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	<title>Wargames @ farfaraway.org &#187; Tactics</title>
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		<title>The Privateers Hurt My Head!</title>
		<link>http://www.farfaraway.org/blog/2010/10/22/the-privateers-hurt-my-head/</link>
		<comments>http://www.farfaraway.org/blog/2010/10/22/the-privateers-hurt-my-head/#comments</comments>
		<pubDate>Fri, 22 Oct 2010 15:00:24 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[Wargames]]></category>
		<category><![CDATA[Warmachine]]></category>
		<category><![CDATA[Mercenaries]]></category>
		<category><![CDATA[Privateers]]></category>
		<category><![CDATA[Tactics]]></category>

		<guid isPermaLink="false">http://www.farfaraway.org/blog/2010/10/22/the-privateers-hurt-my-head/</guid>
		<description><![CDATA[I&#8217;ve been playing Shae&#8217;s tier list for about six months now so I decided to jot down some observations. After coming from the relative simplicity of playing Khador the Privateers really challenged me. I&#8217;ve found three things needed to be mastered to get the most out of the Privateers &#8211; Synergy, Deployment and Activation order. [...]
Related posts:<ol>
<li><a href='http://www.farfaraway.org/blog/2010/01/03/warmachine-mkii-project-privateers/' rel='bookmark' title='Warmachine MkII Project: Privateers'>Warmachine MkII Project: Privateers</a> <small>This painting project is starting out a little strangely. About...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/07/10/phinneus-shae-is-a-hard-man-to-kill/' rel='bookmark' title='Phinneus Shae is a hard man to kill!'>Phinneus Shae is a hard man to kill!</a> <small>I&#8217;m trying to get some experience using my Privateers and...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/07/04/fiona-the-black-and-thamarite-cultists-work-in-progress/' rel='bookmark' title='Fiona the Black and Thamarite Cultists: Work in Progress'>Fiona the Black and Thamarite Cultists: Work in Progress</a> <small>No, not the name of a terrible 1970&#8242;s soft rock...</small></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.farfaraway.org/blog/wp-content/uploads/2010/01/mercenaries.png" alt="Mercenaries Logo" title="mercenaries" width="130" height="130" class="alignleft size-full wp-image-859" />I&#8217;ve been playing Shae&#8217;s tier list for about six months now so I decided to jot down some observations. After coming from the relative simplicity of playing Khador the Privateers really challenged me. I&#8217;ve found three things needed to be mastered to get the most out of the Privateers &#8211; Synergy, Deployment and Activation order. The same could be said for all armies, but I&#8217;ll focus on the aspects that are specific to these pirate scum. I&#8217;m not saying I&#8217;ve mastered the three things yet, but I at least know what I need to do now! In this article I&#8217;m not trying to replicate the Battle College <a href="http://battlecollege.wikispaces.com/mkiiTalion">articles</a> on the topic, but here are some tentative lessons I learned playing the Talion Charter.</p>
<ul>
<li><em><strong>Lesson 1: Synergy</strong></em><br />There are an awful lot of interdependencies between the solos and Sea Dog Crew units, so you need to plan out what you want the achieve with them. The Sea Dogs are a pivotal unit and you want them to be mobile, hit hard and survive.
<p><a href='http://www.farfaraway.org/blog/wp-content/uploads/2012/01/4764548608_90f28849f6_b.jpg' title='IMG 7757'><img width="150" height="150" src="http://www.farfaraway.org/blog/wp-content/uploads/2012/01/4764548608_90f28849f6_b-150x150.jpg" class="attachment-thumbnail alignright wp-image-3008" alt="IMG 7757" title="IMG 7757" /></a><strong>Mobility</strong> is the area Mr. Walls helps out most. He gives them Pathfinder and +2 movement on the mini feat. Coupled with Shae&#8217;s movement enhancements this can get the Sea Dogs moving amazingly quickly. Shae&#8217;s feat, <em>Godspeed</em>, allows everyone to move up 3&quot;. This out of sequence move can get the army that bit closer to the enemy. His <em>Coup de Main</em> spell gives the whole army (or at least those starting a charge in his control area) another movement enhancement on the charge.</p>
<p><strong>Hitting Hard</strong> is the realm of Rockbottom and Hawk. <em>Object of Desire</em> coupled with <em>Gang</em> ensure the Sea Dogs can throttle troops. Rockbottom again can again help here with his coins. Mr. Walls helps a little with his once-per-game mini feat. This feat does several things, but in terms of hitting harder the Sea Dogs become Fearless and cause Terror. The former can really help when they&#8217;re going up against an Abomination or Terror causer.</p>
<p><a href='http://www.farfaraway.org/blog/wp-content/uploads/2012/01/4763908141_2b760e3733_b.jpg' title='IMG 7766'><img width="150" height="150" src="http://www.farfaraway.org/blog/wp-content/uploads/2012/01/4763908141_2b760e3733_b-150x150.jpg" class="attachment-thumbnail alignleft wp-image-3009" alt="IMG 7766" title="IMG 7766" /></a><strong>Survivability</strong> is primarily the role of Lord Rockbottom and Doc Killingsworth. Rockbottom can grant them tough and Doc makes that on a 4+. Bosun Grogspar has a role there too as he can ensure the Sea Dogs closeby cannot be knocked down. Shae&#8217;s <em>Phantasm</em> spell can help the survivability of anything it is cast on.</p>
<p>There are other synergies worth mentioning. Dirty Meg, as a &#8216;jack marshal, can obviously take some of the burden of &#8216;jack control from Shae. This can free up some focus for other uses. Dougal MacNaile is someone I don&#8217;t have, but he can obviously enhance the accuracy of any ranged weapon. I&#8217;m sure there are more synergies, but these are the ones I use a lot!</li>
<li><em><strong>Lesson 2: It all starts with deployment&#8230;</strong></em><br />This is true for all armies, but the Privateers need to deploy with their synergies and potential mobility in mind. For example, with the Press Gangers and Sea Dogs (with Mr. Walls) advance deploying you have to ensure they don&#8217;t outpace Shae (specifically if he intends to cast <em>Phantasm</em> on one of the units). I tend to deploy Shae to the front of his deployment zone with a lane for him to move through. I usually activate him first on my first turn, sometimes even popping his feat for a little extra movement!
