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Subject: Dual Iron Golem

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Frost-Bitten
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04/29/2006 6:22 PM  
I really like the idea of two iron golems because they are absolutely devastating... but im not sure what commander is sturdy enough to tie them to...battle plate marshall.. half orc paladin... just wondering... thanks a lot

PS. This is what the alphabet would look like if Q and R were removed

hardinjmm:
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04/29/2006 6:25 PM  
Go for broke and play three tied to the Cleric of Yondalla. [:p]

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04/29/2006 6:27 PM  
quote:
Originally posted by Frost-Bitten

I really like the idea of two iron golems because they are absolutely devastating... but im not sure what commander is sturdy enough to tie them to...battle plate marshall.. half orc paladin... just wondering... thanks a lot


Two golems seems like putting a LOT of eggs in one basket. You could always use the Cleric of Yondalla and park her in the Start Area B on Mirthril Mines with a man-at-arms and one of the Iron Golems. No worries about commander assassination but you've got three immobile activations. Still, the other Golem + support could be running around causing havok (use Sacred Watchers or something else fearless). Hmmm...this could be really entertaining.

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04/29/2006 6:28 PM  
quote:
Originally posted by robbdaman

Go for broke and play three tied to the Cleric of Yondalla. [:p]

R~



stick him in the middle with the golems in a triangle formation, now that would be funny to see.

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04/29/2006 6:49 PM  
heh I'm appreciating the humor and that would be interesting but with two iron golems could they be tied to anything like you can have 3x chraal tied to orog or black guard and it works is there anyway to do this in LG?

PS. This is what the alphabet would look like if Q and R were removed

hardinjmm:
Frost-Bitten, there's more to life (and DDM) than LG!

Frost-Bitten:
More to life than LG... that is like saying there is more to Lucky Charms than the marshmallows!!!!!!!!

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zenthrus
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SLC, UT

04/29/2006 7:03 PM  
quote:
Originally posted by Frost-Bitten

heh I'm appreciating the humor and that would be interesting but with two iron golems could they be tied to anything like you can have 3x chraal tied to orog or black guard and it works is there anyway to do this in LG?



You might want to just consider tying two IGs to the Human Blackguard (IGs are LG/LE). LG commanders tend to be semi-squishy (Aspect of Moradin aside) particularly when compared to LE commanders.

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Frost-Bitten
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04/29/2006 7:13 PM  
half-orc paladin seems solid...ac 21, 70hp (yes that is two HGB hits but if he is fight them im dead), fearless, and 20 more from lay on hands.. and his CFX is really good

What About:

H-O Paladin 48
Iron Golem x2 122
Aramil 13 (replace with lanterbearer and up 3 point to hill dwarf)
Warforged Scout 8
Human Common/M@A (which is better) 9


BTW do CFX work for the commander as well?

PS. This is what the alphabet would look like if Q and R were removed

hardinjmm:
Frost-Bitten, there's more to life (and DDM) than LG!

Frost-Bitten:
More to life than LG... that is like saying there is more to Lucky Charms than the marshmallows!!!!!!!!

Feathers
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04/29/2006 8:24 PM  
quote:
Originally posted by Frost-Bitten

half-orc paladin seems solid...ac 21, 70hp (yes that is two HGB hits but if he is fight them im dead), fearless, and 20 more from lay on hands.. and his CFX is really good

What About:

H-O Paladin 48
Iron Golem x2 122
Aramil 13 (replace with lanterbearer and up 3 point to hill dwarf)
Warforged Scout 8
Human Common/M@A (which is better) 9


BTW do CFX work for the commander as well?



Commanders can't normally benefit from their own commander effects or other commanders' effects. The only exception that I can recall is Elminster's Spell Focus CFX and those commanders with the Willing to Follow special ability. So far the only ones with that are the Mercenary Sergeant (LG/LE) and Kobold Sorcerer (LE).

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Vrecknidj
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04/29/2006 8:42 PM  
Unless you have a very reliable way of staying even or ahead on assault points, I think two Iron Golems could be suicidal.

On the other hand, I've made lots of predictions that never came to pass...

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04/30/2006 2:56 AM  
Two Iron Golems are devastating. Just know that your opponent will send his whole warband to eliminate your commander - especially if they are both tied to the same one.

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04/30/2006 7:57 AM  
Hum....one iron golem is not a good idea,but two of them is....risky indeed.Much better marut.

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04/30/2006 8:05 AM  
quote:
Originally posted by Vrecknidj

Unless you have a very reliable way of staying even or ahead on assault points, I think two Iron Golems could be suicidal.


