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  1. #1
    Destroyer of Worlds slinkdawg's Avatar
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    Default The Lesser Warlocks

    In light of the change to power attacks this winter, is it still a good strategy to run merc lists with all the lesser warlocks?

    I have brun & lug and wrongeye & snap jaw. I could see myself picking up Dhalia & Snake. I'm not crazy about the aesthetics of Rorsch and Brine. From the recent Ashlynn thread and other threads, I get the sense people like most of them except Brun & Lug.

    Would people mind sharing some experiences in mercs with the different lesser warlocks? What casters run them well and what are cool tips and tricks with merc casters that you use in that style of army. How have things changed now that the flying snake isn't legal anymore?
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  2. #2
    Conqueror FoolishSpriggan's Avatar
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    I've used Brun & Lug more than any of them, and they work alright - Stonehold is a very defensive spell, but can be overcome if you're not careful. More than anything, I think they provide decent area denial against Warjacks and Warbeasts, since Lug can really smash the heck out of stuff with 5-6 P+S 16 attacks (not counting throws with Chain Attack). Being able to prevent knockdown is useful, though less of a reason to take them since before the Errata, and Lug is pretty vulnerable to shooting since Hyper-Aggressive can easily move him out of Brun's small control range. They work well with Ashlynn, Ossrum, and maybe MacBain, but I doubt I'd use them with anyone else.

    Dhalia & Skarath seem good - that spray is a bit ridiculous, and under Ashlynn they become a nasty denial team.

  3. #3
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    I usually reach for Rorsh and Brine first. Non-linear 14" threat on a free charge beast is fantastic with 3 initials and 4 FURY. Meaning any kind of buff to accuracy or damage swings huge on this guy. Against things like gargantuan, the animus gives him weapon master for cost of 1. Extended control range Rorsh hang further back than the FURY4 warlocks. Rorsh can also take a battle boar for access to primal, which synergize well when you have other lessers, and to keep as a transfer target after you fire off the missile. Overall, the most versatile and buff-happy piece, also the cheapest. Pre-errata there's also the good trick of using the battleboar to headbutt Rorsh after he spends all 3 FURY boosting his fantastic ROF2 gun, feign death saves his keister vs guns.

    Wrong Eye and Snapjaw comes second. They are more like an independent module that can hold down a flank with absolute success against guns. The big croc has 2 initials, hits hard and can get a free charge against warriors. It's pretty common to charge 10" at a warrior, lead with the tail attack, then put the rest of the bites into a nearby heavy that would've been out of range. Star cross can be a trap and often gets WE killed so use it sparingly.

    Dahlia and Scyrath is third. Access to pathfinder, prawl, spray, counter blast are all nice utility, but with 1 initial and only PS16 he will struggle to put down a heavy without support. Thankfully support is plenty in merc. Pre-errata the snake was THE thing to throw at enemy casters and there were lists tailored to do that (rask) and lists that by happenstance be good at doing that (most merc lists). Dahlia has the cute trick that she can't be killed by warrior models in melee, so she can by herself tank most of a khador army and hold a zone on occasion. (popularized by Le Flanzer)

    Brun and Lug, poor things. Does not excel at any of the things the others do in terms of number of attacks, survivability, utility. And most importantly, the bear does not have the Rhulic tag (or he would be well loved by Ossrum). So while he's the only one with MAT7, the middling all around stats means other specialized models tend to squeeze him out. Brun's upkeep does lend himself well as something to keep casters standing (looking mostly at Ashlyn), but post-errata the already not-significant need of that shrinks further.
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  4. #4
    Destroyer of Worlds slinkdawg's Avatar
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    Great explanation! I don't see many pigs in my area. Primal is a big selling point for Rorsch and Brine w battleboar. I'm surprised we don't see that combo all over the place.
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    Annihilator rabbit81's Avatar
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    Quote Originally Posted by slinkdawg View Post
    Great explanation! I don't see many pigs in my area. Primal is a big selling point for Rorsch and Brine w battleboar. I'm surprised we don't see that combo all over the place.
    Mostly because it's 22 points tied up in Rorsch's squishy squishy body. It's definitely strong, though, and worth the addition if you have a few of the warlocks to buff. Wrongeye in particular really appreciates the mat buff, alongside obviously Brine.

