Warlord Halflings Faction in Beta
07-26-11


You asked for it, and we provide! We're testing out a beta test rule set for a Halfling army in Warlord Second Edition. Remember, what they lack in stature, they make up for in spirit, and those little buggers are tough to hit! Or so I'm told. Don't delay. Click on the logo above for a PDF of the Halfling army and start testing. Report over in our Warlord Rules Forum.
Origins Warlord/2nd Edition Tournament
06-10-11

Origins Warlord/2nd Edition Tournament

Saturday, June 25th
Noon till 6 p.m.
Origins Game Fair, Columbus Convention Center

1000 pt army from Warlord/2, Savage North, or the Razig PDF.

Three rounds, scenario based games. Each game lasts five turns or 90 minutes, whichever comes first.

There will be six different terrain setups on the game boards. Be prepared for anything!

Tournament size is limited to 12 players.

To view the three scenarios for Origins, go to ReaperGames.com

Gift certificates will be awarded for 1st, 2nd, & 3rd place. Each participant receives a 2011 tournament mini.

You are not required to have a painted army. Proxies are allowed, but they must use the same base size as the mini they represent and give a reasonable portrayal. Players should bring a printed copy of their army list for the tournament organizer to review before play begins.

Special tournament rule: For flyers to make a swift attack, there must be room for their base next to the model they are attacking.


Royal Escort by Jason Pape

Diplomacy during a time of war is always tricky. Just trying to get an emissary in alive to be able to negotiate any treaties can be a very hazardous undertaking. A friendly nation had a heck of a time getting their dignitaries in to meet with your king. They lost their accompanying support in the process. Never the less, they were able to make it in safely. A bond has been formed and they have agreed to send aid. Now, they just have to get back home to be able to relay the news to their people.

Objective:

Safely escort your assigned dignitaries off the opposite table edge.

Deployments:

Normal deployment rules.

Dignitary: Each player is assigned 5 Dignitaries. Dignitaries can be fielded as any of three types, as a Solitaire, Banded group, as an Elite (if the player has any open elite spots), or a combination of those. Use the following stats for each Dignitary:

Dignitary

Affiliation: Neutral Cost:
Rank: Solitaire Base: Std
Race: Human
DT 0 1 2
MOV 5 5 5
DIS 5 5 5
DV 10 9 8
MD 13 12 12
S.A.: Band, Raider, Special Elite
MAV 4 3 2
#MA 1 S.A.: Poison

Scenario Points:

At the end of the game, each player gains 1 Scenario Point for each Dignitary that is able to reach the opposite table edge from where they deployed. Likewise, players gain 1 Scenario Points for each Dignitary from the opposing player that they are able to destroy before they can reach their destination. No points are awarded to either side for Dignitaries still alive on the table at the end.

At the end of the game, each player divides the total number of points worth of enemy models killed by 200, rounding to the nearest whole number, to find out the number of Scenario Points earned for kills (max 5). If all enemy models were killed, but their army did not add up to a complete 1000 points, you still receive the full 5.

Those Damn Berries! by Tim Peaslee

All those ripe berries were irresistible to your hungry army as they marched. Now that the battle is joined, they are paying the price. Fighting a battle while your digestive system is in turmoil beyond the abilities of some soldiers. The more exertion our soldiers make, the more those damned berries are causing havoc among them. Your scouts have told you that they have found a remedy. But, question is, can you get to it in time?

Objective:

Eliminate as much of your opponent's army as possible while keeping your own army intact.
Table Set up and Deployments: Normal deployment rules. Along the center line of the table between the two players, 6 inches in from each table edge place a single standard base. These represent magical urns described below.

Special Rules/Notes:

At the BEGINNING of each game turn, including the first, each player must apply damage to his own army equal to whatever game turn it is. 1 point on turn 1, 5 points on turn 5, etc.. No more than one hit may be assigned to a model per turn. Each player decides where to place the hits on his own army. This damage ignores any SA that prevents it, such as Damage Reduction or Displacement. If a player does not have as many models on the table as the amount of damage they should receive, ignore any extra points and follow the max per model of 1 point.

