Tuesday, April 16, 2013

Circle of Oboros: I brought my own Forest!

Here is the next in our series of "first impression" articles by gamers in our club - trying to explain Warmahordes factions as they see/understand them thus far - mostly for the benefit of other new gamers. I hope you will enjoy the insight, feel free to contribute comments and advice, and check back weekly for more updates and info.

 “We hunt on the wind.” - Forces of Hordes: Circle of Orboros

Circle of Orboros

          The Circle of Orboros uses mobility and terrain manipulation to get an advantage over its enemy.
The Circle is a mobility faction; running around the enemy to pick their battles. Even when your opponent has more than enough strength to take you down if they can’t reach you to do it you can still win.
Even the slower Circle models often have a mobility advantage through pathfinder. Combine that with creating forests and other rough terrain and suddenly they are not quite as slow. Plus, instead of boosting power or defence Circle support often helps with mobility. Either speed bonuses or a teleport towards the destination.
From experience: Teleporting a heavy warbeast from the thick of battle to beside the enemy warcaster/warlock can change things up really quickly.
And don’t forget to place your portable forests in convenient locations, many of the Circle aren’t hindered by them or even benefit from their presence. Something many of your enemies will not be able to say.

WE HAVE:
Baldur the Stonecleaver – Also known as the Rock of Orboros Baldur is has abilities to help him get the most out of the construct warbeasts of the Circle. Because the Wolds are slower (but have pathfinder) Baldur creates forests slow down the enemy. His feat turns the ground in his favour, cover for all of his friends, rough terrain and no pathfinder for enemies.

Kaya the Wildborne – Kaya specializes in living warbeasts, granting all of them a bonus to hitting. She is not much of a fighter herself, but she can teleport her warbeasts around the field and cast some other support spells. Her feat allows her to hand out and then leach fury to re fill her stock.

Kaya the Moonhunter & Laris – The epic Kaya brings her personal warbeast to the fight. She also has slightly better stealth granting, not quite as good teleportation and some different skills that make her a little better in combat. Her feat allows her to force her warbeasts from anywhere and then have them teleport to her side.

Mohsar the Desertwalker – Instead of bringing his own forest Mohsar brings his own desert to the board. And the desert is harsh; Mohsar is a support caster who can hinder his enemies, even as he takes a toll on his ‘allies’. His feat prevents channelling (such as with arc nodes) and leaching.

Grayle the Farstrider – Grayle is a hunter, fast as the wind, stealthy and deadly. He does not have a lot of ability to support his troops though. His feat gives out stealth and allows for additional movement bonuses.

Gorax – A light warbeast that benefits from injury. Its animus gives stat bonuses
at the price of frenzying next turn.
Woldwatcher – A light construct warbeast that generates forests from its kills.
Its animus prevents some common secondary effects.
Shadowhorn Satyr – A heavy warbeast that can jump around. Its animus adds
boosts some power attacks.
Gnarlhorn Satyr – A heavy warbearst that specialises in slams. Its animus boosts
some power attacks twice.
Pureblood Warpwolf – A slightly weaker warpwolf that can support other
warpwolfs. Its animus gives magic weapon and blessed to weapons.
Warpwolf Stalker – A warpwolf hunter with a sword. Its animus gives sprint to
the target.
Woldwarden – A heavy construct warbeast that can cast spells. Its animus creates
a forest around the caster.
Wold Guardian – A defensive heavy construct warbeast. Its animus reduces
damage of ranged attacks on the caster.
Druids of Orboros – A spellcaster unit.
Druid of Orboros Overseer – The Druid attachment has its own spells, adds
advanced deployment and beast master (essentially a hordes ‘jack marshal).
Druid Stoneward & Woldstalkers – A ranged unit with a spell casting druid as its
leader.
Shifting Stones – A support unit that uses teleportation to move itself and allies.
Stone Keeper – The Shifting Stones attachment adds a spell caster to the unit.
Reeves of Orboro – A ranged unit.
Warpborn Skinwalkers – A unit of beastly melee combatants.
Druid Wilder – A solo that supports your warlock and uses animus.
Reeve Hunter – A striker solo.
War Wolf – A wolf trained to fight beside the Wolfs/Reeves of Orboros.
Lord of the Feast – A teleporting solo that can literally eat through units.

Tuesday, April 2, 2013

Khador: General Winter and lots of Steel Plate

Welcome to the first of our articles written by new players from our club trying to explain their impressions and understandings of the various factions of WarmaHordes.

Also, our first official league "MACHINATIONS" has begun. We are now deep into unlocking the secrets of UMBRA. and are looking to order the new second season package complete with badges and other such goodies!!!

KHADOR

“You can’t ignore a Khador Warjack. It just keeps coming, shrugging off everything you throw at it.”
-Paraphrased from Prime Mk.II

The Khador army doesn’t believe in subtlety nor that you can bring too much power to the battlefield.

Khador is the nation of the north, the Russian iron kingdom. Good things do not come in small packages in Khador; their entire warjack line up consists of heavy warjacks, and many of those are the heaviest fielded by any faction.

To fill in the space between heavy warjack and soldier Khador has man-o-wars, men wearing steam-powered armour, and other medium based troops. Although Khador is not without its quick and nimble elements its backbone will always be made of unyielding steel. Ice and cold wind is also part of the army’s theme; General Winter has not abandoned the north.

The basic Khador strategy involves advancing, engaging and locking down the enemy. Khador will win almost any straight out exchange of blows. In my short but violent personal experience, I have yet to see a Khador warjack be destroyed in a battle (my own units that face them have no such limitation, however.... ugh!)

WE HAVE:

The Butcher of Khardov – Possibly none could illustrate the straight forward nature of Khador better than the Butcher, the only Warcaster not to have a single special rule attached to him. His spells boost combat ability, except for the offensive Obliteration attack. His feat boosts the damage of melee attacks, no more, no less.

Kommander Sorscha – Sorscha is an assassin and she uses her army to set up the moment where she can rush in on the opposing warcaster. Her spells and abilities are also geared to her doing things herself. Her feat freezes all the enemy she can see, allowing her to simply walk by them.

Destroyer – A walking piece of artillery to blow things up with.

Juggernaut – The basic Khador warjack, armour and carries a big axe.

Man-O-War Shocktroopers – Armour soldiers who are almost as tough as warjacks.

Kossite Woodsmen – Ambushing bowmen that can show up from the sides of the battlefield.

War Dog – A loyal guardian for your warcaster that can rush the enemy and return to its master’s side.

Widowmaker Marksman – A quick and stealthy sniper.