You speak wise words, kemosabi. Those Golems take a bit too long to get to the fight AND you're going to be taking your time anyway to make sure no one can snipe/kill your commander.

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04/30/2006 12:36 PM  
you could always go with the Yondalla option but instead of putting a 3rd iron golem, I would go with a wall elemental, if you place them well, your Yondalla is sure never to get hit, it also leaves alot more room (31pts) for a bunch of extra activations.


jos1-1
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04/30/2006 12:43 PM  
quote:
Originally posted by jooquase

you could always go with the Yondalla option but instead of putting a 3rd iron golem, I would go with a wall elemental, if you place them well, your Yondalla is sure never to get hit, it also leaves alot more room (31pts) for a bunch of extra activations.



that is an idea, keep some other tech minis so u make completly block middle so that flyers like rikka can jump on him. or keep him in the coner of the map while the golems run a rampage.

Poor student looking for minis =D

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04/30/2006 8:54 PM  
You like to go for an Epic game? Either Epic Shuluth or Epic Loth Soth will do.


Drago F
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05/01/2006 7:21 AM  
Looks like two main threats are losing commander or VPs. What about:

2 x Iron Golem
3 x Kobold Miner
2 x Hell Hound
1 x Trog Captain

I like Trog Captian because of high AC and good HPs and OK damage. Between 2 Golems with back to a wall he is good. Flyers can get in, but since he has good initiative you have a fighting chance of killing them off before they do enough damage. Reach creatures and breath weapons are tricky, but he has reasonable HPs. I suppose a lot matters on a succesful MC at only +11. Enough of a risk to tempt enemies near for a pounding but good enough to be worth it.

You ensure victory points with other pieces and walk to a VP area with the golems if the opponent is staying away. Once on a VP area losing say 16 points for 2 x hell hounds.

Only problem is that during the walking it may make you vulnerable to basing and finding a wall to walk along to a VP area may not be possible on some maps. Mithril Mines is probably the best map for you.


BigGeorge
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05/01/2006 9:23 AM  
quote:
Originally posted by Drago F


1 x Trog Captain




Hes Chaotic Evil.


Vrecknidj
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05/01/2006 9:24 AM  
1) The Elemental Wall doesn't stay a wall forever, so it's only so useful as protection.

2) The Trog Captain band has a chance, but it's riskier than I'd be comfortable with. If I'm playing against it, I'm probably going to pick off the other five pieces first, given that the Captain can't afford to get away from the Golems. Once that happens, with only three activations, you're going to have trouble out-maneuvering me.

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05/01/2006 10:23 AM  
quote:
2) The Trog Captain band has a chance, but it's riskier than I'd be comfortable with. If I'm playing against it, I'm probably going to pick off the other five pieces first, given that the Captain can't afford to get away from the Golems. Once that happens, with only three activations, you're going to have trouble out-maneuvering me.



Agreed

Could try the mushroom cavern to get to VP areas faster and hamper maneoverability of opponent, also provides nice bottle neck. Could also keep the hell hounds away from trouble unless VPs absolutely needed if IGs dont reach VP area in 2 turns. Looks like map would be critical and with Com 5, it is not a bad chance of winning it.

Against Chraal without flyers this will do well on this map.
Against Duergar again will do well since they cannot really approach Trog Captain and not really that good at clearing VP areas.
Against HH, much bigger problem here because of flight, but with right initiative wins and hopefully the AC paying off, would be OK because of reach of golems - restricting landing areas of HHs would be very important.

Here is another nutty idea just to deal with HH but much bigger risk of playing on a bad map:

Kobold Sorceror
2 x Iron Golem
2 x Kobold Miner
2 x Hyena
1 x Efreeti
Mushroom Map

Deals partially with HH and with most other bands as long as nothing gets anywhere near the Kobold Sorceror. And gets and can deny VPs with the Efreeti working well against HH.

Obviously not Tier 1 but has a comedy factor about it and could be a great spoiler band against Marut/Couatl/WFB bands. I just get a tickle when I think of a Kobold Sorceror running around controlling two Iron Golems, almost as bad as Snig! Then again Snig does give a few extra valuable activations and possible VP grabbers once the KMs get minced. But I prefer the fireburst of KS since I can just imagine only one HH getting in base to base, getting thumped twice by IGs, getting smacked twice by Efreeti and then dying from a fireburst from the KS (and how likely is THAT to happen!).


elder_basilisk
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05/01/2006 11:01 AM  
Three rounds could be long enough though... And even after that, he's still 65 fearless hit points to beat through.

14 CoY
32 Elemental Wall
122 2 Iron golems
leaves 32 points left to play with. You can do a lot with 32 points.

quote:
Originally posted by Vrecknidj

1) The Elemental Wall doesn't stay a wall forever, so it's only so useful as protection.