<p>Likewise the solos need to be placed for best effect. Will Hawk be supporting the Sea Dogs offensive output with <em>Object of Desire</em>? Or will she be running up a flank to attempt an assassination run? Similarly, you need to pay attention to Lord Rockbottom&#8217;s ability to give out coins in the first couple of turns. Doc and Grogspar should be in close proximity to the Tough infantry (Press Gangers and Sea Dogs with a coin from Rockbottom) and solos.</p>
<p>Don&#8217;t forget the ranged elements of your army &#8211; the Mariner, Commodore and Deck Gun (which I don&#8217;t use!). They may need lanes to shoot through. The Commodore in particular is a great denial piece and keeping your own troops out of it&#8217;s way is important!</li>
<p><a href='http://www.farfaraway.org/blog/wp-content/uploads/2012/01/4763900489_0b5779c650_b.jpg' title='IMG 7788'><img width="300" height="113" src="http://www.farfaraway.org/blog/wp-content/uploads/2012/01/4763900489_0b5779c650_b-300x113.jpg" class="attachment-medium aligncenter wp-image-3010" alt="IMG 7788" title="IMG 7788" /></a></p>
<li><em><strong>Lesson 3: Activation order and Charge/Fire Lanes</strong></em><br />This is the lesson that has taken me longest to get right. The basic rule is <strong>solos/Shae first, troops second</strong>. You need to think about what buffs, either offensive or defensive your troops will need. For example, I tend to think about what Shae is doing first, then Rockbottom, then the &#8216;defensive&#8217; solos, then Hawk and finally the troops. Obviously the &#8216;jacks need to be considered here too.
<p>The reason this is important is that you want the units to have the buffs they need to hit with the maximum power. Rockbottom and Hawk help the troops to hit harder. Shae helps them to move faster (feat and Coup de Main) as does Mr. Walls. Doc and Grogspar increase survivability. The problem with all of this potential is that it is very easy to have units trip over each other! When they get in each others&#8217; way they end up blocking charge lanes and fire lanes. This can be very frustrating and limits the punch, which can be formidable, of the army. Practice is the best way to mitigate this, but thinking about how you plan to fight your opponent will help &#8211; do you want to use Tough to ride out their offense (risky!)? Do you want to hit them with ranged attacks? If so, which ones? Is it all about the Sea Dogs&#8217; charge?</p>
<p>&#8230; and hundreds of other permutations.</li>
<p>I don&#8217;t claim to be the master of the Privateers, but I&#8217;ve learnt a few lessons and hopefully you&#8217;ve found them useful. <em>Just writing them down is useful for me (and helps my poor head)!</em></p>
<p>Owen</p>
</ul>
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<script type="text/javascript"
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</script></div><div style='clear:both'></div><p>Related posts:<ol>
<li><a href='http://www.farfaraway.org/blog/2010/01/03/warmachine-mkii-project-privateers/' rel='bookmark' title='Warmachine MkII Project: Privateers'>Warmachine MkII Project: Privateers</a> <small>This painting project is starting out a little strangely. About...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/07/10/phinneus-shae-is-a-hard-man-to-kill/' rel='bookmark' title='Phinneus Shae is a hard man to kill!'>Phinneus Shae is a hard man to kill!</a> <small>I&#8217;m trying to get some experience using my Privateers and...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/07/04/fiona-the-black-and-thamarite-cultists-work-in-progress/' rel='bookmark' title='Fiona the Black and Thamarite Cultists: Work in Progress'>Fiona the Black and Thamarite Cultists: Work in Progress</a> <small>No, not the name of a terrible 1970&#8242;s soft rock...</small></li>
</ol></p>]]></content:encoded>
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		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Phinneus Shae is a hard man to kill!</title>
		<link>http://www.farfaraway.org/blog/2010/07/10/phinneus-shae-is-a-hard-man-to-kill/</link>
		<comments>http://www.farfaraway.org/blog/2010/07/10/phinneus-shae-is-a-hard-man-to-kill/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 20:00:34 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[Wargames]]></category>
		<category><![CDATA[Warmachine]]></category>
		<category><![CDATA[Mercenaries]]></category>
		<category><![CDATA[Privateers]]></category>
		<category><![CDATA[Tactics]]></category>

		<guid isPermaLink="false">http://www.farfaraway.org/blog/2010/07/10/phinneus-shae-is-a-hard-man-to-kill/</guid>
		<description><![CDATA[I&#8217;m trying to get some experience using my Privateers and I thought I&#8217;d start out with some small games using Shae. I was playing a 15pt game against Khador on Tuesday and I thought it&#8217;d be a good opportunity to try out the following list - Captain Phinneus Shae Freebooter Press Gangers (Leader and 5 [...]
