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  #133  
Old February 21st, 2009, 08:57 PM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by Simpsons Scaper View Post
Quote:
Originally Posted by King of the Marro View Post
TKN is best with Stingers and Grubs, without any range your army becomes pretty one dimensional.
I agree.
I have to disagree with this. I have had some pretty good success with 2 sets of Marrden Hounds. Great move on a lucky roll and they have an instant wound ability, they can get into the fight and contend. But the defense is why I love them! Stingers are no necessity. You don't have to have range.
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  #134  
Old February 21st, 2009, 11:52 PM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by Thorgrim View Post
Quote:
Originally Posted by Simpsons Scaper View Post
Quote:
Originally Posted by King of the Marro View Post
TKN is best with Stingers and Grubs, without any range your army becomes pretty one dimensional.
I agree.
I have to disagree with this. I have had some pretty good success with 2 sets of Marrden Hounds. Great move on a lucky roll and they have an instant wound ability, they can get into the fight and contend. But the defense is why I love them! Stingers are no necessity. You don't have to have range.
Well then what do you plan on doing about X17, or other soulborgs? An army should be well balanced for any opponent.

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  #135  
Old February 22nd, 2009, 12:06 AM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by King of the Marro View Post
Quote:
Originally Posted by Thorgrim View Post
Quote:
Originally Posted by Simpsons Scaper View Post
Quote:
Originally Posted by King of the Marro View Post
TKN is best with Stingers and Grubs, without any range your army becomes pretty one dimensional.
I agree.
I have to disagree with this. I have had some pretty good success with 2 sets of Marrden Hounds. Great move on a lucky roll and they have an instant wound ability, they can get into the fight and contend. But the defense is why I love them! Stingers are no necessity. You don't have to have range.
Well then what do you plan on doing about X17, or other soulborgs? An army should be well balanced for any opponent.
I plan on following Matthias' example and playing mostly melee if I want to anyway, and still do well in the game.

As for TKN, there is just something about this guy. He always seems over powered when I play against him, but he's just too weak when I play with him. I just don't know what it is and it bugs me because I would love to play a solid army with him in it.
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  #136  
Old February 22nd, 2009, 12:42 AM
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Re: The Book of Tor-Kul-Na

if ya ask me, TKN and the nagrubs arent my thing becouse nagrubs die so easily
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  #137  
Old February 22nd, 2009, 08:02 AM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by KCU Master 2007 View Post
Quote:
Originally Posted by King of the Marro View Post
Quote:
Originally Posted by Thorgrim View Post
Quote:
Originally Posted by Simpsons Scaper View Post
Quote:
Originally Posted by King of the Marro View Post
TKN is best with Stingers and Grubs, without any range your army becomes pretty one dimensional.
I agree.
I have to disagree with this. I have had some pretty good success with 2 sets of Marrden Hounds. Great move on a lucky roll and they have an instant wound ability, they can get into the fight and contend. But the defense is why I love them! Stingers are no necessity. You don't have to have range.
Well then what do you plan on doing about X17, or other soulborgs? An army should be well balanced for any opponent.
I plan on following Matthias' example and playing mostly melee if I want to anyway, and still do well in the game.

As for TKN, there is just something about this guy. He always seems over powered when I play against him, but he's just too weak when I play with him. I just don't know what it is and it bugs me because I would love to play a solid army with him in it.
I think that range helps an army, but is not needed. It does, in my opinion, help you. Last night, my brother, dad and I were playing a game with reinforcenents coming at round 3, and my brother never had any range, but almost won. That shocked me, because he got 300 points of reinforcements. I got 100, my dad got 50. In the end, Guilty and my Dad's Marro Warriors simply outrandged my brother and left him with Charos, 2 life left. He lost to an angy Krug. In short, my dad and I (we worked together because 300 extra points in a 600 point game is a lot) outranged by brother to win.

Actually, I lost. My last figure, Raelin was in a position to kill my Dad's last figure, Krug (Who had 7 wounds).I had hight. I attack with 4 dice and roll, Shield Shield Valkyrie Symbol Shield. Needless to say, Krug killed Raelin.


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  #138  
Old February 22nd, 2009, 08:42 PM
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Re: The Book of Tor-Kul-Na

I know this is a bad idea but to me, range isnt really that important. All that matters is defense.the problem is that nagrubs have such low defense.
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  #139  
Old February 22nd, 2009, 08:44 PM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by kingofweston View Post
I know this is a bad idea but to me, range isnt really that important. All that matters is defense.the problem is that nagrubs have such low defense.
That's why you use a swarm. One way to avoid this is to take out your opponents range and that way anyone trying to kill your grubs has to meet you face to face, meaning fighting TKN to get to your grubs.

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  #140  
Old March 31st, 2009, 11:24 PM
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Re: The Book of Tor-Kul-Na

Just speaking for Torky's awesomeness. I saw him kill 3 squads of Minions the other day in 1 round. Then Captain put the hurt on him. But still...

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  #141  
Old April 1st, 2009, 07:27 AM
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Re: The Book of Tor-Kul-Na

That wouldnt seem too hard to do if you positioned TKN well. Lets see, each turn, stomp 1-3 minions on avg, then kill another with an attack. Plus maybe some nagrub boosts, and this makes this a bit more likely.
This "massacre" is probably due to the Minions low move of 4, but still pretty impressive
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  #142  
Old April 25th, 2009, 10:05 AM
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Re: The Book of Tor-Kul-Na

I apologize if this has been asked before, but I coudln't find the answer to this question.

If Tor-Kul-Na attempts to make a stomp which would cause him to take a disengagement attack from another unit, and fails the roll to make the stomp, does he still take the disengagement attack?
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  #143  
Old April 25th, 2009, 10:16 AM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by padlock View Post
I apologize if this has been asked before, but I coudln't find the answer to this question.

If Tor-Kul-Na attempts to make a stomp which would cause him to take a disengagement attack from another unit, and fails the roll to make the stomp, does he still take the disengagement attack?
Since he does not disengage, he does not take a strike. Intentions do not get you attacked, just actual disengagements.
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  #144  
Old June 13th, 2009, 09:07 PM
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Re: The Book of Tor-Kul-Na

Yeah, Romans were probably a bad choice against Torky. A melee squad that operates best when clumped? Anybody could have made Roman toe cheese in that situation with Tor-Kul-Na. However, he's not overpowered. Good range units take him down every time.

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