D.R.A.I.C.H. - Lokhir Fellheart, a corsair hero.
Posted: Wed Jan 13, 2010 9:29 pm
Nicknamed Squidface, a new hero has been introduced in our most recent army book.
He was not available before, probably due to an ongoing campaign?
-..v_v..Lokhir Fellheart
-..(--)..Conqueror
..U( )U.of Ind
There are not many discussions about him, just like for other named characters.
Three reasons for that:
- Usually, armies designed for tournaments don’t take any named character.
- Another reason for not taking named preset characters is that people like to have the feeling they created an army reflecting their personnality, so they need to tool up each of their hero themselves – funny to see nonetheless how similar are the result sometimes, especially with heroes not even given a name!
- Finally, many people just can’t decide to pay for the very high cost of a named character.
In this thread, we will try to determine, based on scarce experience but thorough analysis, how worth it would be to take Lokhir.
1. Analysis of Lokhir’s stats & properties, compared to a regular Master.
Lokhir has the very same stats as a Master. See GW’s page =>Lokhir
Contrary to a master who can choose whichever equipment he wishes, Lokhir has a mandatory equipment.
Let’s compare them two in different fields.
2. Mobility.
Master’s mobility: he can remain footed, or mount a DS or a CO allowing him to remain inside a unit, or on a flying monster.
Lokhir mobility: footed. In addition, Lokhir has Daring Leap special rule.
Daring Leap: At the start of any round of combat, before challenges are issued and impact hits are resolved, you may swap Lokhir with any other model in the same unit, as long as Lokhir is moved to a position that is in contact with the enemy. Lokhir may not use his heroic leap if he is in a challenge, or if he cannot move for any other reason.
Comparison: if you want a mobile Master, don’t take Lokhir.
If you intend to place your master inside an infantry unit, then a master can still ride a CO or a DS, with which he could choose to leave the unit when necessary. Only a footed master is truly equivalent to Lokhir.
However, when the unit they are in come into a melee, the Daring Leap is useful if:
- The Master is not in contact with the enemy at all (example: you’re side-charged or rear-charged) => you can get him in contact and make good use of his weapons.
- The Master is not in contact with a rewarding foe (magic user, BSB…) => Lokhir can jump into contact and concentrate his attacks towards this specific foe, instead of letting a lousy R&F try to do the most important job.
- The Master is in contact with too dangerous a foe => Lokhir can jump away and get in contact with only mundane R&F and survive, while the Master’s only survival hope is that the champion takes the dangerous foe’s challenge.
- Combination of the above.
Overall, Lokhir has an advantage if you intend to get into tough melee against über-units, with a choice of characters to fight or to avoid. The Master has an advantage if you provide him with a mount.
Consider taking Lokhir only if you have a large solid, non-Khainite infantry unit to shelter him in: corsairs, spears or BG.
Filling the gap between a Master and an Assassin?
The Daring Leap provides one of the benefits of an assassin:
Like a hidden assassin, Lokhir can choose the best location for starting a melee, in contact of a juicy target (magic-user, BSB...).
However, the Assassin has the additional benefit of being hidden, so he is a surprise for the opponent, contrary to Lokhir which leap can be anticipated.
Also, the Assassin always strikes first (ASF), and he can be tooled up with KB or with many attacks, while Lokhir only option is to have many, rerolling attacks. Thanks to these two properties, the assassin can take on the role of babysitter, either to protect a sorceress from nasty characters, or to protect a unit of infantry (Execs...) from opponents striking first because of a charge or because of being HE. Lokhir does not strike first nor have KB, so he offers no pre-emptive protection against opponents who charge.
Conclusion: Lokhir offers only a single aspect of an assassin, but he is actually even better than an assassin in this aspect, for he can jump during the melee according to the evolving need, while the assassin finishes a melee where he started it.
3. Psychology.
Master’s psychology: Ld 9.
Lokhir psychology: Ld 9, and causes Terror (with Helm).
Comparison: Especially useful when fighting fear-causing armies like VC and DoC, because Lokhir makes one unit immune to fear and still let other heroes to take other psy items.
And of course, it is outstanding against low Ld armies, where the terror caused by Lokhir will pay off.
In order to cause terror, a Master would have to use his whole magic object allotment for a Deathmask; he may pay for only half of that and get a Fear-causing Gem, working only once; or he may ride a CO, not using the magic item allotment for that – but risking stupidity.
On the other hand, when facing high Ld, non fear-causing armies like Dwarven or HE, it is not very useful to cause terror, it just allows you to resist terror-causing dragons and the likes.