    Edit: I think the best way to approach running the zoo is to look for casters that don't mind a ton of points tied up in non-battlegroup models, but do support a few heavy hitters as a playstyle. Personally, Ashlynn seems to support them well, Damiano if you don't mind sacrificing his troop support, and Shae might help deliver things.
    Last edited by rabbit81; 01-09-2017 at 09:57 AM.
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  6. #6
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    Skarath with Bullet Dodger sitting 6" in front of submerged Wrongeye with Star Crossed up, and Snapjaw and Ragman waiting in the wings is a pretty self-sufficient module that can give fits to half a table edge. Bonus points for having Skarath in the woods with Mistwalker.

  7. #7
    Annihilator rabbit81's Avatar
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    Because I'm bored, I decided to take the opposite approach that Whats82 did, and go through all the casters and talk about who works best with the Lessers, both as a full boat and as individuals. An important thing to remember: if you do use all four Lessers, then remember that that's... basically your entire list. They take up 65 non-battlegroup points, so you'll have room for a battleboar, and some heavies in the battlegroup. Maybe.

    Ashlynn: First up alphabetically, she's also first in my heart. But more importantly, she works very well with the lessers, and enjoys having them around as heavies that are actually affected by Roulette. Plus, as noted elsewhere, most of the Lessers do suffer from Mat 6, which Roulette helps with, and Quicken makes all of their threat ranges longer (and Brine's threat range becomes redonkulous). She doesn't do much to help with their hitting power, but she can help ensure they do hit, and protect them for a turn once they get up there. A very solid caster to run a few, or the full boat.

    Bartolo: On the opposite end of things, Bart really doesn't help them a great deal, and his battlegroup spells means he'd much rather be spending those points on something that he can batten down. He's pretty solidly passing on any and all lessers.

    Damiano: He probably does not want the full zoo, as he has a lot of powerful buffs for units. That said, his feat is huge for models like Brine who can be a bit pillowfisted, and he has low enough focus (especially if he wants to put out deadeye) that having non-battlegroup heavies could be a very strong boon for him. So while he does not want an entire army made of lessers, one or two could work nicely, though it does mean bringing him out of Kingmaker.

    Shae: On one hand, none of the lessers are affected by Coup de Main. On the other, most of the Warlocks (excluding Dhalia) are good targets for Storm Rager, and Veil of Mists and Phantasm both can help create an army largely immune to shooting, while the Feat gives the whole army a very strong threat extension. Another caster that could run the full zoo or individual lessers with some success.

    Constance: Do we have to? Yes? Okay, so her benefits to Lessers are... Crusader's call. Maybe Repudiate will matter. Otherwise, she'd probably just rather have more troopers, and thus doesn't particularly want or need any of these guys.

    Drake MacBain!!!: With Energizer and Jackhammer encouraging battlegroup, and Failsafe only available for Jacks, Fortune is about the only thing he can provide to the Lessers. His feat does keep the warlocks alive for a turn as well. I can see him working well with one or two lessers (likely Dhalia and Wrongeye, as the feat can make their spells very annoying to deal with for a turn), but he definitely doesn't want a full zoo.

    Durgen: Only Rorsh has an AoE, and nothing else Durgen runs helps them, so he seems likely to pass.

    Fiona: She doesn't have any particularly strong synergies, but Affliction can help them hit (and Skarath likes the autopoint), and Brine could be a surprisingly mobile arc node. The feat helps make everything survivable, as well (and stacks humorously with Stonehold). She could probably run the full boat well, but would likely miss some room in her list, and definitely wouldn't mind playing only a couple of lessers instead.

    Ossrum: They don't do anything for him, and he doesn't do much for them.

    Gorten: Solid Ground and Rock Wall both help protect the warlocks and beasts. Plus, at 5 focus, he likely appreciates heavies that do not depend on his focus. And, of course, Landslide is a very powerful feat that would obviously benefit any and all of the lessers.

    Magnus1: Rorsh is the only one to benefit from snipe, and Blur and Death Ward seem better on either a unit or battlegroup for him. Combine that with his feat wanting more models in his battlegroup, and not less, and he seems likely to pass.

    Magnus2: On one hand, Field Marshal and Escort both argue for a larger battlegroup, and wanting heavies to be in his battlegroup, rather than independent. On the other hand, as Slaede points out above, Bullet Dodger and Skarath is a beautiful combination, and Wrongeye can help make your army even more unassailable in melee (while helping out a little against shooting). So while he doesn't want a full boat (I think, anyways), there's room for one or two lessers that work well with his army.
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  8. #8
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    Looks like a bunch of people beat me to the punch with some good insights, but here's a rundown of my findings while taking the full zoo with Shae...

