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 Post subject: Major Madness: How to Protect and Deliver Characters
PostPosted: Thu Nov 15, 2007 9:44 am 
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The Short One
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Joined: Wed Nov 07, 2007 1:13 am
Posts: 255
Location: Delft, Netherlands
Discussion on Major Madness' tactical article: How to Protect and Deliver Characters.

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Last edited by Elbereth on Fri Dec 07, 2007 9:08 am, edited 1 time in total.

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 Post subject:
PostPosted: Thu Dec 06, 2007 7:48 am 
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Asrai
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Joined: Sun Dec 02, 2007 1:21 am
Posts: 42
Location: Ithaca, NY
I do agree with most of the points in the article with the exception of wardancers.

Wardancers are my unit of choice for character delivery since you no longer need to be a wardancer to join a wardancer unit. Hence they provide a very good (but somewhat temporary) bodyguard for mages, being skirmishers, MR(1) and ITP. Of course at some point the mage has to leave the unit because the dancers would be going to hit something however until then (which is usually the 3rd turn) it is a perfect hiding place. After leaving I usually either hug cover or go for a glade guard unit.

The dancers is also a perfect place for any on foot fighty character, once again you don't need to be a wardancer kindred to join them, and my favorite Glade Guardian set up HoD + SoM complements the wardancers killing capacity quiet nicely.

I also wouldn't just pass on the Forest Lord on Dragon on any competitive setting without giving some thought on it. He suffers from the general dragon riding models sendrome, which is he might be a huge point sink, however I find him to be one of the very few characters we have which is worth its points. IT IS a HUGE chunck of points but then again he is very effective and complements the Asrai army very efficiently. Just don't expect him to take over the enemy army, try to use him as a scalpel (a big one :P ) he should be served a la Asrai sneaky like and preferably from the flank ;)

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 Post subject:
PostPosted: Thu Dec 06, 2007 10:40 pm 
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Asrai

Joined: Thu Dec 06, 2007 10:25 pm
Posts: 56
I actually agree with you on Wardancers now. I still get squiggy about them at times, as I've played too many games against beastmen and heavy shooting--armies that tend to give them no way to avoid taking charges or getting shot to pieces. Still, it's become my prefered place for a mage if she's not going to be mounted.


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 Post subject:
PostPosted: Fri Jul 04, 2008 1:54 pm 
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Wood Elf
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Joined: Thu Jul 03, 2008 9:04 pm
Posts: 3
Location: Toronto, CA
Could someone explain to me point #6 on mages? It says they can scout but I'm not sure how he came to this conclusion. Does he mean using the moonstone on turn 1?

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