Lo que el viento se llevo: WARLORD TRAITS


Los domingos son un día en el que la gente está especialmente floja... hasta para navegar xD Por eso querríamos hacer una línea de posts para los domingos que, sin tomarnos mucho tiempo, fuera de interés general. Haciendo caso de los consejos del personal y combinando las ideas de diversas fuentes ha surgido una nueva línea de posts (ésta misma) en la que trataremos las entradas más interesantes que he tenido la suerte de leer esta semana. También trataremos temas de trasfondo y curiosidades del pasado de W40k. Igualmente, si queréis colaborar con tutoriales, listas, videoinformes... y queréis que los publiquemos aquí; ¡esta es vuestra oportunidad!. Recordad que podéis contactar con nosotros en la sección "empieza aquí".




Disculpen la demora!!! es que definitivamente, los domingos son para dormir...
Anoche (bueno, desde las 20:00 aporx) probamos la expansion "burning crusade" de WOW, el juego de mesa...
Mas alla de que ocupa MAS lugar que una mesa de WH (que no es poco) nos quedamos hasta las 5:30 jodiendo, y bueno, a dormir un poco, y aca tienen!!!

Hoy cortamos un poco la linea de primarcas y trasfondo, para acercarles un artículo muy bueno, acerca de los WARLORD TRAITS...

Fer, Corigliano y Cone, en pleno concurso...

Aqui esta el sitio fuente desde donde encontré este muy buen articulo, originalmente en ingles


COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Pretty good unless your army has the same leadership value all round
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Could be very useful 

3 - Warlord and all friendly units within 12" have move through cover
Very useful for units that don't have it already

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Useful, especially if you have a foot army that needs to move quickly 

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Very useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Could make a difference

Pretty much a 6/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Only good if your Warlord is defensive and stays in your deployment zone
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Only good if your Warlord is active and likes to attack in your enemies deployment zone

3 - Warlord and the unit he joins when deployed have outflank
I wouldn't recommend anyone changing their army tactics last minute for this one  

4 - Your army gains one victory point for each enemy character slain in a challenge
Always good

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Always good 

6 - Warlord is a scoring unit even if he is a vehicle
Generally very good when the mission requires scoring units

An average 3 to 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins, of which you can see before you roll your trait 

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useful, but only if you plan to flank

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Very useful, as most of us will reserve at least one thing

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Very useful, as most of us will reserve at least one thing

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced by it. Could be ok under the right circumstances

A average 3/6, but could be a solid 5/6 depending on circumstances!

So after all that, I was choosing the weakest category out of the three, with Command traits coming out on top, Strategic Traits second and my Personal Traits coming in last. Well, from a general point of view anyway! Next then, I want to have a look at the categories for my specific armies...



 NECRONS



COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useless, as everything is leadership ten anyway
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Useful

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

A nice 5/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useful, unless my Overlord is in a Command Barge!
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Could be useful if I had a Destroyer Lord with Wraiths charging forward!

3 - Warlord and the unit he joins when deployed have outflank
Maybe, but probably not 

4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

An average 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useless, I don't flank

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

An average 3/6, but could be 4/6 depending on circumstances!

It is a close one, depending on circumstances, but the Command Traits for Necrons seems to be the best option overall.

 TYRANIDS



COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useless, as you probably will be within Synapse if you are within 12" anyway
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useless, as most have it anyway

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Most Nids have fleet anyway

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

An average 3/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Maybe, although unlikely
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Furious charge on Nids is always good, unless you've purchased it already

3 - Warlord and the unit he joins when deployed have outflank
Nids no longer flank in protest to 6th edition


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

An solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Nids no longer flank in protest to 6th edition

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

A solid 3/6, but could be 4/6 depending on circumstances!

Again it is close, but my original Personal Traits seem to win for the Nid as the best overall category.


SPACE WOLVES


COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useful
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Useful

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

An amazing 6/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useless, I have it anyway
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Could be good for a Thunderwolf based Lord

3 - Warlord and the unit he joins when deployed have outflank
Can't see it myself


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

A solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useless, I have it already

4 - Can re-roll any reserve rolls whilst your Warlord is alive
I don't really reserve my Wolves

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

An average 3/6 in usefulness!

It is pretty obvious that Command Traits is the way forward for the Wolves


ELDAR (Saim-Hann)


COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useless, as the JetSeer will be pushing forward out of range
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
I won't be running

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
I don't charge much with my Saim-Hann

An solid 3/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useless, The JetSeer will not be hanging back
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Useful

3 - Warlord and the unit he joins when deployed have outflank
Can't see it myself


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

A solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useless, I won't be flanking

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

An average 3/6 in usefulness!

