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View Full Version : Dund Victory Stories (Not a joke)


Su-Bak-Na
September 10th, 2006, 11:29 AM
I'm starting this for you all to tell a stry where Dund accually helped you win. I'll start with mine. I ran Dund into the enemy's starting zone(although he never used his power) and destroy two Krav with a Realin bonus. This doesn't sound like much but in the end it helped me win.

Help people see the light and tell your Dund victory stories here.(If you have any.)

fejkl
September 10th, 2006, 11:48 AM
I can't see there being many of these. :lol:

Seriously, though, I myself have used him roughly three times. Once was when my wife and I drafted each other's armies and she drafted him for me. Otherwise, I've drafted him myself twice. Two different times did Paralyzing Stare work. Only one of those times was the order marker which got turned down actually one with a number on it.

It didn't help me win the game. :(

netherspirit
September 10th, 2006, 12:02 PM
Does that fact, that by not drafting Dund I have won games count?

Su-Bak-Na
September 10th, 2006, 12:05 PM
Does that fact, that by not drafting Dund I have won games count?

I supose. :lol:

Hex_Enduction_Hour
September 10th, 2006, 12:07 PM
I had luck with Dund out of about 4 times I've drafted him. I used the teleporting glyph to bring him up high on a modified Migoul's Tomb map. He was near untouchable as the opponent had no flyers to get to the Doggin soon. Before the opposition could move out of his gaze range, Dund Crippled Gaze a Krug who was about to make mincemeat of my melee forces below ( I think I had Knights). He worked great and I need to draft him more often.

Chimpy
September 10th, 2006, 03:17 PM
I have only had Dund used twice One time he was against me, one on time he was on my team. Around this point I decided that Dund was useless and I wouldn't draft him again.

My friend heard me say that last statement and replied that Dund was a better investment than 2x venocs (they require the same D20 rolls). I challenged him to a battle with that set up.

So we started the battle (last night actually) and he immeditly used Saylind to summon Dund up ontop of the high ground where all of my units were visible. I used my Venoc vipers first round and frenzied 4 times- getting a viper on both the wind and attack glyph and surronding saylind and Dund. (Those frenzies really help you get the high ground.) He then tried to stare down my Krav (his army was mostly ranged) and to his surprise Dund failed. I used my venocs again, and with there attack of 4 the killed both Dund and Saylind.
In short I proved venocs beat the heck out of Dund.

This game, and another one I played using Dund proved to me one thing- Dund is two easy to kill for 110 points. If he had 6 or 7 life I would draft him, but as he stands now he is a waist of points.

feekonea
September 10th, 2006, 03:19 PM
Man I laughed hard when I saw this title, I think dund would be excellent on the castle oo bad I dont have one.

Chimpy
September 10th, 2006, 03:28 PM
Man I laughed hard when I saw this title, I think dund would be excellent on the castle oo bad I dont have one.

That is a good point. Dund, on top of a castle would be able to see everyone and would get 7 defense. How satisfying would that be, to stop krug from blowing down the castle door with its one life and then showering him full of arrows. I think Dund might actually become useful.

jcb231
September 10th, 2006, 04:43 PM
I've had luck with Dund as a counter-swarm unit.

If your opponent drafts large numbers of any common, particularly Venocs or Orcs, get Dund to a good vantage point, stare down the nearest offender, and voila, no swarm for the rest of the round, leaving you free to act without retribution or fortify your position against the rush. It's the best use for him I think.

With the release of Wave Five I think Dund could be used to neuter the Gladiators....stare down Spartacus and the other two will be weakened all round. Haven't tried it yet, but it could be worthwhile.

Chimpy
September 10th, 2006, 04:51 PM
No, don't make Sparticus worse than he already is!

ThePowerOfDund
September 10th, 2006, 05:26 PM
I can be very powerful! Do NOT understimate me!

TPoD

jcb231
September 10th, 2006, 05:34 PM
No, don't make Sparticus worse than he already is!

Spartacus ain't bad. He'll get better if they release a squad of common gladiators, or even if they release a couple more gladiator heroes. But as is, he ain't bad. I've used him with success. On a melee-friendly map he's a force to be reckoned with...6 attack. Crixus is a good follower....Retiarius is a bit iffy for me, but if I draft Spartacus I draft the whole lot. I think of them as one 380 point figure when the big man's in play. The only way I draft them separately is when Sparacus is not involved.

AmishBurrito
September 10th, 2006, 05:54 PM
too bad dund cant climb ladders : (

jcb231
September 10th, 2006, 06:33 PM
That's what Saylind is for!

Sweetcurse
September 11th, 2006, 05:00 PM
THIS IS A REPEAT FROM ANOTHER THREAD BUT IT FITS NICELY.

OK, big game saturday. I picked a "loser team" and this is the result:

I had:
Dund
Obsidian
G'nators
DW7K

I wont give play by play but this is the gist. OG slugged to the lava area and engaged the gladiatrons midway. They did OK in combat with their 4 attack and even threw lava at a blastatron destroying it. Nevertheless, they weren't all that useful even with all the lava. Range tore them up and close combat was merely passable.

DW7K managed to sneak past enemy lines and engage two marro and a blastatron. He proceded to self destruct...and rolled a 3! I lost 100 point just like that...poof! It was rather sad. So far that's 200 point down. Meanwhile, my oponent's Braxas proceded to destroy samurai from the third player taking about 5 damage in the process.

G'nators really shined witht their high movement taking the highest ground and outgunning the Marro. The Marro had better range but kept rolling only one skull so the Nators were fine. Finally Braxas had to come after the monkeys because they were tearing apart the Marro and Blastatrons. Braxas made quick work of them killing all three in one turn. I think they were awesome and Braxas really can destroy anyone like that so it wasn't the mokeys' fault. So I was left with Dund.

My oponent still had 2 Marro who eventually cloned back to 4, two blastatrons and Braxas. Dund rushed to the bridge and engaged Braxas... killing him..woot! The he proceded to tear up the Marro. 2 marro retreated into the water to clone. I kept trying to paralyze but it never worked. With the marro on the run Dund chewed up the balstatron tin can. Last round Dund won initiative and paralyzed the Marro, who lost all their order markers. Dund then had three free turns to kill them...and he did!

I can't believe I won that...well, Dund won that by himself pretty much. Dund is ok now in my book. He isn't spectacular or cheap, but he does not suck either. Monkeys are expensive but don't really suck.. They really need more than one defense die. OG and DW7K on the other hand...yeah they really suck. OG are too specific and their bonuses aren't all that great really. I'd pay maybe 30 points for them if at all. DW7K is totally worthless. He IS fun, but he's badly designed. To me he is proof that designers can mess up big time. People who believe otherwise simply need to play DW7K.

Sweetcurse
September 11th, 2006, 05:01 PM
I agree, higher life would be quite good for him.

Rajaat the Warbringer
September 11th, 2006, 05:20 PM
Dund is a great unit, and I'll never understand all the hate he gets.

On topic, he's especially awesome towards the endgame when people have very few units left and my friends like to put all thier markers on one guy (since we usually use the X as a fourth turn). Dund can completely take them out of an entire round.