Saturday, March 20, 2010

News: Mantic Newsletter

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Hello all, Slick here. Another Mantic newsletter is out this week and it looks like the Undead releases are in full swing! Mantic is still running their Free Shipping offer so be sure to take advantage of that if you plan to get anything from the Undead range.

Mantic Games Newsletter
Welcome

In the last two weeks a lot of new subscribers have joined us from the free Ghouls offer. To you all; Welcome to the Journey! We try and keep the newsletter short, but fill it with the latest news, offers and pictures (the best rumours, and our attempts at humour are usually found on our blog). I hope you enjoy what you see here, please tell your friends about Mantic, and what we are trying to achieve (great minatures, big armies at a fair price), and I thank you sincerly for your support.

New Collector's Range Ghoul available for pre-order


The first two limited edition Miniatures from the Collector's Range have already sold half of our initial run of 75 (not bad in just 8 weeks!), meaning that we have strictly limited quantities left in the warehouse. We are now making the next in the series available for order.

After reading the blog about the sculptor's experience
creating the incredible new ghouls, we thought everyone would like the option to get their hands on one of the originals. The Ghouls have been exceptionally popular and we thought that this gruesome figure would make for a fantastic painters and collector's piece. Again we will be limiting this to just 75 copies ever, and they will come in their own box, with a signed certificate of Authenticity, for just £25 - and post free if they are ordered in March (FREEDELWW).

Anyone who signed up last time around to receive notification of upcoming Collector's figures have been able to place their orders early, and will have their figure shipped first, so if you want to get your hands on the next collectors figures early, make sure you let us know by using the Contact form.

Undead Revenants shipping - Balefire Catapult now in the warehouse!


You've seen the new photographs on the website, you've seen the video review, and now the Revenants are released and shipping!

Finely detailed, plastic models, these sets let you field the elite of an Undead army onto the battlefield, alongside the Skeleton infantry and slavering Ghouls.

Furthermore, mark the 25th March in your diary, the Balefire catapult has asrrived in the Warehouse. The Undead Warhost will be shipping on Thursday, after all the pre-orders. We appreciate it's been a bit of a wait, and we thank you all for your patience, but all warhosts, including those that are part of a deal, will begin shipping immediately.

With an abundance of Mantic points, and over 50 plastic figures, the Warhost is the way to get yourself a whole load of Mantic figures to add to your existing army, or to start a completely new Undead army. With free shipping running out soon, make sure you order yours now.
Remember!

The Extended Free Worldwide shipping is ending 31st March, so remember to make use of your FREEDELWW code in the webstore now!

Final Chance

Mantic Games are still taking applications for two Trade Sales Executives vacancies up until the 26th March. If working in a highly experienced sales team with excellent opportunities grabs your attention, please send in your CV as soon as possible.

For more information on the job role and contact information, please view the recruitment page.

Come and see us!

This weekend we will be attending two Events, where we'll be available to chat about all things miniatures, and more besides. We'll be bringing some painted miniatures, challenging you guys to beat our speedbuilding record, and will probably at some time divulge our entire release schedule (again).

On the 20th March, we're going to be at Maelstrom Games' Eye of the Storm at the "Winter Incursion" event.

On the 21st March, we're going to be with the guys from Warlord Games at the West Midlands Military Show, and will be on hand to talk about all things fantasy.

To keep up to date with all new events, please check out our Events Diary Here, which will be continuously updated as we confirm new place

Wednesday, March 17, 2010

WAAAAAAAAGH! Pyle

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Hey everyone! Over the next couple months we (myself and my brother) will be authoring a running series of posts detailing the massing of our Orcs and Goblins army for the upcoming 2v2 tournament in Lafayette. We hope to get started tomorrow with some more content, but some things that will be included will be:
  • Army Composition Notes
  • Photos (construction, painting, and finished units)
  • Fluff
  • Perhaps some painting tips for greenskins

I look forward to sharing our joint hobbying with all of you and look forward to your comments and questions

Brian aka CheezWhiz

Tactica: Dogs of War Heavy Cavalry RoR

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Hello all, Slick here. In the last part of the Dogs of War cavalry tacticas we will be taking a look at the Heavy Cavalry Regiments of Renown.

