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 Pitfighters Or Possessed

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Lewis
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Lewis


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PostSubject: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeThu 12 Apr 2012 - 10:49

So we finished a campaign a while back where I was playing as the undead, really enjoyed it! I will definatly play them again at some point but I wanted to ask peoples experiences of possessed and Pitfighters.

I really like the skink hit and run style backed up by a few big guns, a dwarf and a tough pit king - although many have said they are harder to play (I dont mind that too much).

On the other hand I know possessed are similar (small numbers, hard hitting combat) but they have a little more ranged stuff.

Would be great if someone has played both!

My list for the pitfighters would be...

Pit King - Chaos Style (Flail, Dagger, Helmet, Shield, Light Armour) = 130
Dwarf Slayer - No Style (Dwarf Axe, Gauntlet) = 80
Veteran 1 - Orc Style (Axe, Shield, Helmet, Shield) = 55
Veteran 2 - Orc Style (Axe, Shield, Helmet, Shield) = 55
Pursuer 1 - Skink Style (Javelins, Helmet, Dagger, Buckler) = 50
Pursuer 2 - Skink Style (Javelins, Helmet, Dagger, Buckler) = 50
Pursuer 3 - Skink Style (Trident, Helmet, Dagger, Net) = 50
Halfling Cook - Short Style (Bow, Dagger, Cooking Pot) = 15



Still undecided on any other list ... ha
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brokenv
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeThu 12 Apr 2012 - 13:05

Possessed and Pit Fighters both fall under the category of expensive to start and maintain, but quite powerful if you can get up close. Pit Fighters will frustrate the hell out of you with their weapon/armour requirements, as the cheapest model you can get is 50gc, unless you get a bunch of left over helmets for some reason. Pit Fighters also get that unfortunate thing of having an Ogre henchman that should be able to be a Hero, but by the time you buy him and he actually gets TLGT (if ever), you probably already have 6 decent heroes and you are stuck with hard decisions.

Possessed are fun, with many options to start off, but mostly none of them are good. Some peoples will tell you to go with just one possessed, some with 2 with no mutations, some with no mutants, etc. The warband always starts with shitty numbers, cause the opportunity with starting costs is usually too good to pass up, and while they are strong, any death REALLY hurts. Most campaigns I've seen/had them start slow and painfully and become unbeatable powerhouses by end game.

I've tried to start a pit-fighter warband with an Ogre to start, and it's too painful, so you have a good starting one there. It would be worth getting the dwarf 2 axes cause you can't really get them later, and there are some dwarf skills with 2 axes (if you are playing that the troll slayer can use the dwarf skills). I'd also try to make the veterens chaos style so they can get OOAs and leave your relatively cheap S4/T4/A2 leader for undead style to get 3 attacks, parry with reroll, and a pretty decent ability to tie up any worrisome foe long enough for the veterens to take em out.

The best part about both these warbands is you can basically make choices about what looks cool, and it will work enough to make it through.
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Lewis
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeThu 12 Apr 2012 - 16:25

Pit King - Undead Style (Sword, Dagger, Spiked Gauntlet, Helmet) = 115
Dwarf Slayer - No Style (Dwarf Axe x2) = 80
Veteran 1 - Chaos Style (Flail, Dagger, Helmet, Shield, Light Armour) = 85
Veteran 2 - Orc Style (Axe, Dagger, Helmet, Shield) = 55
Pursuer 1 - Skink Style (Javelins, Helmet, Dagger, Buckler) = 50
Pursuer 2 - Skink Style (Javelins, Helmet, Dagger, Buckler) = 50
Pursuer 3 - Skink Style (Trident, Helmet, Dagger, Net) = 50
Halfling Cook - Short Style (Bow, Dagger, Cooking Pot) = 15

500 Total, also a nice variation on these guys styles! Thanks for the advice man - any other tips would be appreciated!
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brokenv
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeThu 12 Apr 2012 - 23:59

For battles, advance in cover, hide if you have to, but staying inside buildings is the key. Always keep the pursuers up front to ward off fighting outside of buildings. It's rare you will want to charge, instead prepare to take on charges with tridents inside buildings. Pit fighters are a patient warband of picking the place to fight. When you get the Ogre (if), he's the perfect dude to send out to pick up stuff and soak up shots, but I find cheap hired swords the best fodder. Halfling cook is perfect, warlock can be fun, and when you get the money, having 2 ogres is awesome. I wouldn't get too many pursuers, just enough to ward off attacks and chuck javelins at slingers.
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Lewis
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeFri 20 Apr 2012 - 10:46

Cool thanks for the tips, they sound like undead in some ways - persides the pitfighter skill and no fear Sad

Any ideas on skill upgrades? the pitfighter specials seem ok, but most depend on you getting Weapons Training. Models should be turning up next week! will post them on the forums as I get them up.
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeSat 21 Apr 2012 - 2:57

From the Pitfighters description: "The fighting style does not restrict Heroes from using items not on their list if they learn the appropriate skills." So you can use those items without getting weapons training.

