View Full Version : Fixing Anubian Wolves/Khosumet
Velenne
May 22nd, 2006, 11:58 AM
I'm a big fan of werewolves. But as much I love the look of the Anubians, I never see them played. The major issue for me is the lack of hero bonding.
Why don't they have Darklord bonding? It seems like a gimme to me. 150 points for the combo would really up their use, imo. Thoughts?
Feng Shui
May 22nd, 2006, 12:11 PM
I'd say depending on the scenario I'd bring 'em in later in the game after range in removed and hope for high rolls to get some power going on. That extra attack is gonna really help out against some of the crazy defensive pieces that will surely be left at the end of the match.
Other than that, I would say they're on the weak side. Anything that is specialized to a certain scenario, like breaking up a solid defensive unit or two, probably isn't gonna get picked for lack of versatility.
Maybe something else will come along and have some mods for 'em that'll help out a bit.
Hahnarama
May 22nd, 2006, 12:25 PM
They are AWESOME! With the Fury roll you at atleast attacking with 2 die and if you roll the 20d and have a Dumutef on your team that's an 10 attack! These bad boys are hero killers with the right roll. 6 Movement and a high attack
reapersaurus
May 22nd, 2006, 01:23 PM
they would be borderline too dominating with bonding.
If the Wolves can stay alive long enough, they WILL get a turn with at least 5 and likely 10 attack.
That is game-turning, either way.
There are many valid fixes for Khosumet - too bad that "Fixing HS units" thread isn;t up here - it was so good, I think we shyould recreate it. My House Rules file is filled with at least 15 to 20 fixes which make official units better, imo.
Khosumet should either get a reduction in points, or (best solution) a 4 or 6-range Aura that enhances the Wolves, or the Wolves get bonding (pretty extreme fix).
Without this change, it simply is not worth it to draft Khosumet - it's too hard for him to be helpful, except for hanging back and being a +1 to their rolls (which is inherently a BADLY DESIGNED unit).
Detrimentalman
May 22nd, 2006, 02:58 PM
I dunno I think giving him bonding is less extreme then giving him a range of 4-6 on his +1 attack. Why? because by leaving it at one he is forced to stick with the wolves and will be easier to pick off with range; otherwise you may have to move within range of the wolves in order to take out their leader.
I'm pretty sure the Dumteff guard is a +1 to adjacent as well making it a really risky manuever to roll the guard up first and having to wait a turn to move the wolves up. He could maybe stand and take the fire and live, but with 4d and 1 life it's not very likely.
TheRealQ
May 22nd, 2006, 04:12 PM
I like the wolves but I never use the relentless enhancement to pump them up. I keep the wolves away from the darklord so that he doesn't get killed (which is easy to do). I want him to live to keep that Unleashed Fury bonus rolling. I know +1 isn't much on a d20 but it is enough to guarantee that you don't roll a 1 and self-destruct your devourers.
I use the relentless bonus to enhance someone like Krug or the Venoc Warlord that I keep in the rear for protection. In addition I only use the dumetef guard if there is a lot of road otherwise I just send in multiple squads of devourers.
Long ranged opponents are still a problem yet as I haven't figured out how to have enough points left to bring in good anti-ranged unless we play with 500 points or more.
Back to the original topic: Thora's is going to have more wolves...maybe they'll have bonding, or at least a second use to the Unleashed Fury bonus.
jbbnbsmith
May 23rd, 2006, 05:05 PM
I like the wolves a lot and have had very good success with them. I usually always draft multiples of any common squad I plan to use, especially the wolves. If you are playing with large armies (1000 or more) then drafting three or more squads of wolves seems natural to me (as opposed to only dafting one squad. I'm not saying I always draft wolves). And if you've got that many wolves, adding the Dark Lord just makes sense. I think part of the points associated with common squads is due to the fact that they are common and you can have multiples. Being able to move any three wolves gives you a lot of flexibility each turn there's an order marker placed on the card. And being able to roll first helps to make the best choice as to how to move/attack with them.
As for the Dark Lord, he is a bit expensive, but is worth it in my opinion to guarentee your wolves don't roll a 1. And why wouldn't he hide out in the back of the army, they don't call him the Dark Lord for nothing!
shakey_snake
May 23rd, 2006, 06:06 PM
Khosumet would be cool with a bonding/frenzy power.
After taking a turn with Khosumet, roll the 20-sided die. If you roll a 15 or higher you may immediately take a turn with any Anubian Wolves unit you control.