Voland's Venators
Let us begin by taking a look at Voland's Venators which is easily one of the best Regiments of Renown available and should find a spot in most Dogs of War armies. For 195 points you get five knights including Voland himself. Best of all, the Venators are a Core choice and thus they keep those important Special and Rare slots open. The Venators differ from regular mercenary cavalry in that they have a base strength of 4, thus you will have Strength 6 on the charge! The Venators are definitely capable of being a hammer unit. Voland himself is a standard Captain-level hero and as far as gear is concerned the Venators come fully loaded: heavy armor, shield, barding, and a lance. The minimum unit size is five and it's worth paying for some extra Venators so that you can take a few casualties and not lose combat effectiveness. While these guys may not have the 1+ armor of Empire knights or the customization of Bretonnian knights, the Venators are the premiere mercenary heavy cavalry. Unlike most Regiments of Renown, the Venators are reasonably priced so that you are not sinking excessive points into them to build an effective unit.

Voland's Venators can pack a lot of power in a charge but they are best used in a combination charge, flank charging in support of one of your anvil or tarpit units or in concert with another hammer units such as Maneaters. As most players have experienced, cavalry always seem to suffer from rubber lance syndrome when you really need them to inflict serious damage on a charge. With so many 'ard units out there now, you really have to be careful about which ranked units you send the Venators at. For added punch you could try sticking a Captain with a lance in the unit for 9 S6 attacks on the charge. One tactic I have used with success is to have the Venators go for the frontal charge while I flank charge with my Captasus (Captain on Pegasus).

Tichi-Huichi's Raiders
Anyone who has read the rules for Tichi-Huichi's Raiders might be a bit surprised to see them discussed in a tactica on heavy cavalry. Indeed, the Raiders do lack several important characteristics typically associated with heavy cavalry, such as the ability to withstand attacks thanks to good armor saves and the ability to dish out serious damage. Instead, the Raiders are something of a hybrid light-heavy cavalry unit with a few interesting tactical wrinkles. Let me preface this portion of the tactica by saying that this is another one of those Regiments of Renown that have an excellent conceptual idea that is let down by rather mediocre rules and points cost. Let's start with the essentials - for 250 points you get six riders including Tichi-Huichi himself. Additional riders will set you back 22 points per model. The unit is equipped with spears, a scaly skin bonus (6+), and shields. Their lack of heavy armor is balanced by the fact that the Cold Ones grant a +2 armor save bonus rather than the typical +1. The unit does not come with barding, thus your expensive heavy cavalry clocks in with a 3+ save. Surely the Raiders can dish out damage? Not quite. A quick glance at the stats reveals the true weakness of this unit - at least in the role it seems intended to fill. Skinks are not meant to be close combat powerhouses and that is certainly the case here. While a 3+ armor save is decent, the paltry Toughness 2 of the riders (Tichi-Huichi is a whopping T3) means that the expensive Raiders are easily wounded. Their average strength is only Strength 4 on the charge so they definitely lack the punch to breakthrough most ranked units.

Let's take a quick look at the Special Rules the Raiders have as these do add some value to the unit. As with other Lizardmen, the Raiders have the Cold-Blooded special rule meaning that you should be able to pass most psychology tests with relatively little worry. Break tests are another matter as Tichi-Huichi only has an average leadership of 7. Taking a look at the mounts we see the aforementioned armor save bonus granted by the Cold Ones. Additionally, Cold Ones also casue fear but are subject to stupidity. Having Cold-Blooded here is really a blessing. The Cold Ones also have 2 attacks at Strength 4! Clearly the mounts are better than the riders in this case. Thus, the unit can actually dish out a respectable amount of medium strength attacks on a charge. Against light units they do have the ability to cause some mayhem, although your best to-hit roll with the regular riders is sadly going to be 4+. Nevertheless, if you can cause some casualties and make your armor saves, the autobreak from fear could see the Raiders defeating light units such as skirmishers, light cavalry, and smaller units of light infantry.

