de-buffing. He does retain Parasite, this is true, but instead of something like Crippling Touch, which lowers opponent's defenses, he makes use of Scything Touch, which boosts your friendly units MAT and STR, also granting them Critical Corrosion, but let's be honest, Critical Corrosion is really an afterthought in the matter. Basically in the comparison between Asphyxious and Deneghra consider it something of a Good Touch, Bad Touch scenario. Asphyxious can boost your own troops, Deneghra cripples the opponent's.

(No.Just No. Replacing that picture. -Photo Editor)

Also in his arsenal of spells we have two great offensive spells in Hellfire, and great POW 14 hit, and Breath of Corruption, which is a small AoE and basically forces the opponent to move his unit or die in the following phase- a great tactical spell if used for the occasion. Lastly he also has Teleport, which means he can charge right up there into melee then bounce back to (relative) safety. Again I will note though that while he is effective in melee he prefers being in the back, so don't get twitchy and dive forward, thinking your seven-foot-tall-bling-monster will just wreck everything or you'll soon find out how easy such things die.


Lastly let's talk about Asphyxious' feat, Consuming Blight, this is where he just lets it all hang out and proceeds to wreck things. This is the exception to the rule- Should your opponent's caster have foolishly wandered close then charge Asphyxious right up into them and Soul Splitter the heck out of them. Once you have that rod firmly implanted then Sustain Attack until your spent then pop your feat- BAM 'nother Seven Focus, ready for more. They think Asphyxious can't keep up with these youngsters just because he's a few thousand years old? He'll be glade to show them how that's the last mistake they'll ever make! Opponent not close enough? No worries, just hit them with a few boosted and Arc Noded Hellfires and, should you believe them low enough, pop that Feat and hit them some more! Definitely one of the less subtle feats in the game your opponent will probably know when you're going to use it just as soon as you do, but oh well, nothing they can do about it until Asphyxious has taken care of business.

Final Thoughts: A nice upgrade from the starter-box Deneghra. Has a similar play-style but offers enough variety to help a fledgling player make the change from the raw spellcaster feel of Deneghra to some of the more trixy Cryx casters such as Skarre or Lich Lord Venthrax.


Master Necrotech Mortenebra
"You have to respect a lady who knows how to work her tools."

(Ok I honestly don't know what  that was a picture of, other than I think it was Japanese. I've replaced it with this kitten, who's face matches my own upon seeing it... No more pictures, I'm done. -Photo Editor)
  

Mortenebra is a relative newcomer to the party, but what she lacks in experience she makes up for in raw talent for the job. A necrotech like no other she has gone so far as to craft her own body to be the ultimate tool for any occasion, much as the figure above has. Basically, she is the missing link in our first four casters. We have the sultry librarian-sorcerer Deneghra, the dominating troops-en masse Skarre, and the mixture of the two, Asphyxious, except without being female... or really male anymore... So now we have our Warjack-focused 'caster Mortenebra, who forgoes the fancy magics, the inspirational Great Racks and just focuses merely on making her machines and playthings run at optimal efficiency- love to see someone taking pride in their work.

At the initial look we see she has three great spells for turbo-charging her playthings: Terminal Velicity, Jump Start, and Overrun. Each of these spells basically causes your warjacks to be better, faster, stronger, so don't hesitate to pump her list full of Helljacks. This is also one of the cases where I'd make strong use of her Tier Lists, which lower the overall cost of your jacks, bringing the Slayer down to a steal at a mere five points! As you can see, Mortenebra loves the big muscles and can handle upwards of five/six before getting spread too thin. it's worth noting though that, like anything, Mortenebra thrives off of variety, so while it may be tempting to slam as many Slayers into a list as you can it's best to spread the fun around! Don't neglect the aforementioned Reaper, who's pull and stab motions have already been covered, the Harrower, for all your meat-blending needs, or even the big daddy the Deathjack, who can cast some of her better spells all by himself! Mortenebra may seem like a niche' chick, but she needs variety!

Speaking of man-servants, Mortenebra has her very own Skarlock Thrall by the name of Deryliss, meaning that by just including her in the list your already going to be saving points since she has a build-in sidekick. Ask any Cryx player worth his merit and they'll tell you one of the most widely used models is the Skarlock! He has his own little unique tricks, but honestly they're situational at best, and while I hate using that term in a game build off of situations there are better things to discuss about the lovely lady...err...spider... Spider-Lady.

  (I quit. -Photo Editor)

The last thing I'll mention about Mortenebra is her fantastic ability to Interface with her 'jacks. Yep, just by being in base-to-base with them they can freely use her focus as their own, meaning that something like a Reaper can harpoon in an unsuspecting Warcaster and kill-them-dead. It's a handy little ability, the best? No. But when it's successfully used the effects will be absolutely devastating. That's pretty much my feelings on Mortenebra, and I know it probably didn't do her justice. She's a fantastic warcaster and I love the feel of her... Oh yes, cold, hard steel... She's great for a newcomer to use and her Tier List is a great asset to the seasoned player who wants something a bit more straightforward and brutal compared to some of the more common Cryx Tryx!

Final Thoughts: I like Mortenebra a lot, the ability to run so many warjacks and have them be effective is great fun! Again, I believe she's one of the best choices for a newcomer, but if your like me and like the idea of having Warmachines in your game of Warmachine then perhaps her long, cold, steel appendages are meant for you as well!

~And thus we have concluded Part I in Mr. Black's list of favorite Cryx warcasters. Next week we'll be looking at some other favorites, but I won't spoil the surprise for you! See you next time readers, and in the mean time I'll be looking for a more open-minded Photo Editor! -Mr. Black  

Monday, October 4, 2010

RTGamer's Casterlock- Breast Cancer Awareness Project

Please read here about the start of a rather ambitious, but worthy, goal by a Warmachine/Hordes player.



