Rangefinder wrote:
Quote:
Vault Wardens: These guys would be frikkin' awesome, except for "we stand alone". This, coupled with no command options at all, means that the unit can't ATD (like, never), and that in turn means they'll get hopelessly left behind and then either flank charged, savaged by SfC, or recieve shatter shields, exsiccate, bolt of fire to the face every turn. In either case, their lovely D10 is useless. Only take them when your enemy doesn't have any mages (or you have Counterspell at least twice) and you plan on sitting and holding the line (which Dwarves do very well), or in case you (like me) are totally enthralled by the lovely models. Mark: 5.5
Are you sure about taking counterspell twice?
Well, no. Just an idea of how they might just incidentally work.
Draugluin wrote:
Telchar wrote:
Draugluin wrote:
If you take Murin or Durin's Guards, you also have to take into consideration that they are legendary formations, thus removing the need to have an Epic in the army. 80pts for Murin (because the banner is 35) is pretty good for an epic with 3 might and Lock Shields (incidentally, it also raises base defense, not just the shield bonus) or 200 pts for Durin, Mardin AND a banner is pretty good. If you didn't take him, yes you could get 4 comps of Khazads, but you would also have to bring in another epic, the cheapest of which is Floi, who really can't compare to Durin for combat ability.
But Dain, or Gimli are far better then Durin, and cost the same or less. And don't forget that you can't move a legendary hero, which is a severe hamstring to the adaptability of your plans.
You completely missed my point. Lets say you bring in Dain and 4 companies of Khazad Guards. For the same price, you could bring in 4 companies of Durin's Guards. Now compare them. I lent my WotR book out so I can't do it for you.
Durin's Guard: -2 heroes (you can keep one even if the other falls to a duelist)
-one more might
-Goblinbane, Orcbane and Pathfinders
Dain+Khazads: - Hero can be moved (far more flexiblity)
- one more Fight
- Epic Strike (means no duels) and Challenge
- Epic Rampage (such a nice combo it deserves separate mentioning)
- Counsellor
The Epic Strike pretty much beats the two heroes advantage, Epic Rampage is huge, especially in 4coy Khazads, the extra epic action would cancel out against the extra might point (both have their uses, but aren't great), one bane and Pathfinders cancel out against Counsellor. The moving hero cancels out the other bane. I'd say Dain wins hands down.
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"... Telchar wrought it in the deeps of time."
-On Andùril, The Lord of the Rings