The Raiders also feature one more Special Rule that adds some interesting tactical possibilities if only the unit had some better rules, stats, and/or equipment to better suit this ability. If the Raiders are broken in combat, opponents will never pursue them. Thus, the unit is always guaranteed to escape. This is fortuitous as the unit will keep its banner since the enemy unit cannot pursue. The Raiders could have potentially been the ultimate hit-and-run unit. Unfortunately, to effectively use the unit in its current incarnation you really do not want to put them in positions where they will be easily broken. Do you really want to sacrifice really expensive cavalry? No, of course not. The types of units that the Raiders should be engaging are ones that should pose little danger of breaking them in combat. The types of units that can break you are likely to seriously maul the Raiders so that you will be left with a largely ineffective unit once they escape. If the Raiders had poisoned weapons I could see the value in sending them at an otherwise tough to beat unit and then run away. However, most killy units in the game nowadays can dish out copious amounts of high strength attacks, and there there are those which also have the Always Strikes First rule. You would have to take quite a few Raiders to have enough left against such units once you flee. This of course would be a serious point sink and would push the unit close to 400 points or more. I do think the Raiders could have some application although it would take some serious playtesting to get it right. Even then, the Raiders are simply overshadowed by the cheaper and better Ogre units available. If you have used the Raiders with any degree of success please feel free to share!

Hopefully you have found the above tactica useful!

Tuesday, March 16, 2010

News: GW Newsletter - Honored Imperium

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Hello all, Slick here. Another GW newsletter hit the inbox today and it looks like some excellent new 40K terrain is on the way! Check out the Honored Imperium advanced order below. This looks like it will be an awesome set - especially the Space Marine statue and broken Aquila!


The Games Workshop Newsletter 16.03.2010
In this issue: Advance Order: Honoured Imperium

Advance Order: Honoured Imperium

The Honoured Imperium is an all-new collection of characterful Warhammer 40,000 scenery that includes a foreboding 6-inch high Space Marine statue, a broken aquila and a section of ruined building.

Honoured Imperium Honoured Imperium
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Also Available

Make sure you have all the scenery you need to turn your gaming table into a mighty arena of war with these other great Warhammer 40,000 scenery sets that are available to buy now.

Imperial Sector Imperial SectorPowerful lasers, explosive bolt rounds, searing melta blasts: the weapons of the far future can reduce even well armoured warriors to ash. Take advantage of the great value Imperial Sector set and give your troops the advantage of a cover save!
Imperial Strongpoint Imperial StrongpointThe Strongpoint contains two Bastions and three Aegis Defence Lines, and will provide over 6' of defence lines! Create a nigh-impenetrable defence set-up with this massive kit or combine it with other terrains sets to form an immense fortification.
Fortress of Redemption Fortress of RedemptionThe Fortress of Redemption is a massive Warhammer 40,000 scenery piece. Ideal as an Indomitable Fortress in games of Planetstrike or as an objective in regular games of Warhammer 40,000, no scenery collection should be without this mighty structure.

News: Incoming! Spearhead

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Hi all, Slick here. The latest GW newsletter contains some exciting news, although it is a bit odd. The upcoming issues of White Dwarf will apparently feature another 40K expansion, this one being called Spearhead! The good news is it will feature a lot of new model releases and continuing support with new material in WD and online. From the description though, it sounds like this expansion is basically adding more of a certain type of mission to the game. Did we not just get Battle Missions??? It sounds like Spearhead could be a lot of fun, but it would also be nice if GW would focus on their regular 40K/Fantasy army release schedule as well. The newsletter does mention exciting new plastic kits... which could imply a new plastic superheavy ... Time will tell. Your thoughts?

The Games Workshop Newsletter 15.03.2010
In this issue: Incoming! Spearhead

Incoming! Spearhead

Gather your tanks and ready your lascannons – in June the pages of White Dwarf magazine and games-workshop.com join forces to bring you a whole new expansion for Warhammer 40,000: Spearhead.

