Download - Mega Miniatures
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The Lion army is a difficult army to learn to play. Point for point their fighting<br />
skills normally leave a lot to be desired. Instead of impressive stats several of<br />
their troops are blessed will skills that will only be useful in particular<br />
situations. The Dwarves’ toughness ability, the Wolfen’s natural born killer,<br />
and the Alchemist’s mutagen dice are skills that are used quite often in the<br />
game. Let’s take a look at some of the strengths of the Lions and then examine<br />
each troop individually to try and understand how they should play on the<br />
battlefield.<br />
Strengths of the Lions:<br />
1. Cheap troops: The Lions currently have four troop choices under fifteen<br />
points. While not as numerous as the Goblins or the Undead, the Lions<br />
can still pack them deep and sell them cheap. Using cheap troops as a<br />
delaying tactic or a support for your elite troops or characters is highly<br />
effective.<br />
2. The Bravery Skill: Against fear causing armies the bravery skill is<br />
wonderful. It is against these armies that the Lion truly shine. The ability<br />
of the Lions not to count a 1 as a failure on fear rolls means that with a<br />
full command staff most of the time you will not even need to roll. A<br />
courage of 7 with the roll of a 1 still beats a fear of 7. Any other living<br />
army will fail 16.67% of the time. Even the great Wolfen can be forced<br />
to flee in terror from a single Morbid Puppet.<br />
3. Magic: With two affordable magicians with a power of 5 and their<br />
Warrior Mages with a power of 4, the Lions have a definite edge in the<br />
magic field. Their mages are cheap compared to other armies (The<br />
Wolfen have to pay 129 points for a power 5 to the Lion 35.). Light<br />
magic is very subtle, and if you want to play aggressive damage deal<br />
spells, you may have to choose from the Primagie spells.<br />
4. Sacred Weapons: The Lion army has several troops that have access to<br />
weapons blessed by the light. These weapons will kill outright on any<br />
critical hit. The roll of a double one to wound is normally no effect, but<br />
when caused by a sacred weapon even the great Killyox will fall to snake<br />
eyes.<br />
5. Combos: The Lion army is one that is interconnected. Their tactics rely<br />
on timing and interconnected troops. A Bard running behind a character<br />
allows it to re-roll one die per turn. The Vision Prémonitoire allows you<br />
place the card you need in reserve before cards get drawn. The Banner of<br />
Urland magic item turns one model per turn into a character, allowing<br />
anybody in your army with some preplanning to utilize the bard and her<br />
spells.<br />
Troops of the Lions:<br />
Spearmen: For ten points you get what you pay for. These guys are the bottom<br />
of the barrel when it comes to Lion troops. Their weakness is their defense and<br />
initiative of 2. Looking simply at fighting stats these guys are inferior to most<br />
other 10-point troops in the game. Do not expect these guys to do a whole lot<br />
other than slowing down the enemy. Even three of these guys surrounding a<br />
character will probably not drag him down. When a spearman gets charged<br />
leave him be. It’s ten points, if it dies no big loss. Use your other troops to<br />
attack and gang up on the rest of you opponent’s army.<br />
Guards of Alahan: These guys are two points more than the Spearmen and have<br />
+1 courage to the lowly spearmen prior to selecting their weapons. This blister<br />
includes 3 different ways to arm you<br />
Guardsmen, and each weapon has a different<br />
effect on their stats. I recommend either the<br />
spear or the sword as these effect single die<br />
rolls (Initiative and Defense) rather than the<br />
double dice roll of the to wound chart. I prefer<br />
to arm them with spears as the initiative roll<br />
continues to dominate the games in our area.<br />
Just as important as the +1 initiative and<br />
courage, is the fact that these models look<br />
great. I would pay the two points to keep the<br />
spearmen sculpts off the board.<br />
Sword Players of Alahan: Complete<br />
averageness for 14 points. No major strong<br />
points to these guys. A toughness of 6 and<br />
74<br />
courage of 5 is a little above average, but 3’s for their fighting skills (Ini, Ata,<br />
