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  #13  
Old April 14th, 2019, 01:42 PM
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Re: The Book of Shieldsmiths of Granite Keep

The 5 defense won't help them against Chompy or the Dragon Queen, and with only three per squad @ 80 points, they could die off pretty fast. Every time I try to build a dwarves-themed army with these guys, I always end up using the Axegrinders instead - 4 @ 70 AND bonding just works out a better value.

Of course, if I weren't going for a themed army, they might work better. Or in a non-drafting build, I suppose.

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  #14  
Old April 15th, 2019, 10:37 AM
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Re: The Book of Shieldsmiths of Granite Keep

They aren't as good as the Axegrinders, but that's on purpose; the Axegrinders are a versatile, A-ranked squad. With that said, Raelin-backed Shieldsmiths are a meaty, meaty screen that can really hit back.

Your custom probably has too much Defense.
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  #15  
Old June 17th, 2019, 07:17 AM
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Re: The Book of Shieldsmiths of Granite Keep

For their steadfast power, it says they can't be moved. Can they be locked down though with powers such as Gladiatron's Cyberclaw?
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  #16  
Old June 17th, 2019, 09:18 AM
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Re: The Book of Shieldsmiths of Granite Keep

Cyberclaw canít move them, can it?

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  #17  
Old June 17th, 2019, 02:35 PM
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Re: The Book of Shieldsmiths of Granite Keep

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Originally Posted by ThugMisting View Post
For their steadfast power, it says they can't be moved. Can they be locked down though with powers such as Gladiatron's Cyberclaw?
Sounds to me like they can be locked down. Steadfast prevents them from being moved, but it does not prevent them from being prevented from moving.
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Old June 18th, 2019, 01:09 AM
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Re: The Book of Shieldsmiths of Granite Keep

Basically Steadfast prevents an opponent from moving them. Cyberclaw prevents *anyone* from moving them.

Your custom probably has too much Defense.
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  #19  
Old June 19th, 2019, 06:45 AM
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Re: The Book of Shieldsmiths of Granite Keep

Ah, that's a shame.
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  #20  
Old February 9th, 2020, 07:39 PM
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Re: The Book of Shieldsmiths of Granite Keep

I've been playing a 1000pt Dwarf army with Mok and I'm having a hard time finding a place for this squad. The Axegrinders with bonding make it hard to justify taking these guys over them.

Originally I had planned on using them for gunners for Mok but since you only have 3 figures per 80 point squad that seems like a waste especially since they seem to be more powerful on the ground than as a gunner.

I think they fit better in non-Dwarf armies and as pointed out earlier, paired with someone like Raelin.

Interesting squad nonetheless. I'll have to try them in different builds and in different maps and scenarios.
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  #21  
Old February 9th, 2020, 11:16 PM
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Re: The Book of Shieldsmiths of Granite Keep

Quote:
Originally Posted by SuperSamyon View Post
I've been playing a 1000pt Dwarf army with Mok and I'm having a hard time finding a place for this squad. The Axegrinders with bonding make it hard to justify taking these guys over them.

Originally I had planned on using them for gunners for Mok but since you only have 3 figures per 80 point squad that seems like a waste especially since they seem to be more powerful on the ground than as a gunner.

I think they fit better in non-Dwarf armies and as pointed out earlier, paired with someone like Raelin.

Interesting squad nonetheless. I'll have to try them in different builds and in different maps and scenarios.
I think it's more that, this squad doesn't care whether you have any Dwarf Heros. Where as the Axegrinders and the Heros need each other. Axegrinders with 6 move are neat, but a 5th attack per turn is better 4 out of 5 turns. The Sheildsmiths on the other hand don't care who's with them, because they can take anything. 4 Attack, 5 Defense, is crazy good. They make up for the 2 less attacks, by having Attack and Defense stats so high that it doesn't matter. The one thing they can't make up for, is board control. 5 figures moving per turn will just always have a greater flexibility than 3. If you are running 1000 point Dwarf armies, I think the Shieldsmiths can fit in, but they only fit in at the point where you've lost your dwarf heros. The Axegrinders will serve you better until you can't bond them with someone anymore. At that point, the Shieldsmiths will have their time to shine.
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  #22  
Old February 9th, 2020, 11:48 PM
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Re: The Book of Shieldsmiths of Granite Keep

Quote:
Originally Posted by Leaf_It View Post
Quote:
Originally Posted by SuperSamyon View Post
I've been playing a 1000pt Dwarf army with Mok and I'm having a hard time finding a place for this squad. The Axegrinders with bonding make it hard to justify taking these guys over them.

Originally I had planned on using them for gunners for Mok but since you only have 3 figures per 80 point squad that seems like a waste especially since they seem to be more powerful on the ground than as a gunner.

I think they fit better in non-Dwarf armies and as pointed out earlier, paired with someone like Raelin.

Interesting squad nonetheless. I'll have to try them in different builds and in different maps and scenarios.
I think it's more that, this squad doesn't care whether you have any Dwarf Heros. Where as the Axegrinders and the Heros need each other. Axegrinders with 6 move are neat, but a 5th attack per turn is better 4 out of 5 turns. The Sheildsmiths on the other hand don't care who's with them, because they can take anything. 4 Attack, 5 Defense, is crazy good. They make up for the 2 less attacks, by having Attack and Defense stats so high that it doesn't matter. The one thing they can't make up for, is board control. 5 figures moving per turn will just always have a greater flexibility than 3. If you are running 1000 point Dwarf armies, I think the Shieldsmiths can fit in, but they only fit in at the point where you've lost your dwarf heros. The Axegrinders will serve you better until you can't bond them with someone anymore. At that point, the Shieldsmiths will have their time to shine.
Very good points. I've started to treat them as endgame units. Once my opponent has been withered down, they come out to stand their ground. Usually by then squads with bonding have lost too many figures to attack multiple times.

You're absolutely right about board control and I think thats why early on its hard justify them moving out first.

Thanks for the perspective!
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