    I’ve found that taking three or more Lesser Warlocks is, for me at least, the most effective way of playing Shae (my favorite caster) these days since the old pirate boat is considerably worse in this edition. It’s also allowed me to once again play with an aggressive, kinetic, and unpredictable style that has become more and more difficult to pull off with the advent of Gargossals that are immune to so many disruptive tactics (but not thatch huts, tiny walls, or rows of small based models...) and the ever-diminishing relevance of power attacks. While I’m not sure if it’s the most efficient list out there, it’s easily one of my three favorite builds with any caster in the new edition.

    I’ve experimented with several different builds, so I’ll start off with some universal truisms before discussing each warlock along with other models that do a good job of supporting the list.

    General
    -Shae offers the lesser warlocks two vital things; mobility in the form of his feat, and survivability in the form of his three defensive upkeeps (Storm Rager, Phantasm, Veil of Mists). While the Warlocks give Shae the damage output that most of his other builds lack. Damiano and Fiona also do a good job running the Lesser Warlocks, but their benefits are concentrated into one very powerful feat turn.

    -Generally, this list plays into Hordes armies better than Warmachine armies due to the lower armor and smaller potential number of heavy warbeasts, continued lack of gargantuans (in my meta at least), and Brine and Snapjaws’ powerful bonuses against living models, but it has game against all but the tankiest Warmachine armies as well.

    -I’ve found that the best battlegroup for Shae in this context is the triple freebooter build with a Buccaneer if you feel like it. The freebooters have a sixteen-inch threat on the feat turn with Coup-de-Main and can be deployed on the flanks as fire-and-forget missiles toward annoying skirmishing units, can jam or trample screening units, and can give any knock down-able heavy a rough time, especially with all of the KD sources available to you. While I’ve ended up employing the freebooters differently in virtually every game I’ve played, it seems that the more aggressive approaches are generally better as they are the most expendable models in the list.

    -If you have to choose between going first and picking the board edge with better defensive terrain, go with terrain. The speed of the list will keep you in the scenario, and the terrain will help keep your vulnerable warlocks alive.

    -In most cases, it’s best to keep Shae in the middle so he can pass out defensive buffs and ensure that everything benefits from his feat. It’s generally a good plan to have a freebooter and perhaps a buccaneer in the center with a heavy hitter (Brun/Wrongeye) partnered with a more mobile warlock (Rorsh/Dahlia) and a Freebooter on each flank to serve as a sacrificial lamb, trample, or do whatever else you need it to do. Occasionally, scenario, terrain, or the placement of your opponent’s army might force you to deploy all of your warlocks on one side while your battlegroup goes on the other. In these instances, it’s probably best to have Shae start in the middle, cast his various defensive upkeeps, and then book it behind his battlegroup for the rest of the game so that your opponent has two independent threats to deal with simultaneously. This alone will throw a lot of opponents off because they will be accustomed to dealing with centrally-deployed warcasters and battlegroups with lighter units on either side rather than focus/fury-generating threats on each flank. Kind of like boxing with a lefty.

    -The better your opponent is, the more creative they will be when it comes to assassinating your Warlocks. For this reason, it is essential to have four layers of defense (some combination of distance, defensive spells/effects, cover/concealment/elevation, intervening terrain/models, and transfers) on your warlocks if you want them to survive, and three if you don’t mind losing them but want your opponent to work for it. Anything less, and they’re going to die to trivial stuff.

    -For the reasons stated above, it’s generally inadvisable to take extra beasts with Wrongeye or Rorsh, though having a Wrastler pass out Rage to the other warbeasts is certainly a tempting proposition.

    -Managing all of the fury and focus on the table takes practice and most of the warlocks have a short leash for their beasts. Make sure you don’t charge your beasts out of your warlocks’ control range and lose the game. That’s what those freebooters on the flanks are for. If you’re playing for funsies and make a control area-related mistake, just roll with it and take your lumps rather than requesting a mulligan so you learn faster.