Taeblewalker
May 23rd, 2006, 06:10 PM
I don't think the "wolves" in Thora's Vengeance (shelf pics) are Utgar. They look like Vydar cyber-wolves. And they are probably not "wolves." Wolves = werewolves, apparently.
As for Khosumet, he is a 75 point, killable glyph!
His bio says that his shield can withstand any attack (or some such hyped-up wording). I think that Life 3 Defense 3 doesn't hold up to that rhetoric. I also think that his whole sickle/shield thing would be much cooler if he had a real chance in melee!
-Taeblewalker
bobofett
May 23rd, 2006, 06:17 PM
Here's one why not give give him a power that allows him to give the wolves a second turn as long as he is still alive.
or give khosumet a double turn and a higher attack.
shakey_snake
May 23rd, 2006, 06:20 PM
Here's one why not give give him a power that allows him to give the wolves a second turn as long as he is still alive.If bonding's too powerful for some, that's idea is a Killer!
The thing is, the wolves are strong enough. K isn't.
reapersaurus
May 23rd, 2006, 06:29 PM
As for the Dark Lord, he is a bit expensive, but is worth it in my opinion to guarentee your wolves don't roll a 1. And why wouldn't he hide out in the back of the army, they don't call him the Dark Lord for nothing!a 5% chance is simply not worth 75 points, IMO.
(btw - good post)
I believe firmly that any unit who's sole purpose is to sit back behind the battlelines and not directly affect battle is a flawed unit.
It may as well be a piece of Equipment.
TheRealQ
May 23rd, 2006, 06:58 PM
I don't think the "wolves" in Thora's Vengeance (shelf pics) are Utgar. They look like Vydar cyber-wolves. And they are probably not "wolves." Wolves = werewolves, apparently.
As for Khosumet, he is a 75 point, killable glyph!
His bio says that his shield can withstand any attack (or some such hyped-up wording). I think that Life 3 Defense 3 doesn't hold up to that rhetoric. I also think that his whole sickle/shield thing would be much cooler if he had a real chance in melee!
-Taeblewalker
They don't have to be Utgar (or werewolves for that matter) to have Unleashed Fury but I am still leaning to the idea that they are Utgar as no one else appears to be and we haven't had a wave yet without Utgar.
Khosumet is well practiced in the art of defense, and his sturdy shield will easily block an attacker's blow.
While not "any attack" it does hint that he should have a better defense. I think a special ability to block any attack with a single shield rolled would cover this. The problem at this point becomes that he becomes a lot more powerful and worth a lot more points.
gibberish_47
May 23rd, 2006, 07:05 PM
They are pretty effective for holding choke points. In one game, I had two wolves on the end of a bridge with a Dumedef and Koshumet behind them. My opponent brought up a hero to try to take them out, but failed (I had high ground). On my next turn, I rolled a 20. 13 dice of hurt! :lol:
Taeblewalker
May 23rd, 2006, 07:10 PM
Character Bio
Ruthless, relentless, bloodthirsty Khosumet is perhaps the finest example of Utgar's rage. This vicious wolf warrior is known as Utgar's grim reaper, and with good reason: charging furiously into battle swinging his swift, razor-sharp khopesh, Khosumet is well equipped to cut a path of destruction through tough enemy lines. Friendly warriors who battle by his side become energized and even more deadly. Only utter defeat will stop him, and that will not be easy; Khosumet is well practiced in the art of defense, and his sturdy shield will easily block an attacker's blow.
Who are they kidding! :o
Well-equipped? Attack 3 is no better than most melee squads! I should think "razor-sharp" khopesh would give him Deadly Strike (now wouldn't THAT make him scary!) Perhaps we can say that is he rolls any skulls, he automatically adds one.
Sturdy shield? Attacker's blow?! Come on! Defense 3 doesn't warrant that! :roll:
Make him 125 points, give him Life 4, Deadly Strike and Attack 2, and give him the Tough trait (G'nators).
THEN give the wolves Darklord Bonding.
-Taeblewalker
Hex_Enduction_Hour
May 23rd, 2006, 07:42 PM
I know +1 isn't much on a d20 but it is enough to guarantee that you don't roll a 1 and self-destruct your devourers.
I use the relentless bonus to enhance someone like Krug or the Venoc Warlord that I keep in the rear for protection. In addition I only use the dumetef guard if there is a lot of road otherwise I just send in multiple squads of devourers.
Yep!