If you are playing a campaign with some gnarly foes, Body Slam can be an option to help get rid of them (possessed or vampires). Otherwise Arms Master is your best skill off their list imo. I wouldn't look past choosing Leap first though, as your pursuers will evade a charge and be in the way of your countercharge, but leap lets you jump over your pursuer to coutercharge, which is handy in tight spaces.

If course things like Resilience, Strongman and Mighty Blow are obvious choices too, depending on your builds.
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeSat 21 Apr 2012 - 6:11

brokenv
Quote :
...if they learn the appropriate skills." So you can use those items without getting weapons training.

I'm sorry but "What?". Learning the appropriate skills means getting weapons training.
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeSat 21 Apr 2012 - 6:27

Possessed: - good, fun, mean, HTH warband
I take 2 possessed with 1 mutation each to start.
I lean towards one with a tentacle and one with a great claw
add a mutant with a tentacle and gang up your multi-attack enemies
(each tentacle taking away an attack and the claw smashing him).

Pit Fighters: - good, fun, mean, HTH warband
I ALWAYS start with an ogre, most of the time he ends up with LGT.
I also start with all my pursuers in one block to minimise the chance of non-ogres getting LGT first.
Pursuers are the real tricksy part! They go in front, backed up by fighters.
The javelin throwers are awesome even if they don't hurt anyone.
They go close to throw, scare the enemy, then they can stop charges and set the enemy up to get smashed.
Stay in building if at all possible, that's where your real strengh is.
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeSat 21 Apr 2012 - 12:56

playtable wrote:
brokenv
Quote :
...if they learn the appropriate skills." So you can use those items without getting weapons training.

I'm sorry but "What?". Learning the appropriate skills means getting weapons training.

Weapons Training itself says "Weapons Training. A warrior with this skill is adept at using many different weapons. He may use any hand-to-hand combat weapon he comes across, not just those in his equipment options."

It is rediculous to write that they are not restricted by their weapons list if they get a skill that explicitly states the exact same thing, rather than understanding that they can use flails and morning stars if they get bulging biceps and can use morning stars if they get arms master. Otherwise, they wouldnt have said that it does not limit them if they learn the appropriate skill without explicitly stating that they first need weapons training. There are no morning stars as base weapons for pit-fighter heroes, so having arms master is completely pointless otherwise, whereas it does explicitly say that they are not restricted by their weapons list if they get 'appropriate' skills. What is appropriate? Getting the Bulging Biceps means flails and morning stars are appropriate, Getting Arms Master makes morning stars appropriate, and getting Weapons Training means all weapons are appropriate.

Example 1 - Hero gets Bulging Biceps and can switch to Choas Style or grab a Morning Star/Shield amended Orc Style, or Morning Star only amended Empire Style.

Example 2 - Hero gets Arms Master and can use morning stars instead of one or both weapons in any style, but only gets +1 bonus for first round until he gets Bulging Biceps.

Example 3 - Hero gets Weapons Expert and can use what he wants with no bonuses.
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeSat 21 Apr 2012 - 20:29

brokenv
Quote :
It is rediculous to write that they are not restricted by their weapons list if they get a skill that explicitly states the exact same thing
No, not the exact same thing.
Their special skills, Bulging Bicepts and Arms Master, give buffs to weapon uses.
Not the ability to use them but the ability to use them better than anyone else - once they learn how to use them in the first place.
What you suggest would give them 2 perks for 1 skill.

Bulging Bicepts can be used with a flail (Chaos Style-already knows how to use this) to hit at 2 strength every turn, not just the first.
Never found much use for Arms Master.

Which means you have to get Weapons Training first and then Bulging Bicepts and/or Arms Master if you want to use something not on their list.
It is not needed to "explicitly" state this since it is a part of the main rules.
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PostSubject: Re: Pitfighters Or Possessed   Pitfighters Or Possessed Icon_minitimeSun 22 Apr 2012 - 5:47

I still don't see how skills giving buffs to morning stars don't make them appropriate for a warband based on a hired sword that comes with morning stars standard. The words 'not restricted' and 'appropriate' infer the freedom to choose morning stars imo. Otherwise, as stated, there isn't much use and it's stupid and not fun. It's not like it is overpowering to interpret the rules the way I do, and it is much more fun than being a technical rules nazi to say "no, you can't do that, even though I can with my hired sword of the same name, you need to take a stupid normal skill before you can have fun with your special skills".

The wording leaves the interpretation open, to each their own.
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