Spearhead is a new way to play Warhammer 40,000 that enables you to unleash exciting tank battles and daring breakthrough missions on the table top, bringing the full mechanised fury of the 41st Millennium to bear in your games. June's White Dwarf will contain the main part of the supplement, including new rules, missions and plenty of inspirational hobby advice. Alongside this, games-workshop.com will feature additional material for registered members such as details for how to assemble your Spearhead formations along with even more painting, modelling and collecting tips.

As if a whole new Expansion wasn't exciting enough, it's going to be accompanied by a range of new miniatures including some stunning new plastic kits – more details of these kits, and the Spearhead Expansion, will follow in May's issue of White Dwarf and on games-workshop.com in due time.

Warhammer 40,000: Spearhead
As June's White Dwarf contains a new expansion, it promises to be very popular. Guarantee your copy by subscribing here today.

Monday, March 15, 2010

Tournament: Warhammer Fantasy Team Tournament

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Hi all, Slick here. Here are the details for the upcoming Fantasy Team Tournament at the Game Preserve. Questions and comments welcome!


When: Saturday May 1 (9:30am-6:00pm)

Where: The Game Preserve, Lafayette Indiana (located in the Pavilions)

Format: The tournament will consist of 3 rounds with one battle per round. This is a team tournament with each team consisting of two players. Each player will construct a 1000 point army list using the most current army book/list available for that army. Thus each team will consist of two players, each using a 1000 point army for a total of 2000 points per team.

Each battle will feature a unique scenario with specific objectives and/or special features which will affect the battle. The completion of these objectives as well as the overall outcome of a battle will determine a player’s battle score each round. Players will also receive points in the following categories each round: sportsmanship, composition, and painting. There will also be a small number of bonus points awarded at the end of the tournament. There will be 3 games played on Saturday (including a lunch break).

Requirements:

  • Each player must bring an army of no greater than 1000 points. Each player builds their army using their own force organization chart at the 1000 point level. Thus, no one has access to a Lord level character.
  • Armies must be selected from the most current Army Books. No alternate lists or White Dwarf lists are allowed. No Special Characters.
    • The following exceptions are allowed: Dogs of War (including the Rhinox Rider Pdf), and Chaos Dwarfs (the recently released online Chaos Dwarfs army book or the Ravening Hordes list may be used. Please mention which list you are using on your army list )
  • In an effort to curtail WAAC (win at all costs) and unbalanced lists the following restriction is in effect when planning your army list: Aside from Core Units, no units may be taken more than once.
    • For example, an Empire army can include 1 Great Cannon as it is a Special Choice or a Dwarf army could include 1 Gyrocopter as it is a Rare Choice. However, certain armies allow you to take 2 of a given unit per choice such as Dark Elf Repeater Bolt Throwers or Snotling Pump Wagons. Players may take still take two of these units as they only use 1 Special/Rare choice. (Note this doesn’t affect character choices)
  • Additionally, magic will be capped at 10 Power Dice for the team.
    • Each team will generate one set of army power/dispel dice. These army dice may be shared between the players in any fashion during the game. Dice generated by magic users may only be used by the controlling player. There is no restriction on how the Power Dice are distributed among a team. In other words, Player A’s army has a Lvl 1 Wizard, Whereas Player B’s army features two Lvl 2 and one Lvl 1 Wizard. This team would have a total of 8 power dice (2 army +1 + 2 +2 +1 = 8).
    • To determine the number of power dice in your army simply add the 2 Army Power Dice along with the number of wizard levels in your army. Each bound item will count as 1 Power Die. Every two Dispel Scrolls/Power Stones and similar items will count as 1 Power Die.
    • For armies that have access to magic users who do not use power dice (such as Empire/Tomb Kings etc) use the following to determine how many power dice you have: Empire Warrior Priest (1PD), Lich Priest/Tomb Prince (1PD). Note, as Horrors are considered wizards and generate dice, their levels must also be counted.
  • During each round, each team will nominate one of their characters to be the team General. This character will count as a General for both armies and thus all rules for army generals apply to this character. This is chosen after players receive the scenario but before deployment.
  • Each team may also have exactly ONE Battle Standard Bearer whose rules will apply to both armies in the team.
  • In all other cases players’ armies act as two separate forces. The following exceptions do apply:
    • Any items or abilities which can affect ‘friendly’ models/units can affect your teammate’s army.
    • Teams which consist of the same army share any armywide effects, such as Waaagh!
    • ‘Friendly’ units can cause Psychology effects in your teammate’s army.
    • Deployment will be determined by the scenarios.
  • While players are free to team up however they like, there should be an effort to avoid teams that feature armies considered to be enemies in the fluff. Thus Lizardmen would never team with Demons of Chaos, High Elves and Dark Elves would not work together etc. Players will be rewarded/penalized in Composition scores depending on which two armies they decide to pair.
  • All players must submit a typed army list to the Judge before the tournament during registration/check-in. It is also a good idea to have an extra copy for yourself as well as your opponents.
  • Players are responsible for having a copy of the latest FAQs (this includes the main rules as well as the rules for your army). These can be found on the Games-Workshop website.
  • All armies are to be painted to a minimum standard (3 colors).
  • Players are responsible for bringing all necessary supplies such as: rulebooks, army books, dice, templates, measuring tapes, movement trays, and any other necessary materials.