I think that is the main reason for Khosumet's high cost - that dang enhancement. Here's who I have as relentless:
Taelord
Venoc Warlord
Venoc Vipers
Minions
Dumetef Guard
Krug
Elite Onyx Vipers
Armoc Vipers
Khosumet himself
and the Unleashed Fury enhancement not only prevents an Anubian from overloading and instantly dying, but it makes that essential 'reach' when trying to get the a 12+ on the d20 roll for any substantial attack from the wolves.
Here again is a hero I've used probably once or twice. I need to make a habit of fielding the Darklord a little more often.
reapersaurus
May 23rd, 2006, 07:53 PM
So - based on that approach, if Khosumet simply enhanced ONLY the Wolves, than he could easily be given a 4-space Aura enhancement and might still be worth less points, eh?
:D
Velenne
May 24th, 2006, 09:54 AM
After reading these so far, I've seen nothing convincing that would prevent me from giving the Anubians a "Darklord Bonding" ability. Leave Khosumet's abilities the way they are; he's a decent 75 point card (even if his bio rhetoric is a little strong...I mean DarkLORD?? I'm not impressed.)
reaper (hey, crossover from the ENWorld boards!) feels that bonding is an extreme fix. Why's that? Nobody else seems to have a problem with it.
I look at other bonding squads and I see a similar point total: Parmenio/Greeks = 140. Marcus/Romans = 150. Gruts/Grimnak or Tornak = around 150. Dendrick/Knights = 170. Alistair/scots = 190.
Khosumet/Wolves = 150. So the question I ask myself is: would this combo be more equivalent in power to Marcus/Romans or Alistair/scots? I would say the former and here's why:
* Khosumet is an easy kill. 3 life, 3 defense, no range. Most ranged units could fell him in a single focused turn. Compare to Macrus' 6 life for 15 more points. Also of note, Marcus has parallel abilities to Kho that potentially enhance a lot of other units, in his army and/or adjacent.
* There's only 3 wolves per card. There's 4 legos who can easily raise their def to 4 AND have the bonding for 25 fewer points. So I can triple up on legos or double up on wolves; I can have 12 units or I can have 6 for the same points. Easy math. The wolves might prove their worth by rolling well, but they might not. At least you know what you're getting with the legos.
* The macdirks and knights are combos that have a great deal more flexibility. They can bond with more heroes (even each other's heroes!) and have more things going for them ability-wise that aren't dice-dependant.
Anyone have a dissenting opinion?
norm0084
May 24th, 2006, 10:10 AM
I would love this group for 150 to 160 if they had bonding. There high defence can make up for the fact that there are only 3.
TheRealQ
May 24th, 2006, 02:09 PM
Valenne, let me run it through the battle calculator and I'll get back with you.
bobofett
May 24th, 2006, 03:42 PM
Character Bio
Ruthless, relentless, bloodthirsty Khosumet is perhaps the finest example of Utgar's rage. This vicious wolf warrior is known as Utgar's grim reaper, and with good reason: charging furiously into battle swinging his swift, razor-sharp khopesh, Khosumet is well equipped to cut a path of destruction through tough enemy lines. Friendly warriors who battle by his side become energized and even more deadly. Only utter defeat will stop him, and that will not be easy; Khosumet is well practiced in the art of defense, and his sturdy shield will easily block an attacker's blow.
Who are they kidding! :o
Well-equipped? Attack 3 is no better than most melee squads! I should think "razor-sharp" khopesh would give him Deadly Strike (now wouldn't THAT make him scary!) Perhaps we can say that is he rolls any skulls, he automatically adds one.
Sturdy shield? Attacker's blow?! Come on! Defense 3 doesn't warrant that! :roll:
-Taeblewalker
i agree. they really over do it on his bio. i mean when i read this i thought he was gonna be an utgar style sgt. drake but when i saw his stats i was like what a load of :horsepoo: .
Taeblewalker
May 24th, 2006, 04:47 PM
How about this - let's make Khosumet 125 points. This way, he makes an even 200 with the Wolves.
Now that that's out of the way, how do we make him measure up to his points and to his bio? He needs to be scarier than Drake or even Krug!
For starters, "Razor-sharp Khopesh" begs for Deadly Strike. Imagine! He attacks like Krug (albeit once a round) without being wounded! Krug with 3 life left (Khosumet's total) has Attack 7/7. Khosumet's is effectively Attack 6 (with Deadly Strike), and while it is less effective than two attacks at 7, it gets really powerful with height, Finn, Astrid, or Taelord. Change "or" to "and" for a real powerhouse!
