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  #121  
Old February 20th, 2009, 07:32 AM
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Re: The Book of Tor-Kul-Na

StarofEarendil is correct, Stealth Armor will still work, because Trample Stomp inflicts a wound.

Stealth Dodge is out of the question - TKN is adjacent and you're not even rolling defense dice. Defensive Agility of the Warriors of Ashra would also have no effect.

Smoke Powder also doesn't work - Trample Stomp is not an "attack" and again, TKN is adjacent. You might have been thinking of Engagement Strike of the Nakita Agents though, however that also doesn't work because TKN is Huge, and Engagement Strike only affects Small or Medium figures.

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  #122  
Old February 21st, 2009, 01:50 AM
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Lightbulb Re: The Book of Tor-Kul-Na

hey! heres a 490 point army

TKN (duh!) 220
Torgrim 80
Finn 80
Realin RotV 80
Eldgrim 30

first off, kill the vikings. torky has 7 attack, 6 defense, and 7 move. add realin, hes invincable!
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  #123  
Old February 21st, 2009, 03:48 AM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by pepsidude View Post
hey! heres a 490 point army

TKN (duh!) 220
Torgrim 80
Finn 80
Realin RotV 80
Eldgrim 30

first off, kill the vikings. torky has 7 attack, 6 defense, and 7 move. add realin, hes invincable!
TKN is one of those heroes that Eldgrim uniquely helps out. On a good turn, his spirit will give him an extra attack.
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  #124  
Old February 21st, 2009, 07:29 AM
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Re: The Book of Tor-Kul-Na

Or an extra trample stomp!


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  #125  
Old February 21st, 2009, 07:49 AM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by Simpsons Scaper View Post
Or an extra trample stomp!
I'm sure that's what he means. However, I think the other Vikings and Raelin are overkill. Also, most of the time I'd rather have a squad of Grubs with TKN before I take Eldgrim.

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  #126  
Old February 21st, 2009, 07:59 AM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by killercactus View Post
Quote:
Originally Posted by Simpsons Scaper View Post
Or an extra trample stomp!
I'm sure that's what he means. However, I think the other Vikings and Raelin are overkill. Also, most of the time I'd rather have a squad of Grubs with TKN before I take Eldgrim.
I meant an extra move could get you another Trample Stomp.


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  #127  
Old February 21st, 2009, 08:08 AM
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Re: The Book of Tor-Kul-Na

Instead of Finn and Raelin, I would suggest using x5 Marrden Nagrubs and Isamu for cleanup. That gives TKN 21 life if no Nagrubs are killed(that means that your opponent wasted an attack to kill a pointless Nagrub.)
TKN now has 6 attack, 6 defense, 7 move and possibly 21 life!

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  #128  
Old February 21st, 2009, 08:13 AM
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Re: The Book of Tor-Kul-Na

yeah, but what happens when your opponent uses a splash on the nagrubs? doesnt seem too pointless anymore...
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  #129  
Old February 21st, 2009, 08:45 AM
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Re: The Book of Tor-Kul-Na

I say nix all the vikings altogether and get some range in there.

Tor-Kul-Na - 220
Nagrubs x3 - 310
Stingers x3 - 490
Isamu - 500

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  #130  
Old February 21st, 2009, 11:01 AM
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Re: The Book of Tor-Kul-Na

Quote:
Originally Posted by kpotassiumk19 View Post
Instead of Finn and Raelin, I would suggest using x5 Marrden Nagrubs and Isamu for cleanup. That gives TKN 21 life if no Nagrubs are killed(that means that your opponent wasted an attack to kill a pointless Nagrub.)
TKN now has 6 attack, 6 defense, 7 move and possibly 21 life!
Grubs x5 is way too many IMO. At three sets I think you're pushing they're usefulness (unless you have more than one Hivelord in your army) against using the points for other figures. By the time you get to set number 3-5 TKN has more than likely moved far enough away where it will take a few turns just to get the Grubs adjacent again, and then you have to wait another turn to eat one.

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  #131  
Old February 21st, 2009, 11:17 AM
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Re: The Book of Tor-Kul-Na

TKN is best with Stingers and Grubs, without any range your army becomes pretty one dimensional.

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  #132  
Old February 21st, 2009, 02:34 PM
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Re: The Book of Tor-Kul-Na

In my experience,

Tor-Kul-Na is best played with either 3 or 4 squads of Nagrubs giving you 310 or 340 points of your army, respectively.

This gives you glyph grabbers, cannon fodder to engage enemies with and mobile life points for TKN. I'd steer away from using more than 4 squads simply because of start zone restrictions and the fact that TKN can always get some deathwalker rolls and die early. IF that happens you want to have a moe effective backup force than just a swarm of Nagrubs (marro blade gruts essentially, except with 1 less attack per turn and no disengage)

Thats why Stingers, Marro Warriors, and Krav Maga are all good compliments to the TKN+Nagrub combo, If TKN goes down early you have a small screen of Nagrubs to keep enemies away from your range and hold glyphs, hopefully helping you to make a comeback after the loss of your Marro Giant.

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