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  1. #1
    Implacabilis relasine's Avatar
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    Default The Searforge Commission - Keeping Rhulic Trade Intact Since 605 AR

    The Searforge Commission – Keeping Rhulic Trade Intact since 605 AR

    Status (6/6/12) - General Ossrum Article added courtesy of Zelot # 87

    Notice: If you find ruling, spelling, or grammatical errors, please PM them to me and I will correct them.


    Index of Contents


    Beginning Searforge


    Strategic Analysis - In depth looks at how the model or unit works within the Searforge Commission -



    Important Links



    In Depth Strategies and Discussions

    Last edited by relasine; 03-21-2013 at 08:40 PM.

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    What is the Searforge Commission all about?

    The Searforge Commission is an interesting contract to play with. They are a mixed shooting/close combat army that relies on their high armor value to weather approaching enemies and long ranged threats while using their forward deployment options to secure strong points up field as early as possible. Searforge players need to be adept at watching for their opponents to make tactical errors so that they may take advantage of every opportunity that arises. A Searforge player also needs to know how to get the most out of every piece in his army, as the available options for the Contract are quite limited. Willingness to think outside the box goes a long way with this list.

    Rhulic models often have very low natural SPD values, meaning that Searforge players must often play a reactive game. This isn't to say, however, that the Commission isn't without the means to close the distance in hurry thanks to abilities like Pronto, Landslide, or Redline. These are also qualities that make the Searforge Commission particularly strong in scenario play, yet slightly hampered in straight assassination games. Rhulic warjacks have good ARM values and are mostly quite focus efficient, making our low-FOC warcasters out a good deal when resources are tight.

    Playing with the Searforge Commission can be tough, so players looking to invest in an army of stout dwarves and hulking ogrun should be prepared to lose a few more games than normal when starting this army. However, you should not despair. In a seasoned veteran’s hands, this contract presents a difficult series of obstacles for opponents to overcome.
    Last edited by relasine; 07-13-2010 at 06:02 AM.

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    Quick Reference for Searforge Commission Selection

    Warcasters:
    Gorten Grundback – Gorten is a slow, low focus warcaster, so be mindful when allocating warjacks to him when building your lists. He has a superb upkeep spell that prevents knockdown and blast damage to any friendly models in his control area, a feat that is useful in scenario play, as a denial ability, and as an assassination tool, and a ranged weapon capable of big damage. His armor value is very respectable, making him a difficult target to take down.

    Durgen Madhammer – Durgen sacrifices the abnormally high armor value of most Rhul folk for longer threat range, more destructive capability, and a beautiful denial spell. His ranged weapon provides tools for every opportunity, be it against a single hard target, a pesky Incorporeal solo, or a unit of high-DEF, low-ARM models. In melee, he is a terror capable of destroying several enemies with minimal effort. He makes armies focused around blast damage do terrible, terrible things. But watch out, he has a proclivity for risking his own troops in the name of death and destruction. The weak of heart need not apply.

    Heavy Warjacks:
    Ghordson Driller – The Driller is a slow, well armored warjack. It sports an Open Fist and a Drill weapon with good damage stats that are quite capable of hurting whatever they strike. Sporting a very low point cost and big damage capability, particularly when buffed by Gorten, Durgen, or Thor, the Driller is arguably the best anti-warjack weapon in any Mercenary player's arsenal.

    Wroughthammer Rockram – The Rockram sports similar stats to its brother, the Driller (save for an extra point of ARM), but exchanges the Open Fist and Drill for the high-powered Pulverizer, and the short-ranged, yet ruinous Sledge Cannon. What the Rockram gives up in sheer damage potential in melee it, it trades for a little more survivability and a dual-purpose role.

    Ghordson Basher - Where the Driller is a scalpel, the Ghordson Basher is a wrecking ball wrapped in dynamite. While not particularly adept at taking down heavy targets, the Basher is the last thing your opponent will want inside his lines. It excels at running amuck against light infantry thanks to its Flak Field ability and, with some clever manuevering, can make a handy assassin's tool.

    Ghordson Avalancer -
    The Avalancher is the Commission's long-ranged heavy warjack. With Tune Up and a good drift, Avalanchers can devastate clumps of high-ARM infantry. While not known for its melee prowess, with the right buffs, Avalanchers can perform just as well as melee centric warjacks in addition to carrying out their ranged duties.

    Heavy Warbeasts
    Lug - With a respectable SPD value and Pathfinder, Lug is a great model in any Searforge army thanks to his high mobility and incredible damage profile. Proper use of Lug demands finesse so that he can benefit from Flank and the ability to be forced.

    Light Warjacks:
    Grundback Gunner – The Gunner is a very low cost, highly focus efficient light warjack that excels at taking down medium-armored targets. The Powerful Blast rule allows them to boost both their attack and damage rolls for a single focus point, making them a perfect warjack candidate for any Searforge warcaster.

    Grundback Blaster – Where the Gunner excels at focusing on single targets, the Blaster shines as at destroying multiple targets. One focus point will allow you to boost attack and damage rolls against every model under its template to dispense POW 10 damage rolls en masse, making the Blaster qualified at taking down single-wound infantry with armor values of 19 or less.

    Infantry Units:
    Hammerfall High Shield Gun Corps – While they are slow, have low defense, and possess short-ranged weaponry, they make up for it with their high armor, the ability to shoot through each other, and the ability to lay down a punishing Combined Ranged Attack. They make excellent softeners, finishers, and tarpits.

    Hammerfall High Shield Gun Corps Officer and Standard Bearer -
    Taking the High Shield unit from a decent support unit to a highly mobile one capable of laying down two shots a turn, the High Shield UA is a nice way to fill out a full unit while taking them to the next level.

    Herne and Jonne
    – This duo exists for a simple reason: to rain templates of blast damage upon the enemy. Their special attack allows them to place three AOE templates a turn, making this pair a superb choice for taking down large groups of lightly-armored infantry.

    Horgenhold Forge Guard - The hammer-wielding bad boys may be slow, but they hit hard and with great accuracy without requiring much support. They work quite well with both available warcasters, benefiting nicely from both feats and several spells.

    Horgenhold Artillery Corps -
    Providing long-range fire support to the Commission, Artillery Corps are adept at firing over your enemy's front lines into the soft support troops that keep the wheels of their war machine turning.

    Solos:
    Ogrun Bokur – Sporting a pole arm capable of putting meaningful damage on even a heavy warjack, the Ogrun Bokur is nothing less than a beat stick. It possesses a very respectable armor value and enough wounds to stand up to the occasional shot sent his way, and has a threat range long enough to keep a wary opponent away. It's value as a bodyguard to high priority models makes them an invaluable investment.

    Joln Rockbottom, Expedition Financier – While the Paymaster is better suited in lists with Seadogs, he is not without merit in a Searforge list. Carrying a flame-belching gun, he is skillful at dispatching enemy infantry that expose their flank to him. While he doesn’t retain all of his abilities, his Bought Loyalty ability is quite useful for keeping your infantry from taking flight at inopportune moments. It even works for Thor's Drive checks!

    Gudrun, the Wanderer
    – Gudrun is the perfect way for any Searforge players to guard a flank or to attack an enemy’s. He is fast and requires that you kill him twice. With Pathfinder and Reach, he's a fine choice for tying up models that try to use rough terrain to their advantage.

    Thor Steinhammer - Steinhammer allows Searforge players to push their warjacks further and and harder than ever before. His Repair ability and Pronto Drive help to assure that your warjacks get where you want them intact while his Tune Up ability helps to increase accuracy or damage.

