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How do the new mahuds do in competitive?
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Author:  mastermanje [ Wed Jul 25, 2012 9:08 am ]
Post subject:  How do the new mahuds do in competitive?

I'd like to know how they fare in competitive games nowadays. Are they still good? Are my camels dead in a minute or can I start counting how many of those gondor&rohan dushb*gs they kill?

Author:  GothmogtheWerewolf [ Thu Jul 26, 2012 4:07 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

Firstly, there aren't any Mahuds. The worrd 'Mahud' is a collective term for the people of Far Harad.

Secondly, Mahud Raiders aren't the only form of Mahud troops avalable.

Thirdly, he's your anbswer: Mahud Warriors - terrible, don't use them. Mahud Raiders - the camels themselves are good, but their riders are not, poorer, but usable, if you can do something with the fight. Half Trolls - they're great, unlike Warriors and Raiders they have gotten better.

Author:  mastermanje [ Thu Jul 26, 2012 5:05 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

hehe, spear supported half trolls, well, as they were my favorite cavalry, I was especially interested in the raiders. But, thank you for you answer and giving me the right word :D

Author:  Rangefinder [ Thu Jul 26, 2012 7:48 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

I used the Raiders/Camels in a game recently and had great success with them. The free S4 hit was great! If I had my cavalry rules down better I believe I would have wiped the floor with the formation of Dwarf Warriors they attacked. The blowpipes are OK, did not use them though. I am totally down with the Half Trolls. 1 Handed or 2 Handed weapons, they really add a punch.

I ran...

Mahud King on Camel w/Warspear & Shield
6 Mahud Raiders w/Warspear & Shield

Mahud King
6 Half Trolls (1HW)
6 Mahud with Spears

Hasharin
Haradrim w/Banner
Haradrim w/Warhorn
6 Watchers of Karna
3 Watchers of Karna w/Bow

Corsair Captain w/Crossbow
6 Corsair Arbalesters
6 Half Trolls (2HW)

Author:  GothmogtheWerewolf [ Thu Jul 26, 2012 7:57 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

What on earth did you take the Mahud spearmen for? Haradrim w/ spears and bows. (or just spears)

Author:  Rangefinder [ Thu Jul 26, 2012 9:28 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

I have a bunch of these Mahud from my Mahud Battlehost in WOTR. And I think they look great!
They are Str. 4 and have shields too, ...but I don't think Str. 4 helped the wound table.
I was going with the spearmen to support the Half Trolls with normal weapons, 3 attacks and all that.

I have lost every game I played against the Dwarfs, so I just try to have fun out there!

FYI: Placement is everything with Arbalasters, and Watchers of Karna are great!

Author:  GothmogtheWerewolf [ Thu Jul 26, 2012 10:26 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

It doesn't matter what strength (or attacks) the spearmen have, if strength 1 spearmen support strength 10 warriors, the extra attaccks will be strength 10 not 1, and since the lower strength guys are cheaper, you should go with them. Spearmen don't need shields either. Haradrim can support your Half Trolls, and they will still have 3 strength 5 attacks, and cost cheaper (slightly).

Watchers are definately good, Arbalesters more tricky (in SBG at least, its vice versa in WotR).

Author:  Draugluin [ Thu Jul 26, 2012 10:47 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

Str 4 doesn't help against D7 dwarves. You need a 6 regardless of str 3 or 4. Half trolls are good because they only need a 5+ to wound, BUT Merchant Guards do to, and they're MUCH cheaper than half trolls. Merchant Guards are definitely some of the best units in Harad.

Author:  SeveredHead [ Fri Jul 27, 2012 4:44 am ]
Post subject:  Re: How do the new mahuds do in competitive?

Poison darts -- reroll and Impaler rule helps. I have discovered my 24 Mahud raiders are fun to play, but not strong enough to win consistently.

Author:  SouthernDunedain [ Fri Jul 27, 2012 6:11 am ]
Post subject:  Re: How do the new mahuds do in competitive?

Abrakan Guard (the fat ones) are hands down the best unit imho in the game lol. 8 points, F4 St4 with a 2H weapon that the dont get the -1 penalty but do get +1 to wound. Ok, they may only be D4 but when everyone deploys so close to each other they are usually in combat within 2-3 turns.

