anewbre
Baby's First Wargame
Posts: 4
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Post by anewbre on Oct 5, 2019 14:37:15 GMT
I getting back into Warmachine with the Oblivion Campaign being run at my new (new for me anyways) LGS. They sold out of campaign boxes so could someone tell me what I need to know for the 1st three games (20/25/35)? Thanks. I have all the merc models up to the new releases for the last few years so I was thinking that Press Gangers and their solos Hawk, Rock, and Doc might be a good group to run.
Thoughts?
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Post by Azahul on Oct 5, 2019 23:30:20 GMT
List-wise or in general? The Prologue scenarios are all pretty simple. For scenario one you basically just want to wipe out your opponent, two is much the same but it gives the losing side from scenario one an alternative means of winning by running to the opponent's board side, and for scenario three you need to nominate a solo as your commander and you lose if that commander gets assassinated.
You're correct on the point values. It's worth noting that while you can play in theme for all the scenarios, you aren't allowed to use requisition slots until scenario three. You are also limited to running small and medium-base warrior models for the first two scenarios, while scenario three opens up to allow large based warriors and small/medium based Warjacks and Warbeasts.
I've generally found the games to be the most fun when you have a few different activations to play with in your army, rather than say pouring all your points into a single big unit in scenario one. It gives you some flexibility and options to work with. That in mind, Press Gangers plus support probably work pretty well, though you'll want to watch out for guns.
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anewbre
Baby's First Wargame
Posts: 4
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Post by anewbre on Oct 6, 2019 16:08:16 GMT
Thanks, I haven't played in 3 years. DO guns dominate these days?
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Post by Charistoph on Oct 6, 2019 18:00:01 GMT
Ranged weapon effectiveness really depends on the army in question, and who it is going against. Some support it very well and have numerous options to employ them, while others have a good capacity to reduce its effectiveness, or even shut it down in a couple particular cases.
I can't say how much it dominates the game, over all, but I can tell you that Cygnar still thinks they've been nerfed too much, but they had a better success rate at WTC than Mercs did (with lower representation), with Circle having the highest representation, but Skorne had one of the better win rates of an army with significant representation.
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Post by Azahul on Oct 6, 2019 23:26:26 GMT
I mention guns not because gunlines dominate particularly on the competitive scene (they don't really), but because my experience in playing the Oblivion prologue suggests that in a fight between a list with guns and a list without, the gun list in this small point game with limited access to boosting or defensive buffs typically feels like it has a tactical advantage. That's the only reason I bring it up A long range option allows you to force the enemy to come to you and engage on your terms. Advanced Maneuvers has a couple of battle reports up for the early Oblivion scenarios and the first one is a good demonstration of how strong Invictors are with their dual ability to perform at range and in melee.
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anewbre
Baby's First Wargame
Posts: 4
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Post by anewbre on Oct 7, 2019 14:52:44 GMT
I played the first two prologue games last night. I took: Taryn di la Rovissi and min Idrians with Chieftain and Guide (won that game) and then max Idrians for 25 point game.My opponent played Retribution min mittens, min infiltrators and a ghost assassin for 20 points and she added an Artificier(?) for 25. I won that game two, but your opponent's goal is to run off the board instead of fighting - you have the advantage. Guns really made the difference in both games - and I had some pretty hot dice at important rolls. I was feeling a little overwhelmed in the first game being outnumbered 13 models to 9 but the guns thinned them out as they closed. In the second game, guns were needed to protect the board edge as Infiltrators ran for one corner and the ghost assassin ran for the other corner
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Post by Azahul on Oct 9, 2019 6:26:44 GMT
I generally think that playing for the board edge win condition in the second scenario is a trap, unless the board state evolves to the point where it's a legitimate play for you. After all, there's no time limit on the scenario and nothing makes the Defender winning on attrition any harder than the Attacker.
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Post by marxlives on Oct 9, 2019 16:46:22 GMT
Our group used Company of Iron rules for the first scenario and it was a blast.
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anewbre
Baby's First Wargame
Posts: 4
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Post by anewbre on Oct 11, 2019 15:06:03 GMT
In both of my two prologue games I was slightly outnumbered but good dice rolls at the right time made me triumph. I’m playing the third prologue game tonight vs. trolls. I’m thinking about taking all the cheap infantry I can to vanquish toughing trolls who are knocked down. What do you think?
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Post by dichotomedes on Nov 8, 2019 9:21:06 GMT
The early scenarios in my pod wound up with a number of skew lists. Top performers included my own Llaelese Gun Mages led by Taryn, as well as Ghostly Pirates taken with Bane Lord Tartarsauce.
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