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Post by Atreju on Apr 5, 2015 19:38:28 GMT
What are your warbands in Dogs of War?
In the last big session (we celebrated our 10th Confrontation anniversary), I had a Dirz warband and won all games, one wath a draw. Here is the list:
Name: Hu'Nah Laboratory: Theben (one more Mutagenetic dice, very nice for DoW)
Buruz, Captain, Neuromancer Okulus Treatment (gives him Conscience and increases his range) M65 "Dark Blood" (gives him Recuperation/5) Solo: Sting of the Scorpion (he can change his Mutagenetic dice into a Toxic dice, nice for shooting) Equipment: Hexalid-Crossbow (he mustn't move, than he can use either +2 Aim or 3 dice for the wound roll)
Fagram, Lieutenant, Dawn Warrior
Raahib, Medic, Vikar Neuro-Sting of Pain (gives him Ferocious) Ira Tenebrae summoning As a Vikar, he can give a character (here it is the captain) either the ability Survival Instinct, or he negates the charge penalty or increases COU +2
Bunaet, Quartermaster, Skorize Anthemis Treatment (gives War Fury, but he strikes last not matter the Iniative roll)
After a few games, another fighter joined the company
Brakkar, Biopsist Arrow of Mana
That's pretty much it. The Biopsist and the Skorize make a good scouting team, the Vikar can summon some more fighter if needed, the Neuromancer can shoot with Toxic and three dice and there are three Mutagenetic dice for five fighters, but due to the equipment I mostly couldn't deploy all of them, because otherwise the difference would have been to big.
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Post by Atreju on Apr 30, 2015 9:15:55 GMT
Since we're about to have another DoW-weekend, this is my next warband. I'm kind of in an Acheron mood, it seems. ThanatoiEmpousa, Quartermaster, Initiate with Dark Grimoire (she can choose from a school of magic, those spells have a reduced POW of -2 so she can take more with her, she also rolls an additional dice for these spells as if she had spend an extra gem), Morbid Puppet Summoning, Diversion of the Shadows and Scarifikation. Erynion, Lieutenant, Black Paladin Taraxos, Medic, Gravedigger of SalaĆ¼el with Ira Tenebrae summoning Asbolus, Zentaurlord The plan is to increase the numbers by summoning, three Puppets and two Iras. Later, when some resources have been earned, a Familiar of Darkness will support the Initiate and the Gravedigger will also have the Chain of Graves to immediately summon a Zombie from a killed unit, maybe from the Familiar or killed Iras. The next support would be a Priest for more support with either miracles or Iras and another Paladin (since I don't have that much units painted...).
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Post by stonecoldlead on Apr 30, 2015 11:39:56 GMT
Will there be any pics of the forthcoming battles?
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Post by Atreju on Apr 30, 2015 20:41:47 GMT
Yeah, I'll make some pics during the games and post it here.
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Post by stonecoldlead on Apr 30, 2015 21:46:19 GMT
Wonderful!
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Post by Atreju on May 13, 2015 16:28:50 GMT
Unfortunately, the camera broke and I couldn't take any pictures... But here's the story. We were 5 players wich made it a bit difficult, but we found enough scenarios that could be played with three players. The warbands were: DaikineeScarab Warrior Preist with Silvan Animae summoning Guardian Dream Warrior Sylph GoblinsBushi Dae-Bakemono 2 Ninjas 3 Hoheitai Tir-Na-BorMeteor 2 Young dwarfs on Razorback Dwarf on Razorback AlahanAgent of the Chimera Pythia of Azel Valkyrie Duellist The first game was Skeleton Hunt for Alahan and Daikinee and the Dirz Lab for Acheron, Goblins and Dwarfs. The other games have been Timber!, Robber Hunt and Big-Game Hunting. We thought about playing the campaign from the Cry Havoc after this warm up with the warbands. Surprisingly, there have been a lot of draws, even the winner had just two victories. I hit last place with two draws and two losses. Although the Acheron list worked pretty well most times, the Zentaur died first in every game and I seriously think about replacing him with either a Wolfen Zombie as Heavy Hitter or a Spectre. But first I'll change it for a Ghoul that is about to be the Prospector. Usually I give that position very early, but I hadn't painted them so far, but I started. So next time they'll be ready for action. The Mage did well with summoning Puppets and making them explode, also the Gravedigger with the IT summoning. The Paladin was usually the guy that collected the Items and kept them safe. Some of the games have been really exciting, because they were decided in the last fight of the last round. Like the Big-Game Hunting. In the middle section were three Tigers of Dirz and we had to kill them and harvest the fur. The Goblins killed one, the Black Paladin got away with one, and the Acheron Mage carried the last one, but was killed in the last round. The Robber Hunt was also very equal, because two ran into my direction, the chief and the other robber in the other direction. The Daikinee killed one Robber, the Chief ran from the table (those are really hard to kill!), I managed to kill another robber, but failed to kill the last one - so it was another draw. On the other table with the three players the robbers ran in just two directions and not towards the Goblins, so they just hit the Dwarfs or Alahan as the robbers ran away. All in all, it has been a lots of fun and I'm very excited about the continuation. And next time I hope the camera is functioning.
