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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

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