During its activation, a model in base to base with a magical urn may use a free action to heal themselves a single point. Only a single model per activation may do this. Between both Urns, they can only produce the same number of healing points per turn as the turn number. That is healing at either Urn affects how many points both Urns have left to heal. 1 point on turn 1, 5 points on turn 5. The Urns cannot be moved. Models must be grounded (not flying or burrowed) to be able to be in BTB contact with an Urn.

Scenario Points:

At the end of the game, each player divides the total number of points worth of enemy models killed by 100, rounding to the nearest whole number, to find out the number of Scenario Points earned for kills (max 10). If all enemy models were killed, but their army did not add up to a complete 1000 points, you still receive the full 10 Scenario Points for this section.
Additionally, each player divides the total number of points worth of friendly models that survived by 100, rounding to the nearest whole number, to find out the number of Scenario Points earned for survivors (max 10). If all friendly models survived, but your army did not add up to a complete 1000 points, you still receive the full 10 Scenario Points for this section.


The Platform by Jason Pape

Normally the most practical place for the leaders is behind the front ranks giving orders and observing the battle. But sometimes all caution must be thrown to the winds and the Warlord must lead by example.

Objective:

There is a control circle in the center of the board. Success depends on your leaders occupying this space and standing their ground no matter what the cost.

Table Setup and Deployments:

Normal deployment rules.
At the center of the board a CD sized circle is placed. This is the Platform described below. Add 2 extra cards in the draw deck that does not match either player. These are for the Platform.

The Platform:


The first time each game turn that a Platform activation card is drawn, 1 player rolls a die and consults the results below. When the second Platform card is drawn, automatically use the opposite result below.
1-5: The Player with the highest valued model on the Platform gains 1 Scenario Point. The model must have its center point on the Platform in order to be counted.
6-10: The Player with the most size points worth of bases on the Platform gains 1 Scenario Point. Models must have their center point on the Platform to be counted. Ex. Size 1 base (1") =1 point, Size 3 base (2") = 3 points. The points gained by this method are ŇPossession" points. A maximum of 10 possession points can be gained during the game.

Carnage:

The focus of this battle is upon the control circle. Slaying enemy models that are within the control circle or slaying them while your own model is within the control circle gains your side more prestige than normal. The value of enemy models slain is based upon their base size. Size 1 base (1") =1 point, Size 2 base (1 1/2") =2 points, Size 3 base (2") = 3 points. To be considered to be on the platform, the models center much be on the control circle. The points gained by this method are ŇCarnage" points. If a model is eliminated by a state that was caused by an enemy attack, such as burning or poison, that qualifies as a kill for Carnage points. A maximum of 10 carnage points can be gained during the game.

Example 1: While on the platform your archer takes a shoot action and eliminates an enemy solder that has a size 2 base. For that kill you gain two objective points. Example2: Your Captain slays two enemy soldiers. While the Captain is not on the platform, the enemy soldiers are. The enemy soldiers are on size 1 bases, so you gain 2 objective points, one for each soldier.
Example 3: The opposing Warlords are both within the control circle. One Warlord is slain and the other is reduced to his last track and has a poison token. At the end of the turn the second Warlord fails the poison check and is eliminated. Points would be gained for the elimination of both Warlords.

Scenario Points:

At the end of the game, add together the possession and carnage points (Maximum of 10 points each, or 20 points total)
Warlord: Savage North Army Analysis - Dwarves of Kragmarr
October-27-2010 - An in-depth review of the Dwarves of Kragmarr by Wedge Smith
This week we're going to take a closer look at the Dwarves of Kragmarr. Kragmarr is a very powerful faction that can stand up to, and dish out, a lot of punishment!

Pros

This is one of the best factions for defensive players in the game. The leaders have high elite counts which allow for high powered troops, and the Runeweapons are so cool they make your opponent die from overexposure to awesomeness.

Cons

Dwarves are generally slow, and many of their best formations require them to stay close together, which makes them easy pickings for heavily-ranged or magic-based opponents. Outside of some notable elite units, the Kragmarr have weak ranged support, which emphasizes their first weakness, requiring you to close distance into melee combat to realize their true brutality.