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oleg71
Morbid Puppet
Posts: 33
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Post by oleg71 on Dec 29, 2015 14:05:20 GMT
Just starting DoW, have some models and now I'll plan to use two rosters in club company. Acheron Company name- Woodoo people Mambo, Necromant adept,Captail+Medic,spells- Dead Wave/Morbia Puppet/Devot. of the Dead/ Morbid angel Bokor, Gravedigger (liv.dead), Priest, spell - Chain of the Grave, House/Lazarian, Solo/Ressurection Twoheaded, Cerber. Zombie, Mil.Advisor Flesh, Choul of Acheron, Devotion/3 First turn: Bokor cast CotG, Mambo cast DotD on Flesh (3 gems)+use Devotion (3 gems)+ Flesh dead and turn in Zimbie with fierce (+1 gem)+ (5-6 gems)=cast 2 Morbid Angels and 2 Morbid Puppets Second Turn: Dead Wave with STR14+
Dirz Company name- Bully Lab Delta, Capt., Hybrid, Career-TRACKER Alpha, Lieutenant, Dasyatis Guard, Career-BERSERKER Zulu and Yankee, Pests, Career-HITMAN
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Post by Atreju on Dec 29, 2015 16:15:44 GMT
Nice to see someone starting this gem. But unfortunately, I have to be a bit of a spoilsport... If Bokor is from House Lazarian, all the others have to be as well, including the AP. Either all or none. Twoheaded can't be the Military Advisor, because he has no DIS. To have a secondary role, he has to have a number for DIS, that's one of the main problems with Acheron and DoW. Devotion of the Dead can't have Flesh as target, as the Ghoul is not a Living Dead. Where does he gets Fierce from? As for the Pests, I'm not sure if you can use their ability (Phemora Clones and explode), as the card states that they can't be resurrected, so they would be a one hit wonder...
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oleg71
Morbid Puppet
Posts: 33
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Post by oleg71 on Jan 12, 2016 6:45:59 GMT
2 Atreju: Thnx for your help! I'll think about Acheron roster a little more Can I ask you about DoW rules extension? Careers in #9 CryHavoc: 1) I can't understud a Rule "A <tracker, hitman, etc.> can learn one addition ability that he normally can". What ability is it (only from career list or any from rulebook) and when I can lern it (any time after career start or only after career finish)? 2) "Additional effects. The careers result in a new status which is added to the solder's role. This status makes the fighter benefit from additional effects." When benefits from effect is done (after career start or career finish)?
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Post by Atreju on Jan 12, 2016 7:55:19 GMT
You're welcome. 1) The number of abilities that a model can learn depends from the rank. The extra ability can be either from the rulebook or from the career path, but not to the lowered costs anymore. When a fighter already has one of two abilities for his career on his card and he needs two from a list of three, he can only learn one ability to the lower cost (Cry Havoc 9 page 32 "Career advantages"). He can learn the other abilities from his career, but only as long as he doesn't have the required number of abilities for his career. When he finished his career, he can again learn the abilities from the rulebook. As long as he is in training for his career, he can only learn the listed abilities for this career. 2) The fighter can benefit from the additional effects when he finished his career, so the extra ability (maximum depending on rank + 1) can only be learned after finishing. As long as the maximum of possible abilities is not reached yet, see 1). Hope that clarifies the career thing.
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oleg71
Morbid Puppet
Posts: 33
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Post by oleg71 on Feb 10, 2016 13:43:39 GMT
Tell me please, can my magician to use spell "Earth Elemental summoning" or I can use the Elemental only for resourse point in assauit group before each battle?
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Post by Atreju on Feb 10, 2016 15:13:16 GMT
When the magician has access to Earth (has to be on his card with the Path of Magic), he can summon the Elemental during battle. You can as well field the Elemental right from the beginning, but to do so, the magician must have access to Earth as well, and you have to pay the ressources (half the AP). The advantage of the latter is that the Elemental can gain experience as well as any other member of your group. The advantage of summoning is that you can have an extra fighter without the extra cost for recruiting.
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oleg71
Morbid Puppet
Posts: 33
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Post by oleg71 on Feb 10, 2016 18:31:35 GMT
Thanx! Summoning is my choice! This spell doesn't have Diff., how count experience for these magician (POW8)?