This just came up on the Privateer Press forums, a user by the name of RTGamer has started a rather ambitious project in an attempt to garner charitable contributions and awareness for Breast and other forms of Cancer. RTGamer has stated that he is footing the bill for each caster out of pocket, but I simply couldn't let that happen without giving some assistance, thus I went a head and donated some of my Cryxian casters to aid him in his goal, and having spoken with him on the matter I do believe this is a project worth backing.

That being said here is his initial post on the subject, I'll be speaking with him more in the next bit of time to see what he needs and how to best get things rolling, but I'm sure the idea of donations in the form of warcasters/warlocks/painting supplies would be appreciated, but that's a matter yet to be discussed!

So for now, if you would, please take a read about this worthy cause:



~~~~~~~~~~~~~~~~~~~~~~~~~~~

By: RTGamer

What is CasterLock?

CasterLock is my challenge to paint all Warmachine Casters and Hordes Warlocks that exist for their games. I have even included the Lesser Warlocks because they need love too.

Why CasterLock and not just picking a faction and playing?

Well I could have done this but there are no real gaming groups in my town or stores so I wanted to do something different. Oh did I mention that I will be painting them all with pink in their colour schemes?

PINK?! Why?

This project is starting in October which is National Breast Cancer Awareness Month so I wanted to do something that will last all year (if not more) to remind people that Cancer is serious and that you must do everything to catch it early with regular check ups and your own testing for any lumps or bumps!

I was also inspired by "Project : Paint Pint" which is all about painting pink to raise awareness it can be found here *CLICK*

So how will it work?

What I intend to do is paint all 105 Warcasters, Warlocks and Lesser Warlocks over the next year or so and post my pictures here. I will then creat a display board for each faction and sell them off for charity. Hopefully I won't run out of cash before then or pink paint!

Each warcaster will have their normal and Epic versions painted and I will choose the best model if a model has had a resculpt.

To the List...


The list will be updated as i buy the models, Build them, Prime them, Paint them and then Base them.


The legend for this will be:

Need to Buy = BLACK
Bought = DARK RED
Built = RED
Primed = ORANGE
Painted = GREEN
Finished = PINK


WARMACHINE



Cryx

Iron Lich Asphyxious
Lich Lord Asphyxious
War Witch Deneghra
Wraith Witch Deneghra
Goreshade the Bastard
Goreshade the Cursed
Master Necrotech Mortenebra & Deryliss
Skarre, the Pirate Queen
Skarre, Queen of the Broken Coast
Lich Lord Terminus
Lich Lord Venethrax
The Witch Coven Garlghast

Cygnar

Lieutenant Allistair Caine
Captain Allistair Caine
Commander Coleman Stryker
Lord Commander Stryker
Captain Victoria Haley
Major Victoria Haley
Commander Adept Sebastian Nemo
General Adept Sebastian Nemo
Major Markus “siege” Brisbane
Captain E. Dominic Darrius
Captain Jeremiah Kraye
Captain Kara Sloan

Khador

Butcher of Khardov
Kommander Orsus Zoktavir
Kommander Sorsha Kratikoff
Forward Kommander Sorscha Kratikoff
Vladimir Tzepesci, Dark Champion
Kommandant Irusk
Supreme Kommandant Irusk
Koldun Kommander Aleksandra Zerkova
Kharchev the Terrible
Zevanna Agha, Old With of Khador & Scrapjack
Kommander Oleg Strakhov

Protectorate of Menoth

High Exemplar Kreoss
Grand Exemplar Kreoss
High Reclaimer
Testament of Menoth
Grand Scrutator Severius
Hierarch Serverius
Feora Priestess of the Flame
Feora, Protector of the Flame
High Allegiant Amon Ad’Raza
Harbinger of Menoth
High Executioner Servath Reznik
Vice Scrutator Vindictus

Retribution of Scyrah

Adeptis Rahn
Dawnlord Vyros
Garryth, Blade of Retribution
Kaelyssa, Night’s Whisper
Ravyn, Eternal Light

Mercenaries

Captain Bartolo Montador
Durgen Madhammer
Gorten Grundback
Fiona the Black
Magnus the Traitor
Magnus the Warlord
Drake MacBain
Ashlynn D’Elyse
Captain Phinneus Shae

HORDES



Circle Oboros

Baldur the Stone Cleaver
Casius the Oathkeeper & Wurmwood, Tree of Fate
Kaya the Wildborne
Kaya the Moonhunter & Lanis
Kromac the Ravenous
Krueger the Stormwrath
Krueger the Stormlord
Mohsar the Desertwalker
Morvahna the Autumnblade

Legion of Everblight

Absylonia, Terror of Everblight
Bethayne, Voice of Everblight & Belphagor
Lylyth, Herald of Everblight
Lylyth, Shadow of Everblight
Rhyas, Sigil of Everblight
Saeryn, Omen of Everblight
Thagrosh, Prophet of Everblight
Thagrosh, Messiah of Everblight
Vayl, Disciple of Everblight

Trollbloods

Borka Kegslayer & Pyg Keg Carrier
Calandra Truthsayer, Oracle of the Glimmerwood
Chief Madrak Ironhide
Madrak Ironhide, World Ender
Grim Angus
Grissel Bloodsong
Captain Gunnbjorn
Hoarluk Doomshaper, Shaman of the Gnarls
Hoarluk Doomshaper, Rage of Dhunia

Skorne

Archdomina Makeda
Supreme Archdomina Makeda
Dominar Rasheth
Lord Tyrant Hexeris
Master Tormentor Morghoul
Lord Assassin Morghoul
Supreme Aptimus Zaal & Korvaas
Tyrant Xerxis
Void Seer Mordikaar

Minions

Bloody Barnabas
Calaban the Gravewalker
Dr Arkadius
Lord Carver, BMMD, Esq. III

Lesser Warlocks

Brun Cragback & Lug
Dahlia Hallyr & Skarath
Rorsh & Brine
Wrong Eye & Snapjaw 

Friday, October 1, 2010

Warmachine: Back to the Darkside


Have you heard about the new miniature craze all the youngsters are playing called Warmachine?


Let me start by saying I love Privateer Press, and I could write an entire article just talking about how I love them as a company, but I'm sure I would come off as some raving fan-boy in the end, despite the fact I have not played their game in years. That being said, time to have a flashback to my first encounter with the game...

I remember way back in the dark times of 2003 when the company first came to light- and I remember how I laughed at the name Warmachine, calling it a Warhammer clone that would die off soon enough... As I said, they were dark times, people just weren't as smart back then as they are now, myself non-withstanding.

