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Author Topic: The great dilemmas  (Read 1522 times)

Offline Coenus Scaldingus

  • Mad Scientist
  • Posts: 695
The great dilemmas
« on: 14 October 2015, 05:38:15 PM »
As we all know, selecting that starting warband can be tricky, with so many options and so little gold available (especially once you take on an apprentice). Lots of choices to be made, and although some are between very different options, others are much more similar. So what do you tend to take, when choosing between...

-A staff or a hand weapon on your spellcasters? Both can later be replaced by potent magical versions, the latter of course more combat oriented - even from the start, where it can be combined with a dagger. Do both wizard and apprentice get the same, if so which one, and why?

-Archers or crossbowmen? Mobility or increased damage? If taking several, would you have all of the same type, or spread your chances a bit?

-Templars or knights? Slower, highly armoured warriors - but do you prefer the extra damage or highest defence available? Or get rid of that luxury and simply opt for a barbarian instead?
~Ad finem temporum~

Offline Achilles

  • Mad Scientist
  • Posts: 763
  • Heal them, with fire from above.
    • Guerrilla Miniature Games
Re: The great dilemmas
« Reply #1 on: 14 October 2015, 06:13:49 PM »
Don't discount the Treasure Hunter. Mov7" and Fight +4 for 20c cheaper than his buddies.

When starting your warband it's worth bearing in mind that with 3 exceptions there are 'low' and 'high' versions of each soldier

Thief -> Thug -> Treasure Hunter
Archer -> Tracker -> Ranger
Crossbowman -> Marksman
Man-At-Arms -> Knight
Infantryman -> Templar

Apothecary, Barbarian and Warhound are the only ones without Analogues. With a matrix like this though you can easily model once and just 'promote' the approrpriately equipped miniature as you gain the gold. The Soldiers box lets you do so really well.

As for weapons for the Wizard, I almost always take the Hand Weapon, but I favour aggressive characters and always improve Fight each game until it maxes at 5 (as it's both defensive and offensive in use). I've had Hrothgar almost slay a knight in one go, if it weren't for his damned staff!

My usual starting band is.

Wizard (Hand Weapon)
Apprentice (Hand Weapon)
Treasure Hunter
Thief
Thug
Thug
Infantryman
Archer
Crossbowman
Hound

Maxes on soldiers and you have a robust band that can fight, move and shoot. :)
« Last Edit: 15 October 2015, 03:43:25 PM by Achilles »

All life is an experiment.
The more experiments you make, the better.
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Offline tyrionhalfman

  • Mad Scientist
  • Posts: 985
Re: The great dilemmas
« Reply #2 on: 14 October 2015, 10:35:54 PM »
With regards missile troops I have two archers and two crossbowmen and use three of them in my game in either combination

Offline PhilM

  • Assistant
  • Posts: 33
Re: The great dilemmas
« Reply #3 on: 15 October 2015, 03:07:36 PM »
Poor Tracker, always being left out.

Offline Achilles

  • Mad Scientist
  • Posts: 763
  • Heal them, with fire from above.
    • Guerrilla Miniature Games
Re: The great dilemmas
« Reply #4 on: 15 October 2015, 03:39:17 PM »
I completely forgot he existed! lol

 

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