There was a thread in general discussing Warlord Traits and how one's local club handled it and/or how you personally chose to handle it;
http://www.thedarkcity.net/t5057-warlord-traits
But it got me thinking, a couple of the DE generals discussed that they favored 'strategic' and I know that I also favor 'strategic' as the one to choose from when rolling randomly. Are we all just clever bastiches? Or are we being silly for the same reason? So I said to myself, 'self,' says I, 'I wonder what sort of armies those traits help, and specifically what sort of DE builds they would or wouldn't help.'
And myself, being a bit of a glutton, said: 'Hey, let's find out!'
So here we go - a consideration of every one of the Warlord traits, and which DE Warlords they would help.
Warlord Traits
Command
Inspiring Presence - a leadership boost to your troops within 12"
Intimidating Presence - a leadership penalty to enemy forces within 12"
Dust of Worlds - Warlord and units within 12" have move through cover
Master of Vanguard - bonus run dice
Target Priority - re-rolling some shots against foes near objectives.
Coordinated Assault - +1 to charge distance roll.
Okay, so we see that these abilities are "command" because they have that bubble effect to them. That's super exciting and all, but let's really look at what these suckers are giving us;
3 of the powers, specifically, are affecting movement speed. Now - the DE army is already fleet, also generally is assaulting out of fast transports and thus won't need to run, and already has overall one of the best assault distances possible in the game across the entire army. Now, *maybe* for a pure Coven army these might be useful, but what that means is, generally speaking, 50% of the effects on this chart are already pretty suboptimal for a DE army (and, also, are useless if your army is a shooting focused army)
The leadership hijinks are...okay. I personally think so much is fearless out there that the Intimidating Presence is mildly useless. The leadership boost is actually pretty good, though, again, how many foot units will you have in the radius? Most DE units that are breaking Morale checks are already mostly dead anyway - we're fragile, we go quick if we're going.
So, frankly, I would tend to toss both of these on the 'semi-useful to us, at best' category.
Finally, the shooting one...that one is just wussy and conditional in any case.
So, basically there are about 2-3 semi okay options in this chart for DE in general.
It goes up in value if you are an all assault army and/or a strong theme Coven army I would call it good for Coven, and a poor choice for anything else.
Personal
Master of Defense - Counter Attack in your deployment zone
Master of Offense - Furious Charge in opponent's deployment zone
Master of Maneuver - Warlord and unit he joins gain outflank.
Legendary Fighter - Bonus VPs for killing characters
Tenacity - FNP when near objectives
Immovable Object - Warlord is a scoring unit.
Okay, so, clearly these are abilities about your Warlord individually being a tough bastich. Still, it's a little weedy for us.
FNP near objectives is basically a laugh, as any Warlord we plan to be a fighter should already have this or will gain it easily.
Our Warlord being a scoring unit seems equally laughable to me - any Warlord I'd take this table with isn't going to be wasting time with objectives. It's not useless, but is *very* conditional.
Master of Maneuver is also pretty interesting. It gives you Outflank...now, the catch to that is, you've got a beefy fighter Warlord coming in late...we're so fast, does this really help us much? I have doubts.
The Masters of Defense and Offense are a mixed bag. The defense one looks just bad for us. The Offense one, considering our speed, actually could be pretty good, as I often get in assaults in opponent's deployment zones. The only question is - will you already have it by the time you get there?
Legendary Fighter is flat out good - especially with one of our primary Warlords to be rolling on this table, the Huskblade Archon.
So, again, 3 of 6 are...kinda useless to us.
1 of 6 looks weak.
2 of 6 look pretty good with one being awesome for a particular build.
So, as long as you're playing a beatstick Warlord you can manage a 50% shot to get something useful, that's not too bad.
This could be a good place for Drazhar, A huskblade Archon, Baron Sathypants leading Beasts (or possibly Hellions, though it helps Beasts more), or Asdrubael to roll.
Strategicl
Conqueror of Cities - you are just awesome in City Ruins.
Night Attacker - force Turn 1 Night Fight.
Master of Ambush - Acute Senses to outflankers
Strategic Geni-CREEED! - re-roll Reserve rolls.
Divide to Conquer - penalty to opponent's reserve rolls.
Princeps of Deceit - 'The Malys' redeploy units after setup.
These traits are described as 'tricks set up ahead of time' so, naturally, they feel very right for the DE.
Master of Ambush is bad for us, because we don't need it at all, it does nothing for us.
The Cities one rather depends, on a City map it is *huge* and on a non City map it doesn't matter at all. Oddly super conditional one, all things considered.
The Malys one can be a little conditional, but it's not a bad one.
The Reserve role control effects are pretty awesome, straight up. Either slowing your opponent or helping to control your reserves, these are both excellent powers.
Finally, with army-wide acute senses and our speed and fragility, forcing Turn 1 Night Fight is good for us.
So, we have 50% of the options just being generally good.
2 are conditional, but in the right conditions both are quite good for us.
1 is useless.
So, a 50% chance for good, and a 66% chance for good if you're on a City map or wish to do redeploy hijinks.
On the whole this is indeed a good general selection option for DE generals
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To sum up;
Command is really only a good chart for a Coven (especially where the Haem is with the Grots) and/or near total assault style army. Maybe WWP too.
Personal is potentially a good option for very specific assault Warlords - is the least statistically likely to help you out.
Strategic is the most statistically stable of the choices, and is generally at least a 50% chance to get something "good" for your army.
If anyone thinks I'm selling anything short, or ruling it too high then feel free to let me know.
Feel free to point out other DE army types might be served better by certain trait tables.