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  #25  
Old August 23rd, 2007, 09:25 PM
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Where does it say that Taelord has disengage? I don't see it in his card.




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  #26  
Old August 24th, 2007, 01:34 AM
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He doesn't have disengage, per se, but when he begins flying he does NOT take disengagement strikes like other fliers. The wording is different for his version of flying. This has been officially errataed into what is essentially stealth flying.

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  #27  
Old January 18th, 2010, 11:15 PM
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Re: Unit Strategy Review: How to use Taelord the Kyrie Warr

I am reviving an old thread, but the Taelord Strategy guide really hits home (what a great read!).
I had the pleasure of fielding Taelord tonight in a 650 point duel on Turret Rocks.

My army:
  • Taelord
  • Syvarris
  • Omnicron Snipers
  • Raelin
  • Airborne Elite
  • Finn
Opponent's army:
  • Ne-Gok-Sa
  • Agent Carr
  • Rats X1
  • Nakita Agents
  • Cyprien
  • Anubian Wolves
  • Zettian Guards
I won initiative and quicky moved the Omincron Snipers and Syvarris to high ground, with Taelord and Raelin providing support behind them.
I destroyed everything that came within range. With height, the snipers and Syvarris really eat up Taelord's attack bonus. Unfortunately, my
opponent was able to move a squad of Anubians [with 2 order markers] up the hill and then rolled a 20(!) for the Unleashed Fury. That turn, I said goodbye to the snipers, Syvarris, and Raelin. What killed my turn (and cost me the game) was the fact that I kept Taelord safely behind my army, thus keeping me from moving my Taelord-augmented snipers/Syvarris into a position from where I could engage the Anubians easily. Had I heeded the advice in this strategy guide, and moved Taelord aggressively and to the front of my units, I could have followed up by moving my snipers/Syvarris to a strong position. I ended up losing the game to a final stand off between my Finn-charged Taelord and NGS; Taelord, with height and Finn's spirit, had NGS down to within 1 wound of death, but finally succumbed to a 3-skull roll.

It was a fun, fun game, and I have new respect for Taelord. I primarily used him to back ranged units, which was also my undoing; I should have pushed him forward, with vengeance. Towards the end, I was not afraid to get Taelord's hands dirty in combat (very nearly pulling a victory out of it).

I am looking forward to using him with a couple of squads of Mohicans, perhaps flying Taelord a few spaces in front of the Mohicans and engaging a worthy target, then pushing forward with the Mohicans in order to retain the +1 attack aura (order markers: 1 = Mohicans, 2 = Taelord, 3 = Mohicans). Getting Brave Arrow into the mix (and possibly even Khosumet and some venoc vipers, who can share Khosumet's +1 relentless bonus) could also be a worthy thrill ride.

Cheers,
Filthy


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  #28  
Old January 19th, 2010, 11:02 AM
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Re: Unit Strategy Review: How to use Taelord the Kyrie Warr

Since this has been revived:

The new-school thought on Taelord is that you shouldn't fret so much about using him with deadly shooters/strikers, and just focus on getting lots of extra dice.

Two sample armies. First, the one KCU Master used to great effect:

10 Isamu
180 Taelord
110 Laglor
80 Raelin
100 KMA
120 Nakitas
600, 10 hexes

He generally left the three aura producers at the front of his start zone, and just blasted away with the agents. Due to their extended range, he was generally attacking three times per OM right from the start, so Taelord's aura really added up.

Another idea, along the same lines:

180 Taelord
80 Raelin
225 10th regiment x3
485, 14 hexes

Like the one above it, this is pretty much a turtle army. But as long as your opponent can't out-range the 10th, you are in pretty good shape. 4 attacks per OM means 4 opportunities to use Taelord's aura. At 585+ you could add MDG for the super turtle army.


Last edited by dok : January 19th, 2010 at 11:09 AM.

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  #29  
Old January 24th, 2011, 10:48 PM
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Re: Unit Strategy Review: How to use Taelord the Kyrie Warr

Sort Still reveived, I have found the Taelord works very well with the Einar Imperium, I mean 6 attacks of four is pretty brutal and can really cripple a lot of swarm based armies. And although I haven't tried this yet, the Quasatch hunters would also work really well in an anti-swarm setting in the way that 9 attacks of four is pretty deadly.


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  #30  
Old January 25th, 2011, 12:28 PM
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Re: Unit Strategy Review: How to use Taelord the Kyrie Warr

I think this needs to be updated due to the Death Knights.


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  #31  
Old August 12th, 2012, 03:18 PM
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Bump de Bump

I used this strategy earlier while I was doing a playest of my Kokugura Ronin. The map had a slight height increse in the middle with some ruinous castle walls to help impede LoS.

I had:
Taelord
Minions x2

While the other me had:
Su-Bak-Na
Ronin
Dividers x2

Once the Ronin hit the table, their 4 attack could only put a little hurting on Taelord. The Minions on the the other hand slaughtered all the Ronin in a few turns and then proceded to kill SBN and the Divivders. It didn't take much moving for Taelord as the enemies came to him and the Minions pretty quickly.

Overall, this Strategy Review is sweet and I highly recommend reading it (hence the ).


Last edited by flameslayer93 : August 12th, 2012 at 03:21 PM. Reason: Shaemless plug? You know it.

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  #32  
Old September 20th, 2012, 01:00 PM
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Re: Unit Strategy Review: How to use Taelord the Kyrie Warr

Quote:
Originally Posted by tcglkn View Post
I think this needs to be updated due to the Death Knights.
Taelord really helps out the Death Knights(DK) AND the Death Knights bond with him!! The DK only have an attack of 2 but get bumped to 3 attack dice but the most important thing is there Soul Weapons that causes ALL opponent figure to defend with 2 less dice.
DK bonding also allows for some limited attack from Taelord instead of being just a cheerleader. Use sparingly as mentioned above or he will go down to swarms but it makes it easier to pick off weaker targets and get away. I would also suggest putting in a couple filler Heroes Like Dumetef Guards or Air Elementals so once you get Taelord in position you have other attack options with AE or DG with the DK bonding.


Last edited by wolfeman1968 : September 20th, 2012 at 01:11 PM.

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  #33  
Old September 20th, 2012, 01:25 PM
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Re: Unit Strategy Review: How to use Taelord the Kyrie Warr

With Death Knights, I find Taelord works similar to Marcus and the 10th with Romans. Pick a ranged squad, screen them with the Death Knights and keep Taelord alive at all costs! It's usually better to get three or four ranged attacks than your two attacks with the knights, except in certain situations (Krav, for example).


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  #34  
Old September 27th, 2012, 06:19 AM
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Re: Unit Strategy Review: How to use Taelord the Kyrie Warr

^ reported


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