Author:  Rangefinder [ Fri Jul 27, 2012 1:25 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

I recently got the Golden King, and the Abrakhan Guards are on the list too. There is so much Harad/Umbar in my set now though.
I estimate there is around 5,000 points between my Harad, Easterlings, Far Harad, and Umbar. 4 Mumakil too.

There are about 2 dozen Warriors of MT in the collection. And am now working on Fiefdoms. Have a dozen Axemen of Lossarnach now.
Thinking of picking up Clansmen of Lamedon. And of course Forlong and Angbor.

I like all these models. The Mahud especially. Seems a waste not to put them into play.
In my mind there is a cool battle brewing between the Fiefdoms and Far Harad/Karna.

Though this is not the WOTR vs. SBG post, I will say that I do like both systems.
But the SBG I am preferring becasuse of the conciseness of the Warband rules.

Author:  GothmogtheWerewolf [ Fri Jul 27, 2012 10:54 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

SouthernDunedain wrote:
Abrakan Guard (the fat ones) are hands down the best unit imho in the game lol. 8 points, F4 St4 with a 2H weapon that the dont get the -1 penalty but do get +1 to wound. Ok, they may only be D4 but when everyone deploys so close to each other they are usually in combat within 2-3 turns.

Point for point, Corsair Reavers are definately better than Abrakhan Guard.

Just ask the mighty BlackMist, he knows these things.

Author:  Draugluin [ Fri Jul 27, 2012 11:56 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

If they had throwing weapons, I would agree with you.

Author:  mastermanje [ Sat Jul 28, 2012 4:27 am ]
Post subject:  Re: How do the new mahuds do in competitive?

GothmogtheWerewolf wrote:
SouthernDunedain wrote:
Abrakan Guard (the fat ones) are hands down the best unit imho in the game lol. 8 points, F4 St4 with a 2H weapon that the dont get the -1 penalty but do get +1 to wound. Ok, they may only be D4 but when everyone deploys so close to each other they are usually in combat within 2-3 turns.

Point for point, Corsair Reavers are definately better than Abrakhan Guard.

Just ask the mighty BlackMist, he knows these things.

:lol: well, he is the expert on the One Ring in these things

Author:  General Elessar [ Sat Jul 28, 2012 12:19 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

SouthernDunedain wrote:
Abrakan Guard (the fat ones) are hands down the best unit imho in the game lol. 8 points, F4 St4 with a 2H weapon that the dont get the -1 penalty but do get +1 to wound. Ok, they may only be D4 but when everyone deploys so close to each other they are usually in combat within 2-3 turns.



Abrakan Guards are good, but, like Gothmog said, Reavers are much better. The main problem with Abrakan Guards is that if you spear-support them, they lose their +1 to wound.

Author:  Draugluin [ Sat Jul 28, 2012 9:00 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

That's why you team them with Watchers, spear supported or not. You should never spear support the AGs.

Author:  GothmogtheWerewolf [ Mon Jul 30, 2012 3:15 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

Then you wouldn't want more than 2 per warband, as you need a spearline.

Author:  Draugluin [ Mon Jul 30, 2012 4:45 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

Depends on who you're fighting. I've done pretty good against dwarves with 6 AG, 3 Watchers and 3 Serpant Guard in a single warband led by the Golden King. If it had been against a higher number enemy, I probably wouldn't have done that well.

Author:  Rangefinder [ Mon Jul 30, 2012 5:53 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

Draugluin wrote:
Str 4 doesn't help against D7 dwarves. You need a 6 regardless of str 3 or 4. Half trolls are good because they only need a 5+ to wound, BUT Merchant Guards do to, and they're MUCH cheaper than half trolls. Merchant Guards are definitely some of the best units in Harad.


I see it now needing the Str 6 to wound.

Do you think the additional Wound, and Def 6 with Half Trolls is an advantage?
Seems to make them very tough. The cost is 3x the cost for Merchant Guards.

Author:  Draugluin [ Mon Jul 30, 2012 8:01 pm ]
Post subject:  Re: How do the new mahuds do in competitive?

They also have an extra attack and higher fight if I remember correctly. I would say that they are definitely worth it, just not having in huge numbers.

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