    Brun Cragback
    - Brun is a Minion Lesser Warlock and comes with the heavy warbeast, Lug. He has a self-buff spell that keeps him from being knocked down and removes a damage die from models attacking him. While his stats indicate a mediocre damage profile, with Flank, 3 Fury, and access to Bear Hands, he is capable of laying down some decent hurt. He is tough as nails and has Pathfinder.
    Last edited by relasine; 07-13-2010 at 06:07 AM.

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    Starting the Searforge Commission

    Once upon a time, in the days of yore, Gorten once came in a battlebox with a Ghordson Driller and a trio of Grundback Gunners. If, by some miracle, you happen to spot a Gorten Grundback battlebox sitting in your LGS, neglected and ignored, scoop it up! It is a great value for the money, and gives you a solid place to start.

    For those of you without such luck or the willingness to make Infernal pacts, I believe the best place to start is with Gorten Grundback, a Ghordson Driller, a Ghordson Basher, and a pair of Grundback Gunners. This represents a 12-point list, which is around the typical battlebox size that most faction players use (all between 11 and 14 total points). I recommend this group of models for a few reasons. At MSRP, it'll cost you $87.

    Starting with warcaster choice, Gorten is one of the most forgiving warcasters that anyone can play with. He has a ton of wounds, a terribly high ARM value, and a brutal feat. While I do enjoy Durgen, he takes a bit more finesse and he doesn't really scale well at the lower point levels. In the wrong situation, Inhospitable Ground will make many opponents playing faction battleboxes a little unhappy with you.


    Where warjacks are concerned, the Driller is your warjack-wrecking machine, often the focus of many a non-Rhulic Mercenary players? jealousy. With Strength of Granite and its two weapons, the Driller puts out some serious damage. The Basher, while not particularly adept at taking down heavy warjacks, is certainly good at slamming your opponent around. It is also highly focus efficient, making it less of a drain on your already focus-strapped warcaster. Gunners are your go-to damage dealers for medium armor targets, and make fine assassins. Like the Basher, Gunners are very focus efficient and will rarely require more than a single focus at any given moment.

    Playing with this against faction battleboxes isn?t terribly hard. Use your Gunners as harassers against enemy medium warjacks, medium warbeasts, warcasters and warlocks. The Basher is there to run interference, slamming around and tying up heavy targets that you can?t quite spare you Driller to destroy at the moment. In a pinch, you can throw Strenghth of Granite on the Basher to boost its P+S up to 19, which will certainly be enough to allow it to trash some heavies with a few focus on it. The Driller is for taking down big targets. Cast Strength of Granite on it early and upkeep it until you need it elsewhere or the game is over. Gorten?s job is to slowly advance and put Both Barrels shots into your opponent?s army while looking for a proper opportunity to use Landslide to pull the enemy in close so they can be smashed by your warjacks or push them away to avoid being brutalized after a denial-focused feat turn (which are fairly common on the Warmachine side of the game, particularly in battleboxes).

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    Strategic Analysis - The Grundback Gunner and Blaster

    The Grundback Gunner and Blaster are another example of Rhulic pragmatism. Built off the chassis of the ubiquitous Grundback Runner, which was originally designed to deliver messages through mine shafts and tunnels, the Gunner and Blaster respectively come armed with a powerful cannon capable of tearing through hardened armor and flesh and a hail-shot cannon that lays down a deadly volley of fire. Their cheap manufacturing cost and ease of maintenance make them a common sight on the battlefield under the command and control of most all Rhulic warcasters and 'jack marshals.

    Stats –

    The Gunner's and Blaster's stats are fairly decent for a light warjack of its cost. While SPD 5 isn't often considered premiere, for a Rhulic model, it's nothing to frown at. It STR value of 6, however, isn't impressive regardless of who you ask. While using one of these lights as a Slam or Headbutt platform may occasionally be useful for moving things around or knocking them down, it's rarely going to do any damage. Put comparatively, Herne hits harder in melee. At MAT 5, it will often need to boost its attacks against all but the lowest DEF models, like Khadoran or Rhulic heavy warjacks. Their RAT 6 value, however, is a slight bit better for a few reasons. First, its focus efficiency due to Powerful Shot means that it will often have the benefit of a boosted damage roll even if a boosted attack is the only thing that demands attention. Second, in the case of the Gunner, its RNG value on its Cannon will allow it to get the aiming bonus quite often, boosting its effective RAT to 8, allowing it to strike a DEF 15 model on average rolls without boosting. Blasters, on the other hand, tend to make a high volume of attacks due to their use of the spray template, allowing them to ignore defensive buffs from concealment, cover, stealth, and targeting a model in melee. At DEF 12, your lights won't exactly be hard to hit. As combat values of 5 or better are fairly common, if not but the minimum used in all but the rarest of cases, Gunners and Blasters will typically be hit on average rolls or worse, so don't count on their evasiveness to keep them safe unless they are somehow helped by mitigating factors like concealment or cover. Their ARM value is very nice for a 3-point warjack. ARM 18 combined with 18 damage boxes will keep your light warjacks safe from most ranged fire save severe examples like Cygnaran Hunters or Defenders, Iosan Mage Hunters, or Khadoran Destroyers, or any type of large Combined Ranged Attack. In melee, your Gunners and Blasters won't hold up as well. To give a bit of a frame of reference here, it only takes 3 charging Stormblades or Ice Axe attacks from a Juggernaut to wreck a completely healthy Grundback Gunner or Blaster. As mentioned before, their point cost of 3 makes it a bargain, making them among the cheapest-costed warjacks in the game.

    Weapons -


    Cannon (Grundback Gunner Only) – With a RNG value of 12, the Gunner is superb at reaching out and touching things. As previously mentioned, its long range allows it to often stand still and fire, foregoing movement and boosting its RAT value to 8. On the move, the Gunner has a standard potential threat radius of 17”, making it a great harassing model against high-ARM targets as well as an assassin against warcasters, warlocks, solos, and multi-wound infantry. At POW 12, the Gunner will exceed ARM values of 18 and 21/22 on boosted and non-boosted damage rolls respectively.

    Hail Shot Cannon (Grundback Blaster Only) – The Hail Shot Cannon uses the the 8” spray template, giving it a normal threat radius of 13” on the move. At POW 10, it doesn't hit as hard as the Gunner's Cannon, but the volume of attacks that it generates more than makes up for this. Average rolls put the Blaster at POW 17 unboosted and POW 20/21 with boosts. As mentioned earlier, spray attacks have a few important advantages. First, they ignore bonuses from concealment, cover, stealth, and the penalty for targeting a model in melee. This makes Blasters fine models for going after units that rely on these defensive buffs in order to survive, inherently making them a good addition to most any list. Second, you can use these attacks to shoot at a target that you might not be able to target by targeting another model that will allow you to also place the template over your real desired target. Examples of such include models under the effects of Feign Death or models with Amphibious that are in deep water.

    Bash - While our light warjacks do have two weapons, this is really one that will rarely ever see serious use as anything but a desperate attack from a source capable of nothing else but standing in place. As mentioned earlier, POW 6 damage rolls rarely hurt anything unless the victim has a terribly low ARM stat or the damage roll is boosted. Look only to the Bash attack if you have no other option.

    Abilities -


    Powerful Attack –
    This ability makes the Gunner and Blaster very focus-efficient warjacks. The ability to boost both attack and damage rolls for a single focus point is incredibly powerful and handy, particularly when the low FOC stat of our warcasters is taken into consideration. When making Hail Shot Cannon attacks, all attack and damage rolls are boosted as the spray attack is a single attack that generates several. Remember, however, that Powerful Attack only applies to attacks made with the Cannon or Hail Shot Cannon, and not on Bash or power attacks. Also, its important to note that focus must be spent in order to take advantage of Powerful Attack, so 'Jack Marshals using their marshal bonus to boost an attack roll will not get an automatically boosted damage roll as well.