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Post by Atreju on Feb 10, 2016 19:37:14 GMT
Just read that Elementals can't be regular members of Warbands, but can be hired like mercenaries, sorr for that misinformation.
Hm, I'd say the magician gets just the 1 basic point, as the spell doesn't have any difficulty to add or substract. But therefore the magician gets always one EP, no matter his POW or the spell's difficulty.
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Post by Atreju on Sept 25, 2018 13:38:13 GMT
Since our next DoW-Weekend is about to happen at the end of October, I'll write some thoughts about my most recent warband, with a little bit of history and rambling and probably digressing stuff. So first things first, I had a really good Acheron warband two years ago (not the one from above), with the funny twist that I only recruited Living Dead. So no DIS-roll for me. Always was funny when I told my opponent: "Ok, you win the DIS, who should start?" without even rolling. I was also going without any secondary positions, so no lieutenant or medic. The captain was a gravedigger with Ira summoning and Chain of Grave, then there was a magician with Morbid Puppet summoning (again, Acheron for me is all about summoning) and Dead Wave (deal damage to an opponent, STR depends on undead units around the magician), then a Centaur, a Wolfen Zombie, a Centaur Archer and that was pretty much it. The lucky event happened during a mission where the victor could get an artifact called Eshil's ring. It was an official Cry Havoc mission and quite hard, but I did it and won! Now here's the thing: Eshil's ring gives a magician who masters Darkness the ability Ghost of Darkness (1 is no miss) and aethereal. Bad things can happen too: the magician is always at risk of becoming a Living Dead and losing his DIS. Guess what, no problems for my magician... Since she almost had the 200 EXP to use that artifact and had a high enough POW, she could easily summon up to 8 morbid puppets without rolling. Then she casted the Dead Wave (frequency 2) and almost every enemy was done. The puppets where used as a meat bone shield, too. So, the warband with the magician on the field was almost not beatable, but without the magician, the troup was quite weak. Some of my fellow gamers started to complain, and I begun to feel a bit bored as well... Next step: creating a new warband! This time: Drunes. The idea was a Soul Snatcher with some Wraiths that he could ressurect (as declared in a Cry Havoc was possible), further a Karnagh and a priest, but when they didn't harm any damage in three games, I changed my plan. Mercenaries! More specific, Cadwallon's Guild of Blades for the more variety! I had a Merc Officer, a Merc assassin, a Wolfen Hired Blade, a Fire Support Goblin (but I did the mana thing wrong...) and later an Orphan of Avaggdu. Seemed to be fun a t first, but I lost all four games with no chances at all. This was last year, and then I started a warband of Devourers. I now have just played my 12th mission and I am quite content with them, although I changed the list three missions ago. I started like this: Patita Charnda - the fallen moonTira - Huntsman of Vile-Tis, captain, with Vorace Blade and a middle Healing Rune, career: Sharpshooter Rakta - Marodeur Jadu - Halfelf-Mage with Wolfstrap I started with the idea of a pure mage in the troup, because I like a lot of the Devourer spells, especially Wolfstrap: under this spell, a unit gets a hit with STR=moved distance, which is very effective against cavalry. Later, another fighter came for heavy support: Mita, Carnivore, career: killer But I soon realized, that the mage wasn't that effective and I mostly did not take the Marodeur with me, so I throw them out and hired a Master of Carnage (Halfelf) and a Tyrant. The elves have almost been equal with the points and the Tyrant was only 26 AP more than the Marodeur. Badha - Master of Carnage with Art of Fury (so he can give Fury points to himself) Matha - Tyrant, career: killer Since them, I had a lot of fun with the warband. Not necessarily won any game, but it was decided in the last round with the last fights, so it was very funny and thrilling. As for their development, they will become (or already are) quite monstrous: The Huntsman already has Bulls-Eye, Instinctive Firing, Sharpshooter and Master archer and will have Rapid reloading. When he ends his career, he will increase his range, so he will be able to shoot two shots at 60cm with automatic success (since 1 is no failure) and a maximum STR of 17 with a light artillery bow! The carnivor has besides his regular abilities Masterstrike/0 and Fine Blade and just earned his 200 EXP so he got his Vorace Blade as artifact (critical wound = killed outright) and another artifact which gives him Fierce. When he finishes his career (he only has to increase INI and ATT once more), he will be able to deal an extra attack just before the hand-to-hand combat begins. The Tyrant got already Fine Blade and will have Masterstrike/0 as well, as soon as he gets his 200 EXP (he already got 81 in three games), he will have a Vorace Blade as well. The Master of Carnage gives Fury points to the others or himself and is a very useful suppurt, otherwise he increases his POW to have more mana and therefore more Fury points to give. All in all, I look very forward to the next gaming weekend!
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