and Def) means they remain mediocre. It is important to note that they have no<br />
drawback. In fact these sculpts are so good that many of my opponents will be<br />
wary of them by looks alone. Charge these guys when needed, but they really<br />
come into their own when combined with Paladins. They have the same Def,<br />
so the Sword Players can defend while the Paladins attack. Always bring at<br />
least 3 of these guys.<br />
Valkyries: These beautiful models are blessed with a high Ata and Def ability<br />
of 4. They have the Duelist ability, but with a higher Ata than usual I find this<br />
ability hard to use. I really fear they did not do these troops justice in the<br />
current edition. The only two uses for these warrior women is to run them with<br />
Paladin and defend them (Like the above mentioned Sword Players) or to<br />
combine them with the Banner of Urland to turn them into characters and take<br />
advantage of their Duelist ability. Please note my discussion on Agonn the<br />
Flame’s 2 nd incarnation for more on this used. Honestly, these stay in my<br />
miniature case since Confrontation 2 has come out.<br />
Archers: Well, for a ranged combat unit they are rather cheap. Their range is<br />
respectable (up to 60 cm), but when compared to the Griffon fusiliers they are<br />
woefully inadequate. They do a meager 3 damage so take advantage of their<br />
cheap costs to bring at least 3 or of them. You get four archers for the cost of<br />
three fusiliers.<br />
Alahan Reapers: For 20 points a pop these guys are truly finesse troops. They<br />
have the scout ability allowing them to set up outside of the deployment zone.<br />
Reapers are armed with pistols that pack quite a punch with a very short range.<br />
They really come into their element if you have their card in reserve when they<br />
are charged. With their shooting ability of 4 they hit any charging unit on a 2<br />
or better. Combine these troops with the use of the Vision Prémonitoire spell<br />
to ensure this occurrence. They also have an above average initiative that<br />
allows them t disengage if they survive their first turn of combat. Their major<br />
weakness is their defense of 2. I wish Rackham had inverted the Ata and Def<br />
stats. They improved on the Reaper for the Griffons and gave them the<br />
Thallions.<br />
Paladins: The wielders of the Sacred Blades. These guys truly bother my<br />
opponents when I line them up against their expensive troops. Their ability to<br />
cleave a trooper in two 16.67% of the time makes Wolfen and Mounted troops<br />
think twice about not defending versus a Paladin, whereas Goblins and cheap<br />
Undead laugh at the use of these weapons. They always have more where<br />
those guys came from. One note of caution, their stats are not spectacular.<br />
Without the critical kill they only do 5 damage. With their Def of 3 they are<br />
not blocking a whole lot. The best way of thinking of the Paladins is to<br />
consider them average troops with spectacular weapons.<br />
Royal Guardsmen: The cream of the foot<br />
troops. These guys are brick walls. Not only<br />
do these guys have a Sacred Halberd, but they<br />
are also armored in Sacred Armor that ignores<br />
critical hits. This means that statistically<br />
16.67% of the time they are hit, it does no<br />
damage. Combine this awesome ability with a<br />
toughness of 10 with the Tough ability and<br />
these guys are going nowhere fast, you need to<br />
hit them with a damage 25 point attack to the<br />
head to kill them in one shot. They have a<br />
respectable Def stat of a 4 so they can block<br />
shots with some confidence. To top it all off<br />
they have the fanatic ability to make sure they<br />
do not run away. These guys are rather cheap considering their plethora of<br />
abilities, coming in at a mere 40 points.<br />
Alahan Knights on Horseback: Mounted troops extraordinaire! These guys<br />
charge 40 cm, and hit for 15 with bestial charge. Toss in the ability of<br />
masterstroke and if you want something dead, it is going to die. (Well not<br />
exactly, it is a d6-based system.) These guys have great stats, are immune to<br />
fear, and have the Warhorse ability allowing them to dodge while approaching.<br />
The only drawback to these mounted beauties is their points. Although I<br />
believe the are well worth their 64 points be aware that bringing these will cut<br />
in on your numbers. When souped up with a Guardian Angel spell these guys