I remember picking up the rulebook and giving it the twice-over, seeing if the rules backed up the cool looking miniatures that taunted me every time I walked past, and much to my surprise the rules-set seemed really solid. Given that I picked up the Cryx starter, promptly lost the tiny Deneghra head on the floor only to have a random child find it after some fifteen minutes of looking, and complained about how flimsy the joint holding the Deathripper's leg was. All those concerns faded though after my initial games and as more and more waves of cool miniatures began to be released over the coming months- and yes, I still hated the flimsy joints on the bonejacks.


Point being, in the end I had close to every Cryx miniature released up until Superiority, when the game unfortunately took a downward slope, soon after I stopped playing, the legions of the Nightmare Isle being assigned closet guarding duties. Now here we are in 2010, MKII Warmachine and Hordes have been released, all the faction books (for Warmachine) are now out, and we even have new-fangled plastic warjacks.

 
Plastics! Introducing you to the World of Tomorrow! Today!

Now, just to note, I've kept up with all the Warmachine action since the beta of MKII was announced, so I'm not just stumbling back into this blind. As I said, I love Privateer Press, if we where in high-school I'd be putting little I-Heart-U notes in it's locker everyday until it got boarder-line creepy. I've watched the evolution of the company and it's games over the last few months and have been super excited. So why haven't I, you know, actually played the game in all that time? Well, you see being a writer for Bell of Lost Souls, and by extension a puppet to the maleficent entity known as Bigred, I'm required to (The secret must not be revealed!- Bigred). So now that you know not only why I've been neglecting such a great game, but also the horrible secret of BoLS, we can move onto actually looking at some starter lists and basic tactics, at least those of you who's heart did not suddenly stop at the sheer scale of the terror I have revealed to you.

For those of you who don't know, I have what is clinically referred to as Skarreomania, which would be an unhealthy-obsessions with Skarre, the buxom pirate-queen of the Satyxis Raiders and one of the High Commands of the Cryxian navy. That being said, initially I was going to crawl right back to her and hope she wasn't to mad at me for keeping her locked in the miniatures box for this time. After some thinking though, while she is a fantastic Warcaster, her curve is a bit higher than what I'd want to use just starting out- not that she's overly complicated or anything, just there are simpler options to look at for someone who hasn't even played a dozen games of MKII... It totally has nothing to do with the fact I think she feeds off of spite and anger and would be impossible to control should I release her...

Anger and spite never looked so appealing...


Anyway, for the purposes here we'll be looking at another lovely lady of the Nightmare Isle: Warwitch Deneghra,  who hopefully doesn't hold too much of a personal grudge against me. Looking at her from an MKI to MKII angle not much has really changed, she is still the powerhouse hexer she used to be, capable of crippling the opponent's forces just like old times. Back in the day you ran her with five+ Bonejacks, basically swarming the enemy with them until you found that chink in the armor and finished them off and really since then not much has changed, she still embodies that tactic as well as ever.

So first thing first I researched the caster as mentioned above, got a feel for her play-style before moving on, taking careful note of her spells and which ones I thought would be the most utilized of the lot. Now, all her spells are great, they really are, she is what I would think of when I think of "sorceress", but of the available ones Withering and Parasite will probably see more play- again with the hexing and weakening theme.

Next I took a look at her Tier Lists, a new-fangled contraption in MKII which utilizes a restriction/reward system in list building. Taking a look at her templates I immediately notice her Tier 3 list, which gives her a free Bonejack... Hell, free bonejack, that's another five points, or another 8% to my army! Legal cheating is so much better than plain cheating!

Alright, so I've decided that I wish to go with the Tier 3 Deneghra list, as the Tier four simply didn't seem feasible in 35 pts, not did the rewards for utilizing it seem worth it. That being said, the first thing I'll look at is Warjack options:

Bonejacks: Deathripper, Nightwretch, Ripjaw, Defiler, Stalker, Helldiver
Helljacks: Slayer, Reaper, Nightmare, Corruptor, Leviathan, Harrower 

Ok, well of the lot of Bonejacks I like Deathripper due to cost, Ripjaw due to melee power, and Defiler due to acid template... I feel slightly bad all my Defilers in MKI were used as Scrap Tokens...Oh well, an excuse to buy the new starter!

So, looking at the list I need at least four Bonejacks to net myself a freebie. Since there isn't a point restriction on the free one best to save the slot for an expensive one vs. spending the points on my actual list (I would like to think most people thought of that already...). Well, I have a starter, so let's work with what we have in there:

-Deathripper x2, Defiler x1

Right there we have already spent 13 pts of our available 40 (35+5 warjack), yet we still need to add at least one more warjack to attain our free one. Coincidentally Ripjaws come in packs of two and I just happen to love Armor Piercing and Deneghra loves Arc Nodes, so we'll add in one and claim the other as our freebie Bonejack. I will note here that other options are fine as well, I personally love the Stalker bonejack and believe it has great synergizes with Deneghra's abilities, but in the end I believe more Arc Nodes and the AP of the Ripjaw are a better addition to the army... And being a fancy new plastic model has nothing to do with it, at all.

-Deathripper x2, Ripjaw x2, Defiler x1- 18 pts. (Including one free Ripjaw!)