2) The Trog Captain band has a chance, but it's riskier than I'd be comfortable with. If I'm playing against it, I'm probably going to pick off the other five pieces first, given that the Captain can't afford to get away from the Golems. Once that happens, with only three activations, you're going to have trouble out-maneuvering me.

Dave



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05/01/2006 11:55 AM  
Having a CoY protected by an elemental wall is riskier than a Half Orc Paladin.

The Iron Golems are going to be plodding forward, and if the enemy has any unit like a Sacred Watcher, it can just rush past the IGs and fly through a wall and kill the CoY.

Flying units are also a danger because, the slower your units are, the faster you have to play in order to get enough rounds for them to capitalize on combat.

You don't have the way to get a lead and sit on it, so you have to double move the IGs into engagements.

Because of this, the HoP, sticking with the Iron Golems, is a good choice. Yes, units can base him, but, then both Iron Golems will get swings and probably get bonus damage too.

Something like this...

quote:
Iron Golem LG/LE 61 Requires Commander Ud 25/60 R
Iron Golem LG/LE 61 Requires Commander Ud 25/60 R
Half-Orc Paladin LG 48 3 Ud 06/60 U
Healer LG/CG 12 Ar 09/60 U
Warforged Scout LG 8 WD 13/60 U
Hill Dwarf Warrior LG 4 Ab 07/60 C
Man-at-Arms LG 3 Ha 10/80 C
Man-at-Arms LG 3 Ha 10/80 C


You know the HoP will be a target, so if you're not comfortable with his own healing for himself, add a healer too. If not, swap a HDW for a MaA and the Healer for Aramil.

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05/03/2006 7:10 PM  
What about Iron Golem(s) and the Cleric of Dol Arrah? Commander 7 for initiative and self-healing isn´t bad.

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05/03/2006 7:19 PM  
CoDA isnt bad but is a bit squishy... I like HO paladin but he can be 2 hitted by a chraal (and if they get close to him i guess im in trouble anyways)

PS. This is what the alphabet would look like if Q and R were removed

hardinjmm:
Frost-Bitten, there's more to life (and DDM) than LG!

Frost-Bitten:
More to life than LG... that is like saying there is more to Lucky Charms than the marshmallows!!!!!!!!

Remix
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05/03/2006 7:57 PM  
Iron golems seem pretty nice at first, but the main problem (other then the requires commander) is that you can't buff them up at all.

Missing magic damage hurts, as well as not being able to Snake's Swiftness if you have a Couatl. Also, their Spell Immunity doesn't protect them from special abilities, so they can still be breath-weapon'd to death; although 110 hp is alot to go through.


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05/04/2006 12:16 AM  
how about only 1 Iron Golem and 1 Loyal Earth Elemental tied to a half orc paladin? the earth elemental to protect the paladin


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05/04/2006 12:25 AM  
quote:
Originally posted by BigGeorge

quote:
Originally posted by Drago F


1 x Trog Captain




Hes Chaotic Evil.



Try again. He is LE.



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05/04/2006 3:42 AM  
Yesterday I played someone with two Irongolem and Shuluth. That's and ugly set up with Skeleton as Tilegrabbers/blockers

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05/14/2006 12:34 AM  
I opened a booster today and found out my second Iron Golem, so i join the club to try the dual iron golem warband.
I was thinking something like
2 IG
1 cleric of dol arrah
1 bodyguard

the problem are the activations, but i think that the special ability of the healer, sacred healing, the cleric will always heal himself, and the bodyguard protects him, +15 to his morale save is really good, the main problem is his 55hp's and the activations, but potential 55hps+60 healing+55 bodyguard = 170hp's are really impressive for the commander


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05/14/2006 7:15 AM  
quote:
Originally posted by g3n

I opened a booster today and found out my second Iron Golem, so i join the club to try the dual iron golem warband.
I was thinking something like
2 IG
1 cleric of dol arrah
1 bodyguard

the problem are the activations, but i think that the special ability of the healer, sacred healing, the cleric will always heal himself, and the bodyguard protects him, +15 to his morale save is really good, the main problem is his 55hp's and the activations, but potential 55hps+60 healing+55 bodyguard = 170hp's are really impressive for the commander


Spells and special abilities could be your downfall. Just think what GAS would do to you. They burn you out of activations and then move in and use their auto-crit stuns on the commander. Even if you pass the damage on to the WFBG he's likely to get stunned after the first shot and therefore unable to absorb any more damage. The next two shots kill the CoDA and it's game over. It's a nasty, nasty knife fight. It's not like you can position all that well to deny then their shots. You must advance at flank speed (all 4 of it) to any victory area. Even so you are likely to be down two entire turns of VP's by the time you arrive, assuming they don't speedbump you. It's not like you have a ranged threat or the speed to chase anyone down to recover the lost points.

