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  #25  
Old July 14th, 2007, 11:01 AM
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When I get this guy, I can't wait to use him with my Zettian Guards! (Hopefuly) They'll be powerhouses! It's wierd how one move can make such a difference!

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  #26  
Old July 14th, 2007, 04:52 PM
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Quote:
Originally Posted by GoBigorGoHome
I think Warden stinks. 2 life and 6 defense means he wil die pretty quickly and he suffers from the common Hero problem of only 1 attack in a turn
Well I discredit this because it's coming from a guy named Gobigorgohome and Warden doesn't really go big so I'ma throw a successful Rod of Negation on that post. I'm just playing byt he way, but I love the concept of this guy. If used properly and with a TINY pinch of magic he can do anything. No seriously he seems really nice when used properly. Good synergizer.


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  #27  
Old July 14th, 2007, 05:35 PM
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Quote:
Originally Posted by Drumline3469
Quote:
Originally Posted by GoBigorGoHome
I think Warden stinks. 2 life and 6 defense means he wil die pretty quickly and he suffers from the common Hero problem of only 1 attack in a turn
Well I discredit this because it's coming from a guy named Gobigorgohome and Warden doesn't really go big so I'ma throw a successful Rod of Negation on that post. I'm just playing byt he way, but I love the concept of this guy. If used properly and with a TINY pinch of magic he can do anything. No seriously he seems really nice when used properly. Good synergizer.
I agree - Warden can be underestimated, sure he can be destroyed quickly but in a game today my brother drafted this guy and did some serious damage with 816's Special attack and won my bro the game!
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  #28  
Old July 16th, 2007, 01:03 AM
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Quote:
Originally Posted by Jexik
I only wish his special attack was more like Carr's in that it just gave a flat + bonus. As is, it doesn't get any advantage from height, glyphs, or Taelord, which is rather lame.
At range, maybe, but up close I'd take a 5 special attack over a 6 normal attack any day. Think about it: he doesn't need to synergize with a lame-o like Taelord when he works so well with the awesome ZETTIAN GUARDS... um... okay, maybe you're right.
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  #29  
Old July 16th, 2007, 01:09 AM
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Quote:
Originally Posted by Jexik
I only wish his special attack was more like Carr's in that it just gave a flat + bonus. As is, it doesn't get any advantage from height, glyphs, or Taelord, which is rather lame.
I thought that at first too, but then I realized that since he already has a decent ranged attack with 3 he can get a heaight advantage attack of 4 with a 7 range, thats decent enough of a normal attack.
What you dont realize is that with his melee attack being a "special attack" it can negate lots of other units defensive abilities that only work on normal attacks. Ninja dissappear, counterstrike, ect...

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  #30  
Old July 16th, 2007, 01:10 AM
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Quote:
Originally Posted by rdhight
Quote:
Originally Posted by Jexik
I only wish his special attack was more like Carr's in that it just gave a flat + bonus. As is, it doesn't get any advantage from height, glyphs, or Taelord, which is rather lame.
At range, maybe, but up close I'd take a 5 special attack over a 6 normal attack any day. Think about it: he doesn't need to synergize with a lame-o like Taelord when he works so well with the awesome ZETTIAN GUARDS... um... okay, maybe you're right.
Yeah. I like the idea behind the attack, but once you put him just one height higher than your target and have a rat or Marro Warrior grab an Astrid glyph, suddenly his Evisceraxe Special isn't that special. It doesn't even benefit from the "I can ignore the guys that are engaged with me and attack whatever I want" factor that goes along with special attacks. Instead, it just has a limitation.

Edit: Hmm, I hadn't considered the anti-Ninja/Samurai part of it.

Edit2: As I understand the Ninja rules, special attacks still cause it (and spidey-sense too for that matter). They say "if attacked and at least one skull is rolled." Not that it needs to be a normal attack.
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  #31  
Old July 16th, 2007, 01:19 AM
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Quote:
Originally Posted by Jexik
Edit2: As I understand the Ninja rules, special attacks still cause it (and spidey-sense too for that matter). They say "if attacked and at least one skull is rolled." Not that it needs to be a normal attack.
Isamu and Spidey Sense units DO work on special attacks. NotNW do NOT.


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  #32  
Old July 19th, 2007, 07:32 PM
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Quote:
Originally Posted by GoBigorGoHome
I think Warden stinks. 2 life and 6 defense means he wil die pretty quickly and he suffers from the common Hero problem of only 1 attack in a turn
This problem is true. I played him today (we just got our Wave 7, I was playing a Vampire army with him splashed in there). The Vampires did most of the damage, and my opponents knights slowly crawled across the thin sheet of ice that was upon our map. I had the Move +2 Glyph (so he has a 7 movement). I stayed out of range of his Gilbert/Knights, and fired a shot from his awesome gun. 3/3 skulls. He rolled one or two shields but perished. I used him melee next. 4/5 Skulls. Another knight down.