Nothing here that stand out as amazing, but the Personal Traits seem to have the edge over the others for quantity of usefulness


ELDAR (Footdar)


COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useful
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Useful

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

An amazing 6/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useful
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
I doubt I will be there much

3 - Warlord and the unit he joins when deployed have outflank
Can't see it myself


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

A solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useful for the War Walkers

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

A solid 4/6 in usefulness!

All three are solid, but the Command Traits win easily.


ELDAR (Mechdar)


COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Maybe, but only after all the tanks have been destroyed
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
I won't be running much

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

A solid 4/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useful if my bikes get assaulted
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Unlikely

3 - Warlord and the unit he joins when deployed have outflank
Can't see it myself


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

A solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
I won't be flanking

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

An solid 4/6 in usefulness!

So it's neck and neck for my Mechdar, although on the face of it, I think the best traits within the categories for them are the Command Traits.

Right, well that was a lot of work, but I think it was worthwhile. I now have a very clear vision of  what trait tables I will be rolling on for each of my armies. Hopefully I will be giving myself the best chance of getting something useful, without having to think about it when it's time to choose the table at the beginning of a game.

Here is the list of my final conclusions

Necrons: Command Traits

Tyranids: Personal Traits

Space Wolves: Command Traits

Eldar (Saim-Hann): Personal Traits

Eldar (Foot and Mech): Command Traits



En esta línea, me animo a hacer mi propia adaptación para Dark Eldars., basado en mi propia lista, e invitando a Julio, Bizarre y Radikalt a hacer lo mismo.
Jose si se escapa un poco del aburo podra decirnos si esta de acuerdo con lo que pone el autor original, y desde su WAAAGH!! Cone vilipendiara a los orkos.
Todo el resto de la comunidad también esta invitada a enviar su opinion. Quiza entonces lo podamos editar como un tutorial para los más novatos!
Mientras tanto, no queremos aprovecharnos del trabajo ajeno!


DARK ELDAR (Corigliano)

Porque ser un arconte, no quiere decir que no vamos a usar un par de brazos extra...

 COMMAND TRAITS

1 - Las unidades amigas a 12UM del SdlG pueden usar el Ld mas alto
Ahora he incluido un arconte, pero en lineas generales, es pasar de 9 a 10... no es la gran diferencia. Si ayuda cuando algún psiquico fuerza chequeos de Ld enfrentados, pero si no, es casi anecdotico. 

2 - Las unidades enemigasa 12UM del SdlG deben usar el Ld mas bajo
Aca si me gusta mas. Con un ejercito mas orientado al CC, siempre ayuda. Especialmente util si lo usamos para apoyar la saturación a distancia contra unidades como por ejemplo gretchins o incluso una de grotescos enemigos.

3 - El SdlG y las unidades amigas a 12UM del mismo tienen "moverse a través de cobertura"
erm... si tenemos presente que vamos a aparecer en un crater, y que el enemigo se va a poner dentro de escenografía, puede ser util...

4 - El SdlG y las unidades amigas a 12UM tiran un dado mas para correr
los grotescos no son veloces... pero si corremos no asaltamos... lo veo inutil casi siempre

5 - El SdlG y las unidades amigas a 12UM tiran los 1´s en el dado de nuevo cuando disparan a unidades a 3UM de objetivos.
A la lista de los chicos, mas enfocadas en el disparo, le sirve para limpiar objetivos.
A mi que uso lanzallamas, me parece la opción mas triste del mundo.

6 - El SdlG y las unidades amigas a 12UM suman 1 a la distancia de carga
Aca nos invertimos. Me encanta y es bastante util!!

A mi lista,  4/6 ! 

PERSONAL TRAITS

1 - El SdlG y su unidad tienen "Contraataque" mientras este en su zona de despliegue
wtf??? que hace mi warlord y mis grotescos ahi?!??!?!?!

2 - El SdlG y su unidad tienen "asallto rabioso" si estan en la zona de despliegue enemiga
erm... el segundo contador de dolor ya me lo da... mas inútil que el 1 incluso!

