Cold One
brokbrok
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I've played four or five games of fantasy total, here's my list from this weekend
http://www.lustria-online.com/threads/first-ish-army.7710/
There are minor changes listed at the bottom of the thread.
I've been rolling my opponents who are also new to the game, mostly due to the superiority of the lizard race, Heil Kroak!
Anyway, one of the friends I played is an old school fantasy player. I rolled his Brettonian army thanks to an explosive miscast that I sent his way and a few other things. The tables turned when he brought out his High Elf army however, so I learned a few things.
First off, in neither game did the skroxigors do much of anything. Granted, they're supposed to be more useful when they can outmaneuver their opponent and get the flank charge, but half the armies are faster than they are so they end up performing as an expensive road bump. I don't think I like them and I'd rather just get more saurus in the core.
The 2x units of skinks still worked well. The mental anxiety they cause the opponent far outperforms their actual performance, so it's great.
The magic phase was going so-so. Unlike in previous games, the Helves were capable of blocking spells and stealing my power dice, which hurt more than I thought it would. I also had the misfortune of not landing a single miscast to blow his mage up the entire game. While having three mages was awesome, it's greatly mitigated by the fact that you can only get 12 dice, and most often you only get six. (Seven minus that damn mage stealing my dice ^_^) Solo skink priest was awesome, but I think I gotta drop him for points.
Shooting phase had be getting torn up, I lost my stegadon priest to a bolt through the chest, and all sorts of other shooting had me convinced I would die before I ever hit his line. Amazingly, both stegadons survived till the end of the game despite being wounded. Lore of Life regrowth spell says it cannot be used on characters or their mounts, does that mean you can't heal a priest stegadon? What about the priest? Does he revive or does he get replaced with a normal skink?
Assault is where the tables turned. Sure, Helves strike first and re-roll, but other than his cavalry that would devour anything it touched (skrox) his other elite units would bounce off my lizards like they had no business being on the field. Saurus can weather his blade masters, and once they've lost the charge they've lost the combat.
The momentum of the game took a 180 when my temple guard finally engaged his elite units, broke them, and carried through to his line. Having Lore of Life replenishing their tiny ranks kept them a consistent threat until his cavalry outmaneuvered my dinos and eventually caught up and got to my temple guard unit. All was lost when one of my stegadons pulled an almost max range charge into their rear. They made 6 5+ saves against his impact hits!! I would have won had some of those gotten through. Despite the disappointment, the stegadon showed them what was up when he stomped on five of their smug butts.
With the slann gone however, the game was lost (It was the capture banners game,) even so, I had all but given up, playing for broke, when a single combat with my temple guard completely changed who was going to win. It was a fun game where we were both sweating balls for the last three turns.
My all stars were definitely the stegadons, salamanders and temple guard. I want more.
The skrox were a total disappointment. I can see taking a krox unit for performing counter charges as being super effective, but a skrox as a flank defender was a horrible idea.
All the priests were great too, I probably dug my own grave by putting the solo priest with some skirmishers since I didn't want him sniped, but he's being sacrificed for more points anyway.
I also need to bite the bullet and get those chameleons or terradons, having a unit in the back field is a horrible nuisance that will make them invaluable. Not to mention chasing down artillery.
Lastly, I learned that you need a rank of five in order to get "Look Out Sir!" so you actually need a minimum of 20 temple guard for the full effect of a slann bodyguard. I figured 16 would do fine, it forms a nice block, and since they're stubborn who cares if they don't have ranks. Nope! Need ranks.
Hopefully some of this can help someone, and hopefully you guys have some wisdom to help me. ^_^
http://www.lustria-online.com/threads/first-ish-army.7710/
There are minor changes listed at the bottom of the thread.
I've been rolling my opponents who are also new to the game, mostly due to the superiority of the lizard race, Heil Kroak!
Anyway, one of the friends I played is an old school fantasy player. I rolled his Brettonian army thanks to an explosive miscast that I sent his way and a few other things. The tables turned when he brought out his High Elf army however, so I learned a few things.
First off, in neither game did the skroxigors do much of anything. Granted, they're supposed to be more useful when they can outmaneuver their opponent and get the flank charge, but half the armies are faster than they are so they end up performing as an expensive road bump. I don't think I like them and I'd rather just get more saurus in the core.
The 2x units of skinks still worked well. The mental anxiety they cause the opponent far outperforms their actual performance, so it's great.
The magic phase was going so-so. Unlike in previous games, the Helves were capable of blocking spells and stealing my power dice, which hurt more than I thought it would. I also had the misfortune of not landing a single miscast to blow his mage up the entire game. While having three mages was awesome, it's greatly mitigated by the fact that you can only get 12 dice, and most often you only get six. (Seven minus that damn mage stealing my dice ^_^) Solo skink priest was awesome, but I think I gotta drop him for points.
Shooting phase had be getting torn up, I lost my stegadon priest to a bolt through the chest, and all sorts of other shooting had me convinced I would die before I ever hit his line. Amazingly, both stegadons survived till the end of the game despite being wounded. Lore of Life regrowth spell says it cannot be used on characters or their mounts, does that mean you can't heal a priest stegadon? What about the priest? Does he revive or does he get replaced with a normal skink?
Assault is where the tables turned. Sure, Helves strike first and re-roll, but other than his cavalry that would devour anything it touched (skrox) his other elite units would bounce off my lizards like they had no business being on the field. Saurus can weather his blade masters, and once they've lost the charge they've lost the combat.
The momentum of the game took a 180 when my temple guard finally engaged his elite units, broke them, and carried through to his line. Having Lore of Life replenishing their tiny ranks kept them a consistent threat until his cavalry outmaneuvered my dinos and eventually caught up and got to my temple guard unit. All was lost when one of my stegadons pulled an almost max range charge into their rear. They made 6 5+ saves against his impact hits!! I would have won had some of those gotten through. Despite the disappointment, the stegadon showed them what was up when he stomped on five of their smug butts.
With the slann gone however, the game was lost (It was the capture banners game,) even so, I had all but given up, playing for broke, when a single combat with my temple guard completely changed who was going to win. It was a fun game where we were both sweating balls for the last three turns.
My all stars were definitely the stegadons, salamanders and temple guard. I want more.
The skrox were a total disappointment. I can see taking a krox unit for performing counter charges as being super effective, but a skrox as a flank defender was a horrible idea.
All the priests were great too, I probably dug my own grave by putting the solo priest with some skirmishers since I didn't want him sniped, but he's being sacrificed for more points anyway.
I also need to bite the bullet and get those chameleons or terradons, having a unit in the back field is a horrible nuisance that will make them invaluable. Not to mention chasing down artillery.
Lastly, I learned that you need a rank of five in order to get "Look Out Sir!" so you actually need a minimum of 20 temple guard for the full effect of a slann bodyguard. I figured 16 would do fine, it forms a nice block, and since they're stubborn who cares if they don't have ranks. Nope! Need ranks.
Hopefully some of this can help someone, and hopefully you guys have some wisdom to help me. ^_^