Scoring: Scoring will be divided between Battle, Sportsmanship, Composition, and Painting points. Battle Points will account for 40% of a team’s score while Sportsmanship, Composition, and Painting points will account for the remaining 60% of a team’s points. After each round players will fill out score sheets marking the Battle Points for each round. Players will then award their opponent points for Sportsmanship, Composition, and Painting which will be outlined on the score sheets.

Penalties: Overall score penalties will be given for showing up late (-5 points), not putting your name on your army list (-3 points), stalling for time (-5 points), or turning in a hand written army list (-3 points). Further deductions will be applied (if necessary) for unruly or disruptive behavior (the number of points deducted will vary). If a player continues to be disruptive, he or she will be ejected from the tournament.

Prizes: Prizes and trophies will be awarded for the following achievements during the tournament:

1st Overall: TBA Best Army: TBA Player’s Choice: TBA

2nd Overall: TBA Best General: TBA

3rd Overall: TBA Best Sportsman: TBA

Schedule: Each round will be played to the end of six full turns or 140 minutes, whichever occurs first. At the end of the round, all games still in progress will cease immediately. Any player(s) deemed to be stalling for time will receive a penalty (-5 points).

Saturday

9:30-10:00 Registration & Setup

10:00-12:20 Round 1

12:30-1:00 Lunch Break

1:00-3:20 Round 2

3:30-5:50 Round 3

Sunday, March 14, 2010

News: Mantic Newsletter

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Hi all, Slick here. The latest Mantic newsletter is out! The Elf cavalry is ready for release and they look excellent! Mantic also still has their free shipping offer going so make use of that if you decide to order!

Mantic Games Newsletter
Welcome!

Welcome to this weeks newsletter, especially those of you who are receiving it for the first time! We hope you like what you see, and that you'll supporting Mantic for a long time to come. On to the news...

Only two weeks left of free Shipping - it ends in March, but all the advance orders will be shipped post free. Act now.

With free shipping ending on the 31st March, now is the time to act, especially when it comes to big army deals. With the option to get your hands on soon-to-be-released figures and free miniatures, Malak's Legion of Death has risen alongside the two existing deals: Helikaeth's Undead Legion and Antonia the Dark's Vengeance Guard.

Containing 5 limited edition metal Revenant Knights, Reapers, a free Death Kings Cabal and Malak, a Vampire Lord riding an Undead Pegasus, this deal combines the forthcoming metal sets with two Undead Warhosts – over 100 plastic figures and a total of 16 Mantic Points!

Follow this link here to view all of the latest deals and offers, and make sure you use you FREEDELWW code at the checkout!

Release the Cavalry!

With all of the Undead releases recently, it'd be easy to forget about the Elves... except that there's still a whole plethora of new releases that's coming for them, starting with the Stormwind Cavalry, released this week!

