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  #13  
Old August 10th, 2010, 11:49 AM
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Re: The Book of the Werewolf Lord

Quote:
Originally Posted by marroking1 View Post
Im thinking Raelin 2.0 for this army just because this army will be on the move (or hunt)
I don't think that a wolf army can afford to draft either version of Raelin, at least at any builds around 500. I am pretty sure that this has been mentioned by others: they are going to require mobility to infect heroes, and throwing an extra OM on Raelin will slow this process down. Note that the Badru are essentially there to clear a path from the Werewolf lord to enemy heroes, and pounce is going to be used rather heavily to do this (and Raelin won't save a wolf from a failed pounce). Although Raelin could conceivably help the lord get back to friendly lines after infecting some victims, it makes more sense to add in a diversion, or other mobile shock troops that can clear a return path. That being said, I like:

Werewolf Lord 140
Badru x2 300
Airborne Elite 410
Krav Maga 510, 15 spaces
~AE provide the diversion, but a timely drop is essential. If the drop fails, the agents can provide the same thing.

Werewolf Lord 140
Badru x2 300
Rats x 2 380
Fen Hydra 500, 18 spaces
~Rats clog everything up, allowing the WL to make a hasty retreat after spreading the disease. The Hydra is the shock troop to help with tough melee threats.

Werewolf Lord 140
Badru x2 300
Phantom Knights x3 510, 17 spaces
~The Pk's lock up ranged threats and then use stealth flying/disengage to assist the darklord.

WL x2 280
Badru x2 440
Raelin 520, 11 spaces
~I could see Raelin helping with a 2-WL build. The Badru and 1 lord go out to infect as much as possible. When they fall, you use OMs on your second darklord to control the lycans. Raelin is there essentially to help the second darklord (although she can provide some measure of protection to the wolf horde in transit)...But this build sure does not leave much offensively, especially if you fail to infect anything.

Last edited by Filthy the Clown; August 10th, 2010 at 11:55 AM.
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  #14  
Old August 10th, 2010, 11:58 AM
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Re: The Book of the Werewolf Lord

Quote:
Originally Posted by Filthy the Clown View Post
Quote:
Originally Posted by marroking1 View Post
Im thinking Raelin 2.0 for this army just because this army will be on the move (or hunt)
I don't think that a wolf army can afford to draft either version of Raelin, at least at any builds around 500. I am pretty sure that this has been mentioned by others: they are going to require mobility to infect heroes, and throwing an extra OM on Raelin will slow this process down. Note that the Badru are essentially there to clear a path from the Werewolf lord to enemy heroes, and pounce is going to be used rather heavily to do this (and Raelin won't save a wolf from a failed pounce). Although Raelin could conceivably help the lord get back to friendly lines after infecting some victims, it makes more sense to add in a diversion, or other mobile shock troops that can clear a return path. That being said, I like:

Werewolf Lord 140
Badru x2 300
Airborne Elite 410
Krav Maga 510, 15 spaces
~AE provide the diversion, but a timely drop is essential. If the drop fails, the agents can provide the same thing.

Werewolf Lord 140
Badru x2 300
Rats x 2 380
Fen Hydra 500, 18 spaces
~Rats clog everything up, allowing the WL to make a hasty retreat after spreading the disease. The Hydra is the shock troop to help with tough melee threats.

Werewolf Lord 140
Badru x2 300
Phantom Knights x3 510, 17 spaces
~The Pk's lock up ranged threats and then use stealth flying/disengage to assist the darklord.

WL x2 280
Badru x2 440
Raelin 520, 11 spaces
~I could see Raelin helping with a 2-WL build. The Badru and 1 lord go out to infect as much as possible. When they fall, you use OMs on your second darklord to control the lycans. Raelin is there essentially to help the second darklord (although she can provide some measure of protection to the wolf horde in transit)...But this build sure does not leave much offensively, especially if you fail to infect anything.
Good point. I like the Airborne Elite army. Fast moving

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  #15  
Old August 10th, 2010, 01:08 PM
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Re: The Book of the Werewolf Lord

Maybe you could also try and draft cyprien. I'm sure that your opponent is going to try and pick a lot of good guys to counter the werewolf lord. But with cyprien they now have to worry about 2 people. Maybe you could also use major Q9, I know that the werewolf lord is cool and all. But I don't think he'll become the first pick in games to come. I think you should get the most powerful "queen" units and then get the werewolf lord.

Let's see:

Major Q9-180
Airborne Elite-290
Werewolf Lord-440
WoB-510

Hexes-7

Q9 could be a good counter to cyprien if they pick him to try and kill the werewolf Lord. Probably not the best team but it's worth a try...

Next team

Cyprien-150
Werewolf Lord-290
WoB 2X-430
Protectors-570

Hexes-12

I'm kinda a sucker for protectors, they once killed cyprien in one turn when he was completely healthy....

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  #16  
Old August 10th, 2010, 01:15 PM
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Re: The Book of the Werewolf Lord

Most of you guys are forgetting that the Werewolf Lord is UNcommon! You can inflict lycantropy twice or three times as devastatingly.