Secondly, that shield needs upgrading. With 3 Life, which we can keep (using Brunak as a guide; what's with that guy's Life anyway?), we need to either boost his Defense or add a special. Simply adding Defense has less flavor, so we either give him Tough a la the Gorillinators or Shields of Valor a la Sentinels of Jandar.
Tough is nice, but just to take a look at the Shields, he would have a slightly poorer Defense than the Sentinels.
If we accept the better of the above options, we get:
Khosumet the non-whimp
Life 3
Move 6
Range 1
Attack 3
Defense 3
Relentless Assault
*********
Unleashed Fury Enhancement
*********
Razor Strike
*********
Black Oak Shield
*********
This makes him not as capable at attack as Krug (120 points) and not as capable at defense as the Sentinels (110 points) but clearly more powerful than either.
Lest we think him to be too powerful at this cost and with these stats, consider:
Krug reverse bonds to the Arrow Gruts, and by extension, becomes part of a fighting force than potentially includes Mimring, all with just one order marker. If anything, these tactical options make him at least a match for any pairing of Khosumet with the wolves or Relentless characters. Put the two together, and hoo boy!
The Sentinels have fewer options, only benefitting from Concan, but they cost 15 less points and are squaddies.
I hope that fixes him!
-Taeblewalker
AnubisGX
May 24th, 2006, 06:00 PM
They really did overdo his bio (first time seeing it.) Man, it makes him sound so awesome! Then I come back to reality and see his weak pathetic wolf arse. What was Hasbro thinking with this guy? Maybe there will be a squad that can bond with him in the future.
Otherwise, give him some of the powers taeblewalker suggested.
More points cost to make him a dice doubling man.
Deadly strike and shields of valor. Now he'll live up to his powerful bio.
And by the way,
I play Charos = Charos dies
I fight Charos = Charos lives
Stupid Charos
LOL, how true.
reapersaurus
May 24th, 2006, 06:32 PM
After reading these so far, I've seen nothing convincing that would prevent me from giving the Anubians a "Darklord Bonding" ability.
Anyone have a dissenting opinion?Good post.
The best way to see which is more impacting on the balance of the game is to play Khosumet with Wolves that grant Bonding, and then play him with a 4-space Aura for Wolves only.
Playtesting is the only thing that will prove anything (and that's dependant on the number of times something is playtested, since really a couple playtests are more dependant on luck than even a superficial mental analysis is), but I would imagine that with bonding it is a lot easier to bring Khosumet's ability into play to benefit your army than a 4-space Aura would.
If part of your point is that if Khosumet is brought into battle the way Bonding would allow him to, then he is more likely to be killed so it's a strategic choice, well that point is well made.
Hex_Enduction_Hour
May 24th, 2006, 07:47 PM
After reading these so far, I've seen nothing convincing that would prevent me from giving the Anubians a "Darklord Bonding" ability.
Anyone have a dissenting opinion?Good post.
The best way to see which is more impacting on the balance of the game is to play Khosumet with Wolves that grant Bonding, and then play him with a 4-space Aura for Wolves only.
Playtesting is the only thing that will prove anything (and that's dependant on the number of times something is playtested, since really a couple playtests are more dependant on luck than even a superficial mental analysis is), but I would imagine that with bonding it is a lot easier to bring Khosumet's ability into play to benefit your army than a 4-space Aura would.
If part of your point is that if Khosumet is brought into battle the way Bonding would allow him to, then he is more likely to be killed so it's a strategic choice, well that point is well made.
So maybe a 'Devourers Aura'? 4 clear spaces?
I like that.
Would we even need to raise his cost?
reapersaurus
May 24th, 2006, 08:35 PM
definately not, if it was a Devourers-only. But I don;t have the latest unit-table - are there any other devourers?
He might still not be worth 75 points with that enhancement, but he damned sight would be more worth drafting and bringing into proximity to battle.... like a leader of wolves should do!
(All these "Leaders" who work better when sitting behind safe lines just pisses me off. Bad design when/if that happens, Craig and Rob!)
bobofett
May 24th, 2006, 09:38 PM
Heres a nice fix fo khosumet.
wolf assault- for each friendly wolf in play other than khosumet add one attack and one defense to khosumet.
Oprime
May 28th, 2006, 12:10 AM
Just played a game tonight with my kids on a small board.
Two teams of two (Me and my youngest against my older two).
