VandalCabbage wrote:
Nah, I haven't got a problem with their profile per se. It's just that basically every other option is better for its points. Their independent hero status puts them at extreme arrow risk due to their defense; all they need is one bad combat to go down. If you break, fury is the only thing keeping them on the table since they have mediocre courage and no will. Regular captains are almost half the points and war-priests give fury. Why take them when you could just BD half your phalanx?
If you do take him, sending him after enemy heroes is suicide - much better as a troop killer. Their fight values and strength will make him mincemeat in a matter of turns unless you have serious backup. Which brings me back to why - its difficult to benefit from Blood and Glory since they're bad against heroes. So they can shield and are difficult to knock down, big deal.
P.S. missed that they changed the no stand fast rule - they still have terrible courage though.
This, their rules just seem contradictory, blood and glory just doesn't work with their stats (which are good, but for hero hunting?) If they were not independent I could see them working as they would be a heavier alternative to captains, but as it is, I'm more likely to use Elendil with my Numenorians then I am to use dragon knights in my easterlings.