In those 'jacks we've set up a nice start with something that can hurt infantry (Defiler), deal with solos and other mild annoyances (Deathrippers) and something to deal with heavy ARM models (Ripjaws). All in all a nice well-rounded base to build from. Next we look at the Tier 2 qualifications, as we need them to make this list legal! I know some prefer working up from the starting Tier, but I find it's easier for me to start at the Tier I want then work downwards, filling in any requirements as I go. Again, personal choice, but that's what this entire thing is!

Ok, so now we need four solos to fulfill our Tier 2 requirements, easy though as Cryx has access to some great ones! The first is a no-brainer, Deneghra needs a Skarlock Thrall. Some 80% of the Cryx casters are instantly made 76% better with the addition of a Skarlock Thrall, and the frustration of the opponent will rise 24% should you make good use of it, thus granting you a 41.3% higher chance of winning the game. (Those "statistics" seem really made up.Where are your sources? See me. -Editor)

Taking a look at the other Solos available I'm a big fan of Pistol Wraiths and the new Warwitch Sirens, but I also notice that the Necrotech grands me 1/2 of the Tier condition all by itself, as in paying the points for it actually grands me a Scape Thrall solo as well. So if I were to take two Warwitch Sirens and one Necrotech I'd actually fulfill the condition needed. I can't resist that so we'll go with that set-up for now.

-Deathripper x2, Ripjaw x2, Defiler x1- 18 pts.
-Warwitch Siren x1, Necrotech w/ Scrape, Skarlock Thrall- 5 pts.

23/40 used.

The Warwitche will be a nice addition as it gives me two vital things: more focus to throw around on the jacks, thus giving Deneghra more to cast her spells with, and more anti-infantry power in the way of Venom. It's win-win. The Necrotech, while originally included as a cost saving method, does have his uses as we're running a lot of 'jacks here, and being able to repair/Scrape Thrall them means even should the bonejacks be slain they are still of use, and it's hard to turn down that kind of utility.

So we have our basics down and still some 17 points left to manage. Whatever shall we do with them?!

Well, for starters we're a tiny army, we need some bulk! Looking at our available units, Bile Thralls and Mechanithralls, we see both offer some great utility to the overall army, Biles being great anti-troop and Mechanithralls offering a large bang-for-the-buck. Taking into account the rest of our list though we have a decent amount of anti-troop in the Defiler, Warwitch Sirens, and Deneghra herself, and point-for-point the Bile Thralls are expensive compared to the super-cheap Mechanithralls. Adding into the equation Deneghra's ability to lower opponent's DEF/ARM and the Mechanithralls duel-purpose P+S 12 or 15 attacks and the choice is rather clear for me. Also, since I may or may not have cheated a bit and though a head, I'm going to add a second small unit of Mechanithralls... Small unit for future points purposes... Yes, I can see into the future, or perhaps I'm merely planning a head.

-Deathripper x2, Ripjaw x2, Defiler x1- 18 pts.
-Warwitch Siren x1, Necrotech w/ Scrape, Skarlock Thrall- 5 pts.
-Mechanithrall Unit (Max), Mechanithrall Unit (Min)- 8 pts.

 31/40

Now we're getting down to crunch time, only nine points left and still a lot of options available. For me, I believe I want a Helljack in the army. There are a few reasons for this, one being that they're just plain cool, two being they add a bit of a hard-hitting punch to the army, and three because it puts me a step closer to the Tier 4 list should I want to expand to 50 pts. in the future.

Looking at our options the Slayer would be a natural choice as he comes in the starter... But for a mere point more we get the Reaper, and frankly the Reaper is a 'jack I've wanted to use since MKI, where he unfortunately was... well, let's face it, not worth the points. But now that he can reel in the big 'uns I can't wait to play this guy! The only issue in putting in another 'jack is we're spreading Deneghra a bit thin now- she only has so much Focus to go around and most of it she want's to keep to herself. Sure, you can just run the Bonejacks around plain, only dumping Focus on them when needed, but even then she will still be at less-than-optimal levels! How can we best fix this? Well another Warwitch Siren wouldn't hurt! We'll add her for the same reasons we added the initial one, another focus to spend as well as some more anti-troop power! With those two additions we bring the final list to the following:

Warwitch Deneghra
-Deathripper x2, Ripjaw x2, Defiler x1, Reaper x1- 25 pts.
-Warwitch Siren x2, Necrotech w/ Scrape, Skarlock Thrall- 7 pts.
-Mechanithrall Unit (Max), Mechanithrall Unit (Min)- 8 pts.

40/40

Here we are, a full track of my list-building thoughts beginning to end, even if they are a bit scrambled! We have created a list that has a huge amount of Arc Node threats coming at you from every angle, some sneaky Warwitches roaming around to decimate your ranks, and the legions of Mechanithralls moving forth to smash whatever lies in front of them. To top the whole thing off we still have the dirty tricks and tactics that make Cryx so much fun to play and such a pain to play against! Again this is just a simple list, nothing flashy, nothing overly ornate, just Deneghra and her cronies doing what they do best!

~I can already feel the Cryxian mindset settling back into me! Few things get the gears turning and the blood flowing like some strategic list building, so what do you say next we look into the mindset of playing Cryx? Let's take a look into the mindset of what makes Cryx the dirtiest, sneakiest faction around, and just how fun that can all be... Heh heh, see you next week! -Mr. Black

Have you heard about the new miniature craze all the youngsters are playing called Warmachine?

Sunday, September 19, 2010

WFB Tactics: Rise of the Skaven, Themed 2500 pts.

We've been leading up to it, and today, from Eshin to Pestilen, we're taking a look at Skaven at the 2500 pt. level!


Alright, so Island of Blood has been out a week or so and people now have a growing horde of Skaven to amass upon the battlefield! But where to start? What are some of the fundamentals? And just how many rats am I going to have to paint to reach 2500? Well that's what we're here today to talk about, so let's dive right in:

Skaven Overview
