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WorldWorksGames :: View topic - Reaper Warlord: who's playing?
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Reaper Warlord: who's playing?
http://www.worldworksgames.com/forum/viewtopic.php?f=73&t=2247
Page 1 of 1

Author:  bighara [ 01-27-2006, 12:28 PM ]
Post subject:  Reaper Warlord: who's playing?


Author:  Count_Zero [ 01-27-2006, 12:46 PM ]
Post subject: 


Author:  bighara [ 01-27-2006, 01:06 PM ]
Post subject: 


Author:  Count_Zero [ 01-27-2006, 01:33 PM ]
Post subject: 


Author:  Lord_Abbadon [ 02-06-2006, 06:59 PM ]
Post subject: 

I have the game - but I have sworn off getting any more metal or plastic, for the being. I'm not painting what I got and haven't not room either.

I must say that the Reaper figures are very sexy and I have to stop myself from buying them each time I'm in the store.

What I have started doing is playing with (freeware) in the aim to produce some standees. I'm getting there just have some fun with lighting and reflection on metals (my metals are gettting washed out from the lighting, but its seems to be the reflectivity of the surface and not the lighting itself).

I'm really enjoying working with the modeling tools - its kinda like one big-persons dress-up dolls... with swords! :oops: There is a chap that uses these textures from DAZ for standees on RPGNow, and they are reasonly priced too. The thing is its not that hard and by doing it myself I can customise the figure to my hearts desire. Also I can do scenes with the figures as artwork, pictures that have been floating in my head for years.

AnyHoo the end result is to produce standees that have the realism and posing of metals with the added bonus of being able to pump out a stack with out costing the earth in cash nor in time.


Lord Ababddon of Wormwood

Author:  bighara [ 02-07-2006, 10:13 AM ]
Post subject: 

This review go a little longer than I thought it'd be. Hope folks find it useful:

Hooo-kay, folks have asked for a review of Warlord and I am apparently elected to do it.

I just preface this by saying that I haven't played the game much yet, I have played it at a demo, but that was in Philly and I live in the DC area, so my plan is to finish painting my armies and do some local demos of my own in order to drum up interest for more games.(My gaming group isn't all that into minis games, mostly RPGs). However, I have read the rules extensively, I also own two of the faction books (Necropolis and Crusaders), have finished painting one 750-point army (Necropolis) and have started one the next (Crusaders). So that's the firsthand experience I'm bringing to this review.

i) The Books:

The main rulebook is 144-page full color hardcover. The faction books are soft-covers with color covers and B&W interiors. They tend towards the 50-60 page range.

The main book's artwork is GORGEOUS, a combination of color concept art and photos of amazingly painted miniatures by the likes of Anne Foerster, Alex Glocka, Liliana Troy, et al. are liberally used throughout the book. The faction books have a good deal of B&W line art that is also very nice, though not as cool as the color art in the main book. On the plus side, it keeps the cost of the faction books down as well.

The rule book is organized into four main sections. The first is an introduction to the setting of Taltos. (The Fluff) It presents the basic information about the various factions in narrative forms (tales to a newcomer in a tavern). A basic introduction to the geography of Taltos is given as well, followed by a non-system specific section on using the setting for RPGs. The fluff is a good read and provides good rationales for why any given faction might fight another, even among the "good guys."

My favorite part of the introduction is the Painting Guide. Here, Reaper painters give you some solid advice and explanations about how to make your minis look great without spending so long on them that you'll never get them on the table for play. Some techniques described are more advanced than others, so not everything may be new to veteran leadheads. I personally have been painting for 5 years and found much of the advice very useful. Both in terms of cranking out decent-looking grunts as well as improving the look of the leader/elite models.

The next section is the Core Rules. Here they explain about reading the data cards for each model, what the stats mean, and how they are used. It also covers building your troops and fighting companies. Types of models (Warlords, Captains, Sergeants, Elites, Adepts, Grunts, and Solitaires). The basic mechanics of the game are explained as well. In a nutshell, to make a test (attack, cast a spell, etc.), you roll a d10, add the modifiers, and try to meet or beat the target number; either a ten for non-attack/unopposed tests, or the value of whatever characteristic you're trying to overcome (a target's Defense Value, etc.).

Initiative is determined by playing cards, similar to Savage Worlds, but not quite. Each player picks a suit (i.e. the Elves' player might pick hearts and his opponent -playing Reven- may choose spades). Each leader or solo model (each side may have several), gets a card. Also, there are abilities (like Tactician) that grant extra cards to that model. A "draw deck" is assembled from the resulting stack of cards. This smaller deck is shuffled then dealt one card at a time to see who goes first/next. Initially, this is done for Deployment, then later the same method is used to determine who can have one of his troops act.

