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C3V and SoV Customs A place for C3V and SoV customs |
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#13
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Re: The Book of Dreadgul Raiders
You are completely right!I meant to do Dreadgull Raiders x2. And since it all come up to 495 with him, I just put Guilty in there.
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#14
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Re: The Book of Dreadgul Raiders
I was in a tournament using the army of Dreadguls x4, Valguard, Guilty, and Krav Maga. The army finished with a 4-2 record and were pretty impressive at times (although dismal against the Cathar Spearmen)
Thanks to C3V, Valguard got to see tournament action for the first time in these parts that anyone can remember. |
#15
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Re: The Book of Dreadgul Raiders
The Dreadgul are deceptively speedy. Using the same math as found in the Tarn book, the average move for the Dreadgul works out to:
without Valguard: 50/7 ~ 7.14 with Valguard: 100/13 ~ 7.69 That means, even without "Big V," the Dreadgul could easily outpace even the vipers in a marathon. Fortunately most maps aren't 26 miles long. But even on a small map, they can be surprising. On any given turn, The Dreadgul have a 9% (or with V about 12%) chance of moving 15 OR MORE spaces. |
#16
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Re: The Book of Dreadgul Raiders
I'm getting a card PDF with a basic side much larger than it should be. Did this one get fixed along with the others and just hasn't been uploaded, or was it missed altogether?
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#17
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Re: The Book of Dreadgul Raiders
It was not fixed with the last batch. I'll ask the C3V Art Machine to take a look.
Quote:
Why I Left the C3V |
#18
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Re: The Book of Dreadgul Raiders
Quote:
Quote:
Why I Left the C3V |
#19
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Re: The Book of Dreadgul Raiders
Hey, question for anyone checking this...
If Guilty (or other boned hero) dies, do the DRs still get the +1 Attack? I wouldn't have thought so, seeing as it's then like you never had a hero. But maybe I'm wrong. |
#20
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Re: The Book of Dreadgul Raiders
It's the same as Axegrinders. If you don't bond, they get +1 attack, no matter who's alive or dead. You don't even need a hero in your army to begin with.
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#21
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Re: The Book of Dreadgul Raiders
Quote:
Mimring>Krug. 'Nuff said. |
#22
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Re: The Book of Dreadgul Raiders
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#23
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Re: The Book of Dreadgul Raiders
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Not to doubt your answer, but this seems strange to me. I would've thought that if no suitable hero is in play (or dies) then the bonding doesn't (or no longer) actually exists. I'll explain my thinking from the recent game played, where Dreadgul and Armoc squads (both 65pts) matched off. ATT and DEF stats are identical, Armocs get +2 move but Raiders bezerk-move 30% of the time. Raiders effectively become 4ATT all the time unless you use the further benefit of taking a turn with Guilty. Maybe I'm on my own here or maybe this is a common misconception. Does it warrant clarification on page 1? Last edited by Cat Attack Man; August 22nd, 2014 at 01:17 AM. |
#24
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Re: The Book of Dreadgul Raiders
You always have all of the powers on your army card.
Say I have 2 squads of Heavy Gruts and Ne-Gok-Sa. My opponent still has Grimnak and Marcu left. Ne-Gok-Sa mindshackles Grimnak. The Heavy Gruts gained a hero, and may now bond, even though they could not bond all game. They never lost that special power, it was never negated, and it never disappeared from their army card. They just never got to utilize it, but as soon as they could, they are allowed to. Casters of Valhalla: THE Competitive HeroScape Podcast!
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