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blackblood Sneak
 95 Posts




 | | 06/08/2006 9:58 PM |
| | I am sure this has been discussed before but is this a viable warband? I own neither of these pieces so i've never really thought about it. Sounds interesting though please let me know you thoughts, opinions etc. Thanks | | "Pain has a face allow me to show it to you." | |
| warty_nosed_goblin Underboss
 1384 Posts




 | | 06/08/2006 10:24 PM |
| | It's a pretty good warband from my (limited) understanding, though the value of the cleric of order is (IMHO) debatable. Sure the save and AC bonuses are nice, but instead of spending the points there, you could upgrade some of the fodder to gold dwarf warriors for a better use of stone lord, or dwarf phalanx fighters for a better defense of the aspect in the early game. | | Call me: W.N. Gobo! originally posted by grim: While he is clearly insane, he does have a point. | |
| Trackrunner56 Skirmisher
 8 Posts




 | | 06/09/2006 8:57 AM |
| I've been pondering this warband for sometime as well... and this is what I've come up with so far:
AoM 93pts Iron Golem 61pts 2x Warforged Fighters 16pts 2x Hill Dwarf Warriors 4pts 2x Man-at-Arms 3 pts
8 activations, 200pts
The activations are lacking in hitting power, but using the fighters means that at least 2 of your activations are staying until the second or third round of combat. I've also put together this fun warband with AoM:
AoM 93pts Elemental Wall 33pts Warforged Bodyguard 32pts 2x Sacred Watchers 18pts 2x Man-at-Arms 3pts
7 activations, 200pts
Let me know what you think of them. | | | |
| Wayne Underboss
 1371 Posts




 | | 06/09/2006 9:32 AM |
| I prefer this version:
Aspect of Moradin (93) 93 Iron Golem (61) 154 Dwarf Wizard (21) 175 Warforged Scout x2 (16) 191 Man-at-Arms x3 (9) 200 Map: Dragon Shrine
200 points, 8 activations.
First, I agree the Cleric of Order isn't a good addition to the warband, even for the +4 to morale saves. The Dwarf Wizard, instead, is very important for getting more offense from the Iron Golem. (And if the AoM is also on the slapping hands target, so much the better.) There's also the magic weapon for the Aspect, of course.
I suspect many people won't like the redundant Warforged Scout, but I think it's important for two reasons: (1) It's vital to hold victory areas in the first few rounds of the game, so the opponent can't waltz into a points lead and play keep-away. One Warforged Scout is good for this, but will fall quickly to an HGB (for example). Two is better. (2) If you determine you don't need both Scouts on victory areas, the second one is an 8-point blocker with 35 HP (it just doesn't get much better than that), keeping non-flyers from getting to your Aspect for another round or two. The second one could also go fodder-hunting.
The Men-at-Arms, of course, are just to round out activations.
Dragon Shrine, with all of those walls begging to be Stone Lorded over, is a no-brainer, I think. You can either claim a Sacred Circle with the Iron Golem, if you have to get through DR, or you can avoid them.
One thing the article got right: you have to protect Moradin. You have to wait a round or so after engagement by the Iron Golem before exposing him to danger. Make your opponent either abandon the damage they've put on the Golem or ignore the Aspect. It's a win-win, though easier said than done. | | Jeff "Wayne Laredo" Wilder | Email | Have/Want List | Trade Policies | Are You an Ethical Trader?
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| PerpetualStudent Sneak
 173 Posts




 | | 06/09/2006 3:58 PM |
| | The AoM and IG are a powerful combination, but they are slow! I have found that it is just too easy to kill a few fodder, collect victory points and jsut stay away from them. I have had some close games, but have yet to lose to AoM. | | | |
| doranur Warrior
 180 Posts




 | | 06/09/2006 4:29 PM |
| | this warband can be a good anti-hgb warband, although due to speed issues map selection is very important (hellspike theoretically should be good imo for this band). i also don't like the CoO, and would replace it with some tech, or a possible JA or something similar. A similar band replaces the IG with a Marut, and is also fairly strong against HGB's. | | -Doranur
join the revolution! down with round/turn fascism! viva la resistance! | |
| DrX Sergeant
 408 Posts




 | | 06/09/2006 5:44 PM |
| I played alot of bands like this for a while, and took one to the AZ qualifier. Some bad matchups and some bad luck put me at 2-4 that day, so I've given up. I liked using two WFScouts to compensate for slow fodder, and I used an Artificer to boost Moradin's AC and attack. Rusting Maruts and HHs was nice too. In the end though, the speed kills. You need to lead with the Golem to be successful, and by the time he gets to the fight you've probably lost your Scouts and/or a few rounds of VP. And this band loses BAD to Ballistas, which I suspect are going to be around more and more.
| | HW List: http://www.maxminis.com/hwlist.asp?user=DrX References: http://www.maxminis.com/forums/topic.asp?TOPIC_ID=12409
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| Bluedevyl Warrior
 262 Posts




 | | 06/09/2006 5:51 PM |
| | I've played against it a few times, usually with my Human Blackguard/IronGolem band... The extra points that the HBG provides lets you get in another hitter, and while Moradin is a good leader to tie it to, it doesnt leave you much room for other beef... | | Champion of Tanis Half-Elven | |
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