The next section is Game Play. It describes each phase of a game turn in detail. (The basic actions during play are fairly straightforward. Basically, each model can take two actions (i.e. one move and one attack, or cast a spell + move, etc.). There are non-combat actions and combat actions. Generally, only one combat action per model per turn is allowed. The book goes into most of its detail here. Outlining how different actions work, listing modifiers, providing examples, etc. Sadly, this is one area where the book falls slightly short. Some of the examples and phrasing of the rules aren't as clear as they might be (though most are easy to understand), and the organization of material is a little muddled in places (i.e. many of the tables are spread out so quick referencing is difficult).

After the part describing the game turn, the book has a section on Special Abilities, Spells, & Equipment. Special Abilities range from traits like "Undead" to combat abilities like "Marksman." These are generally innate to the particular model. Spells and Equipment are purchased with points. There are clerical as well as mage spells. Each spell can only be used once per purchase. Equipment is per model as well and includes things like armor & weapons upgrades, etc.

The last part of the game play section contains the rosters of each faction. They are:

THE GOOD:
Dwarf
Elf
Crusaders

THE BAD
Overlords (slavers)
Necropolis (Vampires/Undead)
Darkspawn (evil demon-elves)

AND THE NEUTRAL
Reptus (lizardmen)
Reven (Orcs, etc.)
Nefsokar (Mummies, etc.)
Mercenaries (in it for the money)

You also have the option of fielding a "freelance" company, which mixes models from multiple factions. However, you can't have good and evil models together, and you don't get any special faction-specific benefits (certain spells/equipment and special abilities that are available to "pure" armies).

The rosters cover the stats and for the models that were available at the time of printing. But that's no big deal because the models usually come with a stat card when you buy them (or you can just go online and register at reapergames.com to view the data cards there).

The last section of the book covers campaign play. Giving rules for designing and running a campaign where various factions battle for control of territories. There is also a short section about terrain and blank copies of campaign tracking forms in the back for xeroxing.

The Faction books (I'll be briefer here) are generally a fluff section that gives some background details about the faction, a brief blurb on roleplaying and the given faction, a roster list (with more background fluff for each model) that's somewhat larger than the rulebook's, and new spells/equipment and Sub-List(s). Sub-Lists are "armies within armies." In other words, if you field an even more specialized company from the faction, you can gain some specialized abilities. For instance, in Necropolis there is the "Crypt Legion" which is essentially non-vampires (lich, wights, ghosts, skeletons, zombies, etc.). They are a good read and give you lots of goodies for your armies (or info about your foes!).

I own the first printing of the book and -admittedly- there are errors (like there always are), but Reaper has been very good about tracking issues and publishing errata online. The second printing cleans a few of these issues up (mostly unclear wording), but is still 100% compatible with the original rules.

So, to sum up about the books.

-Pros: visually pleasing, detailed setting, fairly simple mechanics, everything you need is one book. Good company support.
-Cons: less than ideal organization, some vague wording in rules examples and definitions, layout/editing errors.

ii) Playing the Game:

A game can be between 2 or more players (I played with 3 in the demo I attended). Point values usually range from 500-2000, with 750-1000 being typical for a 1-2 hour game. Here's a sample of a 750 point army (mine):

CRUSADERS

Troop 1
Ironraven (Capt.) +LMA (123pts)
Halbarad (Elite Cleric) +GMA, Bless, Bandage x2, Speed, Holy Light (179pts)
3 Templar Knights (81pts)
2 Unforgiven (50pts)
1 Ironspine (21pts)

Troop 1 Total: 454 pts.


Troop 2
Celestial Lion (Solo) (97pts)

Troop 2 Total: 97 pts.


Troop 3
Sir Conlan (Sgt./Cleric) Bless, Bandage (45pts)
3 Templar Knights (81pts)
2 Unforgiven (50pts)
1 Ironspine (21pts)

Troop 3 Total: 197 pts.


Fighting Company Total: 748 pts.

LMA = Lesser Magic Armor (equipment)
GMA= Greater Magic Armor (equipment)
Halbarad has 5 spells and Conlan has 2

So, in this instance, a 750 point force consists of 16 models. Crusaders are somewhat expensive per model (point-wise). As in any game, you could have more or less models depending on your tactics/strategy (scads of low point grunts v. a few powerful elites, etc.). The point is, Warlord is more of a skirmish-level game, where each model can have real impact on the game, as opposed to moving whole regiments around.

There are several rules which may not come up in a given turn, or even the entire game. Such as cohesion and discipline. In Warlord, cohesion is pretty much voluntary. If a model is too far from his leader and/or the rest of his troop when discipline checks are called for, he can suffer penalties or even be forced to retreat. Otherwise, there is no need to stick close; except for good tactics!

