Good morning gamers,
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| Photo Credit: Warhammer Community |
Grim Hammer Captains have a great profile - most Dwarf heroes do - but when compared to the other generic hero option in the list (Captains of Erebor), they just don't look as good:
"...we put the thought of all that we love into all that we make." ~Wood Elf Leader, The Fellowship of the Ring
Good morning gamers, We're revisiting a scenario from Fantasy Fellowships in our custom Helm's Deep campaign today. Despite the amaz...
Good morning gamers,
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| Photo Credit: Warhammer Community |
Hey Reader!
So in his recent ranking of the five special weapon strikes, Tiberius came down pretty hard on my main man Stun, so I thought I'd take a minute to beat a dead horse that probably no one cares about by talking about why this special strike is better than you imagine (and should at least be above Bash on Tiberius's list, if not higher).
I know, no one asked for this post, but I was sick on a Wednesday morning and was off from work, and this is what my mind decided to fixate on, so I don't know what that says about me, but here we are, :P
I want to first walk through why the Stun special strike is so advantageous compared to the other special strikes, and then walk through how the armies that field this special strike compliment it well, as I think the faction context (short of paying for a weapon swap) is the part that a lot of people miss when evaluating this special strike.
I. Stun: The Irresistible Special Strike
The first and most important part about this special strike is that it's not an opposed roll: your opponent can do nothing about your attempt to stun them. There's no roll-off like you have with Bash, there's no reduction to your Defense if you lose like with Piercing Strike, no penalty to your fight value like you have with Whirl and Feint, and no fear of damaging yourself like you have with Stab.
So in that respect it's the best special strike: nothing hurts you if you fail to win the fight, and your chances of winning the fight aren't diminished either.
Furthermore, you stun human-sized models on a 5+, and you stun monsters on a 6+. It doesn't matter what the target's Defense value, Strength value, Wounds value, or anything else is: it's a 5 or a 6 based on the type of creature you're targeting. And do you know what's great about that? Melee wounding rolls are overwhelmingly done on...a 5 or a 6, or worse than that, especially with the S2 and S3 models that overwhelmingly have clubs and staves (there are also wizards who are S4, but those are rare, and them using the Stun special strike is even rarer, in part because the two "battle wizards" among them either can get lots of attacks thanks to sleighs or they have a S5 sword and often choose to use that instead). So it's not harder to stun someone than it is to wound someone in the vast majority of cases.
Good morning gamers,
Today we come to a TMAT crowd favorite who seems to be absent from much of the competitive circles: Azog. Despite being a member of the of "6-Might-club," Azog has several limitations that make many players look the other way towards his cheaper son, Bolg. For me, Centaur, and my son Gorgoroth, though, taking Azog is a no-brainer and he's head-and-shoulders better than his competitors (especially his cheaper son, Bolg). Want to find out why? Well, let's have a look - Centaur, get us started!
Why NOT To Take Azog
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| Photo Credit: Games Workshop |
Add onto this that Bolg gives all of your archers Morgul Arrows (a niche benefit when fighting multi-wound models, but hey, it's a boon against those high Defense multi-wound models that you don't want to have to wound more than once with S2 archery) and potentially access to free Might Points if he can kill enough stuff, and it begs the question whether you need Azog over and against his younger counterpart.
Good morning gamers,
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| Photo Credit: Games Workshop - seriously, there's no solo shot of Bert . . . see for yourself! |