This metal boxset contains enough pieces to build five Elven cavalrymen complete with Champion, Standard Bearer and Musician. We're also offering a web only troop box that you can use to add to the cavalry command, and a deal that combines both sets for even greater value.

Supplied with all of the usual gubbinz, and of course, Mantic Points, this new Elf release spearheads the way for the Palace Guard, Elf General on Battledragon, and the Drake Cavalry, all released in the next few months!

These finely detailed models allow you to add to your existing Elven host or maybe they will inspire you to start a new one - regardless, no existing army is complete without them. Check out them out here.
Now recruiting

We are currently looking to recruit two new sales executives to join our team of highly experienced salespeople. With a role of growing the number of accounts, exceeding targets and selling the right range to the right customer, you will be tasked with delivering excellent customer service, managing existing customers and developing trade accounts across the UK, assisting with the rapid growth of this exciting new company.

For more information and contact details, view the full job description here.

Events

We will be attending many events this year, including:
  • Winter Incursion at Maelstrom Games: 20th March
  • West Midlands Military Show: 21st March
  • AdeptiCon 2010: 26th-28th March
We will be showcasing our latest miniatures, holding events and generally having a great time. Please do come over and visit us, we'd love to have a chat and who knows, maybe we'll have a few Mantic Points to give away!

For all the information, view our events page here.

Media Spotlight

Beasts of War have taken a look over the Revenant Regiment box, reviewing the Troop and Command frames whilst building a few miniatures too. You can view their video here.

Word on the street is that the Beasts of War guys are planning on taking part in the speed-building challenge we have up on the website. We're wondering if they're struggling to beat Ronnie's time of 12 minutes, because a video of there attempt hasn't surfaced yet – come on lads, bring the pain!

Thursday, March 11, 2010

Tactica: Dogs of War Light Cavalry RoR

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Hello all, Slick here. Continuing with the mercenary cavalry tacticas, we now move to a review of mthe various Light Cavalry Regiment of Renown units available.

Al Muktar's Desert Dogs
The minimum unit comes in at 245 points for 6 cavalry (technically 5). Extra riders may be purchased for an additional 13 points per model. The Desert Dogs actually feature three named characters, however Ibn the standard bearer actually does not have any attacks so you are actually losing some offensive punch with this unit. Although he is named, Ibn cannot be specifically targeted (read challenged). The other two named characters are Al Muktar himself and Sheikh Shufti. While Al Muktar is the unit's captain, Sheikh Shufti acts more like an overpowered champion. The Desert Dogs are also one of the few Regiments of Renown that come with magic items - the Scimitar of Dakisir and the Black Banner of the Muktarhin. You might think that the unit's captain would be the one to wield the magic weapon yet the Scimitar actually belongs to Sheikh Shufti. The Scimitar provides Sheikh with an additional 2 strength on the charge and +1 strength bonus at all other times. Having S6 attacks in a light cavalry unit does provide some serious offensive punch. Unfortunately, Sheikh is hampered by only having a measly 2 attacks. The other item is the Black Banner which adds D3 to the Desert Dog's combat resolution.