300 pts each, so just for s@#t's and giggles I took:
Kosh
wolves X 2
Dumtef
Marro warriors
Teammate Daughter:
DW8
Theracus
Tarns
Ralein
oppenets were:
Son: Venoc Warlord
Venoc vipers X2
EOV
Daughter: Braxas
arrow gruts
nerak
Dont wanna get into a whole battle report
but I held my wolves back a few turns and sent the marros out first to mix it up.
After the first couple rounds DW8, and marros were toast, but they took all the vipers with them and nerak.
I then rushed in on Braxas and Mittens with the wolves and took them both out,(inc a 10 dice attack on mittens) with a wolf with height and rolled a 20. only lost 2 wolves to acid breath!
fixing...pfffft ,I dont think they need to be fixed...
bobofett
May 28th, 2006, 02:28 AM
That was just 1 fight. to get any real results you have to play at least 5 times.Then you may discover that although the wolves are good they are a little on the weak side compared to other squads.
Jason
May 28th, 2006, 03:09 AM
I disagree with the wolves being a below average squad. 6 Movement is Great for a melee squad, 4 defense is very good, PLUS more often than not you will be rolling atleast 3 attack dice with 4 probably being average. Yes you only get 3, but with 6 movement, 4 defense, and a chance for each to be roliing 9 Attack Dice they are quite good.
bobofett
May 28th, 2006, 03:14 AM
I disagree with the wolves being a below average squad. 6 Movement is Great for a melee squad, 4 defense is very good, PLUS more often than not you will be rolling atleast 3 attack dice with 4 probably being average. Yes you only get 3, but with 6 movement, 4 defense, and a chance for each to be roliing 9 Attack Dice they are quite good.
Yes exactly CHANCE there is also an equal chance of getting something lower. in my personal opinon these guys are waaaaay too unstable to have any solid use of.
Jason
May 28th, 2006, 03:24 AM
Even without the 9 attack dice they are great. They have almost a 50% chance at rolling with 4 or 5 attack dice (any roll 12 or above gives atleast 4), thereby making their base attack average probably the highest in the game for a squad (The Minions would arguably be better when factoring double strike, the new Dzu Teh have a base 4 too).
So let's review what you get:
*6 Movement- The 3rd highest movement for any squad in the game (Hounds and Vipers are only faster units)
*4 Defense- The 4rd highest Defense for a squad unit in the game (behind the Sentinels, Samurai, and Hounds)
*1 of the strongest average attacks for a squad unit in the game as previously discussed
So in comparsion to other melee units they have among the Best attack, defense, AND movement. The movement is particularly nice in reaching glyphs and getting adjacent to ranged units and their 4 defense gives them a better than average chance of making it. Additionally they are not hard to boost. Not only does Khosumet boost them but so does the cheap and quite effective Dumutef Guard
bobofett
May 28th, 2006, 03:58 AM
Even without the 9 attack dice they are great. They have almost a 50% chance at rolling with 4 or 5 attack dice (any roll 12 or above gives atleast 4), thereby making their base attack average probably the highest in the game for a squad (The Minions would arguably be better when factoring double strike, the new Dzu Teh have a base 4 too).
So let's review what you get:
*6 Movement- The 3rd highest movement for any squad in the game (Hounds and Vipers are only faster units)
*4 Defense- The 4rd highest Defense for a squad unit in the game (behind the Sentinels, Samurai, and Hounds)
*1 of the strongest average attacks for a squad unit in the game as previously discussed
So in comparsion to other melee units they have among the Best attack, defense, AND movement. The movement is particularly nice in reaching glyphs and getting adjacent to ranged units and their 4 defense gives them a better than average chance of making it. Additionally they are not hard to boost. Not only does Khosumet boost them but so does the cheap and quite effective Dumutef Guard
I see your point, they have the ability to be a strong squad but they also have the ability to be a horrible squad as well. I prefer more stable squads like the knights.
skyknight
May 28th, 2006, 06:31 AM
The Dark lord really does not tickle my fancy at all. Most of the time I just skip him. On the other hand the wolves are one of the finest units in the game. I have crushed massive heroes in single attacks with these guys. I honestly believe that the AE and wolves are two of the most powerful units in the game. That said if your rolls stink they can also lose a game for you . I am a betting man though and I have faith in em.
Oprime
May 28th, 2006, 08:49 AM
That was just 1 fight. to get any real results you have to play at least 5 times.Then you may discover that although the wolves are good they are a little on the weak side compared to other squads.
I have played them alot, Ive never been disapointed.
Thing is, if you start trying to make Kosh better, I think that the wolves will become powerful enough to considered broken.