Skaven are a horde army, if you didn't know this coming in then I weep for you. On average you'll be fielding 200-300 models and should outnumber most any other army you will ever come across- it is in this basic fact where the strength of the army lies. You will always have another unit to throw at something, and as long as you're killing the enemies forces then things are going well- after all, they have a finite number of threats to you while you, on the other hand, being the grand Skaven force have wave after wave of cheap, disposable infantry to throw into the grinder! No threat should be too large were fifty or so rats all charging forth should fail at killing it. Combine this factor with expert war-machines and weapon crews that can reek untold devastation upon the battlefield and you can see clear as day that if you have a properly built Skaven army then no other force should be able to come close to beating you in any way, shape, or form. Ever.

... ... The above would most certainly be true if our army wasn't composed of ramshackle leftovers that barely work at their best and are pressurized crock-pots full of the Old-World equivalent of Moonshine at worst, as well as our individual troops being prone to panic, fear, sudden fainting, and sudden cases of spontaneous, explosive death.

One thing you must grasp when playing Skaven- things will go wrong, and it will probably do so at the most inopportune time, and yes, this may end up costing you games- even if you planned everything perfectly. It's just the nature of Skaven, and if you can't handle that fact then perhaps the High Elves with their perfect poofy-hats are more to your liking. But, if you can handle this fact, even endear yourself to it, hell, maybe even plan for it then you'll find Skaven a flavorful and fun army to field. Just don't go getting your hopes up, it's then especially that you'll be reminded most of your engineer's incompetence. 

Ok, so let's get on to some army lists shall we?

Clan Skryre

For Clan Skryre you have to embody the element of crazy-as-hell war-machines and weapons crews, so we're going to jam as many in the list as we can. Another nice thing I'm going to take advantage of here is Skavenslaves- after all, we need test subjects for our new weapons, and what better thing to do then send a horde of slaves to tie up enemy units in combat and then fire wave after wave of projectiles at it?

Grey Seer on Screaming Bell (Power Scroll, Skalm)- 505 pts.

Warlock Engineer (Lv. 2 Wizard, Warp-Energy Condenser, Doomrocket)- 150 pts.
Chieftain (BSB- Standard of Discipline)- 85 pts.

Clanrats (x30, Shields, Rattling-Gun Weapon Team)- 190 pts
Clanrats (x25, Shields, Musician, Standard, Rattling-Gun Weapon Team)- 180 pts.
Clanrats (x25, Shields, Musician, Standard, Warpfire Thrower Weapon Team)- 195 pts. 
Clanrats (x25, Shields, Musician, Standard, Warpfire Thrower Weapon Team)- 195 pts. 
Skavenslaves (x50, Musician, Spears)- 127 pts.
Skavenslaves (x50, Musician, Spears)- 127 pts.
Skavenslaves (x25, Musician, Spears)- 65 pts.
Skavenslaves (x25, Spears)- 63 pts.

Warplock Jezzails x5- 100 pts.
Poisoned Wind Globadiers (x7, Bombadier, Death Globe) 100 pts.
Poisoned Wind Globadiers (x6, Poison Wind Mortar Weapon Team) 125 pts.

Doomwheel- 150 pts.
Warp-Lightning Cannon- 90 pts. 
Warp-Lightning Cannon- 90 pts. 

2500/2500

The above list mixes a heavy assortment of shooting with almost all the spells from the Skaven Lore of Ruin. The Warlock Engineer will of course get Warp Lightning while the Grey Seer handles the rest, including The Dreaded Thirteenth Spell, common combo of Power Scroll to assist in getting it off and Skalm to treat any issues from the resulting Miscast or lucky shots at him. Initially I also wanted to give him the Shadow Magnet Trinket to give those shooting at his unit (the large Clanrat unit, bell, and Chiefain to give the Seer Ld: 8) a -2, but it had to be cut for points.

Aside from the above we have a large wall of Skavenslaves moving a head of the central army. Basically place the two larger units in front of the main forces and the smaller ones to the flanks. One thing to also make vivid use of are the Musicians, allowing you to reform the massive fifty-man units into 5x10 or 10x5, as the situation warrants.  Usually I would start them 5x10 as not to block any needed movement from the rest of the army and then, when near combat (or even after round one) switch to the 10x5 formation. Either way it gives you a certain tactical viability in it... Even if you're just going to be using the units to tie the enemy up as long as possible as you fire wave after wave of Skryre war-machines into the amassed combat. 


Clan Pestilen 

Lord Skrolk- 470 pts.

Plague Priest on Plague Furnace (Extra Hand Weapon)- 252 pts. 
Plague Priest on Plague Furnace (Extra Hand Weapon)- 252 pts. 
Chieftain (BSB, Sword of Might, Warpstone Armor)- 120 pts.


Plague Monks (x30, No Upgrades)- 210 pts.
Plague Monks (x30, No Upgrades)- 210 pts.
Plague Monks (x25, Musician, Standard)- 190 pts. 
Plague Monks (x24, Full Command, Storm Banner)- 243 pts. 
Skavenslaves (x25, Spears)- 65 pts.
Skavenslaves (x25, Spears)- 65 pts.

Plague Censer Bearer (x7)- 112 pts.
Plague Censer Bearer (x7)- 112 pts.

Plague Catapult- 100 pts. 
Plague Catapult- 100 pts. 

2500/2500

So we're now gone the opposite approach from the Clan Skryre list, now we have a melee heavy army with very little in the way of shooting! In addition, we also know all the Skaven Spells of Plague between Lord Skrolt and the two Plague Priests, as well as having two large and unbreakable units with some severe melee power. Overall the above plan is pretty simple, stick Skrold in the 24 man unit, the BSB someplace safe and begin the march forward, throwing down the Storm Banner around your opponent's second shooting phase to minimize casualties as you march forth. Hopefully you've ravaged their line with your spells by now (hitting the trouble units especially with spells such as Wither, my personal favorite Plague spell) and your Monks should be able to trample through by sheer volume of attacks.