WL x2 280
WOB x3 240
520

WLx3 420
WOBx1 80
500

WLx3 420
WOBx2 160
(random fillers) 20
600

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Last edited by Scapemaster; August 10th, 2010 at 01:27 PM.
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  #17  
Old August 10th, 2010, 01:53 PM
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Re: The Book of the Werewolf Lord

Quote:
Originally Posted by Scapemaster View Post
WLx3 420
WOBx1 80
500
I kinda like this army. Just leave the WoB in the start zone, and infect as much as possible.

Although against an army with few heros, I'd think it would be destroyed.
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  #18  
Old August 10th, 2010, 03:08 PM
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Re: The Book of the Werewolf Lord

It'd be nice to try and get the anubian wolves in, kinda your offence part of the team. (I know the WoB can get 5 attach but I think they're more of a distraction so the werewolf lord can get in)

I think it should go like this

Werewolf Lord 2X-280
WoB 2X-420
Anubian Wolves-490
Isamu-500

Hexes-14.

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  #19  
Old August 10th, 2010, 03:12 PM
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Re: The Book of the Werewolf Lord

Quote:
Originally Posted by Sujoah View Post
Quote:
Originally Posted by Scapemaster View Post
WLx3 420
WOBx1 80
500
I kinda like this army. Just leave the WoB in the start zone, and infect as much as possible.

Although against an army with few heros, I'd think it would be destroyed.
I think the WoB would work better going with the werewolf lord. That way then the enemy has to pick between killing WoB or the werewolf lord. And I think at least one of those will reach the enemy.

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  #20  
Old August 22nd, 2010, 11:38 AM
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Re: The Book of the Werewolf Lord

No - The card says "If an opponent's figure receives at least 1 wound..."

Nice try, man. I would not want to face off against a Werekrug.
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  #21  
Old August 22nd, 2010, 06:41 PM
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Re: The Book of the Werewolf Lord

Quote:
Originally Posted by Shockma Ranyk View Post
I'm curious on why figures that are infected with Lycanthropy can't then infect other figures. Isn't that how Lycanthropy spreads? Of course, they could of just ran out of space on the card.
For flavor's sake, lets just say they don't become infected to the point of spreading the curse until a few days after.

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  #22  
Old August 22nd, 2010, 10:39 PM
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Re: The Book of the Werewolf Lord

Quote:
Originally Posted by Mrspy View Post
It'd be nice to try and get the anubian wolves in, kinda your offence part of the team. (I know the WoB can get 5 attach but I think they're more of a distraction so the werewolf lord can get in)

I think it should go like this

Werewolf Lord 2X-280
WoB 2X-420
Anubian Wolves-490
Isamu-500

Hexes-14.
Your point totals are a little off Mrspy. Wolves of Badru are 80 points a squad and Anubians are 75. Your army as listed would be:

Werewolf Lord x2 - 280
WoB x2 - 440
Anubian Wolves - 515
Isamu - 525

I ran something along these lines in a 510 game last night. I took:

Werewolf Lord x2 - 280
WoB x2 - 440
Blue Wyrmling x2 - 510

Unfortunately the army I faced only had one hero, Heirloom, who went down very early, so the Werewolf Lords were left to deal with 4 squads of Warforged Soldiers. They were still impressive, taking out everything before falling to Isamu and his pesky ninja vanish.

I don't know that I'd really want to invest in more than one Werewolf Lord again. One seems to have some staying power and I found myself wishing I had some Anubians out there to help combat the squads as the Wolves of Badru didn't do so hot. I did play them aggressivley, going for a lot of pounces that failed, but I'd be tempted to take 150 points of Anubians over a second Werewolf Lord outside of a dungeon scenario.
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  #23  
Old August 24th, 2010, 09:29 PM
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Re: The Book of the Werewolf Lord

What happens if a Werewolf Lord uses Lycanthropy on a figure that is subject to Parmenio's Disciplined Influence?

Quote:
Originally Posted by Parmenio's card
Disciplined Influence
At the start of the game, you may choose any unique Army Card you control. For this game the chosen card's personality is Disciplined, regardless of what is listed on the card.
Quote:
Originally Posted by Werewolf's card
Lycanthropy
...If an opponent's Unique Hero receives at least 1 wound from this Werewolf lord, you may place a Lycanthropy marker on that figure's Army Card. For the duration of the game, that figure loses its Species, Class and Personality. Instead it has the following characteristics:
  • Species: Hybrid
  • Class: Hunter
  • Personality: Tormented
Obviously the affected figure would become a Hybrid Hunter, but would it also become Tormented, or would it stay Disciplined?

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Last edited by Killometer; August 24th, 2010 at 09:29 PM. Reason: I could really see this going either way...
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  #24  
Old August 24th, 2010, 09:54 PM
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Re: The Book of the Werewolf Lord

I would say Lycanthropy would overrule everthing. I believe that was part of the design, to break up synergies.

Guess I'm getting back into Scape
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