Archive for March, 2010

Get XP in Scenarios of Warhammer

Monday, March 29th, 2010

First commonly the best is Nordenwatch because there usually is a tug of war of push or be pushed. Khaines has exploding things that make a tug of war hard to do and Gates of Elkrund is good but plenty of los, levels(Warhammer Online Gold) and entrances to not make a solid deathmatch. Norden is usually preferable because the warcamp has the closest trainer so you can pop out turn in scenario and kill quests, get trained, and pop back in. Leveling is quick in T1 so really any of them is good but continually turning in the SC quest helps alot too and running around to turn them all in can restrain leveling.
Secondly mourkain Temple. Objective grab the flag kill the enemy. We used to hate how often MT would pop until we played a character with sole intention to level(Warhammer powerleveling) and then hated when any scenario other than MT popped. MT almost guarantees a 500 game, even the close games are 500-490 but hardly ever does a game get to 15 minutes. PT and ST will have more 15 min games and less 500 games because they are objective based, reqire more running around.
In PT it is wise to defend the flag but if you are defending you are not gaining xp until the enemy comes closer, which can be forever in a turtle match. ST almost the same, a lot of time spent chasing after the fc then actually fighting. In PT and ST teams can easily get spread out where in MT there is one focal point.
At last doomfist Crater, Tor Anroc, Temple of Isha. The way to get the most xp out of a scenario is to constantly be around the activity and for you to die less and kill more in Warhammer. For a scenario, the most rewarding is a scenario that basically puts your team up against the other team in a straight up deathmatch. Basically scenarios that involve less running around and have higher chances of getting to 500 under 15 minutes.

Get XP in Scenarios of Warhammer

Monday, March 22nd, 2010

First commonly the best is Nordenwatch because there usually is a tug of war of push or be pushed. Khaines has exploding things that make a tug of war hard to do and Gates of Elkrund is good but plenty of los, levels(Warhammer Online Gold) and entrances to not make a solid deathmatch. Norden is usually preferable because the warcamp has the closest trainer so you can pop out turn in scenario and kill quests, get trained, and pop back in. Leveling is quick in T1 so really any of them is good but continually turning in the SC quest helps alot too and running around to turn them all in can restrain leveling.
Secondly mourkain Temple. Objective grab the flag kill the enemy. We used to hate how often MT would pop until we played a character with sole intention to level(Warhammer powerleveling) and then hated when any scenario other than MT popped. MT almost guarantees a 500 game, even the close games are 500-490 but hardly ever does a game get to 15 minutes. PT and ST will have more 15 min games and less 500 games because they are objective based, reqire more running around.
In PT it is wise to defend the flag but if you are defending you are not gaining xp until the enemy comes closer, which can be forever in a turtle match. ST almost the same, a lot of time spent chasing after the fc then actually fighting. In PT and ST teams can easily get spread out where in MT there is one focal point.
At last doomfist Crater, Tor Anroc, Temple of Isha. The way to get the most xp out of a scenario is to constantly be around the activity and for you to die less and kill more in Warhammer. For a scenario, the most rewarding is a scenario that basically puts your team up against the other team in a straight up deathmatch. Basically scenarios that involve less running around and have higher chances of getting to 500 under 15 minutes.

Dwarfs Guide in Warhammer

Monday, March 8th, 2010

Discussion about the old army aside, the new one is alot less flexible. Your stubborn armoured dwarfs have a decent chance against man-sised beastmen. The army is less manuverable now, the huge amounts of skrmishers are gone. All this amounts to you doing what dwarfs do best: Stand rock solid and shoot and use runes we guess. Warhammer Gold service is online now.
Our new monsters are all large with little armour in Warhammer, so you can shoot all the heavy hitters down unless your opponent is really carefull and uses some good spells (there is really just one that helps against shooting, but a -1 to your shooting dice wont prevent you from causing casualties). Charriots alone are no threat, centigors arent pwn enough that you cant handle it, and you have nothing to worry about as to the ambush rule.
Most beastmen players (We assume this because every single beastmen player commenting the new ambush rules online seem sceptic, a 1/6 chance of getting your bestmen where you want them is not watering any mouths) wont use ambush units to any great degree. The above suggestion to just hug the rear of the table pretty much kills an ambush plan. Also, having a small unit facing your rear to block whats most likely gonna be a small ungor unit is an option.
Dwarf war machines that are properly guarded will chase off wimpy beastmen skirmishers. Ambush is annoying, but is so unreliable and the troops so weak they shouldn’t be that big a threat. Buy Warhammer powerleveling service on our site if you dont have time for your character.

Brets Guide in Warhammer(part one)

Tuesday, March 2nd, 2010

Knights but they are both the main strength and main theme of Bretts. To start we’d say 1 unit each of Realmies and Errants. Pegasus Knights: a bargain in game-point terms, and fun to paint. Maybe you need some more Warhammer Gold to make your character rich in game. please use our service when you need.
Then its time to think about how you want to play in Warhammer. Bretts have fewer options for play style than some other armies, but there are still some choices. Having 2 blocks of men at arms suggests you want to have some kind of foot line, so add some archers and a Field Treb.
Alternatively, take an all-mounted army more knights! We like to have some mounted yeomen in. They do a different job as diverters and war machine hunters. Some gaming groups avoid the named characters, so a Lord on a Griffin might make a colourful choice.
The “special” knights – Questing and Grail are a bit of a trickier choice. They fight better but die just as easily as normal knights, and its amazing how much worse the 2+ armour save is than the empires 1+ – crossbows and handguns will shrink your units. And successful play of Bretonnians demands one watchword.
So we strongly advise using Knights Errant-they are really cheap for what they can do and are Immune to Psychology, every turn they charge! Also, Grail Knights are fantastic-unit of 5-6 can brake most infantry units without any help.
The Green Knight is a great choice as well, and all friends quickly came to hate that guy with passion. Our advise is to use knights in units of 8 +a hero, use a lot of Knights Errant, unit of Grail Knights and Bowmen(table quarters, decent shooters) and charge as soon as youcan using multiple lances if possible. You also can buy Warhammer powerleveling on our site for your Knight.
You can “pick” on enemy units you wish to break, charge them with 2 lances and job done-of course it is not THAT easy, but if you run your army properly it goes like that-and dont forget to take the Blessing EVERY game.