Related posts:<ol>
<li><a href='http://www.farfaraway.org/blog/2010/08/10/shae-vs-skarre-35pt-battle-overview/' rel='bookmark' title='Shae vs Skarre (35pt Battle Overview)'>Shae vs Skarre (35pt Battle Overview)</a> <small>Oh boy is the Commodore Cannon a powerful beast! It...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/08/03/shae-vs-absylonia-35pt-battle-overview/' rel='bookmark' title='Shae vs Absylonia (35pt Battle Overview)'>Shae vs Absylonia (35pt Battle Overview)</a> <small>In my last post about the Privateers I claimed Phinneus...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/08/22/shae-vs-ehaley-35pt-battle-overview/' rel='bookmark' title='Shae vs eHaley (35pt Battle Overview)'>Shae vs eHaley (35pt Battle Overview)</a> <small>Lenny and I got a Steamroller practice game in on...</small></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.farfaraway.org/blog/wp-content/uploads/2010/01/mercenaries.png" alt="Mercenaries Logo" title="mercenaries" width="130" height="130" class="alignright size-full wp-image-859" />I&#8217;m trying to get some experience using my Privateers and I thought I&#8217;d start out with some small games using Shae. I was playing a 15pt game against Khador on Tuesday and I thought it&#8217;d be a good opportunity to try out the following list -</p>
<ul>
<li>Captain Phinneus Shae
<ul>
<li>Freebooter</li>
</ul>
</li>
<li>Press Gangers (Leader and 5 Grunts)</li>
<li>Sea Dog Crew (Leader and 5 Grunts)</li>
<li>Mr. Walls Sea Dog Crew Quartermaster</li>
<li>Bosun Grogspar</li>
<li>Doc Killingsworth</li>
<li>First Mate Hawk</li>
<li>Lord Rockbottom</li>
</ul>
<p>This is a Tier 2 list and boy do you get a lot of miniatures for 15pts. I made my first mistake at the list construction phase. The Freebooter&#8217;s attacks are only POW 14 and the next most powerful attacks come from Shae with Blow the Man Down (POW 15) and Storm Rager cast on himself for a POW 15 melee attack. It was going to be difficult to dent Khadoran armour with that. My opponent had the Khador battle box and a unit of Widowmakers. Sorscha could immobilise much of my army as only Shae and the Freebooter would be able to shake effect.</p>
<p><a href='http://www.farfaraway.org/blog/wp-content/uploads/2012/01/4764548608_90f28849f6_b.jpg' title='IMG 7757'><img width="150" height="150" src="http://www.farfaraway.org/blog/wp-content/uploads/2012/01/4764548608_90f28849f6_b-150x150.jpg" class="attachment-thumbnail alignleft wp-image-3008" alt="IMG 7757" title="IMG 7757" /></a>My second mistake was made on my first turn. The Press Gangers and the Sea Dogs (because of Mr. Walls) were advance deployed with the solos as close as they could be. The mistake I made was moving the whole army forward and leaving Shae until last. He has two upkeep spells that I wanted to get out &#8211; Phantasm on the Sea Dogs and Storm Rager on Hawk. Unfortunately, my preferred targets were out of range. I moved him up and just cast Phantasm as Hawk was still out of range, but this left him behind the army when I&#8217;d prefer him to be in the middle of everything.</p>
<p>Anyway, the game went okay with Shae dealing most of the damage to the Khadoran &#8216;jacks and the infantry slowing the &#8216;jacks and dealing with the Widowmakers. Both armies were whittled down to pretty much the &#8216;caster and this is where Shae shown. He cast Storm Rager on himself and began camping focus. On a turn he upkeeps it he is DEF 17 with ARM 21. Even if you manage to knock him down he&#8217;s still DEF 17. MAT 9 and POW+S 15 is just gravy.</p>
<p>The game ended with Shae running into melee with Sorscha. She managed to critically freeze him, but couldn&#8217;t get through the armour. On his turn he shook the stationary and finished it.</p>
<p>Phinneus Shae is indeed a hard man to kill!</p>
<p>Owen</p>
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<script type="text/javascript"
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</script></div><div style='clear:both'></div><p>Related posts:<ol>
<li><a href='http://www.farfaraway.org/blog/2010/08/10/shae-vs-skarre-35pt-battle-overview/' rel='bookmark' title='Shae vs Skarre (35pt Battle Overview)'>Shae vs Skarre (35pt Battle Overview)</a> <small>Oh boy is the Commodore Cannon a powerful beast! It...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/08/03/shae-vs-absylonia-35pt-battle-overview/' rel='bookmark' title='Shae vs Absylonia (35pt Battle Overview)'>Shae vs Absylonia (35pt Battle Overview)</a> <small>In my last post about the Privateers I claimed Phinneus...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/08/22/shae-vs-ehaley-35pt-battle-overview/' rel='bookmark' title='Shae vs eHaley (35pt Battle Overview)'>Shae vs eHaley (35pt Battle Overview)</a> <small>Lenny and I got a Steamroller practice game in on...</small></li>
</ol></p>]]></content:encoded>
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		</item>
		<item>
		<title>Privateer Tier Previews</title>
		<link>http://www.farfaraway.org/blog/2010/05/28/privateer-tier-previews/</link>
		<comments>http://www.farfaraway.org/blog/2010/05/28/privateer-tier-previews/#comments</comments>
		<pubDate>Fri, 28 May 2010 21:34:54 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[Wargames]]></category>
		<category><![CDATA[Warmachine]]></category>
		<category><![CDATA[Mercenaries]]></category>
		<category><![CDATA[Privateers]]></category>
		<category><![CDATA[Tactics]]></category>

		<guid isPermaLink="false">http://www.farfaraway.org/blog/2010/05/28/privateer-tier-previews/</guid>
		<description><![CDATA[We&#8217;ve been treated to some Privateer treats with the previewing of the Shae and Fiona Tiers. Bell of Lost Souls have also previewed the Fiona the Black Tiers here. I haven&#8217;t painted Fiona yet, but I&#8217;ll have a look at this Tier too. I have a good few more Pirates to paint and painting them [...]
