Quote:
Originally Posted by 2xHero
Another strategy I have found is to use Eldgrim with Tor-Kul-Na. Eldgrim is only 30 points and can be used as a glyph holder. Using over-extend, he can move 10 spaces in a turn to quickly grab a glyph. When he dies, place Eldgrim's spirit on TKN, making him even faster, and potentially adding more opportunities for stomping.
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I agree. Interestingly, I often find that the 1 extra move for Tor-Kul-Na makes a significant difference in terms of his ability to travel over uneven terrain; choose his targets optimally; and use his Trample Stomp special ability when closing the gap against an enemy unit.
I've had some pretty hilarious (for me) Trample Stomp runs in opponents' start zone, thanks to that move +1 bonus... Good times.