View Full Version : Dund. Whats up with him?
K/H_Addict
May 9th, 2006, 11:21 AM
I have a dund. i have never used him. i have never seen a purpose for him. the only time i can see him being useful is in the end of the game where you're down to 1 or 2 cards.
anyone use him and like him?
LilNewbie
May 9th, 2006, 11:27 AM
He is a balance for common-heavy armies. I've never used him either since there are so many other good choices he just doesn't make the cut.
Newb.
Oogie_Da_Bruce
May 9th, 2006, 11:41 AM
Dund may be the ONLY HS figure I've NEVER played!
Or MAY never play!
boom
May 9th, 2006, 12:08 PM
I've only seen him used once, and getting off his order-marker-swiping stare to boot, but would probably never use him myself. Well, maybe after I use the gorillanators first. :lol:
LilNewbie
May 9th, 2006, 12:15 PM
It would be an interesting twist if he had bonding with some other unit. Freeze a target with Dund and then attack the frozen unit with the bonded unit. No reprisal from the attacked unit (except for Counterstrike.)
Newb.
truth
May 9th, 2006, 12:15 PM
I LOVE using themed armies. When I do all Vydar I use him, and I find him to be worth his points.
Rÿchean
May 9th, 2006, 12:25 PM
I LOVE using themed armies. When I do all Vydar I use him, and I find him to be worth his points.
This is about the only time I have used him, in an all Vydar army. I have had some success with him and he has actually been the last figure on the board in games I have played. I have only successfully gazed twice.
It is hard to say what the biggest problem with him is: His special is pretty limiting because it is before moving. He has low life but nice defense, but he is 110pts. He has good movement and his size can tie up a few units.
When you compare him to a hero that is popular like Agent Carr or Sgt. Drake , you look at what they do and what they cost...
Dund definitely leaves you scratching your head a bit. I chalk it up to being highly specialized. He won’t see much action but he does have some use.
Revdyer
May 9th, 2006, 02:02 PM
I love themed games, too.
Here is a description of one such game that I posted over on the HeroScape forum of Boradgamegeek.
The Great Marro Rebellion
When word of the discovery of the Arena of Loki reached the Marro warrens there was great excitement among the denizens of melting flesh. The rumors spoke of a glyph, The Glyph of Sturla, located at the center of a snowy plateau. This glyph, so it was said, would revive the dead. The Marro wanted that glyph.
Of course, they did not understand the power of the glyph. The Marro thought that it would bring constant revival and resurrection to their forces. They did not know it would revive only one great hero, but they thought it would be the source of immortality and therefore unending victory to their troops. That misunderstanding led them to take the risk of rebellion, declaring themselves the enemies and superiors not only of all the other realms, but even proclaiming themselves free from the rule of their master Utgar. Once they gathered their forces, rousing all the Marro to the beat of the war drums, they launched at attack upon the Arena of Loki in quest of the Glyph of Sturla.
It was a great army that the Marro raised. Su-Bak-Na, the tricky Hivelord, was acknowledged as the leader of this creeping army, a pack of Marrden Hounds clustered close around the skeletal legs of their Hivelord?s dragon. Nine Marro Drones and nine Marro Warriors formed the body of the army. Me-Burq-Sa, with his paralyzing stare rode the flank; and three clones of Ne-Gok-Sa formed the vanguard of the army, ready to shackle the minds of their enemies.
Other forces of Utgar and a handful of recruits from Ullar rose up to oppose the wild Marro. There were great heroes in the opposition: A blue Dumutef Guard on the road, Khosumet and his Anubian Wolves, a mighty Deathwalker 8000 and the troll Krug. Six arrow gruts and eight Blade Gruts were the main body of the opposition. Grimnak, upon his thunderlizard, generaled the gathered forces, and he liazioned with Syvarris who brought two squads of Venoc Vipers as scouts for the battle.
As the forces (870 vs. 865) poured onto the mythic landscape north and south of the Arena of Loki, all knew that a battle of epic proportions was soon to begin. The Marro were frantic, the Drones beginning to swarm on their side of the field. The Vipers were in a frenzy of their own in the north. Marrden Hounds went wild, spreading Marro plague, and Syvarris, a Viper having swiftly claimed a Glyph of Ivor, began to cut down the enemy with double attacks at the range of 13. Syvarris hurried, though, fearing that soon the Marro would capture the other Ivor Glyph and increase the range of Me-Burq-Sa.
Long did the battle rage and the attrition on both sides was terrible to behold. Gruts and warriors and drones were devastated, the chomping of Grimnak still echoing in the ears of the embattled witnesses. Krug, for all of his might, fell to the Hounds, taking two of them with him to the pit. The Vipers were easily wiped out, but so were the three clones of Ne-Gok-Sa, destroyed by the repeated wounds of the Deathwalker 8000. When Su-Bak-Na reached the mechanical warrior, though, his circuits ceased their vicious work.