Jandars_Hope
May 28th, 2006, 08:53 AM
I guess its all about the luck of the dice! The wolves have the potential to be great (like the time they got a 20 on their roll and they took out Jotun in one swoop!).
Velenne
May 28th, 2006, 09:33 AM
After a two week drought, I finally got some buddies over to Scape. We played 400 point armies on a modified version of my Hunted map (no special rules, just kill em all). I asked if I could playtest Darklord Bonding on the wolves and got the ok. Played with 2x anubians and khosumet, 2x gorrilnators. (405; we usually give a 5 point leeway.)
Opponents (2): Taelord, 2x Minions. Mittens, 2x Venocs, KMA, 2x Dumetef, Vikings.
With the Nators providing cover, I played somewhat defensively and allowed my opponent's to come at me with vikings, minions, and venoc/mittens. The wolves held their own for a time but eventually succumed, save 1. Khosumet died in a single turn, as usual, to two minions. Via bonding, he managed to provide his relentless bonus exactly twice to the wolves. The unleash bonus was never a factor.
After wiping me out with his minions, my opponent turned his attention away and foolishly spared my last wolf. That wolf managed to get a killing blow on Taelord, bring down a viking, and ambush 2 agents before falling to a dumutef. I named him Fluffy.
So here's my playtest result: Bonding with khosumet allowed me to actually use him in battle, though his bonuses remain fairly negligent. The wolves are a very effective unit for their cost but their instability still leads me to believe they need Khosumet. I'll test it a few more times.
mathguy
May 28th, 2006, 11:28 AM
We almost always see the wolves played in our games. In big point games, Khosumet gets drafted to go with the wolves, but in smaller point games, an extra squad of wolves is better.
The wolves are great for taking down higher defense units.
Then there is also the psychological factor, similar to the psychological factor of Ne-ga-sok. Do I want to bring my Charos within movement range of a bunch of wolves that can fury and take down Charos in one turn? (Note that the movement of 6 is pretty good. This is where the knights are weak.) The psychological factor is amplified when Khosumet is present because it becomes 10% to max-fury as opposed to only 5%. I have seen Charos and Krug go down in consecutive turns this way (with Khosumet's bonus).
In a recent game, at the end it was Q9 versus James Murphy and one wolf, all with 1 LIFE left. And Q9 had 6 attack dice of his Gueglix gun left. Should Q9 shoot at James Murphy or the wolf?
bobofett
May 29th, 2006, 01:37 AM
kill the wolf, he has more potential lethality than murphy and murphy has a lower def so after you kill him you could probably kill the wolf too.
:shock: :shock: :shock: :shock: :shock:
mathguy
May 29th, 2006, 12:05 PM
kill the wolf, he has more potential lethality than murphy and murphy has a lower def so after you kill him you could probably kill the wolf too.
:shock: :shock: :shock: :shock: :shock:
(You mean "probably kill Murphy too"?)
Indeed, that's what us kibitzers said, "kill the wolf". (This was during the end of a match in one round of a "tourney" we were playing, since the other matches were done for that round.) And Q9 decided the same. What actually happened next was Murphy rolled 3 skulls with his shotgun blast, and Q9 rolled only 2 shields. Game over.
Here is more info. The scenario was at the 3rd turn of a round, and you can see that the other person had only markers left on Murphy. (D'oh - bad marker placement!) So you know Murphy is going to go next, and everyone will then reroll for initiative. Do you still go for the wolf? Even given this additional knowledge, the kibitzers still advocated going after the wolf. Would you agree?
It is fun when such strategy decisions come up in a game.
It is likely that the better strategy mathematically is to shoot first at murphy, but psychologically it seems better to first go after the more potentially lethal wolf.
bobofett
May 29th, 2006, 12:31 PM
kill the wolf, he has more potential lethality than murphy and murphy has a lower def so after you kill him you could probably kill the wolf too.
:shock: :shock: :shock: :shock: :shock:
(You mean "probably kill Murphy too"?)
Let me rephrase that scentence. kill the wolf and then kill murphy.
TheRealQ
May 29th, 2006, 03:57 PM
In the case where placement markers are stacked I always go for that unit. To deny the opponent a turn is a great achievement. I would have killed Murphy then hoped for initiative next round.
jcb231
May 29th, 2006, 07:35 PM
Heres a nice fix fo khosumet.
wolf assault- for each friendly wolf in play other than khosumet add one attack and one defense to khosumet.
