Things that go bump in the night, the monsters under your bed and the night terrors that the worst of dreams are made of.
So what is the Otherworld like?
Tactical thoughts, OK lets be honest, do I want to play the fluff and to hell with it discussion:
- To go monster heavy or not? I can field 3 daemonic monsters so this an option. 3 flying or even 2 Scourges flying L and breathing M with 4 ranged attacks and defending with aggression 10 and resilience 2 is not to be sneezed at. Plus it would look really cool. The downside is that they are monsters and I am going to need a Banner or Skull to activate each of them. on the plus side I am unlikely to try and activate them multiple times which will be good for fatigue management.
- To go flight heavy or not? Flight gives you increased manoeuvrability and none of the fatigue issues of cavalry, but have no option of hiding behind terrain. Given that my model selection is Tzeentch flavoured, the idea of everything but my horrors flying around the battlefield sounds really good to me, regardless of whether it is tactically smart or not.
- Or should I do both? Well, in for a penny in for a pound sounds like the fluffy way to do it.
6 x Heathguard – Winged and there to make use of all the melee abilities (2 points)
8 x Warriors (1 point)
2 x Flying Creatures (1 point)
2 x Flying Creatures (1 point)
1 x Scourge Monster (1 point)
1 x Scourge Monster (1 point)
What are the potential synergies with the Otherworld battle board and spells:
- For spells I am looking for ones which are going to protect my flying troops until they get to dictate shooting and melee on their own terms. For this I like Mists which restricts LOS until the start of my next turn. It takes 2 magic dice with the basic ability limiting LOS to L, a Common and Uncommon reducing it to M and Ultimate Power restricting it to VS. I really want to get the mid level effect and reduce LOS to M whenever possible, so I am going to pair it with Ritual from the Death spell deck. Ritual’s base level allows you to re-roll up to 2 magic dice on my next spell, the mid level allows me to take a fatigue and choose the facing for one die instead of rolling and the highest level means you just get to choose what want instead. To use Ritual and Mists in the same turn I am going to have to use the Conjurer and the Magic bonus to get those additional 2 magic dice. My final spell is Bolt as it gives me that additional ranged attack option since the Otherworld doesn’t have a lot of ranged options. for 6 magic dice I can cast Bolt, then Ritual and then throw 3 dice with 2 re-rolls to hopefully get that common plus uncommon combination.
- Portal (is one rare) is a great ability as you get to place a unit without fatigue anywhere on the table in open terrain at least M away from an enemy unit. Although you can’t activate to move afterwards you can Shoot. So you have the option to pair this with Rift (one common) and/or Abyssal Breath (one of any dice) to deal out some ranged damage. So place my heathguard unit and get 6 shooting attacks, or move in a Scourge who gets their free Breath attack for no fatigue and can then use Abyssal Breath for an additional attack for a fatigue. Of course using portal puts your unit within M of your target and potentially a charge or shooting target.
- Dominant Position (one uncommon) played on this unit as an orders/reaction will prevent any unit charging it until they are within S. Meaning that any unit that wants to get you will need to move once in order to charge and therefore enter melee with a valuable fatigue for you to play with.
- Astral Bond (uncommon) and Flood of Power (uncommon or rare) are also great defensive spells played as Orders or Orders/Reaction. Astral Bond increases your resilience by 1, fancy attacking a resilience (3) scourge? Whereas Flood of Power increase the units army by 1 for the next melee in the turn.
- If by chance you have left a non monster unit vulnerable to a decisive melee charge then Doppelgängers (2 uncommon) will turn all your opponents attack dice into defence dice.
- And finally, the any dice Supernatural Stature will give all your defence dice a +1 bonus so long as you score 3 hits (which of course your heathguard, warlord or creatures should do) and Might (common or uncommon) allows you to re-roll unto 3 attack dice with your heroes and creatures gaining an addition 3 attack dice as well.
Further tactical musings:
I have come to the realisation whilst writing this (and having played a couple of games) that I am not sure if the Otherworld fits within my playing mentality; and I am a great believer that you always play better with armies that match your personality. So whilst I can be a comfortable with multiple personalities, the Otherworld leaves me a little dumbfounded.
- I think you need to be aggressive given that you have no long range shooting abilities and being imposing and/or flying all round means there is nowhere to hide. So you can’t afford to sit back and bid your time against any shoot warband unless you have Mists up all the time.
- Terrain is a tricking one as it basically doesn’t do anything positive for you but can be damned nuisance. So will be temped to place the Unstable portal early and centrally in your opponents DZ and use this to either fracture their forces, risk the chance of losing figures or refuse a flank. I also think that you want to deny your opponent of good pieces which will do you more harm than good if they have them, such as ruins and large woods.
- That said how you place terrain for a shooting heavy opponent is going to be totally different for a melee heavy cavalry force.
- Hiding the 8 warriors with your Lieutenant in a wood or ruin seems like a good idea as it protects them and we recognise that they only exist to provide that extra saga die each turn.
- 5 units with a charge range of L that ignore terrain and have the potential to shoot as well is scary. Not as scary as the Horde may be, but still scary.
- Board management looks really important and rolling 3 uncommon early to place on Dominant Position, Astral Bond and Flood of Power looks to be critical because you don’t really have the hitting power to destroy units and the Otherworld really looks like it is going to have that punch, counterpunch, attrition feel too it. Which I am just not sure that I am going to be up to with my warband as designed.