    Warlocks (In Order of Precedence)

    Rorsh and Brine: The best and cheapest lesser you can take with Shae. Rorsh delivers two boosted POW 12s into the enemy per turn or helps Brine achieve a 17-inch non-linear threat on the feat turn. Both he and Brine can become a weapon master against living units for the low cost of 1 Fury. Even though his built-in defensive tech isn’t as good as some of the others, the fact that he can stay 12 inches behind the back of Brine's base more than makes up for it. He partners well with either Brun or Wrongeye to hold down a flank and benefits from Phantasm. Brine also has Retaliatory Strike and Crit: Knockdown on his strongest weapon which can stop an enemy heavy trying to kill him in its tracks every couple of games.

    Wrongeye and Snapjaw: The second best lesser with Shae is a great beatstick who should be deployed near the center of the board to take advantage of star-crossed. Snapjaw is also the hardest-hitting warbeast of the four who enjoys the extended threat range that Shae gives him and charges even further against living models. His animus keeps both he and Wrongeye safe from shooting as they move up the board. Wrongeye is arguably the best Storm Rager target in the faction as the spell brings his armor up to 19 and lets him hit like a light warbeast himself.

    Dahlia and Skarath: Not gonna lie… this pair took a hit with the errata, especially with all of the open fists available to throw the snake with. The only reason that she comes in just a hair ahead of Brun is the fact that Skarath still has great anti-infantry tech with a SP-10, gunfighter, and counterblast while also having a high enough POW to damage heavies and a high enough DEF to be hard to hit, especially under star-crossed. Shae can keep Dahlia safe with Veil of mists.

    Brun and Lug: Nothing wrong with this pair, but they’d probably be the first Lesser I’d cut if I needed more than 10 points for other models. Stone Hold lets Brun take several hits before dying while keeping Dahlia or Rorsh on their feet, but the fact that it’s an upkeep means that Shae probably won’t be putting Storm Rager or Phantasm on him. Lug is like a slower, harder-hitting Freebooter, and the MAT 7 and KD animus are a huge help when you can’t afford to miss with heavy hitters like Brine and Snapjaw. Countercharge is nice when it happens, but most good players will just run a cheap model into his grill so he can’t do anything while hyper-aggressive can take him out of Brun’s control range. They do work when they’re included, but their absence isn’t felt nearly as keenly as the other Lessers when I chose to spend my points elsewhere. Which is sad. Because I like them.

    (Honorable Mention) Gastone and a Buccaneer: I’m not going to discuss Gastone with a Vanguard because each of the Lessers outclasses that combo in my opinion and Gastone paired with a Buccaneer fills the leftover 10 points perfectly. Gastone is hard-ish to kill with moving shadows and his inherently long range and the Buccaneer can help knock stuff down, screen, or jam. If it dies, it’s not the end of the world. If your opponent chooses to devote resources toward killing Gastone that he could have employed against Shae or a Warlock, that’s fine too. Pre-errata, I would have said Gastone with a Buccaneer was clearly left in the dust by either the Commodore with Lanyssa or Kell with Alten. Now that both of those pairs are out of the running, they might actually be a contender.

    Other Notable Synergies:

    Here are some other units and solos that fit into the list very well. Mileage will vary based on available models and your local meta, so I’m not going to attempt to rank them, especially post-errata. If you include all of the Lessers, you have 10 remaining points to play with. If you leave out Brun and Lug, you have 26. Pre-errata, I would have said to go with the Commodore and Lanyssa or Alten and Kell to round out those last 10 points, but I’m still trying to figure out what I prefer now that I can’t throw the cannon and Alten and Lanyssa are more expensive.

    Units: Due to the list’s speed and lack of pathfindering capability, you want units that can contribute at range, have Advance Deployment, and pathfinder.

    -Idrians and UA: Benefits from Phantasm (at the expense of Shae or a Warlock), has AD and Pathfinder, but are a bit pricy. You’ll have to cut one of the Warlocks.
    -Croe’s Cutthroats: Don’t need much in the way of support, have AD and pathfinder and a little less damage output than the Idrians. Also cheaper. A decent choice. Once again, you’ll have to cut a Warlock to take them.
    -Commodore Cannon: This would have been my first choice back when you had four or five two-handed laser throws at your disposal to get it upfield. It’s still good, but I’m not completely convinced it can contribute as much as I want it to anymore.
    -Aiyanna and Holt: This list needs help against armor, especially non-living, huge-based armor. These two help with that while also adding two more accurate POW 12s to the mix.

    Solos: Again, this comes down to availability and individual preference. I’ve tried some other solos, but these are the ones that have performed well on a consistent basis.