WHOA.....not a nice fix at all! :-P
If that happened, I'd draft Khosumet and every wolf I own every game. He'd be unstoppable.
jcb231
May 29th, 2006, 07:38 PM
but I am still leaning to the idea that they are Utgar as no one else appears to be and we haven't had a wave yet without Utgar.
Except for Wave 4.
And Wave 4.5.
:-P :-)
bobofett
May 29th, 2006, 07:43 PM
Heres a nice fix fo khosumet.
wolf assault- for each friendly wolf in play other than khosumet add one attack and one defense to khosumet.
WHOA.....not a nice fix at all! :-P
If that happened, I'd draft Khosumet and every wolf I own every game. He'd be unstoppable.
ok how about a limit like 3 attack and 3 defense
TheRealQ
May 29th, 2006, 08:08 PM
but I am still leaning to the idea that they are Utgar as no one else appears to be and we haven't had a wave yet without Utgar.
Except for Wave 4.
And Wave 4.5.
:-P :-)
I realized this in retrospect but considering that I don't have 4.5 nor have a finished purchasing all of 4 it is an understandible mistake. :P
reapersaurus
May 30th, 2006, 12:32 AM
I'm beginning to believe that giving the Wolves Darlord bonding wouldn't unbalance things, since Khosumet is so weak.
Either fix is fine : Darklord bonding, or a 4-hex, Devourers-only Aura for Khosumet.
Both are light-years better than the official Khosumet, since he is simply not worth as much as another squad of Wolves.
Jason
May 30th, 2006, 02:07 AM
Both are light-years better than the official Khosumet, since he is simply not worth as much as another squad of Wolves.
It all depends on the number of wolves you plan to use. I'd much rather take Khosument + 9 squads as opposed to just 10 squads
shakey_snake
May 30th, 2006, 02:23 AM
Khosumet needs Unleased Fury.
Jason
May 30th, 2006, 02:30 AM
Bonding would help but he still has his uses. I use him like Su Bak Na and keep him in the back of the Map using his +1's. WHen using multiple squads not only does he give you a 10% chance at the Fury and eliminate the destruction, but also will likely a few times give you the + 1 to your roll that get you to the next power boost. Getting an attack with 3 figures at 4 instead of 3 dice can be a Huge difference. Similarly having 3 wolves get boosted up to 5 attack with his +1 over 4 attack is a Huge difference. Just getting boosted to that next level 1-2 times per game could make him worth his cost
TheRealQ
May 30th, 2006, 06:46 AM
I agree with Jason on this one. Without the Darklord the Wolves average a 3.55 dice attack. With the Darklord 3.95. While this might not seem like a big leap it becomes considerable when you are talking 3 or more army cards. This is addition to the fact that the 5% chance of them going 'poof' goes away completely. Another way to look at the enhancement is that with the Darklord you have double the chance of rolling the monstrous 9 dice attack, which is the main feature people use the Anubian Wolves in the first place.
Another point to ponder is why would you ever want the Darklord at the front line when that is what you have the Dumeter Guards for.
400 point Wolf Horde
Darklord
3 Anubian Wolves
4 Dumetef Guard
Admittedly I would never play this in a tournament due to lack of ranged but it sure would be fun to play with a group.
Guerillinator
June 2nd, 2006, 01:09 AM
I haven't used Khosumet and the Anubians as much now that the new units are out, but I used to like to take Khosumet with two or three sets of Anubian wolves. When I got close to the opposition, I would move in attack if I got a decent d-20 roll. Otherwise, I might just move one wolf in to tie up a figure and then more of my other wolves up from the back. This way, if a 2 attack die roll was not successful, I typically wouldn't lose more than one wolf the next turn. And if I got a good roll, I could swarm. I was able to use this to defeat Charros one time and only lost three wolves in the process. So although I agree that Khosumet is lacking, the wolves can be effective, especially if you have more than one group and are willing to place most or all of your turn markers on them once they get close to the enemy. If concerned about an opposition's use of range, you try taking out the range first and holding the wolf-army back, or try to send out a squad with high defense-liek Sentinels, Minions, Samuraii, to engage the opposition while the wolves comes in right behind them. Typically, however, I would wait to draft the wolves after seeing if my opponent was spending a lot of his points up early by taking non-ranged figures.
