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The Book of The Axegrinders of Burning Forge

spiteofthedice

no baby bump - false alarm!
The Book of The Axegrinders of Burning Forge
Blackmoon's Siege - Collection 9 - Dwarves and Repulsors


axegrinders_original.jpg
If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus
"character biography" and other non-game unit info.

Character Bio: N/A

DWARVEN STRATEGIC BONDING
Before taking a turn with The Axegrinders of Burning Forge, you may first take a turn with any Dwarf Hero you control. If you do not take a turn with any Dwarf Hero you control, add 2 to the Axegrinders' Move value.

FEARLESS ADVANTAGE
An Axegrinder of Burning Forge rolls an additional die when attacking or defending against large or huge figures.

CLIMB X2
When moving up or down levels of terrain, The Axegrinders of Burning Forge may double their Height.
_________________________________________________________________
-Rulings and Clarifications-
Dwarven Strategic Bonding: Without a Dwarf Hero?
Q. If I have NO dwarf hero, either because one was destroyed or because none was ever drafted, may I still take advantage of Dwarven Strategic Bonding in order to grant the Axegrinders +2 to their Move?
A. Yes. The Axegrinders get the extra 2 move whenever they activate but do not choose to bond. This means that if you do not draft a Dwarven Hero in your army, you will have fast dwarves with every activation.
_________________________________________________________________
-Combinations and Synergies-


Synergy Benefits Received
  • N/A
Synergy Benefits OfferedC3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________



-Strategy, Tactics and Tips-
  • - TBA
_________________________________________________________________
-Heroscapers Community Contributions-

Power Rankings

Jexik: The Axegrinders of Burning Forge- A tactically flexible squad with the ability to smash Q9 or Nilfheim to bits? Sign me up! A-

OEAO: The Axegrinders of Burning Forge- The Dwarves are fantastic and are clearly the third best 4-man bonding melee squad in the game, only to Heavies and Knights. While I could talk about Dwarves forever, the main points are that they have solid stats, two excellent bonding heroes in Mogrimm and Darrak, and the option to forego bonding for 6 move. This last point is the biggest advantage they have as it lets them establish board control and develop up much better than Heavies. The only thing that keeps them in check is the lack of a 4th defense die, and generally you should not take Raelin with them. A-

Cleon: Tier 8 (34/208)

dok (VC inclusive): A-


Master Index
Migol and the Axegrinders of Burning Forge Discussion Thread
The Axegrinders of Burning Forge - What's Your Army Idea?
Unit Debate #16 -- Heavy Gruts Vs. Axegrinders
Unit Debate #37 -- Knights Vs. Dwarves

Unit Strategy Review
TBA
pic507238_lg_original.jpg

(photo courtesy of basilmichael)
 
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Re: The Book of Axegrinders of Burning Forge

First one to post here too. I love these guys. They are going to rock with 3 packs of them and the repulsors. I like these guys better then the dividers.
 
Re: The Book of Axegrinders of Burning Forge

My sister just said they looked "cute". :)
I can see in my minds eye, the first time I play these guys, Braxas falling to might Migol Ironwill and his brave compatriots.
Sorta funny that (what looks like) the best giant killer squad is labelled "SMALL 3".

Just awesome.
 
Re: The Book of Axegrinders of Burning Forge

My sister just said they looked "cute". :)
I can see in my minds eye, the first time I play these guys, Braxas falling to might Migol Ironwill and his brave compatriots.
Sorta funny that (what looks like) the best giant killer squad is labelled "SMALL 3".

Just awesome.

At least they don't say Deathwalker 9k is cute, my mom said that..

My mom said Gueri-Oni was cute. :|

To stay on topic, I really like these guys. The strategic Bonding will surely come in handy and make them a much more versatile unit. I don't know how I'll opt to use them most often, though.
 
Re: The Book of Axegrinders of Burning Forge

I'm interested in the debate between these guys and the Knights of Weston since they are so similar. I believe the knights are the closest thing we have had to the dwarves. They seem to play pretty similarly.
 
Re: The Book of Axegrinders of Burning Forge

I definitely prefer the Knights. The extra defense is really valuable, and they can already get move and attack enhancements from Gilbert. Plus, they have more varied choice of bondees. The Knights just make me think these Dwarves aren't worthwhile, IMO. I like the ability that lets them alternately add to their move instead of bonding, though.
 
Re: The Book of Axegrinders of Burning Forge

Across a wide range of situations and opponents, the Knights will fare better than the Dwarves.

The Dwarves have a more specific niche, namely against Large and Huge figures. If facing one or more powerful large/huge figures, the Dwarves will be the better option in most cases.
 
Re: The Book of Axegrinders of Burning Forge

6 movement compared to 4 is huge though, and that can be had the entire game if you want, unlike Gilbert's unreliable extra movement.

That extra defense is huge for the knights, but just think, the dwarves can move in two turns what the knights would have to do in 3. That's a whole turn of getting shot at for free. That's pretty huge.

Plus that extra attack and defense against large and huge figures is quite awesome. The knights suck against Q9, but I think the dwarves would actually stand a chance.

The thing that really hurts the dwarves right now is lack of bonding heroes, but then again the main thing they have going for them is their movement.
 
Re: The Book of Axegrinders of Burning Forge

True. Against large menacing opponents they're better. I liked Aldin's idea of having umits like the Nakitas to cover each's weaknesses.
 
