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  #37  
Old August 29th, 2010, 12:03 PM
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Re: The Book of the Werewolf Lord

Quote:
Originally Posted by jschild View Post
He would be considered friendly for that movement I would assume.
This is correct. While you are using Moon Frenzy, the Lycanthropic figure is not considered to be an opponent's figure.

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  #38  
Old August 29th, 2010, 02:27 PM
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Re: The Book of the Werewolf Lord

Thats what I was guessing. That being the case I think he would be a great counter draft to Kelda. If he can hit her with it, potentially, he can activate her every time and have her try and heal him from any new wounds, then make another attack of his own. Ideally your opponent wouldn't attack her, with the hopes of still using her when they can. I know its a lot of dice rolling that has to go your way but i think it has potential.

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  #39  
Old August 29th, 2010, 04:08 PM
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Re: The Book of the Werewolf Lord

Here's a River of Blood/Any Campaign Question I just asked in the Ask The Design Team thread. I checked here also; not finding it, you might want to put the answer up here on page one when we get it.

Question: Do Lycanthropy Tokens inflicted in one room of a Campaign carry over to the next room, or are they removed? This is a tough one--I'd say that they do carry over, which would mean Team Evil could keep bringing in new Werewolf Lords in subsequent rooms to take advantage of them!

In this case, in my first ROB solitaire today, Mikka Connour got bitten in Room One, but then dispatched the WL. So she needs to know!

Last edited by chas; September 7th, 2010 at 09:01 AM.
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  #40  
Old August 29th, 2010, 08:34 PM
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Re: The Book of the Werewolf Lord

I suspect the official anwser is that they get removed between rooms along with the wound markers and everything else, but if it were up to me I would say they stay. It is not like you can get a cure for turning into a werewolf, or it would wear off with rest.
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  #41  
Old September 1st, 2010, 03:14 AM
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Re: The Book of the Werewolf Lord

I played this guy vs. the steamroller and he was pretty disruptive. First attack put a wound on Cixrus, no more bonding or inspiration for him. I actually think he could be a pretty good figure for a tourney as his ability to shut down bonding options and race/class synergies is pretty nice.
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  #42  
Old September 1st, 2010, 09:57 AM
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Re: The Book of the Werewolf Lord

Quote:
Originally Posted by Yodaking View Post
I actually think he could be a pretty good figure for a tourney as his ability to shut down bonding options and race/class synergies is pretty nice.
Plus, the new darklord has the stats to go give him staying power on the battlefield. The biggest problem is including enough support units to keep him alive. At 500 point builds, you have to figure 300 for the darklord and 2 squads of Badru (this book, and prespeculation, seems to establish this as the the baseline build, if you want bonding). So far, I have had the best luck with:

Werewolf Lord 140
Badru X2 300
Brunak 410
Raelin 490, 11 spaces
(at 510, throw in Marcu for a wound soak)

Quote:
Originally Posted by Filthy View Post
I don't think that a wolf army can afford to draft either version of Raelin, at least at any builds around 500.
I contradicted myself from an earlier post in this book; via playtesting, Raelin does seem like a doable option in a wolf build.

~Pretty simple OM management: everything goes on either Brunak or the Badru, at least for the first couple of rounds. Although the Badru seem adept (albeit suicidally) at clearing out screens, Brunak does a much better job of it via Blood Frenzy; having Raelin in tow makes it very hard to wound him. Once Brunak has cleared screens, or at least engaged the enemy, I moved the Badru out and made a B-line for the nearest enemy heroes. With the speedy Badru move, their reinforcements can quickly catch up to the werewolf.

I tested this against Greenscales/Braxas/Raelin/Brandis Skyhunter (aka 90 point, ranged filler) , which worked fairly well (All of these have a hard time wounding Brunak, and the Badru are pretty adept at engaging or pouncing the Greenscales--although pouncing into four defense can make you sweat a bit). I was able to infect Raelin and Brandis, and then started feeding some OMs on the lord, who can take and dish out a woodshed beating. He eventually fell, and the final game ended with two Badru left against his infected, 3 wound Raelin (I actually used her to attack Braxis, at one point); the wolves pulled out the win.

With the lack of numbers in my build, it did not seem realistic to pull the darklord back once he infected heroes; I needed the werewolf on the front lines. Luckily, he can last for quite a while with the enemy, but losing him early, especially after spreading the infection, would be a let-down. Although two darklords in play would be nice, it just seems like a waste to not include a bonding squad, especially one that is so adept at supporting the darklord, version 2. Plus, in the event your opponent is not hero-heavy (or, her heroes fall quickly, before you can infect them), having the Badru makes more sense.

My lessons learned:
  • The 300 point baseline seems like a standard werewolf core
  • Rely on something else to lead with, preferably a beatstick such as Brunak (having Raelin in tow helped the wolves as well). Stingers might be another option
  • Plan on your werewolf staying near the front lines; his stats require his presence in combat

More play-testing to come, as I want to see how the wolf troupe does against range (10th, Stingers, etc). The lack of numbers could be a real problem.

Last edited by Filthy the Clown; September 1st, 2010 at 10:01 AM. Reason: Edit time
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  #43  
Old September 1st, 2010, 12:27 PM
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Re: The Book of the Werewolf Lord

I think he is better at 520+ with 2 lords and 3 wolf squads. I wish he was cheaper and would even take less defense or life to make him cheaper (5 life 120 points?) as he it hard to fit 2 of him plus bonding squads and support. With two, you send one out first and hopefully he will infect 2 people before he dies, but then after 1 dies you have the other werewolf lord to take moon frenzy turns, and you don't even loose a turn with bonding as you can switch wolves. I would say that this is one of only two uncommons released so far where it is advantageous to draft more than one (other is the Hydra if you draft healers). At 600+ he really starts to shine as you can draft Raelin and/or ranged support.
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  #44  
Old September 1st, 2010, 02:40 PM
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Re: The Book of the Werewolf Lord

Q: If an opponents hero is lycanthropy marked, it is thier last figure in play, and you hit for moon frenzy, do you win?

Ala ne-gonk-sa, ke-mo-she, sir hawthorne..etc etc
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  #45  
Old September 1st, 2010, 02:42 PM
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Re: The Book of the Werewolf Lord

No, because it's just temporary control.

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  #46  
Old September 1st, 2010, 04:14 PM
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Re: The Book of the Werewolf Lord

If you lycanthrope Sir Hawthorne, take a turn with him, and roll a 1 which side does he go to?
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  #47  
Old September 1st, 2010, 04:26 PM
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Re: The Book of the Werewolf Lord

If you Lycanthrope and then Moon Frenzy Sir Hawthorne and after taking a turn with him roll a 1, you would give his card to an opponent of your choice, removing from him any order markers, just like the cards say. In a one-on-one game, that means the effect of a Lycanthrope/Moon Frenzy then (at the end of the turn) Backstab, would be to remove any order markers from Hawthrone as you return the card to the orignal owner. The key is to remember that the Backstab roll is after the turn with Hawthrone.
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  #48  
Old September 1st, 2010, 05:00 PM
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Re: The Book of the Werewolf Lord

Not sure how you reconcile SH's "After you take a turn with Sir Hawthorne..." with WL's "At the end of its turn, control to the Hybrid Hero return to its previous owner." It is not clear to me in which order you resolve this. I think this is a good question and I respect Revdar's opinion but could see a rules team member overruling.
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