Hex_Enduction_Hour
June 2nd, 2006, 01:30 AM
I haven't used Khosumet and the Anubians as much now that the new units are out, but I used to like to take Khosumet with two or three sets of Anubian wolves. When I got close to the opposition, I would move in attack if I got a decent d-20 roll. Otherwise, I might just move one wolf in to tie up a figure and then more of my other wolves up from the back. This way, if a 2 attack die roll was not successful, I typically wouldn't lose more than one wolf the next turn. And if I got a good roll, I could swarm. I was able to use this to defeat Charros one time and only lost three wolves in the process. So although I agree that Khosumet is lacking, the wolves can be effective, especially if you have more than one group and are willing to place most or all of your turn markers on them once they get close to the enemy. If concerned about an opposition's use of range, you try taking out the range first and holding the wolf-army back, or try to send out a squad with high defense-liek Sentinels, Minions, Samuraii, to engage the opposition while the wolves comes in right behind them. Typically, however, I would wait to draft the wolves after seeing if my opponent was spending a lot of his points up early by taking non-ranged figures.
....This must be who I think it is.....
:D
philowar
July 8th, 2006, 02:19 PM
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Marsman
July 8th, 2006, 04:59 PM
Khosumet needs Unleased Fury.
The perfect fix. Think about it.
Earl of Preston
March 3rd, 2009, 11:58 AM
I just recently used these guys and an interesting suggestion was brought up. Why don't the Anubians have a werewolf ability similar to Zombies Rise Again. Something like:
Bite of the Wolf
If an Anubian Wolf that you control destroys an opponents small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Anubian Wolves. Newly placed Anubian Wolves cannot attack this turn. Undead and Soulborgs are not affected by Bite of the Wolf.
I imagine this could affect their cost, but it would seem to encourage their use more.
Simpsons Scaper
March 3rd, 2009, 04:40 PM
I just recently used these guys and an interesting suggestion was brought up. Why don't the Anubians have a werewolf ability similar to Zombies Rise Again. Something like:
Bite of the Wolf
If an Anubian Wolf that you control destroys an opponents small or medium figure, replace that figure immediately, if possible, with one of your own previously destroyed Anubian Wolves. Newly placed Anubian Wolves cannot attack this turn. Undead and Soulborgs are not affected by Bite of the Wolf.
I imagine this could affect their cost, but it would seem to encourage their use more.
Actually, that's an awesome idea! You'd have to up their cost to about 90 or 100, but it would be cool!
Earl of Preston
March 4th, 2009, 10:43 AM
If anything, I think you could at least give Bite of the Wolf to Khosumet to get him some additional play.
Toad Rocket
March 7th, 2009, 12:35 AM
its easy to fix him, just send him to the vet. snip snip, no more off spring.
killercactus
March 7th, 2009, 10:44 AM
What I don't really like about the Wolf army right now is the necessity you feel to play them altogether. If you play the Badru, you want Khosumet to bond. If you play Khosumet, you want the Anubians for Unleashed Fury (plus, Khosumet is a stinking cream-puff). Once you include a couple squads of each, your army is about done.
Badru x2 - 160
Anubians x2 - 310
Khosumet - 385
I guess at 600, maybe Nilfheim could help? Or maybe another squad of Anubians and Raelin at 540? I just can't find a way to make the wolves competitive in their current state.
lafleurhero
March 7th, 2009, 04:25 PM
I won a 540 point game with
khosumet 75
3x Anubian wolf 225
3x badru wolfs 240
I used Anubians as my initial attacking force. Badru's were for body guard for khosumet and clean up. By the time my enemy could get past the badrus to get to Khosumet, I only had about 2 Anubians left and was using my badru's anyway. He was down to just 1 squad left. He had Ninja's but I killed them all before they could reach Khosumet
GromBloodboy
March 7th, 2009, 11:38 PM
:reaper: Necroed by almost 3 years. That is funny!
lafleurhero
March 8th, 2009, 05:17 AM
yeah but it's a good topic now with the badru wolves
Jexik
March 8th, 2009, 10:52 AM
Once you include a couple squads of each, your army is about done.
Badru x2 - 160
Anubians x2 - 310
Khosumet - 385
I guess at 600, maybe Nilfheim could help? Or maybe another squad of Anubians and Raelin at 540? I just can't find a way to make the wolves competitive in their current state.
Yeah, and once you've done that, not only is your army about done, it's woefully overpriced compared to most competitive armies.
What about just adding Krav or something? That seems to be Clarissimus' strategy to make slightly underused short range units competitive- just throw the Krav in there and let them do their thing against ranged commons.
I kind of feel that Khosumet isn't really necessary to the success of the WoB- he helps the Anubians more. But at that point, we're talking about something else than the topic of this thread...
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