Related posts:<ol>
<li><a href='http://www.farfaraway.org/blog/2010/03/04/mr-walls-complete-privateer-army-progress/' rel='bookmark' title='Mr. Walls: Complete &amp; Privateer Army Progress'>Mr. Walls: Complete &#038; Privateer Army Progress</a> <small>A saltier sea dog you won&#8217;t meet anywhere else&#8230; I...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/07/10/phinneus-shae-is-a-hard-man-to-kill/' rel='bookmark' title='Phinneus Shae is a hard man to kill!'>Phinneus Shae is a hard man to kill!</a> <small>I&#8217;m trying to get some experience using my Privateers and...</small></li>
<li><a href='http://www.farfaraway.org/blog/2011/07/11/macbain-alexia-and-some-pirates/' rel='bookmark' title='MacBain, Alexia and some Pirates'>MacBain, Alexia and some Pirates</a> <small>I&#8217;ve been playing the Privateers (on and off) since early...</small></li>
</ol>]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.farfaraway.org/blog/wp-content/uploads/2010/01/mercenaries.png" alt="Mercenaries Logo" title="mercenaries" width="130" height="130" class="alignleft size-full wp-image-859" />We&#8217;ve been treated to some Privateer treats with the previewing of the Shae and Fiona Tiers. Bell of Lost Souls have also previewed the Fiona the Black Tiers <a href="http://www.belloflostsouls.net/2010/05/warmachine-teaser-fiona-black.html">here</a>. I haven&#8217;t painted Fiona yet, but I&#8217;ll have a look at this Tier too. I have a good few more Pirates to paint and painting them as Thamarite cultists would be a nice change of pace.</p>
<p>The Shae Tiers are in No Quarter #30 and have already been implemented on the <a href="http://www.forwardkommander.com/">Forward Kommander</a> Army Builder. Here&#8217;s a quick 35pt list I put together -</p>
<ul>
<li>Captain Phinneus Shae
<ul>
<li>Mariner</li>
<li>Commodore Cannon &#038; Crew (Commodore and 3 Crewmen)</li>
</ul>
</li>
<li>Lady Aiyana &#038; Master Holt</li>
<li>Press Gangers (Leader and 5 Grunts)</li>
<li>Sea Dog Crew (Leader and 9 Grunts)</li>
<li>Mr. Walls Sea Dog Crew Quartermaster</li>
<li>3 Sea Dog Crew Riflemen</li>
<li>Bosun Grogspar</li>
<li>Dirty Meg
<ul>
<li>Buccaneer</li>
</ul>
</li>
<li>Doc Killingsworth</li>
<li>First Mate Hawk</li>
<li>Lord Rockbottom</li>
</ul>
<p>This is a Tier 3 list. I get all of the solos I want at a bargain basement points cost. My army will be lightning fast in the first turn game and I get a better chance of winning the starting roll. Sweet!</p>
<p>It&#8217;s good to be a pirate!</p>
<p>Owen</p>
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<li><a href='http://www.farfaraway.org/blog/2010/03/04/mr-walls-complete-privateer-army-progress/' rel='bookmark' title='Mr. Walls: Complete &amp; Privateer Army Progress'>Mr. Walls: Complete &#038; Privateer Army Progress</a> <small>A saltier sea dog you won&#8217;t meet anywhere else&#8230; I...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/07/10/phinneus-shae-is-a-hard-man-to-kill/' rel='bookmark' title='Phinneus Shae is a hard man to kill!'>Phinneus Shae is a hard man to kill!</a> <small>I&#8217;m trying to get some experience using my Privateers and...</small></li>
<li><a href='http://www.farfaraway.org/blog/2011/07/11/macbain-alexia-and-some-pirates/' rel='bookmark' title='MacBain, Alexia and some Pirates'>MacBain, Alexia and some Pirates</a> <small>I&#8217;ve been playing the Privateers (on and off) since early...</small></li>
</ol></p>]]></content:encoded>
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		<title>Why Warjacks Rock in MkII&#8230;</title>
		<link>http://www.farfaraway.org/blog/2010/04/17/why-warjacks-rock-in-mkii/</link>
		<comments>http://www.farfaraway.org/blog/2010/04/17/why-warjacks-rock-in-mkii/#comments</comments>
		<pubDate>Sat, 17 Apr 2010 20:43:39 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[Wargames]]></category>
		<category><![CDATA[Warmachine]]></category>
		<category><![CDATA[MkII]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[Warjacks]]></category>

		<guid isPermaLink="false">http://www.farfaraway.org/blog/?p=1352</guid>
		<description><![CDATA[Here&#8217;s a photo from the middle of a great game I played this week - My Marauder had used Combo Smite to slam Deathjack towards Tartarus and the Bane Thralls. Unfortunately I only rolled 1&#8243; on the slam, but that&#8217;s another story. Anthony, my savvy opponent, saw the opportunity to cause a little mayhem. He [...]
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</ol>]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a photo from the middle of a great game I played this week -</p>
						<div class="flickr-gallery image none"><a href="http://www.flickr.com/photos/oconlan/4529250242"><img class="flickr medium" title="Warjack Example" alt="Warjack Example" src="http://farm5.static.flickr.com/4052/4529250242_7c27a854f1.jpg" /></a></div>
					
<p>My Marauder had used Combo Smite to slam Deathjack towards Tartarus and the Bane Thralls. Unfortunately I only rolled 1&#8243; on the slam, but that&#8217;s another story. Anthony, my savvy opponent, saw the opportunity to cause a little mayhem. He loaded Deathjack with focus and used Shake Effect to overcome the knockdown. On his activation Deathjack trampled across the pikeman and wardog (who made his tough check) to make contact with the Juggernaut. He then proceeded to almost wreck it with additional attacks (bought with focus). Beautiful.</p>
<p>I remember when &#8216;jacks used to get bogged down completely by infantry. Thankfully that&#8217;s a lot harder to do now.</p>
<p>Owen</p>
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		<title>Learning to play Hordes: Part 2</title>
		<link>http://www.farfaraway.org/blog/2010/02/02/learning-to-play-hordes-part-2/</link>
		<comments>http://www.farfaraway.org/blog/2010/02/02/learning-to-play-hordes-part-2/#comments</comments>
		<pubDate>Tue, 02 Feb 2010 13:00:40 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[Hordes]]></category>
		<category><![CDATA[Wargames]]></category>
		<category><![CDATA[Army List]]></category>
		<category><![CDATA[Legion of Everblight]]></category>
		<category><![CDATA[Saeryn]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[Vassal]]></category>

		<guid isPermaLink="false">http://www.farfaraway.org/blog/2010/02/02/learning-to-play-hordes-part-2/</guid>
		<description><![CDATA[From the last post we learned two things &#8211; I can&#8217;t play Hordes (certainly not using the delicate warlocks) and I can write a lot of Hordes Theory. Now it&#8217;s time to go from talking to doing. I have a game later this evening and I&#8217;m making up the army list. Saeryn will be my [...]
