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 Post subject: Thorin's Company
PostPosted: Sun Jan 13, 2013 2:24 am 
Craftsman
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Just kicking this unoriginal idea around.
Thorin, plus Orcrist, plus shield
And the 12 Dwarves
745 pts total.

How playable is this in a scenario-setting do you think?
Going to try it, and also an alternate version minus a few Dwarves so I can take Rhadaghast.
Thoughts?
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 Post subject: Re: Thorin's Company
PostPosted: Sun Jan 13, 2013 5:08 am 
Kinsman
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The high number of might points will help, the lowish defence won't

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 Post subject: Re: Thorin's Company
PostPosted: Sun Jan 13, 2013 5:13 am 
Craftsman
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The low numbers and slow move rate are what scare me the most, I'll have to "at the double" for escape scenarios. I played 750 Rohirrim earlier today against a Gondor force and we both had at least 30 models
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 Post subject: Re: Thorin's Company
PostPosted: Sun Jan 13, 2013 11:08 am 
Loremaster
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Make sure that atleast 2/3rds of the board is covered in terrain, an open field will not bode well for you.
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 Post subject: Re: Thorin's Company
PostPosted: Sun Jan 13, 2013 11:28 am 
Kinsman
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It will work, you've got 24 might, so marches are possible.
I play 700 points with 23 models (20 warriors 3 heroes) so it's good possible to do it, and you can win battles with it.
you've got a powerfull frontline and use oin to restore to wounds of your heroes (accept the first wound and restore) and bombur to regain will points for balin (for prioriry) and oin (banner)
it's important to keep ori near to the members in combat with anemy heroes and monsters to restore your might.
Look out that your main heroes don't get killed. (torin dwalin and gloin) without them your army is doomd to lose becouse some of your heroes get gilled easy by powerfull heroes.

Lucas
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 Post subject: Re: Thorin's Company
PostPosted: Sun Jan 13, 2013 11:50 am 
Loremaster
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No no no, do NOT accept the first wound and rely on Oin to restore it, there are so many things that could go wrong there. Use your fate points as you normally would. Oin is a 45 point model, he is no Radagast, he cannot and should not be relied on to keep your entire company in shape, use him as a fall back once your heroes are out of fate. I would recommend that, in your first game, 'tag' Oin to Gloin, have him follow him and heal him, see if not using Gloin's will in favor of Oin's herbs is an effective tactic. I suggested Gloin because, not only is it rather thematic, but Gloin is the weakest of the brawlers, and only has one fate anyway. Another tip i'd give is to use some of the 'prize' M/W/F that Ori accumulates on giving Bifur fate, that way he can go to one wound and spend his free might without a huge risk of dying.
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 Post subject: Re: Thorin's Company
PostPosted: Sun Jan 13, 2013 12:44 pm 
Kinsman
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why don't accept the first wound?
you can later use fate when your hero's really are dying.
dwalin has got D6, balin D7, that's a big diffrence becouse most heroes are S4.
TIP: use bifur's heroic to call most of the times a heroic stike or combat, those things really gives him the bennefit of a free might. seccond fight or stike is really usefull.

Lucas
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 Post subject: Re: Thorin's Company
PostPosted: Sun Jan 13, 2013 10:35 pm 
Loremaster
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Don't accept first wounds because the other player will also have combo's and tactics that can take a hero out in one turn just like you, when a hero is in combat and taking wounds i would classify that as 'really dying'. D6/7 are not really that high either, especially given monsters can strike against strength.
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 Post subject: Re: Thorin's Company
PostPosted: Sun Jan 13, 2013 10:40 pm 
Craftsman
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I never take the first wound, unless the odds ares in my favor and I know I'm about to stomp said offender next turn
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