    Battlefield Role -


    The Gunners role is simple. It picks a single target and hurts it from range. Its POW stat and Powerful Attack make it most effective against warcasters, warlocks, solos, low-ARM warjacks and warbeasts, and multi-wound infantry. This isn't to say that it's ineffective against high-ARM targets, but rather that their attacks won't be of much use other than to put a few damage points on them, so only look to your Gunners for go after those Crusaders if they're part of a concentrated effort.

    The Blaster's role is as an anti-infantry platform. With boosted RAT 6, POW 10 attacks, the Blaster will hit and kill most single-wound infantry in the game provided it isn't buffed by means of spells like Blur or Iron Flesh. Do your best to line up their attacks so that you get the most coverage of enemy models. Since the Blaster can ignore bonuses from being in combat, you may find yourself wanting to send your Blasters after a model that is tying up your other troops; just be wary of any collateral damage you might cause by being forced to have to make attacks against them as well. Careful model and template placement, however, can mitigate this a bit. Being able to ignore Stealth gives the Blaster an additional 3” of threat range against such targets that our other ranged models don't have.

    Deployment -


    When examining your controller choices for your light warjacks, there are some important things to keep in mind. Gorten's focus pool is pretty small, so be careful not to over-burden him with Gunners and Blasters. I've found that he can make pretty good use of two or three light warjacks, but any more than that and you can potentially end up with some dead weight unless you intend on sacrificing some of your warjacks early game. Durgen has a bit more focus to play with but Inhospitable Ground is a very good spell that will demand frequent casting, cutting his focus pool in half. As with Gorten, I'd stay with two or three light warjacks. As previously mentioned, Powerful Attack will only apply if focus is spent to boost the attack roll, so allocating a Gunners or Blasters to your High Shield Sergeants may not be the best idea. Thor Steinhammer, however, is a fairly solid choice as Pronto grants the ability to move your Gunner or Blaster upfield while still benefiting from the aiming bonus. Alternatively, Thor can boost a Gunner's attack roll with the 'Jack Marshal bonus and boost the damage roll via Tune Up, creating a similar effect without having to be a drain on your warcaster's already stretched focus pool. Not to mention that a Gunner with Pronto has a 22” threat radius; that's pretty hard to hide from. Blaster's with Thor don't function quite the same as they do with a warcaster due to the loss of both fully boosted attack and damage rolls. Tune Up means having to choose either one or other, and the 'Jack Marshal bonus will only allow a single boost against one model. Pronto, however is the trade-off, as it also allows Blasters to penetrate deeper and get greater coverage with their spray template, often meaning the difference between getting a few attacks and getting lots and lots of attacks.

    Gunners often work quite well on the flanks, using their long threat range to make up for the Commission's inherent lack of mobility. It's not bad, however, to keep one in the middle of your army to act as a cheap, durable screen for weak or high-priority models like your warcaster or solos. Be mindful of their distance from their controlling warcaster, though; it's not hard for your Gunners to creep out of a working control area of only 10 or 12”. Blasters typically work better towards the center of the battlefield, allowing them to get greater coverage with their spray template, but will often be sent to the flanks to deal with flanking units or solos, particularly ones with Stealth or Camouflage.

    Continued on the next post...
    Last edited by relasine; 01-26-2010 at 11:07 AM.

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    Supporting the Grundback Gunner and Blaster -

    Fortunately for any Searforge Commission agent, Gunners and Blasters don't require much support. Their cheap cost makes them a model that you may not be terribly frightened of throwing away in order to achieve a larger goal, and their durability will usually allow them to accomplish most reasonable tasks that you set out for them before they become reduced to wreckage. All they ever really need is a single focus point. If you can't get that to them, they're still capable of helping you out. For a warcaster-controlled Gunner or Blaster, while Thor's Tune Up will only effect attack or damage rolls, Gunners and Blasters most often only really need to boost either/or depending on the target. High-DEF, low-ARM models like flimsy solos, for example, will often only require that you boost the attack roll, while harder, easier-to-hit targets like Man-O-War really only demand a boosted damage roll. If you want to boost your Gunner's options a bit, Durgen's Explosivo can make them a great anti-Incorporeal platform, capable of taking down otherwise impossible to kill models like Feralgeists, Pistol Wraiths, Void Spirits, or Blackbane's Ghost Raiders. The added AOE allows Gunners to go after clusters of low-ARM infantry like Zealots or Mechanithralls. Combine this with Durgen's feat, and any Gunner, regardless of controller, can hit hard and accurately. For some extra threat range in a pinch, Redline can get your light warjack moving those few extra inches that you might need to get them to close the distance with their target or help them to sneak inside Stealth range. Gorten has a few abilities of his own to help your lights as well. His Rock Wall is an excellent way to help keep them safe from ranged fire or deny model placement to enemy chargers looking to close in and smash your light warjack to bits. Landslide not only allows you to reposition massive parts of your opponent's army, it also severely penalizes their DEF, SPD, and RAT stats, making your light hit more accurately and with impunity. Landslide also allows you to clump up your enemy's models into a nice thick group for your Blaster to move in and tear apart.
    Last edited by relasine; 06-08-2010 at 05:14 PM.

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    Strategic Analysis - Ghordson Driller

    Equally useful in times of war or peace, the Ghordson Driller is a staple in both civilian and military Rhulic society. It is heavily armored and wields a mining drill capable of piercing the toughest armor.

    Stats –

    The stats on the Driller itself are wholly unimpressive, which would be a problem if it weren't for its extremely cheap price tag of 6 points, meaning that both Durgen and Gorten can effectively pay for one completely out of warjack points. Its SPD stat is typical for anyone accustomed to Khadoran heavies, meaning that it won't typically get to its target without having to charge or from help via outside sources (Redline, Landslide, Pronto). STR 12 is slightly above average for heavy warjacks and works well for Throwing, Slamming, and the rare Trample. While MAT 6 is fairly average for a heavy warjack, the Driller is deceptively accurate if it can hit with its Drill on the first attack thanks to Sustained Attack. At DEF 9, it is amongst the easiest to hit models in the game that are not Stationary, so don’t ever count on its evasiveness to save it from a direct hit no matter the source. ARM 19 is unfortunately pretty average for heavy warjacks, which is odd as a DEF value as low as 9 should certainly warrant a higher ARM value than that of your run-of-the-mill Protectorate heavy warjack. Its damage grid is, however, quite healthy.

    Weapons –

    As both a peace-time steamjack and a carnage-waging warjack, the Driller is armed with a high-torque Grappler, capable of clamping down with tremendous strength. Its other weapon is the tool for which it bears its namesake, a huge mining Drill. While it was originally built for the mining caverns of Rhul, it is just as adept a tool for piecing the armor of warjacks.

    Grappler – The Driller’s Grappler arm is a respectable P+S 16, which is quite handy for a secondary melee weapon, making it able to do respectable damage against most targets on the charge and doing an average four or five damage to targets of ARM 18 or 19 normally.

    Drill – At P+S 17, the Driller is slightly under-average for a weapon on a melee-centric, heavy warjack. Against most Khadoran heavies, you’ll be at dice -3, meaning that damage rolls will not need to be boosted. Against targets of ARM values approaching 21 or higher, it may not be the most unwise idea to begin boosting your damage rolls to ensure damage, else look for buffs from its controlling warcaster.

    Abilities

    Fist – This ability is quite handy as it grants the ability to Throw and make Weapon or Headlock attacks.