Re: The Book of Axegrinders of Burning Forge

Some people have been mentioning that Migol will slow down the Axegrinders because they will lose the plus two movement if they use the bonding. I think that this can actually be used like the Swog Rider strategem. The one where the Rider stays back to support the archers and your opponent forgets about his 8 movement. Well if you keep using the bonding your opponent will believe that you will keep using it and that is when you can pounce with a move of 6.
 
Re: The Book of Axegrinders of Burning Forge

I'm interested in the debate between these guys and the Knights of Weston since they are so similar. I believe the knights are the closest thing we have had to the dwarves. They seem to play pretty similarly.

I like the Dwarves better, because their bonding hero is a better fighter than alot of the Human Champions.
 
Re: The Book of Axegrinders of Burning Forge

Out of respect for Rev, I'm going to remind everyone that the Books aren't intended for "general reactions."

This thread is: Migol and the Axegrinders of Burning Forge Discussion Thread

[hypocrisy=spiteofthedice]I just played 3 squads against Jotun, Krug, and Minions and they were great[/hypocrisy]

Now seriously, post this stuff in the other thread, please. Sorry to be a jerk.
 
Re: The Book of Axegrinders of Burning Forge

The dwarves are impressive. They have a better bonding than the knights since you can either use the bonding or get an extra move. Their options of heroes may be small (small, get it?) but what a hero!

These guys can advance on a big hero like Q9 using 4 defense and closing the gap quickly with 6 move.
 
Re: The Book of Axegrinders of Burning Forge

Seeing as how the dwarfs also have 4 defense against Q9, I'm not sure what makes them better than the knights in that situation. And whereas the dwarfs are faster without their hero, the knights are faster with him. Of course I won't forget that the extra attack die really comes in handy, so I'll call it a toss-up.

In any case these guys still get owned by the 4th Mass.
 
Re: The Book of Axegrinders of Burning Forge

2 x Dwarves + Migol = 250.

I'm thinking that's a great melee half of a well-balanced army. With 4 members per squad, and good speed and defense, you may not need 3 squads to maximize the effectiveness of this group.
 
Re: The Book of Axegrinders of Burning Forge

Clarification for the front page from the Rules Team Thread:

Dwarves:

Axegrinders do get the extra 2 move whenever they activate but do not choose to bond.

This means that if you do not draft a Dwarven Hero in your army, you will have fast dwarves with every activation.

In Heroscape there are traditional units but there are also units that might not behave as you'd expect. Look at Sgt drake and his samurai sword, or Dead eye Dan and his ullar rifle, or Valguard and his arm. Yes with the right rolls a viking squad can out run a viper squad.
 
Re: The Book of Axegrinders of Burning Forge

Since we're talking Dwarves vs. Knights. Who would do better against Lareg or Huge figs? Dwarves + Migol or Knights + Denrick?

Brandon
 
Re: The Book of Axegrinders of Burning Forge

Right. But the question is: do you need that many enhanced attacks or is it just overkill?

Brandon
 
Re: The Book of Axegrinders of Burning Forge

I guess it depends on the figure. I'd take as many attacks as I can get against Q9. Those 7 defense dice give me fits all the time. Same with high-life figures like Braxas/Jotun that have to be brought down quickly.

Charos as well, I want as many dice as possible to protect myself from counterstrike.

So yeah, I guess in most cases I would prefer to have more attacks. Against a Mimring or SBK, or other low-defense, low life large figures, I don't think it matters as much.
 
Re: The Book of Axegrinders of Burning Forge

Since we're talking Dwarves vs. Knights. Who would do better against Lareg or Huge figs? Dwarves + Migol or Knights + Denrick?

Brandon


Huge figs I would say Knights/Denny. Large would be Dwarves/Migol.
 
Re: The Book of Axegrinders of Burning Forge

Hmm. What I like about these guys is that without Migol they have 6 move permanently, so playing these guys without him is perfectly viable.

Interesting.
 
Re: The Book of Axegrinders of Burning Forge

Nitpicking:
Q. If I have NO dwarf hero in my army, either because one was destroyed or because none was ever drafted, may I still take advantage of Dwarven Strategic Bonding in order to grant the Axegrinders +2 to their Move?
A. Yes. The Axegrinders get the extra 2 move whenever they activate but do not choose to bond. This means that if you do not draft a Dwarven Hero in your army, you will have fast dwarves with every activation.
Actually, if you have drafted a Dwarf Hero, he is considered "in your army", even if he is no longer on the board because he was destroyed. This terminology gets used in determining wether you can mindshackle an opponent's figure (you can't if you already have that unique figure "in your army")
 
Re: The Book of Axegrinders of Burning Forge

Quick bit of Theory-scape here:

I think Dwarves complement the Zombies pretty well. Both squads focus on opposing targets- where the zombies are slow, the dwarves are fast. Zombies want to target small or medium figures to replenish themselves, but can have trouble against larger figures, whom the dwarves stack up best against. Working in tandem, you can play each squads' strengths while covering their weaknesses.

Consider this army:

From the Underdark
Dwarves x2 - 140
Zombies x4 - 380
SotM Raelin - 500
21 figures

Raelin boosts this melee armies' defense to the critical four. The squad on point depends on who you face first. Take on Nilfheims and Major Qs with the Dwarves, and munch on squads with Zombies. As I said in the beginning, its a bit of theoryscape, but it sounds pretty good.
 
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