3 - El SdlG y su unidad tienen "flanqueo"
nada que no haga con velamen eterero, PERO quiza permita posicionarse de otra forma... medio caca pero se le puede sacar jugo con los lanzallamas


4 - Ganas un punto de victoria por cada personaje enemigo derrotado en desafio.
algun sargento que muera en desafío quiza... al menos sacaremos 1 o 2 puntos de victoria de ahi

5 - El SdlG gana NHD a 3UM o menos de un objetivo 
ur fkin kidding me rite? jajaja

6 - El SdlG puntua incluso si es un vehículo
considerando que esta siempre detrás de las líneas enemigas, su mera existencia puede controlar objetivos y dar rompefilas. Me parece muy buena

3 de 6 mirandolos con cariño!

STRATEGIC TRAITS

1 - Tus unidades tiene moverse a través de cobertura y sigilo
Esta bueno!

2 - Se puede elegir combarte nocturno
Si el enemigo no tiene vision en la oscuridad, o reflectores, es muy buena.
No sean idiotas como yo y esperen que se haga de día si van primeros, Si van segundos, tirense de cabeza!

3 - Todas las unidades que flanquean tienen "sentidos agudos" mientras el SdlG este vivo
el que vea alguien con mandragoras que le pegue hasta que vuelva en si!! De lo mas inutil que veo...

4 - Re rollear reservas si el SdlG esta vivo
uhm... yo uso las reservas de apoyo, no son indispensables, pero no esta malo... excepto que no tengas reservas :P

5 - El enemigo tira las reservas con -1
Si el enemigo juega con reservas, seguro entran con 2+. Volverlas a 3+ puede ser util... 1/6 de las veces.

6 - Redesplegar ua unidad 3d6UM o 3 unidades 1d6UM...
Si fuese hasta 6, seria bueno. No una cerdada como Eldrad, pero bueno. Pero mover 3 unidades un promedio de 3UM lo veo absolutamente inutil, porque no pueden salir de la zona de despliegue.


En fin, como dije mas arriba, aporten sus opiniones!!

Comentarios

  1. UUUUUUUF, esto es mucho material... más vale que me prepare un café!

    ResponderEliminar
  2. disculpad mi ignorancia pero ¿Qué es esto????

    ResponderEliminar
  3. jjajaja es un analisis de los posibles resultados de las tiradas del warlord antes de empezar la partida!

    ResponderEliminar
  4. Joer ya podríais haberlo traducido todo xDDDD

    ResponderEliminar
  5. Bueno Cori, faltan bastantes ejércitos así que esperamos una segunda entrega de esto...xD

    Cuando he visto tanto texto en inglés casi desisto, pero no hay mal que por bien no venga. Algunas de las reflexiones me han gustado, aunque creo que te has pasado con 3 análisis Eldars xD

    ResponderEliminar
    Respuestas
    1. no fui yo, se ve que el pibe juega eldars :P
      me daba fiaca traducir todo en castellano, y es Domingo, un manto de piedad!!
      aparte, al final los puse a todos en castellano...
      Si hay mas aportes de la muchachada podemos hacer un pst para todos en castellano

      Eliminar
  6. Yo casi siempre elijo a los personales para mis MEC.. Perdon, elegia. Creo que ahora usaré los del codex, que son utiles en su mayoria.

    ResponderEliminar
    Respuestas
    1. yo urilizo los del codex que si te sale enemigo predilecto contra un no marine pues nada, ahora como sean marines olvidate del sobrecalentamiento...

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    2. k tal veis el codex del caos respecto a los demás?

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    3. eske kiero cambiar de ejército y estoy entre los CG y los MEC

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    4. Yo personalmente estoy encaantado;
      Es un codex son grandes posibilidades y combinaciones, creo que aun no se ha dado con "la lista", he jugado listas basadas en typhus y son duras y resistentes y matan ante todo por desgaste, la horda mec es verdaderamente terrible con el apoyo de psiquicos , en fin podria explayarme pero si lo que te gusta es hacer listas para variar tu juego cada vez que te apetezca este codex te encantara.....
      yo aun sigo testeandolo pruebo casi todas las unidades para ver sus usos y juzgar de que manera me pueden ayudar, y aun no he terminado esta tarea necesito mas partidas :D

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    5. Muchísimas gracias por la información :3
      Pero... ¿orda mecanizada? ¿de dónde te sacas tanto vehículo?

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    6. Corigliano after siesta29 de octubre de 2012, 22:24

      los hllbrutes me parecen hermosos!

      Eliminar
    7. Este comentario ha sido eliminado por el autor.

      Eliminar
  7. no, me referia a hordas de marine , la mecanizada es otro rollo pero le veo posibilades con herrero seguramente dos para abarcar tanto vehiculo
    lo que queria decirte es que tienes varias posibilidades y distintas esa es la belleza del codex mec

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