    Sustained Attack – While the Driller can be a focus hog, Sustained Attack can really help it to go the distance against heavier targets that sport high-DEF like Warpwolves, Seraphim, Angelii, warcasters, or warlocks. This will alleviate the need to boost every attack roll with the Drill. Be mindful, however, that this does not apply to the Grappler.


    Battlefield Role

    The Driller is your scalpel for taking down medium- to high-ARM targets. Due to Sustained Attack and lack of Reach, the Driller truly excels at picking a single target and tearing it to pieces. To get the most out of your Driller, look for those big, juicy targets like expensive heavy warjacks or warbeasts. Also be mindful that at 6 points, trading a Driller for a non-Cryxian Arc Node is often a good trade (provided there are no better targets for your Driller to go after). Lancers, Revengers, and Renegades are all 6 points a piece as well.

    As a large-based model with a fairly resilient damage grid and a decent ARM stat, the Driller can also make a handy screen for high-priority, smaller-based targets like Thor Steinhammer or your warcaster.

    Deployment

    The Driller is most often best in the hands of a warcaster. Warcasters can feed it Focus and allow it to benefit from our various, excellent battlegroup spells like Strength of Granite or Redline in addition to granting it the ability to make Power Attacks.

    That said, marshaling a Driller to Thor Steinhammer isn't a terrible option. It's cheap enough that the loss of focus and battlegroup-related abilities isn't a terrible loss, and the trade off for access to Pronto and an additional attack or free charge from 'Jack Marshal helps to make up for this. Remember, however, that a marshaled warjack will not have the damage output to take down most heavies without softening it up first. To give an idea on the math, in the most ideal situation, a Driller with Tune Up that buys an additional attack with 'Jack Marshal will put out two POW 27/28 damage rolls and a single POW 26/27. Against your average Khador heavy, this is a total of 21.5 damage, which will not be enough to down a 34-box Juggernaut. It fairs similarly against a Protectorate Crusader, doing 24.5 damage to a 32-box chassis or a Ironclad with 27.5 damage to a 30-box chassis.

    Supporting the Ghordson Driller -

    The Searforge Commission has a number of excellent support options for the Driller. The available battlegroup spells that help to buff the Driller are both excellent. Gorten's Strength of Granite turns the Driller into a terrible thing to behold, boosting its Drill and Grappler attacks up to POW 21 and 20 respectively, allowing it to take down most any high-ARM'd monstrosity that your opponent can throw at you save for a few ridiculous exceptions, like a Centurion with Arcane Shield that's under the effect of Stryker's feat. At STR 16, Slam, Throw, and Trample Power Attacks become extremely potent as well.

    Durgen's Redline sacrifices some of Strength of Granite's hitting power for additional threat range and a free run, charge, slam, or trample. This isn't to say that a Driller with Redline is weak, as a POW 19 and 18 attack are nothing to shake a stick at. The additional +2 SPD makes the Driller a SPD 6 heavy, capable of running 12" a turn or charge up to 9", allowing it to out-threat most other faction's unbuffed heavies. Remember that Redline comes with the price of d3 damage at the end the warjack's activation though, so you may want to cast Redline on turn two or three instead of right away in order to avoid unnecessary damage to your heavy warjack. You can also keep Thor around your Driller to mitigate this in the early game via Repair.

    Thor Steinhammer loves Drillers. When marshalling, Pronto is an excellent Drive, allowing you to give you Driller an additional 4" of threat range, reposition it before a charge, pull it back after an attack run, or scoot it over to Thor so he can repair it before sending it back out. Tune Up is another great buff, allowing Thor to boost all the attack or damage rolls on any friendly Rhulic warjack, not just one that he's controlling. While the temptation to boost your damage rolls via Tune Up may be great, be mindful that there may be times when you might want to boost your attack rolls instead, like when your Driller is attacking a weaker model with high DEF, like a warlock or some of the low-ARM warcasters like Caine or Sorcha.

    Quantity

    Drillers are Focus hogs and should typically not be taken en masse under the control of a single warcaster. I’d recommend only one or two per controller. Thanks to their low price tag, I have found some success with multiple Drillers on a single warcaster, but the additional focus strain can make things hard for Gorten especially, so looking to other sources (like Forge Guard or Brun and Lug) for hard-hitting damage may be a better option.
    Last edited by relasine; 02-09-2010 at 07:33 AM.

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    Default What are the Rules and Benefits for a Searforgem Commission Army?

    What are the Rules and Benefits of a Searforge Commission Army?

    What are the Rules of a Searforge Commission Army?:


    • An army constructed under the Searforge Commission contract can include Mercenary Rhulic and/or Ogrun models/units.

    It's pretty simple. If it's a Rhulic or Ogrun Mercenary model or unit, you can field it. If it's not, you're in Highborn or Four Star territory, cousin.

    What are the benefits of a Searforge Commission Army?
    :

    • Increase the FA of all non-character models and units included in the army by +1.
    • Your deployment zone is extended 4" forward.

    The benefits here are quite nice. Increased Field Allowance for non-character models may not seem like incredibly necessary considering the variety of choices that Commission players now have (compared to their modest beginnings when they only had one solo and one non-character unit), but it does grant players the option to build the hammer-swinging or shield-bearing legion of their dreams.

    A lengthened deployment zone does wonder for counter-acting the typically low SPD values of most Commission models, allowing them to start farther upfield. Be mindful that this also applies to models with Advance Deploy like Gudrun the Wanderer, who has an effective deployment area that extends 20" forward.
    Last edited by relasine; 01-19-2010 at 11:29 AM.

  9. #9
    Destroyer of Worlds Cannibalbob's Avatar
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    Quote Originally Posted by relasine View Post
    ? Your deployment zone is extended 4" forward.


    A lengthened deployment zone does wonder for counter-acting the typically low SPD values of most Commission models, allowing them to start farther upfield.

    In all my games so far, including the Resurgence tournament, the above contract bonus is simply amazing and extremely potent. It allows Gorten and the Rhulic heavies to position much better and makes them dangerous much earilier in the game than they used to be.

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    Implacabilis relasine's Avatar
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    Default Strategic Analysis - Gorten Grundback

    Strategic Analysis - Gorten Grundback

    Gorten Grundback finds himself as busy as ever these days. Possessing tremendous martial prowess and commanding the power of stone and earth, Grundback, despite his size, is not one to be trifled with. While his dealings often have him working for the nations of man, Gorten has been retained by the Searforge Commission several times, and finds himself happy to accept their work.

    Stats -

    In standard Commission fashion, Gorten’s stats are what one would typically expect from a dwarf. His SPD is as low as it gets for a small-based model (that isn’t permanently stationary, of course). Getting past his SPD 4 is a bit tricky, but there are a number of different little tactics you can use here. On turn one after casting spells (namely Solid Ground and Rock Wall), it is not a bad idea to charge something in the distance for the extra three inches. Under most circumstances, an extra three inches isn’t a lot, but it is nearly double Gorten’s SPD value. If you can reach your target, it’s not a bad way to get a bit of extra threat range for popping his feat. MAT 7 makes him quite accurate in melee, able to strike with average rolls against targets that are DEF 17/18 provided he’s boosting the attack roll. RAT 5 is rather average, but his ability to boost his attack roll greatly increases his accuracy, as does the option of aiming, which can be used quite often due to the RNG value on his Handcannon. At DEF 13, he is not very difficult to hit at range or in melee, so do what you can to either improve this stat via buffing or keep him screened at all times. ARM 19 is as high as it gets for a warcaster (save Karchev). Combined with his 18 wounds, when camping Focus he becomes among the most durable models in the game. His CMD 8 is rather low compared to other Commission models, but as a Fearless model it rarely comes into play. His Focus stat is his greatest weakness. It makes him inaccurate with offensive spells, not terribly adept at managing multiple warjacks despite the relative efficiency of some of or warjack options, and forces him to play his army very tightly so models in it can benefit from Solid Ground or Focus Manipulation. Alleviate this strain by marshaling your warjacks or running them in waves.