This is one asset for which you see that the advantage of taking Lokhir depends heavily on the armies you face.
He was not available before, probably due to an ongoing campaign?
-..v_v..Lokhir Fellheart
-..(--)..Conqueror
..U( )U.of Ind
There are not many discussions about him, just like for other named characters.
Three reasons for that:
- Usually, armies designed for tournaments don’t take any named character.
- Another reason for not taking named preset characters is that people like to have the feeling they created an army reflecting their personnality, so they need to tool up each of their hero themselves – funny to see nonetheless how similar are the result sometimes, especially with heroes not even given a name!
- Finally, many people just can’t decide to pay for the very high cost of a named character.
In this thread, we will try to determine, based on scarce experience but thorough analysis, how worth it would be to take Lokhir.
1. Analysis of Lokhir’s stats & properties, compared to a regular Master.
Lokhir has the very same stats as a Master. See GW’s page =>Lokhir
Contrary to a master who can choose whichever equipment he wishes, Lokhir has a mandatory equipment.
Let’s compare them two in different fields.
2. Mobility.
Master’s mobility: he can remain footed, or mount a DS or a CO allowing him to remain inside a unit, or on a flying monster.
Lokhir mobility: footed. In addition, Lokhir has Daring Leap special rule.
Daring Leap: At the start of any round of combat, before challenges are issued and impact hits are resolved, you may swap Lokhir with any other model in the same unit, as long as Lokhir is moved to a position that is in contact with the enemy. Lokhir may not use his heroic leap if he is in a challenge, or if he cannot move for any other reason.
Comparison: if you want a mobile Master, don’t take Lokhir.
If you intend to place your master inside an infantry unit, then a master can still ride a CO or a DS, with which he could choose to leave the unit when necessary. Only a footed master is truly equivalent to Lokhir.
However, when the unit they are in come into a melee, the Daring Leap is useful if:
- The Master is not in contact with the enemy at all (example: you’re side-charged or rear-charged) => you can get him in contact and make good use of his weapons.
- The Master is not in contact with a rewarding foe (magic user, BSB…) => Lokhir can jump into contact and concentrate his attacks towards this specific foe, instead of letting a lousy R&F try to do the most important job.
- The Master is in contact with too dangerous a foe => Lokhir can jump away and get in contact with only mundane R&F and survive, while the Master’s only survival hope is that the champion takes the dangerous foe’s challenge.
- Combination of the above.
Overall, Lokhir has an advantage if you intend to get into tough melee against über-units, with a choice of characters to fight or to avoid. The Master has an advantage if you provide him with a mount.
Consider taking Lokhir only if you have a large solid, non-Khainite infantry unit to shelter him in: corsairs, spears or BG.
Filling the gap between a Master and an Assassin?
The Daring Leap provides one of the benefits of an assassin:
Like a hidden assassin, Lokhir can choose the best location for starting a melee, in contact of a juicy target (magic-user, BSB...).
However, the Assassin has the additional benefit of being hidden, so he is a surprise for the opponent, contrary to Lokhir which leap can be anticipated.
Also, the Assassin always strikes first (ASF), and he can be tooled up with KB or with many attacks, while Lokhir only option is to have many, rerolling attacks. Thanks to these two properties, the assassin can take on the role of babysitter, either to protect a sorceress from nasty characters, or to protect a unit of infantry (Execs...) from opponents striking first because of a charge or because of being HE. Lokhir does not strike first nor have KB, so he offers no pre-emptive protection against opponents who charge.
Conclusion: Lokhir offers only a single aspect of an assassin, but he is actually even better than an assassin in this aspect, for he can jump during the melee according to the evolving need, while the assassin finishes a melee where he started it.
3. Psychology.
Master’s psychology: Ld 9.
Lokhir psychology: Ld 9, and causes Terror (with Helm).
Comparison: Especially useful when fighting fear-causing armies like VC and DoC, because Lokhir makes one unit immune to fear and still let other heroes to take other psy items.
And of course, it is outstanding against low Ld armies, where the terror caused by Lokhir will pay off.
In order to cause terror, a Master would have to use his whole magic object allotment for a Deathmask; he may pay for only half of that and get a Fear-causing Gem, working only once; or he may ride a CO, not using the magic item allotment for that – but risking stupidity.
On the other hand, when facing high Ld, non fear-causing armies like Dwarven or HE, it is not very useful to cause terror, it just allows you to resist terror-causing dragons and the likes.
This is one asset for which you see that the advantage of taking Lokhir depends heavily on the armies you face.