In the end it came down to a final melee between Khosumet and his Wolves, allied with the Dumutef Guard and a wounded Syvarris, against a handful of gruts and a weakened Su-Bak-Na. The arrows of Syvarris kept all away from the Glyph of Sturla. No Marro heroes were brought back to rejoin the fight. The Wolves unleashed their fury and the rest of the gruts fell. Su-Bak-Na ended the life of Syvarris and then destroyed the Dumutef Guard. But in the end the skeletal dragon and its rider were brought down by the Wolves and peace was restored to the Arena of Loki. Khosumet, familiar with the realms of death as well as the world of light and the earth between, considered using the Glyph of Sturla to revive some hero of the past, but then thought better of it, reserving that power for a future day of need. As night fell, the few survivors returned to their realms and the arena was silent once more.
Hex_Enduction_Hour
May 9th, 2006, 02:03 PM
I have used Dund several times. I don't draft him as much anymore. But one of the first times I had him, I summoned the hunter to the top of the hill and out of reach of the predominantly melee opponent melee army.
When a unit came within range, I would roll for the gaze. Got it on Krug before the beast could start wiping out my forces (forgot what I was using, but it was a melee unit).
I need to use Dund more often! It's just a shame he costs so much for a d20 roll like Crippling Gaze.
Finrod
May 9th, 2006, 02:29 PM
I've used him in an all-Vydar army, also.
He was GREAT against the Marro Drones. He'd freeze them and take out one or two each turn.
Of course, it was a special scenario where he managed to end up right next to the whole crowd of them, which isn't a situation that would happen very often.
endpawn
May 9th, 2006, 02:34 PM
I like Dund he definetely has his uses. Its like reverse frenzy.
Kenntak
May 9th, 2006, 03:18 PM
He can be useful in the end game if you keep him in reserve. At that point there are not many units left and any loss of order tokens can be crucial. The main problems with Dund is the fact that he cannot use his special after moving and you have to use the special at the beginning of the round to get the most out of it.
Teamski
May 9th, 2006, 09:25 PM
I have yet to use him. I really need to try the cute little critter out.
-Ski
caravaggio
May 9th, 2006, 09:46 PM
the problem with DUND is that you are basically using up your valuable order marker in the hopes of merely removing an enemy's marker (i mean how likely is it that you may actually be able to use this on an enemy with more than one order marker?). it's like trading a pawn for a pawn in chess.
as someone mentioned before, if DUND could bond or have any other affect on other figures he would be really cool.
ultradoug
May 9th, 2006, 10:26 PM
I played with him once I belive, and got an army card that had the 2 and 3 order on it, he had 2 and 3 on him, so I got to move again, attack, attack, there was not much after that.
TheRealQ
May 10th, 2006, 02:09 PM
As I stated in a post on HQ, I don't believe Dund's requirement to use the power before moving is a detriment. If you are able to keep Dund till the end and successfully kill off all opposition with range then you are on your way to victory.
Keep Dund just outside of their movement range. When they close in try to stun them. If you fail, run back outside of their range again. If you succeed then close and attack.
In addition, as others have stated he is quite powerful against common hordes. I was playing a draft game last weekend where the opposition could have eaten my lunch with Dund. So much so that I double checked that no one picked him as I was going to make him my primary target. 500pt game, three player, I had 3 Arrow Gruts, Mimring, Krug, and AE. After 3 rounds I still hadn't dropped the AE. If they had stunned my AG I wouldn't have been able to do anything as they had ALL of my turn markers. (Beast Bonding)
caravaggio
May 10th, 2006, 02:58 PM
if you check out my thread called "how we use ordermarkers" in the custom rules section, you will see a scenario that makes DUND a little more dangerous.
Bobbo
May 10th, 2006, 03:16 PM
It's strange, since his power is less the later in the round that you use him. If you win initiative and gaze away 2 markers, you are in a pretty good spot. If you lose initiative and gaze away only 1 marker (since your opponent got to use the #1 marker) you aren't in nearly as good a spot.
It is deinately worth mentioning that Dund does extremely well against orc hordes, since with a single gaze he can stop the entire army for a round. Also, the high defense means that he can stand up to the orcs attacks.
Dund likes to eat orcs.
netherspirit
May 10th, 2006, 04:19 PM
I think he is the only figure I own that I have never played.
I could definately see him being used against an orc Army though. It would force them to spread around their markers, unless they want to take a chance that you don't make your roll.
Su-Bak-Na
May 11th, 2006, 09:33 PM
I have used him 3 times he isn't that bad.
POP mARTy
May 11th, 2006, 11:20 PM
Dund has saved many a unit whenever I've used him/her/it. A successful Crippling early in the round can totally stuff up your opponent's attack plan and can allow for the early elimination of some of the stronger Heroes.
Go Dund! :twisted:
Pilgrim
May 12th, 2006, 08:38 AM
In all the games we've played, I believe Dund has only made one appearance. He tried his crippling gaze power twice, but failed both times.
And then he got whacked.
I think the problem with Dund is that he's a somewhat high price for a very specialized function. I mean, if you had 110pts and could choose between Drake or Dund???.............