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</ol>]]></description>
			<content:encoded><![CDATA[<p>From the <a href="http://www.farfaraway.org/blog/2010/01/29/learning-to-play-hordes-part-1/">last post</a> we learned two things &#8211; I can&#8217;t play Hordes (certainly not using the delicate warlocks) and I can write a lot of Hordes Theory. Now it&#8217;s time to go from talking to doing. I have a game later this evening and I&#8217;m making up the army list. Saeryn will be my warlock, but what else should be in the army?<br />
						<div class="flickr-gallery image none"><a href="http://www.flickr.com/photos/oconlan/4324419483"><img class="flickr medium" title="Saeryn (35pt)" alt="Saeryn (35pt)" src="http://farm5.static.flickr.com/4028/4324419483_a221d8208c.jpg" /></a></div>
					</p>
<p><strong>BEASTS</strong><br />
I think she can support beasts quite well and I&#8217;m considering bringing two heavies. I own a Carnivean and an Angelius so I&#8217;ll include them. The Carnivean is a beat stick that would be a great target for Respawn. The Angelius really benefits from Saeryn&#8217;s feat as it can fly over intervening models, ignoring free strikes, to get at a targe behind. I&#8217;ve always had a soft spot for the Nephilim Soldier (I think it&#8217;s a fantastic sculpt). It is quite a mundane beast now, but Reach on it&#8217;s weapon and Flight make it useful in a similar manner to the Angelius. For the beasts I&#8217;ll round things out with the Shredder. Saeryn has +2 DEF on ranged attacks. Throw in Tenacity (the Shredder&#8217;s animus) and she&#8217;s effectively DEF 19.</p>
<p><strong>SOLOS</strong><br />
Now I&#8217;d like a bit of support for my beasts. The Shepherd is an obvious choice as she effectively allows a longer strike range for the beasts. I can run the Shepherd up just before the Angelius dives in for an assassination. This allows me to ensure it can be forced even outside of Saeryn&#8217;s control area.</p>
<p>The Feralgeist is another nice option. Between it and Respawn my opponents will be sick of killing (and re-killing) my heavy beasts!</p>
<p><strong>UNITS</strong><br />
Saeryn doesn&#8217;t directly buff her units, so the first unit I selected was one that buffs her &#8211; the Swamp Gobber Bellows Crew. The concealing cloud can either completely hide Saeryn or at least give her an additional +2 DEF. With the buffs discussed above that leaves a fantastic DEF 21!</p>
<p>For Leigon units I went with the Striders, as they can be quite disruptive, and the Legionnaires. Defensive line makes the Legionnaires slightly more survivable and I plan to use them as a cheap tarpit. Warmongers may be a better option, but I&#8217;d need to find an extra point somewhere.</p>
<p><strong>THE LIST</strong><br />
Anyway, enough talk. Here is the list -</p>
<ul>
<li>Saeryn, Omen of Everblight
<ul>
<li>Nephilim Soldier</li>
<li>Shredder</li>
<li>Angelius</li>
<li>Carnivean</li>
</ul>
</li>
<li>Blighted Nyss Legionnaires (Leader and 5 Grunts)</li>
<li>Blighted Nyss Striders (Leader and 5 Grunts)</li>
<li>Swamp Gobber Bellows Crew (Leader and 1 Grunt)</li>
<li>Blighted Nyss Shepherd</li>
<li>Feralgeist</li>
</ul>
<p>I&#8217;m limiting myself to using models I have painted. Dropping either the Feralgeist or Gobbers and the unit of Legionnaires would allow me to add a minimum unit of Warmongers. Maybe I&#8217;ll try that next time.</p>
<p><strong>PLAYING THIS LIST</strong><br />
The VASSAL screen shot above gives an idea of the setup. The Stirders will try to cause a nuisance on whatever flank has terrain for them to hide in. The Legionnaires are tasked with keeping up with the army and providing some kind of speed bump. Saeryn will cast Banishing Ward on herself and Respawn on the Carnivean. She is going to have to keep pace with the army so that her support spells can be effective. The Carnivean and Angelius will run up with the Feralgeist in relatively close pursuit Remember it can take over a dead beast within 8&#8243;, so it doesn&#8217;t need to be too close. The Shepherd wil be screened by the Nephilim soldier and the soldier will primarily be a speed bump on the right flank. The Angelius is set up for the assassination run, which the Shepherd may need to support. Massacre is a useful animus for it to have cast on it.</p>
<p>Anyway, I&#8217;m playing later, but you know what they say about best laid plans!</p>
<p>Owen</p>
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<li><a href='http://www.farfaraway.org/blog/2010/01/29/learning-to-play-hordes-part-1/' rel='bookmark' title='Learning to play Hordes: Part 1'>Learning to play Hordes: Part 1</a> <small>So, what better time to learn to play Hordes than...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/02/12/learning-to-play-hordes-part-4-mini-battle-report/' rel='bookmark' title='Learning to play Hordes: Part 4 (Mini Battle Report)'>Learning to play Hordes: Part 4 (Mini Battle Report)</a> <small>Okay, this is my last Learning to play Hordes article....</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/02/03/learning-to-play-hordes-part-3-battle-report/' rel='bookmark' title='Learning to play Hordes: Part 3 (Battle Report)'>Learning to play Hordes: Part 3 (Battle Report)</a> <small>Last night the talking stopped and the fighting started. There...</small></li>
</ol></p>]]></content:encoded>
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		</item>
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		<title>Learning to play Hordes: Part 1</title>
		<link>http://www.farfaraway.org/blog/2010/01/29/learning-to-play-hordes-part-1/</link>
		<comments>http://www.farfaraway.org/blog/2010/01/29/learning-to-play-hordes-part-1/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 16:10:07 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[Hordes]]></category>
		<category><![CDATA[Wargames]]></category>
		<category><![CDATA[Legion of Everblight]]></category>
		<category><![CDATA[Saeryn]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[Theory]]></category>

		<guid isPermaLink="false">http://www.farfaraway.org/blog/?p=953</guid>
		<description><![CDATA[So, what better time to learn to play Hordes than when Warmachine MkII is released!? I&#8217;ve had my Legion army since Hordes was initially released, but it&#8217;s been more of a painting project than an army. I don&#8217;t need to learn the rules, I know them and am an accomplished Warmachine player, but I do [...]
