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 Post subject: Re: Khand
PostPosted: Wed Dec 03, 2014 7:29 pm 
Kinsman
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you guys are all missing out one aspect Khand has that the rest of the fallen realms does not...Axes. That is the main reason to field Khand now. Just for special strikes of Peircing Strike. They hit really hard with little to fear since they are already low defense.

This is of course you dont remodel all your Haradrim to have axes which I feel should be illegal, and most others would agree with me.
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 Post subject: Re: Khand
PostPosted: Wed Dec 03, 2014 10:41 pm 
Craftsman
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I am glad you bring up the axes.
That is the thing I think is cool.
But I have not used the Piercing Strike well yet.
Have to get an infantry set of them and put together a warband w/Easterlings.

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 Post subject: Re: Khand
PostPosted: Thu Dec 04, 2014 3:41 pm 
Loremaster
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Yeah... I'm not a fan of the new special strikes. I play the previous iteration of sbg. However, this is very useful information you have provided, and I will take it under advisement.
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 Post subject: Re: Khand
PostPosted: Tue Dec 09, 2014 4:52 pm 
Loremaster
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I used the clansmen of lamedon during my last match. These guys are basically the "good guy" version of khand (profile-wise). I tried using them with the new hobbit rules... I concede, they are pretty sweet. The new spear rules are great, the special strikes didnt come up, but the new monster strikes are superb. The whole point being, two handed weapons supported by a few spears is great!

Chief hugh was sick of my spear supported clansmen, and he was rocking uruk ferals and berserkers. However, by games end, he took the game in a match ending in a 1 pt lead. Final score jdizzy 5 and chief hugh 6.
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