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Krave Doomwolf
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Post subject: Posted: Sun Apr 05, 2009 7:45 pm |
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| Asrai |
Joined: Sun Dec 23, 2007 10:02 pm Posts: 64
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If the shades aren't ITP in this setup you could try taking along the BoL+Starfire Arrows. If you force a panic test every turn they should fail atleast once I think, but hopefully that will teach said opponent that this unit is a dumb, unfun idea.
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willowdark
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Post subject: Posted: Mon Apr 06, 2009 7:46 pm |
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| Asrai |
Joined: Sun Dec 02, 2007 3:49 am Posts: 353 Location: Got an 8:30 rez at Dorsia... great sea urchin ceviche!
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Congrats Doomwolf! You've delivered the Battleglade its first bona fide dose of Threadomancy! And what a remarkably outdated and irrelevant resurrection it was.
Karma for you!
_________________ "I'm on the verge of tears as we arrive at Espace since I'm positive we won't have a decent table. But we do. Relief washes over me in an awesome wave."
In the winter, The long and hallow eaves of the willow Dance like the shadows of Loec.
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domus
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Post subject: Posted: Tue Apr 07, 2009 10:38 pm |
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| The Pumpkin King |
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Joined: Mon Dec 03, 2007 6:26 pm Posts: 258 Location: Pekin, IL
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hahaha
The best counter to this shade uber unit is the Lore of Life spell - The howler wind.
No more shooting for that stupid thing.
_________________ www.iwfb.org
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Soul_Stryder
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Post subject: Posted: Tue Apr 07, 2009 11:12 pm |
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| Asrai |
Joined: Thu Feb 07, 2008 2:15 am Posts: 11
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Except that it'll be almost impossible to cast; they'll have their Ring, plus a bunch of Dispel Dice, and that's exactly the spell they'll aim at.
Combo-charges are one of the best ways I've worked out to deal with 'em. The multiple Assassins will still be a problem, but if you charge with several units, then hold for a turn and charge with more you should be able to break 'em in combat. Dryads will do very well, for relatively cheap. You just have to realize that you'll lose a whole unit (even a Treeman!) to the S&S, and at least one more to the fighting, so you want to charge with as much as is possible, then keep piling in. Failing that, if it's not a tourney, just stop playing. It's not like either of you will really be enjoying yourselves....
_________________
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domus
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Post subject: Posted: Wed Apr 08, 2009 3:22 am |
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| The Pumpkin King |
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Joined: Mon Dec 03, 2007 6:26 pm Posts: 258 Location: Pekin, IL
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Typically the Shade star has the ring + a bunch of magic resistance but only base 2 dispel dice.
Howler Wind doesn't target the shade unit so just stay out of ring range.
_________________ www.iwfb.org
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Renufus
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Post subject: Posted: Sun May 17, 2009 11:07 pm |
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| Asrai |
Joined: Tue Jun 24, 2008 6:05 pm Posts: 5
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The Howler Wind isn't as great as you might think. Since it doesn't do anything until their shooting phase, they'll get a chance to dispel it once when you cast it and then another chance to beat its casting value of 7 in their magic phase.
Since armies with the RoH are unlikely to be doing much casting, it's almost a given that their power dice will go towards trying to beat the Howler Wind. It's actually a pretty lame spell because of the way the turns are set up.
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Eglardion
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Post subject: Posted: Tue May 19, 2009 4:15 pm |
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| Asrai |
Joined: Sun Dec 02, 2007 1:04 pm Posts: 432
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A shade death star army usually has only 2 dispel and power dice. The chances of dispelling howler wind in their magic phase are around 50%, so I would still try to cast it.
_________________ From green to red our days pass by
waiting for a sign to tell us why
are we dancing all alone
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