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<li><a href='http://www.farfaraway.org/blog/2010/02/02/learning-to-play-hordes-part-2/' rel='bookmark' title='Learning to play Hordes: Part 2'>Learning to play Hordes: Part 2</a> <small>From the last post we learned two things &#8211; I...</small></li>
<li><a href='http://www.farfaraway.org/blog/2010/02/12/learning-to-play-hordes-part-4-mini-battle-report/' rel='bookmark' title='Learning to play Hordes: Part 4 (Mini Battle Report)'>Learning to play Hordes: Part 4 (Mini Battle Report)</a> <small>Okay, this is my last Learning to play Hordes article....</small></li>
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</ol>]]></description>
			<content:encoded><![CDATA[<p>So, what better time to learn to play Hordes than when Warmachine MkII is released!? I&#8217;ve had my Legion army since Hordes was initially released, but it&#8217;s been more of a painting project than an army. I don&#8217;t need to learn the rules, I know them and am an accomplished Warmachine player, but I do need to learn how to effectively play my Legion army. I need to hone technique, master the Fury mechanic and learn how to use animi appropriately. Maybe a better title for this article would be &#8220;Learning to play the Legion of Everblight&#8221;.</p>
<p>I&#8217;ve had good success with Thagrosh on the battlefield, but 7 Fury (one of which is free) and the chance to resurrect a beast are powerful fail safe mechanisms. When I start to loose beasts Thagrosh can still get some Fury without cutting himself. If I make a mistake with the Carnivean (or another crucial beast), I can bring it back to life. I basically play Thagrosh like a Butcher with more precision instruments of destruction. It&#8217;s the more delicate warlocks that I want to master. People rate Saeryn as one of the best warlocks, not only in Legion, but a across all factions. I&#8217;ll start with her.</p>
<h4>Saeryn, Omen of Everblight</h4>
<p>I&#8217;m not expecting to win straight out of the box, but I do want to have a chance to win. That means constructing an army that has a chance of getting at the enemy &#8216;caster or warlock and dealing some pain. I want to use (painted) models currently in my collection, but I&#8217;m willing to add more as necessary.<br />
						<div class="flickr-gallery image none"><a href="http://www.flickr.com/photos/oconlan/4051423966"><img class="flickr medium" title="Saeryn, Omen of Everblight" alt="Saeryn, Omen of Everblight" src="http://farm3.static.flickr.com/2668/4051423966_c7c14b501c.jpg" /></a></div>
					<br />
Okay, I&#8217;ve played a few games with Saeryn, but I need to do a bit of Theory Hordes before I get stuck into army composition. What can Saeryn do? What type of units can she support? What animi would benefit her? How do I deal with different types of enemy unit? In order to use any army effectively you need to know your warlock. The following discussion is based on the Hordes Field Test Model Update document released on the 29th January 2010.</p>
<p><em><strong>SPELL LIST AND FEAT</strong></em><br />
Saeryn has a pretty good spell list, but they are somewhat beast centric. She also has a Fury stat of 7, so she should be able to fire out a few spells every turn. <em>Respawn</em> is like a mini version of Thagrosh&#8217;s feat. It allows you to get more mileage from your beasts by bringing one back to life. A Shepherd or two in the mix and you have the chance to heal that beast . That said you&#8217;d most commonly treat the respawn as a free round of combat with the ability to charge whatever just killed your beast!</p>
<p><em>Breath Stealer</em> is another stand out spell. It&#8217;s 10&#8243; range is decent, but it&#8217;s debuffing ability is superb. It makes enemy models/units easier to hit and it prevents them from charging. At a cost of 2 Fury she could have potentially cast it three times per turn, but in the last update to the rules it is now once a turn only. Another excellent spell is <em>Blight Bringer</em>. It&#8217;s costly at 4 Fury, but it has an offensive and defensive quality. It is a troop killer and it prevents enemy movement. Be careful what miniature you cast it on as the easiest way to remove it would be to kill the miniature with Blight Bringer. If Equilibrium and Respawn are beast focused, Breath Stealer and Blight Bringer have a stronger enemy unit focus.</p>
<p><em>Banishing Ward</em> replaces the somewhat lackluster <em>Mirror Magic</em> from earlier in the Field Test. Mirror Magic&#8217;s value was very situational. Banishing Ward is excellent. It immediately removes enemy upkeep spells from the target model/unit. That&#8217;s pretty nice, but the next bit is awesome &#8211; the affected models cannot be targeted by spells or animi. It&#8217;s an upkeep spell to sweeten the deal. Casting this on herself is very powerful.</p>
<p>Her final spell is Sunder Spirit. It&#8217;s a range 10&#8243; POW 12 spell that strips the animus (for one round) and allows Saeryn to cast the animus if she wishes. It has it&#8217;s uses, but the main benefit is giving Saeryn a better ranged threat.</p>
<p>It&#8217;s worth noting that none of these spells directly buff your own units. Saeryn is a beast centric warlock. Her feat is also focused on her beasts. It only effects beasts in her battlegroup, but boy is it still a great feat. Here&#8217;s the wording -</p>
<blockquote><p><strong>Foreboding</strong>: While within her control area, models in Saeryn!s battlegroup cannot be targeted by non-magical melee attacks for one round.</p></blockquote>
<p>It gives your beasts immunity to melee attacks. This feat has been progressively nerfed from MkI and through the Field Test. There are a lot of magical attacks out there, so before popping her feat you&#8217;ll be asking your opponent who has magical weapons! This is primarily defensive, but it has the possibility to open up an aggressive play style. You can get up in you opponents face and prevent his (melee) retaliation.</p>