He is attacked but easily parries both attacks from the attacking knights. He attacks anothe one. 5/5 skulls. I'm amazed at this guy at this point! Another knight downed. I repel two more attacks, one from the last knight and one from Gilbert. I attack Gilbert. 5/5 skulls. HOLY CRAP! I yelled. It was awesome. He whiffed, but thanks to his 6 life he stuck around. A templar, now in range because of Gilbert's dragging power, charged me, rolling 7 attack dice having height. 5/7 attack dice to my 1/6 defence dice finally silenced the madman.

I ended up winning the game (barely), but even with amazing dice rolls this guy barely took down his points worth. I'm not convinced he is worth playing yet, but am VERY excited for some type of dungeon terrain that may come out in the future/some tougher guards or something. A cool hero, just not worth his points. YET.

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  #33  
Old July 19th, 2007, 11:12 PM
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Quote:
Originally Posted by darkclown789
Quote:
Originally Posted by GoBigorGoHome
I think Warden stinks. 2 life and 6 defense means he wil die pretty quickly and he suffers from the common Hero problem of only 1 attack in a turn
This problem is true. I played him today (we just got our Wave 7, I was playing a Vampire army with him splashed in there). The Vampires did most of the damage, and my opponents knights slowly crawled across the thin sheet of ice that was upon our map. I had the Move +2 Glyph (so he has a 7 movement). I stayed out of range of his Gilbert/Knights, and fired a shot from his awesome gun. 3/3 skulls. He rolled one or two shields but perished. I used him melee next. 4/5 Skulls. Another knight down.

He is attacked but easily parries both attacks from the attacking knights. He attacks anothe one. 5/5 skulls. I'm amazed at this guy at this point! Another knight downed. I repel two more attacks, one from the last knight and one from Gilbert. I attack Gilbert. 5/5 skulls. HOLY CRAP! I yelled. It was awesome. He whiffed, but thanks to his 6 life he stuck around. A templar, now in range because of Gilbert's dragging power, charged me, rolling 7 attack dice having height. 5/7 attack dice to my 1/6 defence dice finally silenced the madman.

I ended up winning the game (barely), but even with amazing dice rolls this guy barely took down his points worth. I'm not convinced he is worth playing yet, but am VERY excited for some type of dungeon terrain that may come out in the future/some tougher guards or something. A cool hero, just not worth his points. YET.

Darkclown
He's really not going to earn his points on his own. He earns his points by getting better units into position faster and doing most of the damage. The Obsidians with 5 move are pretty darn powerful, and the Zettians are a pretty solid unit as well. That's his benefit to the game. The axe crazed murder spree when you're out of guards is really just a bonus.
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  #34  
Old July 19th, 2007, 11:33 PM
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Quote:
Originally Posted by Eclipse
He's really not going to earn his points on his own. He earns his points by getting better units into position faster and doing most of the damage. The Obsidians with 5 move are pretty darn powerful, and the Zettians are a pretty solid unit as well. That's his benefit to the game. The axe crazed murder spree when you're out of guards is really just a bonus.
I agree. he's a support unit. he should only be brought out of the starting zone when it is absolutely nescessary. he can kick serious tail out there, but don't expect him to come through if you push him too early.

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  #35  
Old July 20th, 2007, 12:11 AM
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If you play him as a support piece 90 points is way too much though for a support piece that boosts a few units movement by 1. That is the conundrim he poses, if you keep him mainly in back you are paying 90 points to boost units that aren't even that great. If you send him out he can go down fast
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  #36  
Old July 20th, 2007, 12:18 AM
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Quote:
Originally Posted by GoBigorGoHome
If you play him as a support piece 90 points is way too much though for a support piece that boosts a few units movement by 1. That is the conundrim he poses, if you keep him mainly in back you are paying 90 points to boost units that aren't even that great. If you send him out he can go down fast
First off, he boosts the movement of two units, who's greatest weakeness was poor movement. Don't underestimate the Obsidian and Zettians. Both of them suffer currently because they're slow. A 3 man squad with 4/4 Attack/Defense is pretty awesome overall and the Zettians do well if you play tem correctly even with their slow move. He also boosts a couple units that were already doing just fine. Unlimited range boosts are costly, and he's really on the cheaper end of the units available. I'm pretty sure only Khosumet is cheaper i that regard.

If you keep him mostly in the back, he boosts units that have long needed a move boost. Once those units go down, you've still got your 90 point unit to do damage on his own. Very few unlimited range support units can do any damage at all, let alone nearly their points worth.
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