    Weapons –

    Armed with a custom Dual Handcannon in one hand and Forge Father in the other, Gorten is no trifle at range or in melee.

    Dual Handcannon – With the option of being able to make a pair of POW 12 shots for one Focus, or a single POW 16 shot, Gorten’s ranged weapon is quite nice. Unless you plan on taking two shots, you should obviously only ever use the POW 16 shot, but there are times when the ROF 2 comes in handy, like when you’re trying to thin out infantry or are shooting at a low ARM, debuffed warcasters and warlocks.

    Forge Father – At P+S 14, this weapon is nothing to cough at. On the charge or with boosted damage rolls, Gorten will be dropping a POW 24/25 hit on average rolls, so he can hurt high-ARM targets like heavy warjacks and warbeasts, but he will have trouble hurting Centurions with Arcane Shield or Devastators without some other kind of assistance. Without boosting, you’re looking at average damage of POW 21, meaning he can disperse single-wound infantry with ease, but will have trouble killing a volume of targets due to lack of Reach.

    Gutter – An extra P+S 9 melee attack certainly isn’t bad, but it’s all it should really be viewed as. Average rolls will put this at POW 16. Damage rolls should almost never be boosted, as you’ll always be better off buying more attacks with Forge Father. The only situation when I can think that it would be appropriate is if you manage to hit a high DEF target with it, have no more attacks, and need to boost damage to take it down. These scenarios are highly situational, and will not often come up, but a good sense of the statistics will allow one to make these decisions properly. Another opportunity to take advantage of this weapon is if you're charging your own model for extra movement, in which case the weaker weapon will do less damage to your own forces.

    Abilities –

    Both Barrels (*Attack)
    – When shooting, Gorten will most often be using Both Barrels unless he needs to hit multiple targets or he is going after a single, high-DEF, low-ARM/wound target. As this often requires an extra focus to do, these situations will be the exception as Gorten’s low FOC stat doesn’t lend itself well to firing that gun twice. On average, a Both Barrels attack with do a POW 23 hit. When boosted, it should inflict a POW 26/27. That’s one hell of a ranged attack. Unless seriously buffed or camping Focus, warcasters won’t be able to stand up to this attack well, and will be struck down by it if combined with fire from other Commission weapons like Gunners, Avalanchers, and High Shields.

    Critical Smite - On a critical hit with Forge Father, Gorten's target may be slammed d6" away from him. This can be a very effective means for disrupting enemy lines or knocking down high-DEF models, making them easier to hit. As a slam will most often put Gorten's target out of his melee range, be mindful that he will not get to make melee attacks against that target again unless it is already up against another similar- or larger-based model, an obstruction, or an obstacle.

    Spells -

    Eruption – Doing POW 14 Fire Damage to all models under a 3" AOE, Eruption is built for killing packs of tightly-packed infantry. With a cost of 3 Focus, this is quite an expensive spell for Gorten, and at RNG 8 and without the availability of an Arc Node, this spell won’t get a ton of use, but there are situations when it’s necessary. Gorten is not much of a spellslinger, but he does need this spell for a couple reasons. First, if you are playing a game with only a single warcaster, Eruption and Forge Father are the only manner you will have available to take out models like Vilmon in Impervious Wall, Zealots under Greater Destiny, or Blackbane's Ghost Raiders. Since Forge Father is limited to melee, Eruption may often be your only alternative. Second, it can be used for killing units of tightly-ranked infantry like Flameguard or Ironfangs, but due to its low RNG, he may often have to weather a reprisal. Another important thing to remember is that the AOE will remain in play on the table for a turn, granting you means for denying movement in certain areas (like around scoring areas or points). You can also use Landslide to drag enemy models into the AOE, causing POW 14 damage rolls against any model that is pushed through.

    Molten Metal –
    For a relatively low cost of 2 Focus, you get a spell that does a guaranteed 6 damage to warjacks. This spell is quite useful against warjacks who you cannot engage in melee or punch through their armor, making it a nice spell for the late game when your Bokur and Forge Guard are dead or out of position. At such a low cost, Gorten can afford to cast this twice a turn if need be for a total of twelve damage. Ideally, you’ll want to target models with extremely high ARM values like the Devastator and Centurion with Arcane Shield. At RNG 10, Gorten will have a much easier time casting this spell than Eruption, but unfortunately, this spell will only ever effect warjacks. Remember that Molten Metal does count as Fire damage, and that some warjacks, like the Castigator, are immune to it.

    Continued on the next post...
    Last edited by relasine; 02-23-2010 at 08:09 AM.

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    Implacabilis relasine's Avatar
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    Rock Wall – For 2 Focus, you get a moveable terrain piece that has a ton of uses. Firstly, it can be used for cover your own models. It is also a nice tool for denying model placement, as models are not allowed to stand on top of the Rock Wall. This will not completely save you from infantry with Reach, but they will suffer a -2 penalty to their melee attack roll for attacking over a linear obstacle. Another denial tactic is to place this in front of units or models without Pathfinder or some other equivalent ability to slow their advance or deny them the ability to charge or slam. When combined with Landslide, the Rock Wall is a nice way to stop models from moving into certain avenues as models will stop if they collide with it during their movement from Landslide. If placed behind an enemy model, you can take advantage of our many Slam abilities like from the Bokur, Forge Guard, Bashers, or Gorten himself by slamming enemy models into the Rock Wall for the extra damage die while also keeping them close enough for additional attacks. Be aware that this spell uses the new template found at the back of Prime MkII, which is a little thinner and longer. It does not use the old card template.

    Solid Ground –
    This is often Gorten’s best spell. It should most often be cast first turn and upkept for the entire game. Immunity to Blast Damage allows you to fire the Barrage Arquebus or activate Flakfield within your own ranks to thin out infantry with low ARM with ease. It also stops abilities that will knock your models down, which is arguably the biggest benefit. Drop and Pop tactics from most warcasters like Deneghra, Stryker, Caine, Magnus via Renegades, and Shae will simply not work, but beware of Kreoss as his Purifaction will drop Solid Ground in order to hit you with Menoth’s Wrath. Denial strategies built around slams or throws won’t work as well either. In MkI, many Gorten players took advantage of Solid Ground by throwing Gorten to give him extra threat range. While this is not as strong as it once was due to models with Knockdown Immunity activating as if they were knocked down during the previous turn, there may still be occasions to use this tactic, like when your forces are effected by Epic Deneghra's feat, Shadowbind, which stops you from advancing or charging during your activation. Another good time to resort to this tactic is if you merely need to get Gorten upfield to activate Landslide and not make attacks. When tossed by a Driller or Lug, Gorten can still advance afterwards, giving him a potential movement range between 8 and 14", which is beyond his 7" charge range. Finally, a Driller effected by Strength of Granite will throw Gorten 9" before the +/- d3" of deviation, which can also catch opponent's by surprise, giving him a potential movement range between 11 and 17".

    Strength of Granite - This is another excellent spell for Gorten, allowing Searforge Agents to make their warjacks amongst the hardest-hitting things in the game. A Driller under the effects of Strength of Granite is hitting at P+S 21 and 20 with its Drill and Grappler respectively. A Rockram's Pulverizer hits at P+S 22. Bashers slam their targets at P+S 20 with collateral damage at POW 16. Even Avalanchers can lay down some hurt with their Assault Shield at P+S 18. As an upkeep spell, you'll want to cast it early and upkeep it in order to best alleviate focus strain on Gorten. You may find yourself wanting to drop the spell so that you can dish focus out to other things, but be mindful that recasting it will cost you later. Remember that if cast on Gorten, this also applies to his Gutter, giving him an additional P+S 13 attack.