-On a side note, even if you, for whatever reason, do not care for the above list, I must say- I love Plague Priests. The state-line, the options, they are truly a fantastic buy for their points and even if you don't wish to go Pestilen heavy or don't adhere to a clan at all they are a fantastic choice to look at! I can't recommend them enough, and that's coming from a Skryre devotee.

Clan Moulder

This one was a bit tricky, as Moulder has very few actual units in the book, despite being one of the wealthiest clans. Despite that, I've still coupled together this list which swarms your opponents in Rat Ogres and uses Skavenslaves to bulk out it's numbers... And it uses two Hellpit Abominations. Yes, yes, I know some people will cry  "Cheese!" on this one (heh heh...) but really I have two things to say about that: one, it fits the theme of a list that, honestly I think can be scary, but is limiting itself severely to keep a theme going, and two... Man up and just play the game.  

Warlord (War-Litter Warlock-Augmented Weapon Enchanted Shield Talisman of Protection) 225 pts. 
Throt the Unclean

Rat Ogres (x6)- 248 pts.  
Rat Ogres (x6)- 248 pts.  
Skavenslaves (Musician, Spears)- 65 pts.
Skavenslaves (Musician, Spears)- 65 pts.
Skavenslaves (Spears)- 63 pts.
Skavenslaves (Spears)- 63 pts.
Rat Swarm (x3)- 75 pts
Rat Swarm (x2)- 50 pts.

Rat Ogres (x6)- 248 pts
Rat Ogres (x6)- 248 pts.
Rat Ogres (x6)- 248 pts.  

Hellpit Abomination- 235 pts. 
Hellpit Abomination- 235 pts. 

 2499/2500

This is another one of those lists that may do well or do horribly. To be honest the closest to something like this I've ran would be a Troll themed Warriors of Chaos army, and at least they had Regeneration. Simple concept, stick the Warlord in the five man Rat Ogre unit and run across the table, using the Skavenslaves and Rat Swarms to tie the enemy while more Rat Ogres arrive to smash things up. From a tactical standpoint the army has a lot going against it, on the other hand it's a huge mob of Rat Ogres charging across the table, and that sounds like fun from any standpoint... Well, unless you're on the receiving end I suppose... But really, we're playing Skaven, how much should we care about the Man-Things and the Elf-Things?


*I will note that I do feel some small, three man unit of Rat Ogres would have been beneficial, but we had to work within the restrictions to Special Choices and, despite that Throt allowed two units to be Core Selections, in the end I simply ran out of room and decided that more Rat Ogres would be better in the end. The Skavenslaves are there to make up for the lack of bulk in the army due to the predominance of the smaller six-man units but should serve their purpose accordingly.

~And there you have it readers, several theme lists for Skaven at the 2500 point level representing all major clans! Hope you enjoyed this week's- What? Eshin? What about them...? Aw hell... 


...



...Ahem. As some of you may have noticed, Clan Eshin has not made an appearance with a themed list of their own. The reasoning behind this is simple- while they have dedicated characters in the Assassins (hell, even a special character of their own), a core unit in the Night Runners, and a special in the extremely good Gutter Runners... That's really it, and while you can make a list composed of nothing but the above it won't be very good and you'll find it even more limiting than the Moulder themed list. Now, Eshin can be very powerful, and you can build some lists that adhere to their theme and units, but not in the manor of the above lists, so I can't in right mind include such a list in this article as I'd feel it's to much of a general list and that's not what we're about this week.

Basically, I'll handle Eshin the same way they handle themselves a lot in the fluff and stories, that is they seldom appear in full fighting force on their own. They are sell-swords, they ally themselves with the highest bidder and when the job is done they depart, and perhaps that's how they best used, not as an actual army, but as a highlight to an existing force.

~In the end your army is yours, whether you wish to maintain a Clan theme or make one up yourself the Skaven Army Book allows for all sorts of devious and fun tactics to bring to the table, so get out there and spread some woe in the name of the Horned Rat!

Friday, September 17, 2010

EDITORIAL: When the Fun Stops



Mr. Black here to speak about an issue that will eventually grapple every gamer, no matter what the system: When it just stops being fun.



It happens to the best of us, the veteran players, the newbies, the hardcore, the casual. It's an issue that every gamer will have to deal with at least once (though probably more) in the span of their gaming careers: their game of choice just stops being fun.

It happens, the honeymoon ends, the fresh excitement we experienced ripping plastic off our new Tactical Marine box, the joy of splitting open the new Pirate Queen Skarre blister, or even the strict and proper, almost militaristic opening of a Panzergrenadier Platton, just all seems to fade away into repetition.

Games are no longer the joy they once were, and now it seems you only make the trek to the local hobby/game store out of repetition. The games all run together and frustration after frustration build as nothing is new, it's all become the same monotonous act week after week after week.

So what is one to do in this case? Have one last Hurrah! before shipping your formally fun-giving plastic men off to ebay? Give one last salute to the fully painted Fallschirmjager Company as they depart to the gaming closet for the foreseeable future?

It doesn't have to be like this dear players, there is hope. It would have been unfair to assume the new-plastic smell wouldn't eventually fade, and as I said above, even the veteran players experience slumps time to time. So what can we do during these times to ease the pains? Well there are a new options...

~Try Other Systems