In the game I played, it was a simple "last man standing" scenario (no special victory conditions) where three 500 point forces faced off against one another (Elves, Necropolis, and Crusaders). All of us were new to the game (though I'd read the book). I played the elves. The whole thing took about 90 minutes (I won! :D ). Turns moved quickly since you could only activate one troop per card. No one had to wait forever to act, though you were never 100% sure when you're turn would come. We had a few spellcasters, only one archer (mine) and several melee grunts. A few of the more interesting rules that came up regularly:

Defensive Strikes: Except in cases of Special Abilities like First Strike, generally if your model hits another in close combat, they get to try to smack you back. The target models can generally only do this once per turn, though. So if you wait until they've used the DS, you can hit them without worrying about DS (unless they have the SA Warmaster and multiple attacks/turn, like that $*#*@ Lion! ;) ).

Toughness: Some models have Toughness SA. Basically it gives the a chance to stand back up after being downed. So just because you knocked that skeleton on its bony butt doesn't mean he may not pop back up again next turn. Coup de Grace is your friend, if you've got the time.

Quick recap of my demo for a play sample: The undead and crusaders went right at it, having deployed closest to each other. I hung back and tried peppering with a few arrows. As I advanced, I wounded a necromancer with a shard spell and winged the Celestial Lion (think "Aslan"). The lion got ticked and charged my grunts, but they brought him down (though he felled two with Defensive Strikes + Warmaster). By the time I closed with the others, they had whittled each other down enough that I was able to dispatch the last grunt or two and gang up on the crusader captain and Necropolis warlord (both already wounded). It was short work from there.

iii) The Models:

Ahhh, Reaper! How I love Reaper's stuff, and the Warlord line is no exception. The Warlord models are -in general- a joy. The major problem I've encountered is that I've gotten a couple bad miscasts where the seams are very offset. So far, I've been able to deal with the few I've seen personally. Some folks on Reaper's forums have mentioned this, too. Reaper stands behind its product, though, and will replace any model that's defective. So no real complaints.

The other nice thing re: models is the proxying. By giving you access to the stats without having to buy the model, Reaper lets you try the game without necessarily buying all the lead. Just use whatever minis you've got (or counters, etc.). Make sure you and your opponent are clear about what's proxying for which model though!

You can pick up the models individually, or if you're just starting out, you can pick up a starter box for a particular faction. There's a $39 (USD) version for each faction that has enough models (with spells + equip) to make a 750 pt. army. There's also a $70 box that contains the rule book, two 600 pt armies (Crusaders + Necropolis), dice, data cards, etc. This is what I bought to get started. Everything in one box. Reaper is also in the process of releasing Deluxe Boxes for each faction that includes models, the faction book, and 9-10 bottles of Reaper's Master Series paints (colors selected to be useful for the given model types) for $70. Currently, I believe there are 3 of these boxes out (Reven, Necropolis, and Crusaders).

iv) Conclusion:

I -for one- am really enjoying my Warlord experience so far. The biggest drawback for me is finding players in my area. I am hoping to attract some interest by running a demo or two at my FLGS, though. If nothing else, I'll have a whole bunch of cool minis painted when I'm through! :D

Author:  Lord_Abbadon [ 02-07-2006, 02:04 PM ]
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Thankyou very much for the "brief" review! Very nicely done indeed.

What do you think of the campaign rules, myself believe that they are what every minis game should have. The other great thing about the rule book is that has a section in the back that outlines generic cards (ie extra minis), with this you can stat up critters or models that have not been done by Reaper Warlord yet. With this feature it adds a whole level to the game - being able to use Dark Heaven minis or even standiees.

Th only downside I find is that the books aren't pdf, and for me means paying megabuck in the outback (ie anywhere in Australia).

Lord Abaddon of Wormwood

Author:  bighara [ 02-07-2006, 03:32 PM ]
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Author:  TheAuldGrump [ 02-07-2006, 09:18 PM ]
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Odd as it may sound to those who know me, one of the factions in Warlord that tempts me is the Reven - Warlord's Orcs (I am not given to rampaging mobs as a general rule). The Warlord Orcs look tough, strong, and brutal.

The Undead pirates (Razig) also temts me, which I think surprises no one, plust I already have most of their figs... and with the Maiden (Dark Maiden in this case) it is a scenario or three waiting to happen.

But right now I am still buried beneath unpainted WARMACHINE metal...

The Auld Grump

Author:  bighara [ 02-08-2006, 06:06 AM ]
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Author:  Brother Bart [ 03-08-2006, 10:16 PM ]
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Author:  bighara [ 03-09-2006, 10:00 AM ]
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