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Someone explain Hordes to me

Someone explain Hordes to me

Postby mkistler on Fri Apr 10, 2009 3:54 am

I've read the basic rules, will be playing some games this weekend. But whats the basic idea of how the game works, and how you win? For example in fantasy movement is the key more then anything else, both your own movement (fast units) and limiting your opponents (shooting, magic, march blocking, unbreakable). Whats the Hordes metagame?
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Postby Voodoo Boyz on Fri Apr 10, 2009 10:09 am

The default game is "Caster Kill" where you kill the enemy Warlock.

Even when you have missions, you can always win via Caster Kill, though in the Steam Roller 4 tournament format, you get bonuses for winning via mission, not just Caster Kill.

The meta-game for hordes, at least from a WM player's perspective is to hamper a Warlock by killing the beasts, assuming you can't get a bead onto the caster.

Kill the beasts = less fury to leach = Casters cutting themselves or going w/o max Fury that turn.

This of course varies from list to list. Some Warlocks are way more beast dependent than others.
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Postby bdickj on Fri Apr 10, 2009 12:50 pm

Movement is really a key factor in hordes, I think. Judging from my very limited experience, some factions have an easier time than others moving models long distances.

As far as rules go, you have a maintenance phase, where you take checks, leach fury, etc. Then you activate each warbeast and unit seperately. You can move, and then perform an action, like attacking, etc. Ranged units can aim for greater accuracy, units that can can cast magic, etc. You also fight in your activation phase. Enemy models don't strike back until their turn, unless they have some animus or something on them.
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Postby Ludwig on Fri Apr 10, 2009 1:23 pm

it's all about the tricks, knowing what every unit in this game does is sooooo important, because if you miss one detail your probbly screwed.
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Postby DDPETE on Fri Apr 10, 2009 1:56 pm

I think Ludwig is correct. Its all about the synergy between the units and the casters to make killer combos and level your opponents.

Movement IS important, but to a certain degree you are limited in how far you can move bc of control distances. Also, there's no fleeing or anything, so basically its always a forced engagement. Knowing what the other casters can do seems HUGE, and those who play regularly are very familiar w all the typical killer combos.
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