    Feat - Landslide

    Gorten's feat is among the strongest in the game but suffers from two weaknesses. First, it doesn't cover a great deal of ground, so ideal placement is very important for making it work best to your advantage. Gorten may often be forced to charge his own forces, else he be thrown for those few extra inches in order for him to best apply Landslide. Its second weakness has to do with the difficulty of execution. You not only have to decide the direction that you'll be sending the enemy, but how far as well. If setting up an end run on the enemy warcasters or warlock, planning has to be taken with great care.

    The applications of his feats are many. It can be used to push the enemy out of a control area in order to secure a scenario win. It can be used to pull the enemy's army (and hopefully their warcaster) forward into the range of your guns, axes, and hammers. It can be used to debuff the enemy's DEF to make them easier to hit. It can be used to push a melee force away from your forces so that you can let your guns do the work. Landslide will make your enemy's shooting much less accurate. It denies orders such as Shield Wall. It stops the enemy from charging, slamming, trampling, and slows them down by 3". The trick is figuring out exactly how to apply it and when to pop it. A savy opponent will not simply let you drag their warcaster or warlock forward, often opting to keep them inside rough terrain to slow their movement or keeping them behind an obstruction to stop, so you may look to this ability for taking out the enemy's army instead. Not only will army be exposed and debuffed, but they'll be denied a great deal of effectiveness on the following turn as well.

    Battlefield Role –

    Gorten is a bit of a hybrid warcaster focusing on ranged and melee combat while lacking in offensive spell casting, but having a potentially devastating feat. At range, he is capable of throwing out a POW 16 and in melee can boost his attacks up to P+S 18 via Strength of Granite. He is strong in both rolls and can kill enemy warcasters and warlocks with either his Dual Handcannon or Forge Father. He supports his army quite well with two excellent support spells: Solid Ground and Rock Wall. Unfortunately, he doesn’t always have the Focus available to cast these spells, so you may have to pick and choose.

    Deployment –


    Gorten will want to be in the center of the board in order to gain the best possible position. With his SPD value as low as it is, it’s important for Gorten to be able to get where the battle requires him, and a central position will give you the best chance of making that happen. Having Thor nearby to give Gorten's Driller a free boost via Tune Up isn’t a bad idea either.

    Supporting Gorten Grundback –


    Gorten has obvious synergies with the Driller due to Strength of Granite and Solid Ground. Brun and Lug also work well thanks to their ability to also put out massive damage with the added benefit of zero focus strain on Gorten longer threat range. Gorten also works well with Gunners and Blasters thanks to their high Focus efficiency, so having a pair or even a trio of them in his battle group will not stretch him too thin. As tough models with medium bases, Rhulic light warjacks are great models for screening Gorten from enemy ranged fire. Rockrams aren't too bad with Gorten either, giving him another ranged option that isn't without melee prowess. Bashers and Avalanchers are best left to Thor as they can better take advantage of these models through abilities like Pronto and Tune Up. This isn't to say that they're bad with Gorten, but that Thor can make them work better without draining Gorten's precious focus.

    When considering solos, if you’re fielding three or more warjacks, I’d strongly recommend having Thor. Tune Up is superb for alleviating the focus strain on Gorten and will work great on Blasters, Rockrams, and Drillers that Gorten is controlling. As your army’s warcaster, Gorten works great with Bokur. They’re hardy, hit hard, can give Gorten a temporary reprieve from hard-hitting ranged attacks, and will not have to worry about losing their Client bonus due to the Client being destroyed.

    Gorten works quite well with all available units. Solid Ground is very nice for protecting your troops from friendly fire from Herne and Jonne, allowing you to clear out low ARM infantry off your engaged troopers. High Shields benefit quite nicely from Rock Wall and Solid Ground, and they present an excellent flank protector for your army. They can also be used to assist in Landslide-centric assassinations where the movement effect frees up line-of-sight to the enemy warcaster or warlock. Gorten also does quite well with Forge Guard. Where they sometimes have trouble reaching their target, Landslide is an excellent means of closing the distance and debuffing enemy models to a point where Forge Guard are effectively MAT 10.
    Last edited by relasine; 05-30-2011 at 11:25 AM.

  12. #12
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    Under Rock Wall, you can't stack concealment and cover. Otherwise, well done!

  13. #13
    Implacabilis relasine's Avatar
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    Quote Originally Posted by pmain View Post
    Under Rock Wall, you can't stack concealment and cover. Otherwise, well done!
    I was about to say, "Wait, where did I say that?!", but then I remembered that part of the entry was copied and pasted from an old article that I had written. I guess I missed it back then. Boy, do I feel stupid...
    Last edited by relasine; 03-03-2010 at 11:55 AM.

  14. #14
    Destroyer of Worlds Drillermaniac's Avatar
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    Great write-up! One thing, the Basher slams at P+s19, not 20.


    In my opinion PP has overcompensated some models in MK2 Hordes.

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    I liked the write up! Makes me hungry for a Gorten list.

  16. #16
    Implacabilis relasine's Avatar
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    Default Rhulic History and Civilization

    Rhulic History and Civilization -

    Rhul is a very old nation boasting that the foundation of the Moot, the political organization that regulates fueds arising between Rhulic clans, was laid around 7500 BR. This is roughly 1,000 years before human civilization is thought to have emerged when the Canon of True Law was discovered by nomadic humans and worship of Menoth began (IKWG p. 12, 13). Only the Empire of Lyoss is thought to predate Rhul, which is founded 2,500 years previous in 10,000 BR.

    Life in Rhul has been quite violent throughout the ages, with clan fueding, duels, and competition being a common part of life (PP website). Despite its nature, these feuds are handled according to a very strict code of conduct based largely upon ancient tablets thought to have been handed down by the Great Fathers, the thirteen dwarves that are worshipped as demigods (PP website). Even though this fighting is quite intense, if the nation of Rhul is threatened by outside forces fighting will stop immediately so that arms can be taken up against these external threats (IKWG p. 346).

    The nation of Rhul has always practiced a strict policy of neutrality over the course of time. This has occasionally been broken in the past in extreme circumstances, the strongest example being the assistance of dwarvish engineers in the construction of the Colossals during the Rebellion against the Orgoth circa 180 AR. This policy has allowed clans to seek economic interests throughout Western Immoren by building conclaves in the nations of Cygnar, Khador, Llael, and Ord (IKWG p. 27, 346). It has also allowed them to trade in precious metals that can only be found in the mines of Rhul, like the alloy used to create Magelock Pistols for example (NQ6, p. 24).

    The population of Rhul itself is around 2,350,000 strong with dwarves making up about 85% of its citizens. Ogrun, while a minority, are quite common and make up about 13% of the population. Other races include goblins, bogrin, and humans originating from various nations throughout Western Immoren (IKWG p.347). Ogrun, despite their minority status, are quite present in everyday life in Rhul, many holding important political office and/or being in positions of respect (IKWG p. 351, 356, 359).

