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  #1  
Old August 15th, 2006, 09:59 PM
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Strategy with championship arrow gruts/krug/swogs

Hi, I was just wondering how playing with arrow gruts bonding with krug and swog riders usually work? Usually how do the order markers get set up? How do you bond arrow gruts with krug but keep having the swog riders be adjacent to them? Or do you not have them adjacent? I guess this is a question aimed at spiderpoisen due to his win (congrats by the way) but I would love to hear from any grut fan that knows how to win with them. Thanks
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Old August 15th, 2006, 10:17 PM
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I'm not sure what the composition of his army was, but generally, you would place all of your turn markers on the the Grut archers. You could move them to an advantagious position with their escorting Swogs with height. They would then support Krug by covering his advance on the enemy. My guess is that he allowed his opponent to approach him first. This then allows him to draw them in and start the 1-2 punch with Krug and the archers. You figure, if your opponent is within 6 hexes of the archers, you can then get 3x3 attacks from the archers (1+height+swog) and 2x up to 8 attack with Krug. On a smaller map, this can be devastating....

-Ski
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  #3  
Old August 15th, 2006, 10:19 PM
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Spider poisen's army was 3 arrow gruts, krug, 3 swogs, and raelin interestingly enough
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Old August 15th, 2006, 10:20 PM
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Quote:
Originally Posted by gamjuven
Spider poisen's army was 3 arrow gruts, krug, 3 swogs, and raelin interestingly enough
Raelin's a big help on a smaller map..... What was the point ceiling?

-Ski
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  #5  
Old August 15th, 2006, 10:22 PM
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400 points was the army limit. Spider's came in at 395.
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Old August 15th, 2006, 11:55 PM
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Sounds like it could be a pretty good army...but I never have any luck with an all Orc Army. Every time I try 'em, I get it handed to me. But we play on pretty large fields with larger armies.
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Old August 16th, 2006, 12:00 AM
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he had all his markers on arrow gruts all the time. Used swogs if he needed speed and to help orcs survive when being shot at. Raylin was out of the picture quick, so didn't get to see how he was going to use her. Not the same way i'd USE her, i imagine. :P
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Old August 16th, 2006, 09:29 AM
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Keep your swogs next to your gruts to add their bonus. Move them first, then move the squad up around them. Think of the swogs as mounted commanders picking out a position then rallying their troops at that point.
Shoot first, shoot last, shoot early and often. Never miss an opportunity to fire, no matter how crummy. Expect to take heavy casualties, so don't go to orc heaven with a full quiver. Timing is everything with Krug. If you send him out too early, he's going to get shot apart without taking out his weight. Use him as your breakthrough troop. If you still have them around at the end of the game, use your swog riders to ride down enemy survivors.
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Old August 16th, 2006, 10:11 AM
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Jedi, we don't want to know how you would use Raelin. Probably something dirty.

And yeah, like everyone is saying here, you put your markers on the gruts. You move a swog with the gruts at first, and once you're in position, you move Krug. I figure you need a marker or two through the whole game on Raelin - she's a mobile defense figure. You use the gruts as blockers, to keep melee from getting to Raelin, and try to close with ranged units to keep them from shooting her.

Come to think of it, Jedi, I do want to hear how you would use Raelin. That would be entertaining. Probably another .
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Old August 16th, 2006, 11:15 AM
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Quote:
Originally Posted by InfinityMax
Come to think of it, Jedi, I do want to hear how you would use Raelin. That would be entertaining. Probably another .
Okay. So this is the proper place for this.

When Kelda came out, it was obvious that she and Raelin were "close." At least, obvious to my friends and me.

When Saylind came out, she was kind of the Omega of the threesome. However, in a few months' time, she came to be regarded as an equal partner. I think it had something to do with her spear of summoning.

Anyway, that's my story and I'm sticking to it.
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Old August 16th, 2006, 12:42 PM
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Hey gamjuven,

The army I played is very self-explanatory with the order markers, but the play of it can be a bit tricky. I would probably only advise using it on smaller maps, but they can still fare well on larger maps too. With the exception of my game against Nwojedi, I always put my first turn marker on Raelin and put her into a good position....one to where you will never have to use her the rest of the game. Also, hardly ever will you be able to shoot on your first turn anyway, so it really doesn't hurt. The first bond should always be with a Swog Rider, and you should then have a defense of at least 5 on the Swog and 4 on your Gruts. With so many archers on your army, you can probably win most ranged battles if played correctly. If your opponent has a billion 4th Mass or Q9, you'll probably have to call up Krug early on. Keep in mind too that the speed of your units will probably be faster than your opponents, so height advantage (or at least not height disadvantage) should be fairly easy to have. Also, keep in mind that Swogs are not just for support....they have decent attack and will almost always be able to attack the enemy first. Finally, the reason this army works is not because you have superior archers....you probably won't. Bonding with Krug (the most powerful hero in the game i.m.o.) is what really puts this over the top. If there's anything else you want to know about this army, just ask. Hope this helps.
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  #12  
Old August 16th, 2006, 01:03 PM
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Man, that is a sport. Not only does he play competitive games like a complete gentleman, reminding of height bonuses and glyphs and what-not, but he explains to everyone how he uses his army, effectively explaning how to beat him.

Folks, you're not likely to meet a better sport than spider-poison. I wanted to resent him for beating R˙chean, but I just couldn't do it. To good a sport, and just all-round nice guy.
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