IMHO while I luv the idea of two IG's, there just isn't a commander that I feel is cheap enough and tuff enough to warrant it. But if you wish to persist with this, then perhaps this would work better;

45 CoDA
122 IG (x2)
13 Aramil
12 Healer
08 WFScout
6 @ 200 pts.
____________________

Or trade in the Healer for

08 Hill Dwarf Warrior
04 Jozan
8 @ 200 pts.
____________________

Then just hope that the WFScout can fend for himself until you lumber into support range. Also pray that you don't face GAS as you are just as dead as the original band. Your only (laughable) hope then is to physicaly keep the Monks from basing the CoDA in any number.


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05/14/2006 7:31 AM  
How about the oft-maligned Champion of Yondalla...

Champion of Yondalla
Iron Golem x2
Aramil (or Standard Bearer or Healer or Cleric of Moradin or Lantern Bearer)
Timber Wolf
Man At Arms x2

You could also swap out the Champion for a Dwarven Defender.
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05/14/2006 10:05 AM  
in 500 ive seen 2 normal golems with epic lord soth. Whipped me bad[xx(][B)][xx(]

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05/14/2006 6:27 PM  
Why does everyone forget the Paladin of Torm?

1. Fearless
2. 70 HP
3. Cure for 20 HP
4. AC 21
5. Commander 5
6. Attack @ +12 +7 or +16 +11 against evil creatures
7. Followers get +4 to melee attack against evil creatures

Not bad at 51 Points!

Oh ya, he makes saves at +11

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05/15/2006 1:01 PM  
quote:
Originally posted by zenthrus

quote:
Originally posted by Frost-Bitten

heh I'm appreciating the humor and that would be interesting but with two iron golems could they be tied to anything like you can have 3x chraal tied to orog or black guard and it works is there anyway to do this in LG?

You might want to just consider tying two IGs to the Human Blackguard (IGs are LG/LE). LG commanders tend to be semi-squishy (Aspect of Moradin aside) particularly when compared to LE commanders.
You could also tie a single IG and a Chraal to a Blackguard, or an IG and two Chraals... so many options! But always just one commander to kill... [B)]

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05/15/2006 1:31 PM  
You're going for borke, anyways. Why not make it fun?

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05/15/2006 7:22 PM  
quote:
Originally posted by Incarnum

Why does everyone forget the Paladin of Torm?

1. Fearless
2. 70 HP
3. Cure for 20 HP
4. AC 21
5. Commander 5
6. Attack @ +12 +7 or +16 +11 against evil creatures
7. Followers get +4 to melee attack against evil creatures

Not bad at 51 Points!

Oh ya, he makes saves at +11



He only has 50HP.

quote:
Paladin Of Torm
#7/60; Archfiends; Rare; LG; 51 points
Commander 5
LVL 7; SPD 6; AC 21; HP 50
Melee Attack: +12/+7 (10 magic)
Ranged Attack: -
Type: Humanoid (Human)
Commander Effect: Followers gain melee attack +2, or melee attack +4 against evil creatures
Special Abilities: Fearless; Evil Slayer (Melee damage +10 against evil creatures); Save +4; Turn Undead 4 []
Spells: 3rd—cure serious wounds [] (touch; heal 20 hp)


Of everything I've seen in this thread, I like the following with 2 Iron Golems.

1 - Half Orc Paladin (Fearless, 70HP, can heal himself for 20 more, and can make the Golems hit big stuff for +5 damage, plus, he's affordable and not wasting a ton of points adding to the Golem's morale saves with a high command rating)

2 - Shuluth! (easier to kill, but can fire stun cones through the Golems all day...)

3 - Human Blackguard (worked with Chraals)

4 - Dwarven Defender (this is one time his crap speed may not be a problem, and defensive stance is nice... unfortunately, adding AC to the Iron Golems is not a big deal since NOBODY is going to be swinging at the Iron Golems... that's why I'd rather add the +5 damage from the HoP)

The Champion of Yondalla doesn't offer much with her commander effect, and may not even be able to keep pace with the Iron Golems. If she was cheap enough to park a Halfling Slinger behind the IGs, and if the Halfling Slinger was cost effective, and if wishes were fishes and the sky was made of gold... the CoY would still be much maligned.

(Hey look, I paid $13 for a booster, and my rare is a small plastic female halfling in plate mail with two swords that is almost as good as some uncommon sculpts! Woot!)

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