    Most dwarves are parts of clans, which are groups of dwarves with shared bloodlines. Some often boast numbers in the thousands, but many are much smaller, particularly new clans started by upstart youths wishing to make a name for themselves. Clans are governed by clan lords who have the responsibility of maintaining the clan’s continual activity in building, something that is considered to be a sacred covenant in Rhul. The orders of clan lords are to be followed absolutely, but clan lords are bound to follow the laws of the codex and obey the orders of the Moot and the Stone Lords, the most powerful of of the clan lords who “form the ultimate authority in Rhul”. These Stone Lords manage all of the most important political matters like dealing with foreign ambassadors. Most Ogrun are full members of Rhulic clans and serve the clan lord. There are some exclusively Ogrun communities, but they all share some semblance of loyalty to the clans (IKWG p. 348)

    Rhulic industry is composed of several key interests. Chief among these are the aforementioned masonry, mining, and metallurgy. Rhul is also renowned for having several of the best weapon manufacturers in Western Immoren. Steamjack manufacturing is also a relatively important part of Rhulic society. Steamjacks in Rhul are designed as multi-purpose machines that are just as capable as tools for mining and industry as they are on the battlefield. However, Rhulic warjacks aren’t nearly as advanced as the warjacks of the warring nations of man due to the fact that necessity has not dictated that they advance their warjack technologies. The Ghordson Driller, the oft used steamjack of choice of Rhulic mercenaries, saw initial service in 446 AR, making its design only 16 years younger than the all-but-decommissioned Khadoran Berzerker (Escalation p. 85). The escalation of war in the south has recently motivated Rhulic steamjack manufactures to pursue the construction of steamjacks built for war, the most notable of which being the cannon-wielding Avalancher.

    Present Day Rhul and the Searforge Commission
    -

    Modern Rhulic history begins in 604 AR with the Khadoran invasion of Llael and Cygnar’s declaration of war on Khador. Rhul’s relationships with the nations of man are becoming difficult. Dwarven enclaves in all three nations make the safety of foreign Rhulic nationals tenuous, particularly considering the strength of the commercial relationships between Cygnar and Rhul as well Cygnaran resentment towards Rhulfolk from the reason that they are “providing a safe haven to a race refusing to assist them”. Travel throughout Immoren has become difficult for Rhulfolk shipping goods and supplies to their foreign enclaves. Khador has clamped down on the Black River, a main highway for Rhulic trade, and Cygnaran patrols and checkpoints police trade routes with extreme prejudice (IKWG p. 346, Superiority p. 196). In 605 AR, these difficulties lead Clan Searforge to create the Searforge Commission, a group that is dedicated to hiring Rhulic mercenaries throughout Western Immoren to protect Rhulic trade and shipping that serves the interests of Clan Searforge, but also accepts contracts from Clans Ghordson, Grundback, Serric, and Stone House Dhurg (Prime Remix p. 63).

    Among the chief supporters and benefactors of the Commission’s efforts is the 33rd High Shield Gun Corps, a group that specializes in mountain and subterranean combat. The notorious mercenaries and weapon developers Herne Stoneground and Arquebus Jonne work with the 33rd quite often, supplying them with explosives while also being on retainer with the Searforge Commission themselves. The Commission will occasionally go to the effort of hiring warcasters for particularly perilous or high priority purposes. One such example was during an incursion of dragonspawn and blighted Nyss in an enclave near Skirov circa 606 AR when both Gorten Grundback and Durgen Madhammer were hired (Superiority p. 196). Gorten was brought into use his expertise to rescue trapped miners while Durgen was brought in to seal off and demolish the mine. Unfortunately, Durgen’s impulse control got the better of him and Gorten was forced to subdue his fellow warcaster (NQ11 p. 40-42).

    Due to the recent liberation of Leryn by the Protectorate's Northern Crusade and a cease in hostilities in Southern Khador, trade routes are more open, but there is no guarantee of safety. The presence of Skorne armies in eastern Cygnar, the occupation of Llael by the less-than-tolerant Protectorate of Menoth, the threat of Cygnaran and Khadoran patrols, and the ever-present threat of Cryx continue to make trade and shipping difficult for the clans. Even now Rhul is threatened from within by an incursion of dragonspawn. These are busy times for mercenary Rhulfolk living abroad. As long as war continues to ravage the nations of man, the Commission will enthusiastically band together forces to maintain their interests.
    Last edited by relasine; 07-11-2010 at 11:20 PM.

  17. #17
    Destroyer of Worlds Drillermaniac's Avatar
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    Relasine, I really appreciate this. Thanks lot for all your effort. Thought it was worth mentioning.


    In my opinion PP has overcompensated some models in MK2 Hordes.

  18. #18
    Destroyer of Worlds StJason's Avatar
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    It's stuff like this why you should have kept the site up, Rel...

  19. #19
    Implacabilis relasine's Avatar
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    Default Explosivo Explained

    The rules for Explosivo aren't exactly the most intuitive, so there's often a lot of confusion about how it works, what it affects, what can benefit from it, etc. In an effort to save people from having to explain how it works every time someone comes asking, I figured I'd just lay it out here:


    • A model directly hit (i.e. the targeted model being hit by a successful attack roll) by an attack under the effect of Explosivo suffers damage from a Magical Weapon and any other effect of the weapon or attack (i.e. Sniper, Powerful Attack, Thrown Weapon, etc.). Damage rolls against a model directly hit can be boosted normally.
    • Models under the AOE, either native (i.e. Buster, Spew Fire) or as a result of Explosivo, that were not directly hit suffer only a blast damage roll and no other effects, save effects that specifically affect blast damage (i.e. Bombs Away). These damage rolls do not count as having been made by a weapon with the Magical Weapon ability. Blast damage rolls that are a result of an Explosivo attack cannot be boosted.
    • Spray attacks gain no benefit from Explosivo, be it AOE or Magical.
    • Models making Special Attacks (i.e. Carpet Bomb, Scattershot, Both Barrels) receive no benefit from Explosivo.
    • Effects like Artillerist that modify the attack roll or deviation of an AOE attack work in full when applied to ranged attacks made under the effect of Explosivo.


    You can find discussion on the topic here.
    Last edited by relasine; 02-04-2013 at 10:01 PM. Reason: Grammar

  20. #20
    Annihilator eathotlead's Avatar
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    First, thanks Relasine for the effort here. Awesome as always. As an academic, I appreciate the referenced material you discuss; it's so different from the "facts" sometimes presented from memory that some forumites share. As someone who owns all the IK source books and NQ issues, I can vouch for the veracity of your info.; it's always on the money - and it motivates me to work on my models (or to buy more)!

    And, as someone who rarely gets to play, I consider your strategies essential reading. But enough erudition. I have a question for the experts here.

    Do you recommend lining up (deploying) most of one's models along the furthest advancement line possible (i.e. 14" forward normally)? I ask because I'm thinking that a wedge-shaped formation, led by Highshields in the center (14"), with flanks protected by slightly lagging Forgeguard units (10" from table edge) on either side, could be smart for mutiple reasons.

    Thanks for the input!
    Last edited by eathotlead; 03-14-2010 at 08:22 AM.

  21. #21
    Implacabilis relasine's Avatar
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    Quote Originally Posted by eathotlead View Post
    Do you recommend lining up (deploying) most of one's models along the furthest advancement line possible (i.e. 14" forward normally)? I ask because I'm thinking that a wedge-shaped formation, led by Highshields in the center (14"), with flanks protected by slightly lagging Forgeguard units (10" from table edge) on either side, could be smart for mutiple reasons.
    Thanks for the kind words here, Lonnie. I'll try and keep this going...

    As for your question, I've been experimenting a lot lately with standard deployment based on experience that I've been having in MkII and have been finding myself doing things a bit differently lately. As of the moment, I'm trying to lead off with warjacks as much as possible. I've been finding that High Shields are just too slow to lead with and Forge Guard tend to evaporate when placed up front, so warjacks have proven the more viable front line. This places some early stress on Gorten and Durgen focus-wise, but it seems the best overall choice.