With two solid combat characters as well as two magic items one would think that taking the Desert Dogs would be a safe bet. Unfortunately, the Desert Dogs suffer from some serious flaws that make them a second rate unit and best left to casual games and/or themed armies. As mentioned above the Desert Dogs are expensive! You are paying a hefty price for the characters and magic items. The Desert Dogs also seem to have a bit of an identity crisis: Are they a combat unit or a fast cavalry unit? Aside from the characters the regular Desert Dogs riders have an average human statline and their equipment is also generic. They do count as fast cavalry and so are quite maneuverable. Like all other light/fast cavalry, the Desert Dogs are fragile. Generally speaking, expensive units that are extremely fragile are a gamble and rather difficult to use well. As discussed in the Light Cavalry Tactica, the role of such cavalry is generally to serve as flank units, march blockers, bait & redirection units, and on occasion to engage targets of opportunity. While the Desert Dogs can certainly fulfill this role, you certainly do not need to spend an exorbitant amount of points for such a unit. To really recoup your invest would require getting the Desert Dogs into combat. While they do have some offensive punch and should be able to break small and lightly armed units (many skirmishers, war machine crews, vulnerable non-elite infantry flanks etc.), they simply do not have the staying power for protracted combat. If you were to just take the minimum unit you could lose a total of three regular riders before you get to the named members of the unit and losing any of them will essentially spell certain doom for the Desert Dogs. The Black Banner should tip combats against weak units in your favor (on the charge) and between Al Muktar and Sheikh you should be able to wipe out a front rank. Unfortunately neither Al Muktar nor Sheikh have any better armor than the rest of the unit so you really want as few attacks coming back at the Desert Dogs as possible. Like similar units, the Desert Dogs also will not stand up to shooting or magic. Sadly, the Desert Dogs, like many Regiments of Renown, are a really cool concept with excellent minis, that are let down by mediocre rules. Taking enough Desert Dogs to ensure that you can deliver a solid charge will push the unit close to 300 points. Are you really going to invest that many points on a fast cavalry unit? Should you be unlucky and the Desert Dogs break from combat you will of course be handing your opponent a 100pt bonus for losing their banner. They are simply too much of a liability when you can accomplish more with generic mercenary Light Cavalry and for far fewer points.

Oglah Khan's WOlfboyz
The other Light Cavalry Regiment of Renown are the infamous Oglah Khan's Wolfboyz. This unit provides some interesting tactical wrinkles for the mercenary general. The basic unit comes in at an hefty 190 points with additional Hobgoblins costing 15 points per model, however you are also starting out with 6 models like the Desert Dogs sans the standard bearer who doesn't attack. Oglah Khan's unit is unique that you are actually fielding a unit of Greenskins but do not have to worry about that pesky Animosity rule. This is also the fasted Dogs of War cavalry unit as the Giant Wolves have Movement 9 which helps to close the speed gap against armies that also have access to M9 cavalry (see Elves). As far as stats go, the unit is average across the board, although their leadership is a paltry 6 (good for Greenskins though!). Oglah Khan essentially has Captain-level stats although he only has BS4, and is quite slow with I3, and his average leadership of 7. You certainly do not want to put these guys into situations where they have to take leadership tests! The Wolfboyz are also one of the few units that have a capped unit size. A unit of 20 would be rather unwieldy but it is nice to have that option for those crazy enough to try it! As for equipment, the Wolfboyz are loaded and come with spears, bows, light armor and shields! They also have the fast cavalry special rule. Their equipment provides them with an armor save of 4+ which does grant them some solid protection. The Wolfboyz also benefit from a rather cool magic item, the Pelt of Wulfag, which lets them pursue an additional D6 inches. Yes, that means they can pursue 4d6 for a potential total of 24 inches! You should be able to catch any fleeing unit.

On the tactical level, the Wolfboyz present some interesting options. They can fulfill all the roles of Light Cavalry while also having solid offensive punch (for Hobgoblins!). If the Wolfboyz can find a beatable enemy unit on the flanks, their pursuit roll should place them well within your opponent's deployment zone where they can wreak havoc. If an opponent is unlucky enough to have units along the Wolfboyz' pursuit route, they may face a dual threat - a potential panic check from the fleeing friendly unit (if the Wolfboyz do not catch them) and the Wolfboyz slamming into them off of the pursuit roll itself. The Wolfboyz would also seem to make an excellent flanking unit to support charges of your hammer units, as you can be fairly certain that the Wolfboyz will catch broken units while you can attempt to restrain pursuit with your hammer unit(s) if pursuing with everything would place the other units into vulnerable positions. I would certainly recommend trying Oghlah Khan's Wolfboyz. For those of you who do not want to shell out a large sum of money for the actual models, it is entirely possible to make the unit out of the plastic Goblin Wolfriders set. A little bit of conversion work to give the unit a more unique appearance would not require a great deal of work. The money you save by going this route will go a long way towards completing your army! Hopefully the above tactica has been helpful to you.
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