    -Alten: Still worth it if you’re teching for hordes. Unfortunately, you have to drop a warlock if you want to take Kell and have that sweet, sweet spirit-sniping combo in your army.
    -Kell: A great partner for Alten. The pair basically guarantees one incapacitated warbeast per turn.
    -Lanyssa: Used to be the go-to three point filler. Honestly though, this list’s threat ranges are already so good that she might be overkill, especially at four points. I might be biased since Hunter’s mark barely ever seemed to hit for me anyway, but I haven’t missed her as much as I thought I would.
    -Anastasia DiBray: Not enough data to fully substantiate this yet, but she’s definitely an interesting choice if you need a three-point filler. She helps ensure that you deploy on the side of your choice (very important, see Item 4 in the General section) and can do a surprising amount of damage when she ambushes in and starts backstriking support staff with her throwing knives.
    -Bokur: You can use the Bokur to help keep a warlock or Shae alive or partner him with Gudrun for a 10-point AD harassing duo.
    -Sylys: Helps with upkeeps, of which there are many; not a bad choice.
    -Ragman/Gorman: Worth looking at if you’re teching against Warmachine for the ARM debuffs

  9. #9
    Judge Robert Shepherd's Avatar
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    Good summary from Rabbit81 (edit: and sgregor who ninja'd this post). I feel like Fiona ranks about equal to Ashlynn for running the petting zoo, or at least a cut down version of it; stacking lesser warlocks with Fiona’s own large battlegroup gives you a huge number of heavies on the table (five or six, depending on whether you want to take two or three lessers) and with decent DEF/ARM values across the board you get really stellar mileage out of the combination of Dark Omen and Star Crossed. She lacks the specific Quicken + Brine synergy but I think makes up for it by having more personal utility on a turn by turn basis. I ran her with a triple battlegroup list yesterday (Snapjaw and Gastonne) and already want to try getting more in there.
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  10. #10
    Destroyer of Worlds Postin Dirty's Avatar
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    sgregor these are fantastic ideas, I didn't even read your whole post and started making lists. Cheers for the write up, I've got the Shae model but had been holding off using him thinking I needed to have pirates to use him.
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  11. #11
    Annihilator rabbit81's Avatar
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    Quote Originally Posted by Robert Shepherd View Post
    Good summary from Rabbit81 (edit: and sgregor who ninja'd this post). I feel like Fiona ranks about equal to Ashlynn for running the petting zoo, or at least a cut down version of it; stacking lesser warlocks with Fiona’s own large battlegroup gives you a huge number of heavies on the table (five or six, depending on whether you want to take two or three lessers) and with decent DEF/ARM values across the board you get really stellar mileage out of the combination of Dark Omen and Star Crossed. She lacks the specific Quicken + Brine synergy but I think makes up for it by having more personal utility on a turn by turn basis. I ran her with a triple battlegroup list yesterday (Snapjaw and Gastonne) and already want to try getting more in there.
    I can definitely see that. I'll be honest, I had initially ignored her, and only halfway through writing it did I realize she does a lot of stuff they like (such as dark Omen+Star crossed/Stonehold). Ashlynn's feat turn probably gets my vote as the most silly (Brine has a 50% chance of triggering crit knockdown on his retaliatory strike, Brun's frost hammer can crit stationary a ton of things, that sort of thing), but Fiona's probably protects them better.

    I definitely missed the conflict between Storm Rager and Stonehold when I was looking at Shae, but it does seem solid as a backup option, if Lug is still alive. The big benefits for Brun is that he doesn't have to spend his own fury to upkeep it, and thus can take it all out on 5 or so Mat 11 Pow 12 weaponmaster attacks, and still gets most of the defensive benefit. But Wrongeye is definitely the first place to put it, I agree.
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  12. #12
    Destroyer of Worlds Cannibalbob's Avatar
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    Quote Originally Posted by whats82 View Post
    Brun and Lug, poor things. Does not excel at any of the things the others do in terms of number of attacks, survivability, utility. And most importantly, the bear does not have the Rhulic tag (or he would be well loved by Ossrum). So while he's the only one with MAT7, the middling all around stats means other specialized models tend to squeeze him out. Brun's upkeep does lend himself well as something to keep casters standing (looking mostly at Ashlyn), but post-errata the already not-significant need of that shrinks further.
    I find that Brun & Lug work well as a second line force - and they can do well enough on their own due to pathfinder if your group uses a decent bit of terrain. Also, they work very well with the Ragman. Their speed is all about the same, so Ragman can keep up with them. In addition, Ragman can use sac-pawn to dump hits onto either Brun or Lug which gives him a fair bit of survivability from shooting. They make a very effective second-wave clean-up crew. I have never been disappointed with the pair when I have used them in this role.