This solution is what works best for me personally. I usually alternate between 40k and Warhammer Fantasy, with some Malifaux thrown in the side for good measure. This method works well as you always have something to do should you find one system is getting into a slump, and I find it especially well when alternating Warhammer Fantasy and 40K, as usually by the time I begin to hit a slump with one system something new and exciting is coming out in the other. If merely switching Warhammer for Warhammer isn't your thing (due to style or, more importantly, cost) then there are a plethora or other options out there available. Most of these will vary store-to-store but the popular ones around are: Malifaux, Warmachine, Uncharted Seas, Firestorm Armada, and of course good ol' boardgames. Most of these options will run you $30 or so for a starter (Warmachine the exception but worth the extra) and will provide you with more than enough bang for the buck. I'd suggest checking some of these systems out if you want a fun side-project or break from the typical system.

~Mix Things Up

Maybe it's just the same old dull routine that has you down and not actually the system itself. If this is the case then perhaps trying different wild and crazy things out can help. Example being in 40K you have access to Planetstrike, Spearhead, Apocalypse, and the Battle Mission books, each providing a new type of gameplay which may be just what you need to get out of the slump. Should you be in a system were said options are not available, then maybe you and a friend can switch armies for a few games. Not only is this a nice change of pace but it also gives you great insight onto the other armies style and tactics, always useful for when you return to the hardcore gauntlet to crush them mercilessly.

~Enjoy Hobby Aspects


Most systems we play encourage painting and modeling and when you're in a gaming slump you have a great opportunity to explore those areas. Pick up those Warjacks and Space Marines you have no desire to play with and try painting them up. Not only is this a great outlet but it can also serve the purpose of re-invigorating you to the system. You just spent a good bit of time converting/painting that unit up, it's only natural to now want to see them on the table! This method may not work for everyone, but then again that can be said of any of the given methods, but with this one you are still accomplishing something in your given system, even if it may not really feel like that. Remember that most games we play are Hobby Games, not merely Tabletop Games, we're supposed to enjoy all aspects of our hobby, secluding off to just one can take away some of the enrichment we get.

~Take a Break

Sometimes you just need to get out there and smell the flowers. It's a big world out there and we can't expect our hobbies to entertain us 100% of the time. Sometimes they just get stagnant for no real good reason, and nothing we do can fix that. In such occasions it may be the best idea to shelf your army for a bit, go enjoy other hobbies and pastimes, and in a bit come back and hopefully the old spark will have returned. For me personally, I love 40K, it's back story, the figures, everything of it- so when I'm down on the tabletop I stop for a bit and go enjoy Dawn of War, that usually gives me the entertainment I desire and, after enough time, encourages me to get back to the tabletop and return to my favorite forces. In this category specifically the individual will determine what's interesting, and what actions are best to get them out of a slump, but the advice still stands, if you're burned out and tried everything, just walk away for a bit.
 
~Slumps are something we all experience, and perhaps the best help may be to share some stories of your own and how you overcame it. Let's hear your burnout stories and just what became of your gaming life during and after, who knows, you may even help someone else experiencing the same. 

Sunday, September 12, 2010

WFB: Island of Blood and Rallying the High Elves


Island of Blood will soon arrive, and with it a host of new High Elf models to build your army!


Mr. Black here, and while I may have started Skaven recently I simply can't ignore the other half of this great starter, even if it does have a few issues...

For starters let's take a look at what you'll be getting in your non-plague ridden half of the Island of Blood starter set:

-High Elf Prince on Griffen
-High Elf Mage
-10 Lothern Sea Guard
-10 High Elf Swordmasters of Hoeth
-5 Ellyrian Raiders

Now, like with my Skaven article we're going to work this up to 1000 pts, unlike the Skaven half though, which bolsters a large amount of plastic sets to choose from, the High Elf army is still majorly metal, this can be a huge pain for players and collectors, but rumor has it that several new plastic kits (including the above models) are on the release-line for later this year.

I'm not here to speculate, so we'll work with what we have... and right away we're introduced to two major issues...

1. The High Elf half does not come with enough core to run at 1000 pts- Even if you max out the Sea Guard unit with an expensive Magic Banner and all possible upgrades you will still fall short of the 250 needed to have a valid army.

2. The Prince on Griffon exceeds your allotment of points for a Lord at any value below 1400, meaning that unless you wish to play the Griffon as a Giant Eagle the model isn't even usable for low level play!

Now the actual starter set addresses these issues (kinda-sorta) but when taken out of that context to one of actual game-play the High Elf half of Island of Blood just won't cut it. But fear not, that's what we're here to discuss and work with today, remember- you're still getting a selection of kick-ass models and with a few small changes/modifications we can make this work!

That being said, let's go through what we currently have:


Prince on Griffon Mount- As I said above, can't even play him in games lower than 1400 pts, so we have two options available to us right now. Either we can shelf him for larger games and let a great model go to waste, or we can play him as a Prince/Noble on Giant Eagle. Frankly the Griffon easily looks like a Eagle already and only the most asinine of opponent's will argue with you.

So, working with our Prince on Giant Eagle, and with most other High Elves in general, one thing becomes apparent- It's hard not simply taking Great Weapons all around. Given the ASF nature of the army and the relatively cheap cost of the Great Weapon itself it almost universally makes for a good pick. More so, at the 1000 pt. level once we purchase the actual Prince and Giant Eagle we don't have a large amount of points to spend on upgrades, so we'll work with what we have- luckily what we have works very well! In this particular case I've chosen to give him a mundane Great Weapon and the Armour of Caledor for some fantastic protection.