<p><em><strong>BEASTS AND ANIMI</strong></em><br />
It&#8217;s pretty clear from her spell list and feat that Saeryn is a beast-centric warlock who specialises in messing up your opponents plans. Heavy beasts will get the best value Respawn. They will also make good targets for the Fury you remove from enemy beasts using Equilibrium. Given the range of these spells and the range of Breath Stealer and Blight Bringer Saeryn will need to be up close to her beasts. The thrown Deathspur can also prevent damage transfer, but it only has a 7&#8243; range, again tending towards close up support. <em>Tenacity</em> seems to be a useful animus for Saeryn. Force Barrier already gives her +2 DEF and Tenacity would add another +1 (and +1 to ARM), leaving her DEF 19 and ARM 15. With these boosted stats, and the fact that she is immune to blast damage, she is very hard to kill at range. So, including a Shredder is pretty useful.</p>
<p>So, what about those heavy beasts? Depending on the size of game she could feasibly run 2-3 heavies. The Angelius seems like a good choice. Under Saeryn&#8217;s feat it can ignore free strikes and charge over intervening models. The animus is okay, but it&#8217;s very defensive. Being a big expensive beast the Angelius is a good target for Respawn. The other good target is a Carnivean. Again it&#8217;s animus isn&#8217;t specifically useful, as Saeryn will probably have Tenacity cast on her. Casting Blight Bringer on the Carnivean and trampling it into the centre of a bunch of infantry could be fun! I&#8217;m not considering the Seraph at the moment as I don&#8217;t own one.</p>
<p>I think the Harrier could be useful in there too. Like the Angelius it can ignore the free strikes on Saeryn&#8217;s feat turn. It&#8217;s pretty punny, but has an excellent animus. The possibility to guarantee a hit is great for enhancing the assassination threat of the Angelius.</p>
<p>I had discounted the Nephilim Soldier until the current model rules update. He now has Flight, so in a similar manner to the Harrier and Angelius can really excel on Saeryn&#8217;s feat turn.</p>
<p><em><strong>UNITS AND SOLOS</strong></em><br />
At first glance Saeryn doesn&#8217;t directly buff her troops. She can effectively buff them by hitting an enemy with Breath Stealer to debuff their DEF. This benefits both ranged and melee troops. Given that she can cast it more than once per turn she has the chance to benefit several friendly units. Because it also drops their SPD it protects her troops by preventing a potential charge. Banishing Ward gives a chance to strip an enemy upkeep from a unit. Other than that Saeryn doesn&#8217;t really help out her troops. Either melee or ranged units should work reasonably well for her.</p>
<p>The solo that could work best is the Shepherd to assist in stretching the threat range of an Angelius, particularly during an assassination run. <em>A MkI Feralgeist could have been very frustrating too, but since MkII it can only take over enemy beasts and has lost a lot of utility.</em> That&#8217;s what I wrote before the latest update, but the Feralgeist is back in the game. He can take over your own slain beasts. I can just hear my opponents now, &#8220;Sh*t, how many times do I have to kill that beast!&#8221;. I think the Swamp Gobbers could be pretty handy to help further (on top of Tenacity and Force Barrier) protect Saeryn. Other than that nothing stands out.</p>
<p><em><strong>CONCLUSION</strong></em><br />
Saeryn is a powerful warlock with a very good feat. Her spell list is excellent and she loves her beasts. She can increase their survivability massively. She can debuff the enemy with Breath Stealer and kill troops with Blight Bringer. <em>More than any of that she can frustrate your opponent by messing with his Fury and scuppering his plans.</em> Again, this is what I said before the loss of Equilibrium. It will be missed, but I still think she is a strong warlock. The addition of Banishing Ward and Sunder Spirit to her spell list is great. She can not protect herself very well from all ranged threats and still dish out a bit of ranged hurt.</p>
<p>Ok &#8211; I&#8217;m off to write an army list for a game on Tuesday. Saeryn and lots of beasts sound like the recipe. Swamp Gobbers and a Shepherd will be in there too, but I need to think about the troops a bit more. I think a Feralgeist might find its way into the mix too!</p>
<p>Owen</p>
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<li><a href='http://www.farfaraway.org/blog/2010/02/12/learning-to-play-hordes-part-4-mini-battle-report/' rel='bookmark' title='Learning to play Hordes: Part 4 (Mini Battle Report)'>Learning to play Hordes: Part 4 (Mini Battle Report)</a> <small>Okay, this is my last Learning to play Hordes article....</small></li>
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</ol></p>]]></content:encoded>
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		<title>750pts Khador Army (Epic Irusk)</title>
		<link>http://www.farfaraway.org/blog/2009/08/23/750pts-khador-army-epic-irusk/</link>
		<comments>http://www.farfaraway.org/blog/2009/08/23/750pts-khador-army-epic-irusk/#comments</comments>
		<pubDate>Sun, 23 Aug 2009 19:59:47 +0000</pubDate>
		<dc:creator>Owen</dc:creator>
				<category><![CDATA[Wargames]]></category>
		<category><![CDATA[Warmachine]]></category>
		<category><![CDATA[Army List]]></category>
		<category><![CDATA[Khador]]></category>
		<category><![CDATA[Tactics]]></category>

		<guid isPermaLink="false">http://www.farfaraway.org/blog/?p=411</guid>
		<description><![CDATA[I had a great 750 point game against Phil&#8217;s Protectorate of Menoth force recently which I&#8217;ll post photos from in the next few days. I wanted a chance to field Epic Irusk as I&#8217;ve only had a couple of opportunities to use him before. He is still an excellent troop &#8216;caster and his abilities are [...]
