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I find that my Mage is rarely targetted by spells, and that I rarely get hit with long lasting spells as well, so I've never bothered with dispel. I might consider taking one, but usually I'd rather have an Ice shards.

 

Nothing wrong with Margara, she only has 1 less CP than some of the better mages in the game, Rogue ability probably hinders what would otherwise be a cheap character (still Rogue is pretty sweet, at least she can be effective when she runs out of spells).

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I find that my Mage is rarely targetted by spells, and that I rarely get hit with long lasting spells as well, so I've never bothered with dispel. I might consider taking one, but usually I'd rather have an Ice shards.

Might have to change that ,he,he,he! :lol::lol::lol: (evile lughter)

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I have no idea what is wrong with this guy...I like th emini alot, and I like everything else about him, but his MAV does really suck.

 

I'll grasp at a straw and say...uhm he isn't very proficient with when using two weapons, but insists on doing so just because it looks cool.

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I agree with EFkelly.

 

Outside of the short coming of his MAV Durgam is an excellent model.

 

First off, hero models should be handled differently then casters. Conceder casters (both clerics and mages) to be troop support models. From Margara providing an anti-magic umbralia for a troop clustered up to Ivar tending to the wounded, they are there to support yer troops. But heroes, they are a part of yer attack force. They are there to give yer troop an extra oomph. Use them in exchange for a grunt. For example say you have a captain with 5 warriors, 3 polearmmen, and 2 breakers, substitute one of the grunts with a hero. If yer hero is a warrior type take him instead of a warrior grunt... if he is a breaker hero then switch him for the reach specialist... Remember heroes are meant to give yer troop an extra pop.

 

Second thing to think about is the dwarven culture and tactics. Dwarves have a strong sense of community. They understand being able to work together is their biggest strength. This is why dwarven warriors and shieldmaidens have trencher, to reflect their ablity to work as a team. And all good dwarven tactics evolve around teamwork. Further evidience of the need for teamwork in a dwarven troop is the lack of Ronin SAs. Only Kara and Margara have it (this is mostly due to the nature of the work they do either could survive long on their own).

 

Now on to Durgam... Look at his SAs, he is one part warrior (trencher SA) and one part swiftaxe (breaker SA). In other words he could fill the role of either. Veratility on the battlefield is one of the nine keys to victory.

 

Ok I hear what yer say... for 61 points I could field three grunts instead. The key word is three... thats three extra slots that need a home. Ok, so yer thinking, you'll just build another troop with them, but you'll need a leader then. For a small troop you'd only need a sgt., right? 34 point. That's ok because you would have add a +2 magic weapon to Durgam anyway. So what is our total anyway... 111 pts for an small troop, that is if you go with warrior, a swiftaxe, and Halberdier (not to mention the troop muscian). Or 91 pts for Durgram w/ MMW.

 

Now either direction would be fine. Both have there advantages and disadvantages. Which brings us to the third thingie to remember... troop size... Small vs. large...

 

Large troops will provide more staying power and punch...

 

Small will provide you with more flexablity on the field...

 

Alot of this is going to depend on yer playing style, tactics, and who yer oppenent is... I wouldn't bother with bringing a caster model when I'm facing Nefsokar nor would I want to leave out a mage when facing a magic heavy force like the darkspoon... i mean spawn :poke:

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I find that my Mage is rarely targetted by spells, and that I rarely get hit with long lasting spells as well, so I've never bothered with dispel. I might consider taking one, but usually I'd rather have an Ice shards.

 

Nothing wrong with Margara, she only has 1 less CP than some of the better mages in the game, Rogue ability probably hinders what would otherwise be a cheap character (still Rogue is pretty sweet, at least she can be effective when she runs out of spells).

I've found the best use of dispel is against AoE Magic attacks. Put Margara with cluster of grunts that would be threatened by area attack spell to cover them under an umbrellia of anti-magic protection. You'll find no one wants to drop F-Bombs (Fireballs and Firestorms) on yer troops then.

 

I should have mentioned this in my model review of Margara but I figured it was a common enough tactic I didn't need to.

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As an aside, what's up with Durgan Deepmug? Specifically, his MAV? He's worse than a regular Dwarven Warrior!

 

Too much beer?

Not enough beer (shaky hands...)?

Age showing?

His low MAV is caused by his hangover. When not fighting Durgam can be found in a tavern with his right arm wrapped around a keg of ale while the other a young wench... I'll let you guess which one he is whispering sweet nothings to -_-

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I've found the best use of dispel is against AoE Magic attacks. Put Margara with cluster of grunts that would be threatened by area attack spell to cover them under an umbrellia of anti-magic protection. You'll find no one wants to drop F-Bombs (Fireballs and Firestorms) on yer troops then.

 

I hadn't really considered using a DIspel as either A) a detterant, or B) by throwing my mage up front with the grunts and letting her take the brunt. I'm so used to keeping my mages well guarded (or trying to) it feels counter-intuitive, but i will have to reconsider it.

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I will do that with Yagun Oog too. I boost his armor up. He'll protect my grunts from fireball/storm. He's large, so everyone will target him, but with the armor, he generally needs high rolling to get hit. With the new Life Transfer, that is not so much a concern if he gets hit now, since he is Evil..

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