MustangTC Posted December 27, 2013 Share Posted December 27, 2013 I'm interested in your views on our HQ choices with regards to not giving away slay the warlord. I ask because I'm playing in a tournament soon where this objective grants 2/3 victory points! Below I will list some pros and cons of each Hq as I see it and I welcome your comments. RUNE PRIEST Can contribute from range therefore hiding at the back Magic defense Only I4 2W Can blow self up with perils Limited access to invuln save WOLF PRIEST Innate 4++ SOTH keeps him off the board, can turn up where safer, stealth Short ranged unless buffing long fangs 2W WOLF LORD Possible 2+3++ eternal warrior Fire magnet! Expensive when tooled Close combat only SOTH ---- On reflection I feel that a buffing wolf priest with SOTH outflanking or in cover with a shooty squad may be the safest. What do you think? Link to comment https://bolterandchainsword.com/topic/284964-how-to-keep-the-warlord-alive/ Share on other sites More sharing options...
Frater Cornelius Posted December 27, 2013 Share Posted December 27, 2013 Well, there are two ways denying StW to the enemy. First one would be to create a Lysander. The Thunderlord would be an example, or Grimnar, since he is EW. That is the only way a dedicated combat warlord should look like, otherwise would will risk losing him. The Wolf Priest will die too quickly, against s8 there is a 50% chance that he meets his ancestors. The alternative would be making a cheap support warlord who does not see combat, hence the Rune Priest. He can just sit back and if he in a challenge with a dedicated CC dude, something has gonr wrong. So, to sum it up: Warlord should be either a Eternal Warrior powerhouse (or something equally powerful that can not be instagibbed so fast) or a cheap-ish support character that can either hide way back or has the means to escape fast (like a bike). Link to comment https://bolterandchainsword.com/topic/284964-how-to-keep-the-warlord-alive/#findComment-3554931 Share on other sites More sharing options...
Wulfebane Posted December 27, 2013 Share Posted December 27, 2013 Jump packing or biking rune priest from pack to pack, providing him ablative wound meat shields, is the best way to keep Warlord imo. And if melee is imminent, jump him out of range (behind a building per se) and let the pack he was with get charged. He'll be more maneuverable in a jump pack, but will be T5 with a jink save on a bike. Oh, and Wolf Lords can't take SotH. Link to comment https://bolterandchainsword.com/topic/284964-how-to-keep-the-warlord-alive/#findComment-3555019 Share on other sites More sharing options...
Leif-thunderstand Posted December 27, 2013 Share Posted December 27, 2013 No they cant. Only wolfpriests and wgbl on feet can take the soth. My wgbl got it. My wp got the sotw. The Runespriest is the born warior and my Wolflord got the sotb. Wolflord riding on thunderwolf equiped with frostaxe(only cause i love axes and it is so fluffy) and a stormshield... Got also two fenrisian wolfes runespriest got a kombiplasma and is the master of runes. Wolvespriest got a plasmapistol. Wgbl got two fenrisian wolfes and two wolfclaws. All are eqiped with runicarmors. Link to comment https://bolterandchainsword.com/topic/284964-how-to-keep-the-warlord-alive/#findComment-3555034 Share on other sites More sharing options...
Oz of the North Posted December 29, 2013 Share Posted December 29, 2013 I've always had good luck putting the rune priest where the opponent can't see him and have him boost a unit of long fangs until he only has one wound left then just have him sit where he can't be shot at and give him terminator armor so he can have the invulnerable save Link to comment https://bolterandchainsword.com/topic/284964-how-to-keep-the-warlord-alive/#findComment-3556129 Share on other sites More sharing options...
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