Fuggetaboudit
Pilgrim
May 12th, 2006, 08:51 AM
Another thought on units with very specialized powers (e.g. Dund, Kelda, Saylind, the hippogriff) - I tend to use them more when playing with teams.
In a straight up 1-on-1 450pt game, for instance, I'd go with an overall balanced army with more generic killing power, because if I drafted a specialized character and it failed, my army really suffers.
But in a 2 on 2 or 3 on 3 game, there's enough figs on the board that a Kelda or Dund can play a bit role. If I cripple with Dund, my teammates can swoop in and capitalize on the kill. If Dund fails, it's not the end of the world, typically.
I suppose this would hold true as well in high-point 1-on-1 game (like 800pts+).
gorillanator
May 12th, 2006, 01:56 PM
The only time I used Dund was when we were playing 400 points under one leader and i landed Vydar.
My friend just happened to pull Ullar, and he saved his Charos in the backfield for last, and I did the same with Dund.
So wouldn't you know it it came down to Charos and Dund and Charos only had 2 life left, so I tried out his special effect on Dund's first turn and BAM! A few lucky rolls and Charos was done, but I'll probably never pick Dund again.
RobWeaver
May 14th, 2006, 07:35 AM
I think I only drafted Dund once. The restriction on using his gaze before moving often meant that enemy units weren't visible or in range for him to do his thing. By the time he'd moved, the tactical situation had changed. I would draft Carr or Drake first in a rematch.
ArchonShiva
May 17th, 2006, 12:23 PM
I'm the only one in my group playing Orcs thus far (strangely so, since I've always owned with them), and nobody's tried to Dund me at these times. I've seen Dund drafted once, but it was against the wrong army, really.
I'm still waiting on someone drafting an army it would be worth drafting Dund against.
Pilgrim
May 17th, 2006, 01:40 PM
I guess the optimal army for Dund to oppose would be an army with lots of common cards, or equally common cards with bonding.
So if you like to play lots of orcs and their champions, Dund would be a great choice. He gives the evil eye to one little orc and presto! None of your orcs can move and none of your champions can be activated by bonding.
MBSowards
June 2nd, 2006, 11:08 PM
Dund is a great choice if you're nearly finished drafting and have some extra points.
Don't bother picking him, unless you feel the game will probably go down to the wire.
He NEVER gets picked so you can always pick him last, and then, keep him away from everyone until the end of the game. you can get rid of the opponents ability to move anything at all, and get three clean swipes at them.
He's always in the reserves of my army now.
netherspirit
June 2nd, 2006, 11:12 PM
Dund is a great choice if you're nearly finished drafting and have some extra points.
If you are nearly finished drafting with 110 or more points left, I would say you aren't nearly finished drafting.....
Gambit
June 2nd, 2006, 11:15 PM
ive used him and hes grate for holdind a defencive posistion
Basementeer
June 3rd, 2006, 02:35 PM
I agree with gambit...
I played my two brothers the other day using all the rules :o
(I usually cut out 3-4, and I found out it's a TON better with all of them)
they were allied and trying to take over a small castle type thing
(2 walls, some ruins, trees, and a 2 hex wide river)
they had a altar made of road pieces where they could remove all wounds
off their heroes if they stepped on the altar.
ANYWAY...
I flew Raelin on top of a small cliff where she could see pretty much anyone for defensive aura
Dund was nearly invincible.
He could engage lots of guys at once, block alot of hits, and keep units away from Syvalris, who picked OFF units. Dund's really good among trees, too...
Now ive gone and typed up a story. Wow.
In short, dund is pretty good for defending in tricky positions.
ferzle
June 3rd, 2006, 03:46 PM
I have only used him once, with some success. He clearly works best against armies that rely on multiple turn markers on a single card--like grut orcs or other common units with bonding. The opponent is counting on 2-3 turns with the common unit AND the hero, so removing the markers with Dund is a serious blow.
Of course, if Dund is on the board, you could always spread out your turn markers, and put turn marker 1 on the closest unit to him in hopes you get initiative.
RichardD
June 3rd, 2006, 04:21 PM
I'm seeing a pattern here. The pattern is that many people think Dund is weak, or flawed, or needs help, but many people have played him only once (if at all).
Maybe, just maybe, Dund is the sort of unit that needs a bit of prctice to get the most of. He wouldn't be the only unit in that category, after all.
I don't know - I've not drafted him yet :wink:
Roxas
June 3rd, 2006, 04:26 PM
If you are ever facing someone like my best friend, Dund will become your favorite hero. My friend always sends out his army in waves. so he will put all of his order markers on 1 or 2 people. send in Dund, you've got the round to yourself.
shakey_snake
June 3rd, 2006, 04:33 PM
If you are ever facing someone like my best friend, Dund will become your favorite hero. My friend always sends out his army in waves. so he will put all of his order markers on 1 or 2 people. send in Dund, you've got the round to yourself.
Yeah, but 3/4 of the time you'll be fighting rounds where he gets 3 activations to your 2 (because you wasted one on dund).
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