Hit List

Showing posts with label Tactics. Show all posts
Showing posts with label Tactics. Show all posts

6/21/08

PEREDAR'S ADVANCE DEPLOY LIST


Captain Victoria Haley
Hunter
Hunter
Captain Maxwell Finn
Journeyman Warcaster
Hunter
Trenchers (8)
Trencher Officer and Sharpshooter
Trenchers (8)
Trencher Grenade Porter
Eiryss, Mage Hunter of Ios
Ogrun Bokur (On Haley or Finn)
Rupert Carvolo, Piper of Ord

6/11/08

RETALIATION + HOMOCIDAL MANIAC = FUN


Cast Retaliation on Epic Butcher, and he gets charged by a unit of standard melee models. The first enemy model attacks, and before the attack is resolved, Retaliation goes off, and Butcher gets an attack. But since he has Homocidal Maniac he has to make a melee attack against everything in his melee range, possibly killing the whole offending unit before they get to strike (aside from the first one).


Thanks to Pressganger Devilsquid for this handy tip.

6/9/08

KNOW YOUR FACTION: TROLLBLOODS





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Background: Driven from their ancestral homes and marginalized by the humans for far too long, the Trollbloods have erupted into war. Trollkin warlocks lead their kriels into battle alongside massive Trolls which have been trained to use the oversized weapons and armor made for them. Although they come from many tribes, all Trollish races support each other as brothers in battle. Able to sustain horrific injuries that would kill or cripple other warriors, the Trollbloods will show that they are not to be trifled with.

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Trollblood Melee: Raw power is what Trollblood melee is about. Their troops are strong and tough, able to go toe to toe with anything. Although fairly slow, Trollbloods are in for the long haul and they refuse to stay down. They are also good at working together, with various buffs from their leaders and solos enhancing the units' effectiveness.

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Trollblood Ranged: Employing borrowed firearms technology from Cygnar, the Trollbloods are putting it to good use against their enemies. They have a variety of ranged threats from hit & run to anti-infantry assault to the enormous spears of the Impalers. While they have a good assortment of ranged models, their range tends to be short.

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Trollblood Magic: Trolls employ all sorts of magic, not really specializing too much in any one thing. They have combat buffs, offensive spells, protection spells, and some good denial magic. Their denial/control spells are probably their greatest magical strength.

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Trollblood Warbeasts: The Trollbloods utilize Trolls of every shape and size, wielding a variety of weapons. What they all have in common is the ability to put out a good beating, and many of their animi improve their combat strength. Also, all of their beasts can Regenerate. Any Troll which is not dead has the potential to haul himself back up and continue the fight at full power. The Dire Trolls take this a step forward, being able to heal themselves by eating their enemies. The end result is beasts that fight hard and fight long before going down.

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This information is a reposting of information written by PPS ADAM.


6/6/08

BATTLECOLLEGE: TACTICS 101



No matter whether you're brand new to the game or you are a old timer vet, you can always learn something new. If you've never checked out Battle College and their collection of articles, make sure to surf on over and look them over. It's worth the trip.


Tactics 101 is a small article that give good common sense advice to WARMACHINE and HORDES players.

4/7/08

LORD JOLN ROCKBOTTOM



The Rhulic pirate Lord Joln Rockbottom is Captain Shae's 'Expedition Financier.' He ensures the pirates are well paid and equipped for the bloody work ahead.

Joln can give his abilities that affect "friendly Sea Dog units" to Sea Dogs, Pressgangers, The Deck Crew, and the Commodore because they are all classed as Sea Dogs.
So drop them coins! Quick!

Incubi Emerge!


Want to tear your enemy apart on Turn One?


* Striders AD to 22"

* Striders recieve a Charge order. Three of them run forwards ~11", and the other three charge them in the back. The unit is now ~32" up the field.

* Incubi pop out of the dead Striders, moving another 6". They are now on the edge of the enemy deployment (38").

* Incubi charge up to 9" at anything that a pair of MAT 6 P+S 14 attacks can harm (just about anything...), causing Abomination CMD checks all over the place from each individual incubi...


NERF SWARMS WITH CIRCLE


Kromac casts Brutality on a unit of Tharn Wolf Riders which gives them +2 mat and beserk. The wolf riders are spead out across the board because they have howl. They declare a hunt against an enemy unit of infantry, let's say something squishy like Mcthrall. The declare a charge across rough terrain because of pathfinder, and don't need line of sight becuase of Scent. They begin their attack now with +4 to attack and +2 damage. First wolfrider destroys enemy model, moves 3" because of Blood Thirst and attacks again. Wash rinse and repeat. Oh, and they ignore free strikes because they are light cavalry. This first model single-handedly destroys a complete unit of infanty, they declare a new hunt and wolf rider #2 can start over again against a new target.
Yum!

4/6/08

Two Blight Bringers Better Than One



If two Blight Bringer AOEs overlap on an enemy model, the model will suffer 2 damage instead of one. This is because it deals damage when the enemy model enters the AOE, therefore it stacks. If the AOE caused penalties to stats, it would not stack.


So toss 'em out there and overlap 'em, boys!