Overview

The dwarves of Kragmarr are very much the yin to the yang of the core rulebook's dwarves of Aizen Krahl. They offer two very separate mindsets when looking at the dwarf race as a whole. When you imagine a dwarf as a raging berserker cleaving through his enemies with reckless abandon, you are thinking of Special Abilities like Frenzy, Rage, and Savage. In this sense, you should really look into playing the Taltos dwarf faction found in the Warlord Second Edition rulebook. However, if you imagine a dwarf as a stalwart defender adorned with ancient weapons and armor, buckling down to hold a vital choke point against a tide of enemy attackers, then you are thinking about abilities like Lock Shields, Spiked, and Runeweapon, and you should look into playing the Kragmarr dwarves.

The Kragmarr are a faction that is uniquely not bound to a faction doctrine. This creates a situation where you have the freedom to build your army based on which models naturally work best together, rather than which models fit the theme outlined in a specific faction doctrine, as is so often the case. The majority of the Kragmarr faction's power and effectiveness comes from the models and troop compositions themselves, and either faction doctrine will likely work well with any solid build. It is worth mentioning, however, that the Veteran Tactics Faction Doctrine can be especially effective in many tournament play scenarios. It forces your opponent to set his troops on the board and allows you to withhold your placement. This can give you some better tactical choices regarding which of your troops match up best against your opponent’s setup.

Some of the most notable things about the Kragmarr faction is the way their troops build out. Do you always have trouble deciding whether to put the supporting spellcaster, the deadly assassin, or the amped up melee juggernaut in that single elite slot your Sergeant has? If you play a Kragmarr army, you can include them all, and the Kragmarr faction has some of the best elites in the game! Each of their leaders can hold more elite models than most other equivalent leaders in any other faction, giving the Kragmarr faction the unique opportunity to play with a variety of elite models in each Troop.

Aside from great elites, the Kragmarr dwarves specialize in being the anvil that breaks the tide of enemy attackers. The Kragmarr faction's defensive capabilities are the envy of armies across the frozen north. The Kragmarr Guard, with Lock Shields, Vengeful, Pike, Deflect, and high DV, puts even the legendary Overlord's Onyx Phalanx to shame, and for 5 fewer points. The Pummeler, with his wicked combo of Vengeful and Spiked, makes even the most bloodthirsty of opponents think twice about attacking the Kragmarr faction's defensive wall.

Last, but certainly not least, the Kragmarr dwarves have honed their arcane blacksmithing for centuries, jealously guarding their greatest secret: The Runeweapon. Only the most seasoned soldiers sport this new Special Ability, but it is well worth the investment. When making an attack, if the roll exceeds the target's MD, 1 extra point of damage is dealt, giving a single swing the ability to deal up to 2 points of damage! At first glance, this may seem like only a modified version of Cleave, but when you see this SA unleashed on the battlefield, you will likely reconsider its devastating impact.

Suggested Army List

Kragmarr - 998 points

Troop 1
King Hargrim Axehelm
Armor of Courage
Dhulrekk Thulfinson, Rune Warrior
Nalila Goldhammer
G’rond, Assassin
Giant Slayer x 3
Pummeler x 2
Horn of Battle


Troop 2
Konrad Graniteheart
Armor of Courage
Barnabas Ironbrace
Brock Battlebow
Guard x 5
Horn of Battle


This is a pretty straightforward build, but who ever said dwarves were subtle? Overall this build takes advantage of both the amazing defensive capabilities of the Kragmarr faction and their explosive damage potential.

Tactics



I would recommend leading your charge with Konrad's troop, with a solid line of Guards out front shrugging off long-ranged attacks. Follow closely with your expensive and slightly more delicate units in the King's troop. Just before you reach your opponent’s line, allow the King's troop to push through and engage the meat of the enemy force.

The Horns of Battle in both troops are essential to close distance, as the vast majority of your army must be in melee to be effective, and dwarves are notoriously slow. Once engaged, the combination of the disabling Giant Slayers, and the elites/King with Runeweapon will carve through their forces while taking minimal damage in return. You should set your Pummelers into position where the enemy will be all but forced to attack them when their initiative comes up, allowing them to take full advantage of their Spiked/Vengeful combo.

Meanwhile, Konrad’s troop can support the main attacking body from behind a solid wall of Kragmarr Guards, but thanks to Ranked, both Brock and Barnabas can pick off wounded targets and heal your expensive elites from safety.

Either Faction Doctrine can be used effectively with this build, depending on what you are facing or which one you feel more comfortable with.