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			<content:encoded><![CDATA[<p><a href='http://www.farfaraway.org/blog/wp-content/uploads/2012/01/3849722200_85475e0ab7_b.jpg' title='750pts Khador Army (eIrusk)'><img width="150" height="150" src="http://www.farfaraway.org/blog/wp-content/uploads/2012/01/3849722200_85475e0ab7_b-150x150.jpg" class="attachment-thumbnail alignleft wp-image-2906" alt="750pts Khador Army (eIrusk)" title="750pts Khador Army (eIrusk)" /></a>I had a great 750 point game against Phil&#8217;s Protectorate of Menoth force recently which I&#8217;ll post photos from in the next few days. I wanted a chance to field Epic Irusk as I&#8217;ve only had a couple of opportunities to use him before. He is still an excellent troop &#8216;caster and his abilities are geared to buffing his own army and controlling the battle field. In his non-Epic form I&#8217;m a big fan of Inhospitable Ground and I was initially disappointed that he didn&#8217;t retain it as a spell. That was until I read Artifice of Deviation! At a focus cost of 3 I can cast it up to twice per turn and not only hinder my opponents movement, but also open up difficult terrain for my own troops to move across. Battle Lust is another great troop spell, as is Tactical Supremacy. His feat is quite good in many situations, but I think his most powerful ability is Martial Discipline. He has to be close (within his CMD range of 10&#8243;) to his troops for them to benefit from it, but it stops units of troops from getting blocked by each other. This is essential if you are fielding a large troop army and want to funnel your opponent towards it. Here&#8217;s the 750 point list I went for -</p>
<p><strong><em>747/750 points, 29 VP, 34 models</em></strong><br />
<strong>Warcaster</strong></p>
<ul>
Supreme Kommandant Irusk
</ul>
<p><strong>Battlegroup</strong></p>
<ul>
Destroyer<br />
War Dog
</ul>
<p><strong>Troops</strong></p>
<ul>
Great Bears of Gallowswood<br />
8 Iron Fang Pikemen<br />
Iron Fang Officer &#038; Standard Bearer<br />
3 Man-O-War Shocktroopers<br />
Greylord Ternion<br />
Widowmakers<br />
4 Battle Mechaniks</ul>
<p><strong>Solos</strong></p>
<ul>
Man-O-War Kovnik<br />
Man-O-War Drakhun (+dismount)<br />
Manhunter<br />
Eiryss, Mage Hunter of Ios</ul>
<p>I only went with one &#8216;jack and I think Fire For Effect is a great spell to put on the Destroyer, with his first (and only) ranged attack auto-boosted and the blast damage boosted. This is a devastating combo for even well armoured enemy troops. The War Dog is something I quite new to and it&#8217;s role is primarily to screen the warcaster and help hinder anything nasty that gets close to him.</p>
<p>For me the IFP and UA are an auto include. The are fast, can charge across (even if slowed) rough terrain and have 2&#8243; reach. Couple that with Battle Lust and Artifice of Deviation to open up charge lanes and they are a powerhouse. The Great Bears are again new to me and I wanted to see what they could do. On paper they are excellent troop and light &#8216;jack killers who work very well with an IFP unit escorting them. I have mixed results with the Shocktroopers and it is their lack of speed that tends to frustrate me. Tactical Supremacy (a free 3&#8243; move after all activations) should enable them to get moving. They are a great tar pit unit and can really hold up an enemy on the flank. The Grey Lords are almost an auto include for me too. They are delicate, but the ability to buff the defence and provide concealment is great (for a faction that tends to have poor DEF). Their Frost Bite Pow 12 spray attack is great for clearing out infantry. I&#8217;m usually careless with my Widowmakers as they tend to die early. That said they&#8217;ll shoot a good few enemy troops before they die and their high DEF means they are not easy to kill, so they can act as a road block. I had points left over, so the Mechaniks were included. In MkII I think I&#8217;ll try to include them in any army that has two or more &#8216;jacks. In this army the role of the Destroyer is to pound the enemy at range until the endgame, so I hope the mechs won&#8217;t be needed. They can act as a cheap speed bump to delay inbound enemy troops or &#8216;jacks.</p>
<p>For my solos I included a Kovnik, but opted not to have him control the &#8216;jack. He was going to act as further protection for Irusk. The Drakhun has many functions and a great threat range. His role is to take out light &#8216;jacks and be a fast moving headache for my opponent. Speaking of headaches both the Manhunter and Eiryss are in the army to harry my opponent by skulking forward and getting near the &#8216;caster, or in Eiryss&#8217; case taking out unit leaders or disrupting &#8216;jacks.</p>
<p>Owen</p>
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</ol></p>]]></content:encoded>
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