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    Destroyer of Worlds slinkdawg's Avatar
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    I'm glad I asked! That is great info. I was interested in buying the other two lesser warlocks and wanted to know more. I really enjoy Ashlynn, Shae, and Fiona so it sounds like snake and pig would definitely be worth getting. I also want to play some Mags2 this year as well since he is on ADR w Ossrum.
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    Destroyer of Worlds FluffyZealot's Avatar
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    I concur with the Fiona + Lessers idea.
    I have been running the list for a long time and found that once you can master the minutia of all of the special rules, then you can confuse most opponents :P They never see it coming.

    I have had good experiences with Lug being a body guard for the likes of Rorsch and WrongEye. If someone charges in, he can counter charge and splat them and then return if successful.
    You can also use him as a counter-counter charger, if you give him bear hands, and move him into position, then move something else up to trigger the enemy countercharge. Assuming he can countercharge after activating (can't find anything that says he can't) he can charge and knock down (or away) the target which basically causes them to fail their charge. He can then return back to position, ready for next turn
    Quote Originally Posted by St Jason, 10-06-2011.
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    Quote Originally Posted by FluffyZealot View Post
    You can also use him as a counter-counter charger, if you give him bear hands, and move him into position, then move something else up to trigger the enemy countercharge. Assuming he can countercharge after activating (can't find anything that says he can't) he can charge and knock down (or away) the target which basically causes them to fail their charge. He can then return back to position, ready for next turn
    Bear's Hand is'nt turn than round? He seems to me that you can't KD during your counter-charge.

  16. #16
    Destroyer of Worlds slinkdawg's Avatar
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    Quote Originally Posted by Kaelis View Post
    Bear's Hand is'nt turn than round? He seems to me that you can't KD during your counter-charge.
    Thats why it's a counter-counter charge. He was saying to bait something into counter charging a model within 6" of lug on lug's turn. I thought the same thing when I first read the post. You are also correct, bear hands does last for turn.
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    Destroyer of Worlds FluffyZealot's Avatar
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    Yes it does only last for one turn.

    The order of activations on a counter-countercharge is a bit weird but it can dissuade them doing it.
    Quote Originally Posted by St Jason, 10-06-2011.
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    Sorry, I read the sentence too fastly!

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    Two corrections to some earlier posters:

    Hyper-aggressive is not mandatory, you don't have to do the move if you don't want to.
    Haunting Melody is not against warrior models, it's against living models.

  20. #20
    Destroyer of Worlds FluffyZealot's Avatar
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    @Eldrak, so.. awesome vs Hordes then, and not so great vs Warmachine

    They can charge her, but can't attack her. :P
    Quote Originally Posted by St Jason, 10-06-2011.
    Give a faction player a lemon, they'll make lemonade.
    Give a merc player a lemon, they'll squirt juice in your eyes.
    Give a Rhul player a lemon, they'll figure out ways to use the lemon to blow up tanks.
    Rhulic enthusiast since 2010. Digitizing in 2017....

  21. #21
    Judge Robert Shepherd's Avatar
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    Played a Fiona list with Dahlia and Wrong Eye this evening. I initially thought the matchup would be bad because it was Amon with five heavies and four lights in theme, and I think if my opponent had had a better idea of what he was in for I'd probably have had a much harder time of it, but he didn't and in short, Star Crossed and Dark Omen at the same time is ungodly dice buggery made psychologically more dangerous because you're rolling the exact same number of dice that you were previously.

    I'm going to tinker with the list a bit and try Rorsh over, or maybe in addition to, Dahlia. Wrong Eye stays for sure, though. He good.
    Judge since 5th November 2013


    H-phlegm -ah-dor

  22. #22
    Warrior Kodos der Henker's Avatar
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    Apr 2011
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    Austria
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    interesting that Rorsh and Brine are those to get in first by the most while I never considered them (or took a closer look) because I don't like the whole Farrow range (and I have no idea for a conversion that will work for the pigs, except to replace pigs with bulls but no clue if this will look better)

    I used Wrongeye and Brun a lot in Mk2, Dhalia should arrive next week and I am looking forward to test them in battle

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