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  #601  
Old July 17th, 2009, 09:12 PM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

In my playtesting, Dwarvesx3, Migol, AE, and Marcu wiped the floor with everthing they came up against, except for 3xRats, Q9, and MW. I am going to use the build tomorrow at an event, and I feel very good about it. The dwarves are pretty strong.


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  #602  
Old July 17th, 2009, 11:33 PM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

I agree. Try x3 Stingers For 50 extra points. It makes a solid combo that can be hard to stop.


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  #603  
Old July 18th, 2009, 03:09 PM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

After playing with and against squads of Axegrinders I'm satisfied although they only get their point value when they are able to use fearless advantage. I still prefer a solid squad of KoWs. Migol, however, has proven a tank! Migol is harder to kill than NGS and NGS was "the tank." I haven't seen a hero that would last as long a Migol consistently since NGS came into play (for 120 or less). As unique heroes go NGS, Crixus and Migol are some tough ones to get rid of. Nice! In terms of survivability Migol is worth his points in gold. He will last long enough on average to get his points worth.

Going back to the Axes, it is actually interesting to have different forms of bonding. Although Migol slows the Axes down, it is good to have that choice and decide tactically which way to go instead of the plain "old school" bonding.


Last edited by Hero Hot Hatch : July 18th, 2009 at 03:19 PM.

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  #604  
Old July 18th, 2009, 08:12 PM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

Quote:
Originally Posted by Einar's puppy View Post
In my playtesting, Dwarvesx3, Migol, AE, and Marcu wiped the floor with everthing they came up against, except for 3xRats, Q9, and MW. I am going to use the build tomorrow at an event, and I feel very good about it. The dwarves are pretty strong.
And now they have a tourney win to their credit! Great job with that army - it was solid and you played it flawlessly.


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  #605  
Old August 3rd, 2009, 03:38 PM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

Quote:
Originally Posted by Einar's puppy View Post
In my playtesting, Dwarvesx3, Migol, AE, and Marcu wiped the floor with everthing they came up against, except for 3xRats, Q9, and MW. I am going to use the build tomorrow at an event, and I feel very good about it. The dwarves are pretty strong.
Do you really need dwarves x3? with 4 in a squad, it seems like 2 would be fine.


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  #606  
Old August 3rd, 2009, 03:48 PM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

Quote:
Originally Posted by That Guy0715 View Post
Quote:
Originally Posted by Einar's puppy View Post
In my playtesting, Dwarvesx3, Migol, AE, and Marcu wiped the floor with everthing they came up against, except for 3xRats, Q9, and MW. I am going to use the build tomorrow at an event, and I feel very good about it. The dwarves are pretty strong.
Do you really need dwarves x3? with 4 in a squad, it seems like 2 would be fine.
I have x4 Dwarves, and have heard many armies consisting of x4 of other 4 figure squads. It's really not uncommon to have that many in one army.

The dwarves get their defense bonus against Q9's Queglix gun right?


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  #607  
Old August 3rd, 2009, 03:52 PM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

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Originally Posted by GreenLanturn View Post
The dwarves get their defense bonus against Q9's Queglix gun right?
I would think so. I just pulled the card and it says they get +1 attack/defense against large or huge. It says nothing of range or special attacks. So we're supposed to do what the card says, not what it doesn't, right? Hey, I guess that does work! I never quite got what it meant until now.


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  #608  
Old August 3rd, 2009, 03:54 PM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

That's how we played it this weekend. I hadn't thought of that either, until the dwarves starting pouring into my Q9 pod (I'd thought it said adjacency, but nope...). They are pretty tough, pretty capable little guys. I've got to try them out again.


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  #609  
Old August 3rd, 2009, 04:07 PM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

Just got back from testing the Axegrinders against an orc army:

The map featured a bottle-neck with height-4 on either side of it. That's where most of the action happened, around a 2-height single hex in the middle, which offered the chance for some melee height-advantage.

It was an uneven game, with my dwarves taking up a decent position early, but then getting jammed up and being ineffectual in the middle of the game. They pulled it out though, and I killed the last Blade Grut with only 2 Axegrinders left on the battlefield.

Overall, I'm still not certain whether knights would have done better than dwarves. 6-Move+Climb is great, and Migol, as others keep pointing out, is a tank, but I couldn't roll for carp with Migol, and that was boosting him with Finn.

I'm not displeased with them, but I think we need more hearty dwarf-champions before the dwarves can be called a versatile, reliable army in their own right.

PS. I think I got 1 4-Attack on a Huge figure. Migol and Thorgrim did most of the giant-killing. Oh well.


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  #610  
Old August 5th, 2009, 08:39 AM
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Re: Migol and the Axegrinders of Burning Forge Discussion Th

Quote:
Originally Posted by Aldin View Post
Quote:
Originally Posted by Bonecrusher View Post
But the Knights will still have height more because JD > Extra move from not bonding.
Knights flat out can't climb anything higher than three, need some luck to get the right amount of extra movement for climbing and aren't very mobile in congested terrain where Sir Gilbert can't see everyone. JD is great for river crossing, but mediocre for climbing.

~Aldin, highlighting the Axegrinders' positives while still acknowledging the great points about the Knights
I've done some number crunching, and with Sir Gilbert you have about an 18.4% chance of rolling anything higher than 3 on Jandar's dispatch. Even if you rolled 3 symbols (19.7% chance) giving you a total move of seven, this wouldn't make the knights more mobile necessarily, because as Aldin pointed out uneven terrain would cause them to waste some of their move.

The strategic bonding is something to take into consideration though, because if the Axegrinders move with Migol you end up in a situation reminiscent of knights moving with Sir Dendrick. I've found that the best way to use the bonding is to use the extra move to get close to enemy figures, but once they get within four move spaces of the enemy or become engaged, switch to moving Migol.

However, the knights have a static 3/4, whie the Dwarves have 3/3 on small/medium figures and 4/4 on large/huge figures. This would appear to make the Dwarves more situational.

Overall, the Knights are better at fighting small or medium figures, have stronger hero synergy (and a variety of choices), and more mobility on water (with Sir Gilbert). The Dwarves, on the other hand, are better at fighting large or huge figures and have more mobility on rugged terrain.


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  #611  
Old August 5th, 2009, 12:38 PM
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Re: Migol and the Axegrinders of Burning forge discussion

[/quote]Migol Ironbutt is so old and slow that bonding with him slows down the whole squad.[/quote]

Go home Noob.


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  #612  
Old August 5th, 2009, 12:40 PM
SamIam4191 SamIam4191 is offline
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Re: Migol and the Axegrinders of Burning forge discussion

Migol Ironbutt is so old and slow that bonding with him slows down the whole squad.


GrungeBob you noob.


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