Strategy for Dirz

 

Although Dirz does not especially need a user manual to win, there are many points for which some tips can be useful to play them … elegantly.
Because the key to Dirz is also their main weakness: it's vital to know how to take the advantage in the right place, at the risk of losing all the hand-to-hand fights.

 

Mutagène

The competence of army of Dirz is plainly brilliant: with your die of boost per chunk of 100 PA, you can add points:

  1. In Courage to rally runaway figurines, or to charge Wolfen, Undead or Mid-Nor.
    Example: activating 3 Warriors of Dawn to charge a Minotaur, with one muta die in Courage for one of them, gives on average 3 +2 (two other warriors give 1 each) +3 (mutagène) or a 2+ to charge.

  2. In defence for non-magical characters or Warrior Mages, to improve counter-attacks.
    Example: a Biopsiste of Dirz takes a die of mutagène in Defence against a Griffon Templar. The die comes up 4. The Biopsiste thus has 7 for Defence. The Templar must therefore roll 4+ to hit (to reach the difficulty of 7). But the Biopsiste can then counter-attack on 2+. It is therefore useful to put one die in attack and one in defence for the Biopsiste, because the Templar, on average, is going to hit with one attack and miss with the other. So the Biopsiste responds with one attack and will get a second attack on 2+.

  3. In Initiative to strike first in a hand-to-hand fight where you outnumber the enemy.
    Example: a Skorize takes a die of mutagène in Initiative, and gets a 3. He thus has 7 in Initiative, and with the help of a Halberdier of Dirz, Dirz now has 8 for Initiative in mêlée to control the fight.

  4. In Movement for Scout figurines or Kératis with their Fear.
    Example: a Skorize is placed 23 cms away from a Paladin, in hiding. He takes a die of mutagène and gets 3. He can now charge 26 cms and cannot be engaged, out of reach of the Paladin.

  5. In Fear to bring about the crushing defeat of a group of attackers, or to avoid being charged.
    Example: a Kératis warrior with mutagène / 1, is activated first. He makes a 5 for the mutagène test, and so has 6 points of boost. By placing them in Fear, he thus reaches 11 in Fear before his charge of 25 cms. No doubt that the group of Khor warriors placed approximately 20 cms from him is going to flee in a flash. Conversely, with 11 in Fear, he will be engaged only with great difficulty by figurines with a Courage characteristic, and this will prevent him from being outnumbered.

  6. In Attack to hurl unparriable attacks, by optimizing the die thresholds of the opponent.
    Example: a Skorize warrior with his competence (the pincers of the scorpion) charges a Paladin of Alahan. He places his 3 mutagène in Attack (+1) and Force (+2). There are therfore 3 dice, with a 5 in Attack, which have difficulties of 7 for the Paladin, who no longer has more than 1 in Defence. The Force 5+2 hits of the Skorize will doubtless be very painful for the Lion player, who parries on a 6...

  7. In Discipline to manage the turn on your terms.
    Example: Vargas in a War-staff gets a discipline of 7, without mutagène. With mutagène / 1, we can roughly claim to have 7+1+3, that is 11, in Discipline.

  8. In Attack and Defence for characters to get "free" supplementary dice.
    Example: Lukhan Cypher takes a die of mutagène, and obtains a measly 2. With his mutagène / 2, he has all the same 4 points to be distributed. He places 2 points in Attack and 2 in Defence. He thus reaches 8 in Attack and 6 in Defence. Depending on the Initiative Test, he's going to be able to adapt himself:
    == > losing, he'll keep his dangerous 6 in Defence for counter-attacks, and will land one practically unstoppable attack with an 8 in Attack. It's enough to pray for a wound test with Force 13.
    == > winning, he can take a supplementary die no problem and use still his initial characteristics but now with 3 dice. Once again, the Force 13 hits will be very effective …

  9. In Aim for your Crossbows, even if it's much less powerful in Confrontation 2.
    Example: a Crossbowman of Dirz ran the first turn to take a position 25 cms from Azoth the Deceitful. In the second, he tries a mutagène in Aim. He makes a 4. So he has 4-2=2 to distribute, in Aim. He now has a 5 for the Aim characteristic. He aims at Azoth with prolonged aim (+1 to Aim) having moved 10 cms while Azoth also moved, and so has to make a throw of difficulty 7 (medium range) with his 5 in Aim -1 (he moved) +1 (drop in Initiative) -1 (small size of Azoth) which is a 3+. Without the mutagène, he would have hit only on a 5+. So a small bit of mutagène gave you 2 chances in 3 to hit instead of 1 in 3 … that's significant!

 

Some exceptional troops

But then who to play first and foremost?

