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  #13  
Old June 23rd, 2010, 11:08 AM
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Re: Werewolf Lord pre-release discussion thread

Also, according to the way the power is worded, you could attack your own hero (preferably something with high life, heh) for the chance to make it a Hybrid, giving you greater potential for 2 turns at once.
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  #14  
Old June 23rd, 2010, 11:08 AM
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Re: Werewolf Lord pre-release discussion thread

Finally my wolves have a reason to bond. A great clean up figure since by the time you are putting OM on him all 3 markers should be in play.

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  #15  
Old June 23rd, 2010, 11:09 AM
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Re: Werewolf Lord pre-release discussion thread

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Originally Posted by gamjuven View Post
It will allow some pretty brutal scenarios to happen to a lot of the squads that bond. All of a sudden those human champions find out they don't get to bond anymore. Pretty much takes them out of the game. That's pretty sweet. And thematically it will look awesome to have a Knights vs. Werewolves battle. Very cool. And although it kinda sucks that you have to have an order marker on the lord in order to use the lycanthropy, you can still use the wolves to bond with the darklord, spreading the disease, then start putting order markers on them and try to take turns with the heroes. I love it. Also, with multiple werewolf lords in play you can guarantee that if you get to place lycanthropy tokens, you should get a couple of chances to take some turns with the heroes.
Come over here Mister Hawthorne, I sware I don't bite.

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  #16  
Old June 23rd, 2010, 11:10 AM
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Re: Werewolf Lord pre-release discussion thread

Werewolf Lord x2 280
WoB x4 600

I'm trying this out. Dare I say...he might even be a counter to bonding heros and 4th mass?
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  #17  
Old June 23rd, 2010, 11:11 AM
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Re: Werewolf Lord pre-release discussion thread

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Originally Posted by Frylock View Post
Too bad you have to put order markers on him; it limits his bonding capacity.
Agreed.
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  #18  
Old June 23rd, 2010, 11:12 AM
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Re: Werewolf Lord pre-release discussion thread

x3 Anubian Wolves-225
Khosumet-300
x3 Wolves of Badru-540
x2 Werewolf Lords-820

In expensive games, the wolves can really get rolling. What do you guys think are good low cost builds.

x3 Wolves fo Badru-240
x2 WWL-520

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  #19  
Old June 23rd, 2010, 11:15 AM
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Re: Werewolf Lord pre-release discussion thread

Quote:
Originally Posted by A_Train View Post
Also, according to the way the power is worded, you could attack your own hero (preferably something with high life, heh) for the chance to make it a Hybrid, giving you greater potential for 2 turns at once.
But it says if an Opponent's Unique Hero receives at least one wound...

-insert signature here-
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  #20  
Old June 23rd, 2010, 11:16 AM
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Re: Werewolf Lord pre-release discussion thread

I'm with gamjuven - I love the way he screws with bonding armies, especially Knights and Orcs. Grimnak isn't all that scary when his T-Rex is acting like a wolf and can't bond with his Orcs, especially when the T-Rex starts eating Orcs, too!

A cool themed army at a higher point total:

Werewolf Lord x2 - 280
Khosumet - 355
Anubian Wolves x3 - 580
Wolves of Badru x4 - 900

For standard 500-ish, I'm looking at:

Werewolf Lord x2 - 280
Wolves of Badru x3 - 520, 13 hexes

add Raelin at 600.

I don't think it's all too competitive, but it's gonna be fun as heck.

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Last edited by killercactus; June 23rd, 2010 at 11:34 AM.
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  #21  
Old June 23rd, 2010, 11:17 AM
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Re: Werewolf Lord pre-release discussion thread

Quote:
Originally Posted by A_Train View Post
Also, according to the way the power is worded, you could attack your own hero (preferably something with high life, heh) for the chance to make it a Hybrid, giving you greater potential for 2 turns at once.
Neat thought A-Train.

You could use it on someone powerful like Cyprien (who could also heal back the damage) in an attempt to get two turns with a figure who would normally limit you to one. Werewolf and Vampire team is thematic too. Not sure how useful it will be, but it sounds fun and that's what counts.

Edit: Says opponent's figure, so that won't fly.
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  #22  
Old June 23rd, 2010, 11:17 AM
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Re: Werewolf Lord pre-release discussion thread

Tor-Kul-Na and Grimnak HATE this guy. HATE him.

All melee bonding armies take a hit, but those two in particular are really wrecked because those guys have to play at the front. You need to engage the WL with squaddies, but even then, I'd just disengage with the WL to get at the hero.
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  #23  
Old June 23rd, 2010, 11:17 AM
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Re: Werewolf Lord pre-release discussion thread

Quote:
Originally Posted by nyys View Post
Quote:
Originally Posted by A_Train View Post
Also, according to the way the power is worded, you could attack your own hero (preferably something with high life, heh) for the chance to make it a Hybrid, giving you greater potential for 2 turns at once.
But it says if an Opponents Unique Hero receives at least one wound...
Argh, you're right.
Hmm, so either they are leaving the possibility open to releasing Hybrid units, or allowing you to use your own Werewolf Lord to control Hybrid units that were bitten by an opponents Werewolf Lord.
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  #24  
Old June 23rd, 2010, 11:20 AM
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Re: Werewolf Lord pre-release discussion thread

Quote:
Originally Posted by A_Train View Post
Quote:
Originally Posted by nyys View Post
Quote:
Originally Posted by A_Train View Post
Also, according to the way the power is worded, you could attack your own hero (preferably something with high life, heh) for the chance to make it a Hybrid, giving you greater potential for 2 turns at once.
But it says if an Opponents Unique Hero receives at least one wound...
Argh, you're right.
Hmm, so either they are leaving the possibility open to releasing Hybrid units, or allowing you to use your own Werewolf Lord to control Hybrid units that were bitten by an opponents Werewolf Lord.
Yep, that's how I see it. If your opponent bites one of your Heroes and changes his stats, then you could 'bond' with it.

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