High Elf Prince (Giant Eagle, Great Weapon, Armor of Caledor): 237 pts.

High Elf Mage- I'm a fan of the High Elf Archmage, and I will usually recommend him over the standard mage, but in 1000 pt. and lower games he's simply too many points. The High Elf Mage is a fairly typical Wizard and I treat him as such: Upgrade him to Lv. 2 and give him an Arcane Item, in this case I'll be using the Annulian Crystal, allowing him to garner better Dispel and Magic Defense. As with all Mages there are near limitless ways to kit him out, but in the levels we're talking about the opponent is less likely to have multiple wizards, let alone a high level one, thus stealing even one Magic Die will hinder them significantly.

High Elf Mage (Annulian Crystal, Lv. 2 Wizard Upgrade): 175 pts.

Lothern Sea Guard- Here we run into the second issue with the High Elves' half of Island of Blood- there simply isn't enough Core Troops to run at anything other than "starter box" level. We'll address this issue in a moment but first let's look at the Sea Guard. Basically the Lothern Sea Guard are jacks of all trades; they come standard with bows, thus allowing long range fire (and Volly Fire) as well as Spears, which due to being Elves allows them to fight in four ranks, for this point level I would also recommend giving them a Banner of Eternal Flame, as having some Flaming Attacks is always handy and with this unit it's relatively cheap. Just remember the Sea Guard can handle most any scenario, be it ranged or melee, and are one of those units that has no real drawback to larger numbers, specifically a nice block of 20 or so... Unfortunately, we're given only ten in the starter... My recommendations for this is to (hopefully) find another Island of Blood box you can split with someone, thus allowing you to get a full twenty man unit of not only the Sea Guard but also Swordmasters.

Lothern Sea Guard (Full Command, Shields, Banner of Eternal Flame): 295 pts.

Sword Masters of Hoeth- Ok, now I won't lie, even as a Skaven/Dark Elf player, Sword Masters are dead-sexy. High WS, ASF re-rolls, Great Swords... Damn... I really, really love this unit; a shame you only get ten in the Island of Blood box. Yep, just like the Lothern Sea Guard, you're getting only a slim number of these guys, but at least here it's something we can work with. The Sword Masters will dish out the hurt, badly, two attacks each, usually hitting on threes with re-rolls and wounding the average unit on twos with -2 to armor save... Ten will do the job just fine. I'd recommend a larger unit, but with our 1000 pt. limit quickly coming into view for now that amount will do: as I said, they are killing machines and should even half of them reach combat they stand a good chance of winning that combat by a large margin. Get more as soon as you can because as I said they are truly a powerhouse unit.

Sword Masters of Hoeth (Full Command): 180 pts.


Ellyrian Reavers- These are some nice models, now how do they stack up game-play wise? Well they have standard Fast Cavalry stats, which aren't the most impressive in the world, but then one must understand these guys aren't meant to get into combat, at least at the five-man unit we'll be running. Basically I'll opt to run these guys with Bows and have them ride up alongside the enemy, staying out of view and throwing down arrows to whittle down the units before your larger threats can finish them off, if you're feeling ballsy or just see a particuarly good opening then feel free to charge them into an actual combat, the S:4 spears will do some decent damage before the unit is wiped to the man (which has a large chance to happen given their armor save and numbers).

In general though, treat them like you would any Fast Cavalry: Get them up hunting Warmachines and other nasties and use them to whittle away at your opponent's edges. Should they get charged don't feel bad running away, remember, Fast Cavalry still retain their old Fleeing Feint ability and can still move as normal when they rally.

In larger games feel free to double their number to a unit of ten, thus allowing the minor annoyance to become an actual threat with a decent amount of ranged attacks and likewise give a good amount of S:4 attacks on the charge, as well as now actually being able to deny the opponent rank bonuses (until you lose a man, that is).

Ellyrian Reavers (Musician, Bow, Spear)- 112 pts.

With that last addition our army now looks something like this:



High Elf Prince (Giant Eagle, Great Weapon, Armor of Caledor): 237 pts.
High Elf Mage (Annulian Crystal, Lv. 2 Wizard Upgrade): 175 pts.
Lothern Sea Guard (Full Command, Shields, Banner of Eternal Flame): 295 pts.
Sword Masters of Hoeth (Full Command): 180 pts..
Ellyrian Reavers (Musician, Bow, Spear)- 112 pts.


999/1000


Small army? Technically, but each of your units is a powerhouse and the army overall carries a huge amount of Ranged and Magic potential. Remember that your playing an army of elite warriors- You'll probably never outnumber anyone but each of your units is an expert at what they do (in the case of Sea Guard, just good at everything in general). Clever tactics and knowing when to strike are your greatest assets in the lower level games, and building up a core knowledge of your units strengths and weaknesses, as well as timing and positioning tricks, will be a great boon to you come the higher point games.

~And there we have a 1000 pt. rundown of the Island of Blood armies. I know the High Elf one wasn't as diverse as the Skaven Horde but that's what you get when you have an army full of elite elves! Next week we'll be taking a look at bringing the Skaven army up to a full 2500 level, followed after wards by the High Elves! Stay tuned- Mr. Black

Wednesday, September 1, 2010

Ebay Time!


This week we have a Mephiston model and a Forgeworld Chaplain/Death Company Dreadnought


Mephiston: Lord of Death

Death Company Dreadnought

Auctions end Friday night!