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forest90
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PostSubject: WARLORDS   WARLORDS I_icon_minitimeTue Jul 03 2012, 03:12

has anyone put any thought into the warlord traits? like what HQ would be best to take since its randomized? and what upgrades you should avoid taking incase of redundancy.
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Sendreavus
Hellion
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeTue Jul 03 2012, 03:46

Command traits seem pretty ok with 4/6 granting a pretty decent boon with the other 2 being situational at best.

Personal seem to be high risk high reward as 2 of them are redundant with power from pain.
(The ones that grant fnp and furious charge)
One is kind of meh for usual DE playstyle as it makes you sit in your deployment with your IC and grants counter attack(which we kind of don't want to get charged in the first place). The other 3 are good since they grant outflanking, makes HQ scoring, and gets a VP whenever he kills a character(seems to fit our play style best).

Strategic seems to be the most useful but there are a few duds that we can get.
Rolling a 3 is a dud since I don't think any of our units have outflank.
Rolling a 6 is somewhat redundant with Lady Malys since it allows you to redeploy.
The rest are pretty good:
1-All units have move through cover (sexy)
2-NIght attacker, guaranteed night fighting first turn !!!! trolololol
4- reroll any reserves roll(pass or fail) while warlord is alive

tl;dr Command seems to be the most safe one in terms of risk/benefit. Personal can be good but also can be kinda redundant with our core mechanics(Pain tokens). Strategic seems to be a mix with one true dud but the rest can be useful.



Last edited by Sendreavus on Tue Jul 03 2012, 04:09; edited 1 time in total
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forest90
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeTue Jul 03 2012, 03:53

i noticed already that alot was going to be redundant thats why i ask. didnt know if anyone thought of tounrments and for example a archon would be less usful if he gets a fluff and WT that do the same, or would taking the gamble be a way of cutting a few points? could say lileth pr drazhar(who seems to be popular now) be an extrodinary choice since he has almost non of these effect and can still benefit.
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Allandrel
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeTue Jul 03 2012, 06:55

@Sendreavus wrote:
Rolling a 3 is a dud since I don't think any of our units have outflank.

Infiltrators can outflank which means this warlord trait will benefit... Mandrakes!

So yeah, it's a dud.

I was amused by the GW video about warlord traits when they mention having a Dark Angels Company Master roll of the Command table. Because you totally want to give the "everybody within 12 inches can use my Leadership" ability to the guy who provides his Ld to the entire army already.
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Sky Serpent
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeTue Jul 03 2012, 22:49

I'll go through them from my perspective of using Duke Sliscus:

Command Traits:

Nothing really that I want at all on the table so will never pick this. Coordinated Assault is nice but not fantastic; perhaps I'm being negative because Duke is only LD9 but there's a lot more fun stuff available elsewhere...

Personal Traits:

For fun and pompousness Personal is right up my alley. I'm not fussed by Defence and Offence as I won't be taking advantage of those and I'll be getting FnP before Tenacity is used but the ability to outflank a Raider full of splinter weaponry is great. Legendary Fighter is amazing! Every character is 1 VP, that's not just ICs but sergeants, Nobs, anything with Ch. Immovable Object is great too, Shadowfield away!

Strategic Traits:

Whereas Command was meh and Personal was fun, to me Strategic is safe with lots of good army wide effects; there isn't a bad one in here apart from the donkey that is Ambush. Running flyers? Best pray for Genius. Facing flyers? You'll want Conquer. Night Attacker? Yes please! If you want something that will work for any army, any battle then Strategic is the one.


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HERO
Hekatrix
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeWed Jul 04 2012, 01:14

Strategic Traits all the way.

Every single one of those benefits us infinitely more than the other ones.

And they're fluffy as well. Bonus!

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Shadows Revenge
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeFri Jul 06 2012, 06:09

my take:

Command:
1- not bad if used in venom spam lists, but not really a buff either
2- really good for us, especially if you are using an assault element.
3- again really good if yousing assault elements. If you use a venomspam list though, not really useful
4- not really good, especially if it overlaps with drug dice 1
5- ok I guess, but our HQs arent really shooters
6- really good if you are using an Assaulty HQ, not so much for venomspam

total count: Venomspam- 1 (maybe 2 if you use a blaster archon); Assault HQ- 3; Terrible- 2 (1 maybe if you like blaster archons)

Personal:
1- decent for assaulty HQs, but personally I doubt our archon should be in his deployment zone
2- really good for assaulty HQ, but it can overlap with our own pain tokens
3- maybe useful? but rememeber you cant assault out of outflank...
4- I really like this, but the problem is who will really accept a challenge from a full kitted archon?
5- decent if your assaulty HQ tries to pull someone off of an objective, but again overlaps with our pain tokens
6- Amazing... either way

total count: Venomspam- 1 (maybe 2 if he is with a unit that will help with outflank) Assault- 5; Terrible 0, but alot of of them overlap with pain tokens, so be careful

Strategic:
1- Amazing... each way
2- amazing as well
3- a dud... period
4- decent if you want to have reserves (or flyers, which are amazing this edition)
5- also good to stop alot of enemy flyers
6- ok I guess, but we already have lady M, and access to Eldrad

total count: Venomspam- 4 (5 without one of those two SC) Assault- 4 (5 for same reason); Terrible- 1 and its a doozy...

Overall Strategic is a winner, but I really think that if you get 3... its tough. I personally like Personal alot, but would never do it if you dont expect your HQ in assault.

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forest90
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeFri Jul 06 2012, 13:11

dude i just realized with mayala, eldrad and the number 6 strategic you can literaly relocate your entire army before your opponent does naything. ha. probaly not worth the point and 6 a gamble but a funny note. 3 venom, 3 raiders, 3 ravagers then relocte them all elsewere
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Azdrubael
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeFri Jul 06 2012, 16:43

I would favor personal for Lelith.
Having Furious Charge from the go, or claim VPs for character is really fun and fits Wych Cult best.

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wilku
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeSun Jul 08 2012, 00:10

One question:
Some of the traits have a range in their description. How do we measure the range when the Warlord is in a transport? In 5th it was measured from hull, and I think I've seen a change here,mbut I can't find any info on that in BRB. Please help, preferrably with page number reference.

This actually is also a question regarding other area effects from ICs inside vehicles.

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csjarrat
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeMon Jul 09 2012, 16:40

@Shadows Revenge wrote:
my take:
, and access to Eldrad

really? thought you couldnt take named chars in allied detaches?
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wilku
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PostSubject: Re: WARLORDS   WARLORDS I_icon_minitimeMon Jul 09 2012, 16:46

why?
there's nothing about such limitation.
and I've found the answer to my question - we measure from the vehicle.

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