Check out the previous strategy articles in this series:


Week 1 - Sisters of the Blade
Week 2 - Icingstead
Week 3 - Darkreach
Week 4 - Bloodstone Gnomes


Choosing a Warlord army - a quick overview
August-30-2010 - How to choose a Warlord army
If you are new to Warlord, then your first big question is likely - how do I get started? The first answer is, of course, for you to pick up a rulebook. The Warlord: Savage North rulebook contains the full core rules for playing the game, as well as all of the rules and data to play any of 8 exciting factions. You really can't play the game without a rulebook, so picking one up is the very first step.

The second step is to choose an army to play. The Savage North rulebook contains 8 wildly different armies to choose from – each with their own look and play style. Let’s take a quick look at the 8 different armies:

  • Bloodstone Gnomes – Chaotic subterranean Gnomes driven mad by their addiction to the malignant bloodstone. They are feared by creatures across Taltos because their raids can swarm from the ground with no provocation and overwhelm an unprepared defender. See pics

  • Darkreach – You will never find a more ruthless society than one led by the subterranean Darkreach Elves. Their matriarchal society teaches children the arts of assassination and ice magic alongside reading and writing. Corrupted by ancient magical artifacts, the Elves of the Darkreach horde their powers and hone their blades for the coming conflict. See pics

  • Icingstead – Barbarians, Giants, and Yeti from the frozen wastes whose tenuous alliance is held together by the person with the biggest club... in this case Boerogg Blackrime, the self-styled Frost Giant King. Life is stripped to its barest essentials in the tundra, and the creatures who call Icingstead their home are among the strongest in all of Taltos. See pics

  • Kargir – Under the crushing heel of their war masters, the tribes of Black Orcs sweep down from the beastly Kargir taiga in their bloodthirsty plunder for resources. A single apocalyptic vision inspires and unites these brutal conquerors, a vision of the annihilation of the soft and weak nations of the south. See pics

  • Koborlas – The relic Doomcryer has finally found an individual worthy of its use: Vasyl the Alpha pack leader who promises to unite the disparate wolf-folk clans and drive their enemies from the great forest. From the wizened Ghostmane Shaman to the savage Rageclaw Slayers, the Koborlas answer Doomcryer's call and join Vasyl's ranks... See pics

  • Kragmarr – Stout and stubborn, even by Dwarven standards, the Kragmaar possess some of the most ancient libraries in all of Taltos and their incredible depth of knowledge allows them to thrive even in the Savage North. On the battlefield they possess weapons and armor of unmatched power, for only they hold the secrets of the Runes, which were said to have been handed down from the gods themselves when Adon was young. See pics

  • Sisterhood of the Blade – This mercenary band operates with a strict code and fights for their own brand of justice. The Sisterhood has attracted a diverse collection of individuals over the years and their rose & saber banner sends the denizens of evil to flight. They welcome only women into their ranks, although they have no prejudices of age, race, or species. See pics

  • Tembrithil – The Woodspike Elves jealously guard their ancient forest of Tembrithil and viciously defend it from all intruders by commanding the forces the forest has to offer. See pics


This was a very quick overview of the 8 Savage North armies. In the following weeks we will look more in-depth at each of them!


Warlord core rulebook VS Warlord: Savage North
August-30-2010 - What is the difference between these two books?
Now that the Warlord: Savage North rulebook is out, a number of people have asked what it is and how it is different than the Warlord Second Edition rulebook.

Is it an expansion? A replacement? Actually, it is neither. Warlord: Savage North contains all of the core game rules that the Warlord Second Edition rulebook contains. The difference between the books is that Warlord Second Edition details 10 different armies in the lands of Taltos, while the Savage North details 8 more armies set in the frozen northlands. In this way it is technically an expansion to the game. However since it contains all of the core rules, it is not an expansion in the sense that you must own the first book to use the second.

You do not need to buy both books to play the game. If you want to play one of the 10 Taltos factions, then purchase the Warlord Second Edition rulebook (currently out of stock at the moment). If you want to play one of the 8 northern factions, then purchase the Savage North rulebook. Again, both books contain the exact same rules. The rules in the Savage North book have been updated with the clarifications found on this page, but they are only clarifications – no rules have been changed!