  1. A good character against armies without Fear (Arkéon, Sasia, Kayl Katarn and soon Salias Yesod).
    A character with command and a War-staff against Fear (Arkéon 'crowned' or Vargas following the cases).

  2. Classic troops
    - the Warriors of Dawn for their derisory cost and their versatility. (one blister pack minimum).
    - the Skorize warriors for their high characteristics and their competence Scout (one blister).
    - the Kératis warriors for their boostable Fear which gives the possibility of either causing Fear or resisting the Fear of Wolfen or Mid-Nor (one blister).
    - Biopsistes for their ability to counter magic, and Scout. (1 or 2 Biopsistes).

  3. From there, finish off with Halberdiers to bulk up the numbers, Crossbows (1 or 2) to have a little bit of shooting and to hinder the enemy's advance, and possibly 1 or 2 Tigers of Dirz.
    The Tigers are specialised, because they allow you to make either a very powerful Scout army (the version with Scout) or an army with a Scout tendency which discovers scouts (the version with Consciousness). The version with Jump is useful in complex terrain or to try to gut the enemy War-staff by killing, for example, the musician or the enemy champion by pouncing on him in a kamikaze attack; all this before the charge of the Kératis / Lukhan

 

The inescapable musts

Give yourself a treat!! Play Arkeon!
Hey, I've written a special section for this guy because he is without question fun.
The idea is as following: to play Arkeon with 2 Biopsistes, one with Bloodthirsty Bitterness and the other with Abyssal Strength. Quickly cast Bloodthirsty Bitterness on Arkeon, make a mutagène test on Arkeon and reveal him. If the result is good enough, you can do the following combo:
Make him charge in tandem with a Biopsiste with mutagéné in Defence. The 2nd Biopsiste has to be in the contact with Arkeon to cast Abyssal Strength on him this turn. Cast it on 4+ in a prolonged incantation with an extra gem, which gives you a final difficulty for the spell of 8 (successful on a 4+ with 2 dice: that should go).
The idea is to kill the enemy character in one blow with practically no chance of survival for your opponent. With your super mutagène +3, you have roughly a 7 point bonus to put in Attack, for a total of 13. With the boosted-Defence Biopsiste and Arkeon (that's a 6 for Init), try to win the initiative.
- if you lose it, defend like mad with the Biopsiste (big Defence threshold and counter-attack) and take 3 supplementary dice for Arkeon to have 5 dice and an attack of 7 (13-2x3).
- if you win it, swing a Masterstroke on 2+ with an unparryable difficulty of 15 and get a hit of Force 15+7+8, that is, 30. Look at the Wound Table and come down a line (Bloodthirsty Bitterness). If it's marked Critical, he died … (Sword-Axe)
Roughly, if you obtain 1 and 2 on the die throw and if your opponent has a resistance of 11, for example, (it's all the same whatever), and hey, you've got 33-11 that's 22 on the legs and it's already Critical and therefore Killed Outright. On Kael the Quick-tempered on a Razorback, that's still 33-12, for 21+ to the legs … Gniark gniark. It could be said that you could do it simpler by using only Bloodthirsty Bitterness, that works the same, but hey, after all it's a funny combo. The only problem is on an Exceptional Wound: a double 5 or double 6 it's still nice but double 1 or 2 and you're cursed ^ _ ^

 

Ideas for army compositions

Arkeon Sanath + Crown
Oriflamme of Shamir
Musician of Dirz
2 Skorizes
2 Kératis
2 Biopsistes + Bloodthirsty Bitterness
2 Crossbows
2 Halberdiers de Dirz

Arkeon Sanath + Crown
Oriflamme of Shamir
Musician of Dirz
4 Warriors of Dawn
2 Kératis
2 Biopsistes + Bloodthirsty Bitterness
3 Crossbows

Arkeon Sanath
4 Warriors of Dawn
2 Skorizes
1 Biopsiste + Bow of Mana
3 Crossbows

Lukhan Cypher + Némésis treatment
4 Kératis
Vargas Métatron
Oriflamme of Shamir
Musician of Dirz
4 Halberdiers

Kayl Kartan + Skull of Souls + Word of Pain
(Or another spell, from the technomancie book of magic spells for example)
2 Skorizes
2 Biopsistes + Bloodthirsty Bitterness / Bow of Mana
2 Tigers (Scout / Consciousness)
2 Warriors of Dawn
3 Halberdiers of Dirz

For the Magicians, prefer 1 or 2 spells maximum. Beyond that, you risk not being able to cast them all and you've paid for them for nothing... Some combinations of spells are nice on the Halberdiers such as Experimental Substance, Chitinous Eruption and Libation Sanguinaire (with mutagène on the Halberdier obviously).

Miles Teg

Summary strategy