    I'm still trying to sludge my way through the meta, which is still settling, but I'm thinking more and more that warjacks are the best front line, particularly Gunners and Blasters which are hardy enough to take a beating and cheap enough to sacrifice early-game. I'll have more to say about it later.

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    Implacabilis relasine's Avatar
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    I'm constantly seeing threads being started up by new players asking the same thing: what should I get? So, here's my "buy list", a collection of what I believe a Searforge Commission Agent should have at their disposal. This will undoubtedly be more controversial in nature due to differing opinions on viability, but I feel like I'm keeping a fairly open mind here, giving the player a tool box that will allow them to best decide what works for them and what doesn't. Somewhat in contradiction to my previous statement, I have listed models according to type and in order of what I consider to be the highest purchase priority.

    Warcasters

    Gorten Grundback (C)
    Durgen Madhammer (C)

    This shouldn't be much of a surprise. Both choices are perfectly viable within the Commission and therefore should probably be owned by anyone with serious interest in the contract.

    Warjacks
    Ghordson Driller (2)
    Grundback Gunner (3/4)
    Grundback Blaster (2)
    Ghordson Basher (1)
    Ghordson Avalancher (1)
    Wroughthammer Rockram (1)

    Drillers are cheap and very cost-effective, so owning a pair is a fantastic idea. I wrote "3/4" for Gunners, as I'm not sure if one really needs four of them, but the only way to currently get three (in lieu of the now-discontinued Gorten Starter Box) is to buy two blisters, which each come with two. I regularly field up to three in my 50-point lists, but will occasionally slip a fourth in there if I want a really assassination-heavy build. Blasters are very good to have, but not necessarily great in large numbers. Having one or two in a list is always a good choice. It's important to point out how inexpensive those first three 'jacks are. If the core of your list is built around those choices, you'll find that you may often have a larger model count than your opponent. The Basher is a great warjack for disruption and end-run purposes, but I think its cost requires that you sacrifice too much of your core list to take more than one. I believe the Avalancher is a fine warjack, particularly marshaled to Thor in a Durgen list, but it's prohibitively expensive to be fielded in multiples, so I recommend only purchasing one. The Wroughthammer Rockram is often overlooked for its cheaper brother the Driller, but I have often built lists that end up two points short of the total allotment. Having a Rockram to use instead of a Driller helps fill the 2-point void for that very reason.

    Solos
    Thor Steinhammer (C)
    Ogrun Bokur (2)
    Lord Joln Rockbottom (C)
    Brun Cragback and Lug (C)
    Gudrun the Wanderer (C)

    Thor Steinhammer is a rock star. He's all but an auto-include capable of pushing your warjacks to amazing lengths. Buy him immediately. Ogrun Bokur suffer from post-MkI depression, despite still being quite viable. Keeping one or two in a list can help to keep your priority models alive during crucial moments. They also hit plenty hard and are great finishers against heavy targets. Rockbottom is nice for a few reasons. First is his cost, which makes him an excellent point filler. Second is his utility, which allows you to auto-pass failed command/drive checks. Third is his spray attack, which causes the Fire continuous effect and is fairly accurate. Brun Cragback and Lug are a highly-disputed pair in terms of actual viability, but I believe them to still be a very good choice. I believe they can act as a good supporting, flanking force for your Driller or Rockram that moves up the middle of the board, particularly in a "heavy" list that concentrates its strength into a lot of warjacks, as they require no focus or support to do their job. Unlike our warjacks, Brun and Lug both have Pathfinder, giving them a clear advantage over other choices in the army. Gudrun, like the Bokur, took a stat reduction in MkII, but is still very nice. Like Cragback and Lug, he's one of the few models with Pathfinder.

    Units
    Horgenhold Forge Guard (2 minimum units)
    Hammerfall High Shields (2 minimum units and 1 unit attachment)
    Herne and Jonne (C)
    Horgenhold Artillery Corps (1)

    Horgenhold Forge Guard are a very viable unit. They're hard-hitting, accurate, and have a good threat range, making them good at a number of roles and a fine choice for most lists. Despite their high ARM with Defensive Line, they're deceptively fragile. This in addition to their low SPD value makes fielding them in large numbers difficult. Hammerfall High Shields are a very nice support unit, but as they are a support unit, don't count on them to carry your army. A pair of minimum units on the flanks or a large, full unit with the attachment in middle can provide you with an excellent gun line. Herne and Jonne are in the business of dropping three blast templates a turn, making them highly effective against swarms of high-DEF, low-ARM infantry. Because of this, they can do extremely well against some lists while doing little-to-nothing against others. The Horgenhold Artillery Corps suffers similarly with Herne and Jonne, save that it has the niche role of being able to use arcing fire to hit well-defended, rear-support models like the Choir of Menoth, Mechaniks, etc.
    Last edited by relasine; 07-17-2010 at 09:31 PM.

  23. #23
    Warrior Zeppelin07's Avatar
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    Nice write-up, as a dedicated "Searforge only contract" player i had the plans to buy exacly as you wrote, beside second driller, coz i dont like to multiply such broken models

  24. #24
    CoachB
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    Wow. This is my army bag to the T. (Except the UA and Artillery for obvious reasons. May 3rd)

  25. #25
    Annihilator Pink Foam!'s Avatar
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    I haven't quite finished reading this yet, but as a Mercenary player this is making Dwarves seem obscenely appealing. I'm considering picking up Durgen now with some 'jacks and tossing him in with Magnus in a two caster list (his abilities make the Renegade seem deadlier than before). Thanks for the write up Relasine, very well done. And thank you for actually including models' stats instead of just referring to them as "slightly below the average of a Khadoran warjack" and the likes we can expect on battle college. Bravo mate.

    Edit Question : Does Durgen's "Ground Zero" spell benefit from the extra damage die his feat grants? The feat says "Blast damage rolls" but the spell deals specific damage in the aoe, it isn't blast damage then is it?
    Last edited by Pink Foam!; 05-19-2010 at 11:30 PM.

  26. #26
    Implacabilis relasine's Avatar
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    Quote Originally Posted by Pink Foam! View Post
    I haven't quite finished reading this yet, but as a Mercenary player this is making Dwarves seem obscenely appealing. I'm considering picking up Durgen now with some 'jacks and tossing him in with Magnus in a two caster list (his abilities make the Renegade seem deadlier than before). Thanks for the write up Relasine, very well done. And thank you for actually including models' stats instead of just referring to them as "slightly below the average of a Khadoran warjack" and the likes we can expect on battle college. Bravo mate.

    Edit Question : Does Durgen's "Ground Zero" spell benefit from the extra damage die his feat grants? The feat says "Blast damage rolls" but the spell deals specific damage in the aoe, it isn't blast damage then is it?
    I'm glad you've found this helpful.

    On Ground Zero, his feat does not apply. As you've pointed out, the damage suffered is unfortunately not blast damage, therefore Bombs Away doesn't add a die.
    Last edited by relasine; 05-20-2010 at 07:11 AM.

  27. #27
    Annihilator Pink Foam!'s Avatar
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    Shame but I will undoubtedly pick Durgen up as my next caster. Thanks again for all your information, no doubt I will come back from time to time to read up on some things.

  28. #28
    Conqueror Jugrnot's Avatar
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    This is awesome Relasine. I'm a big fan of the knowledge of Rhul that you share with us. You've been a big part of getting me going. I started MKII as a Menoth player and built a fair sized army, until that day I walked by and saw Durgen and the WroughtRam hanging on the wall. Today I have all my jacks but my Basher and half an Avalanche painted while Feora and her army sit there primed. A great inspiration my friend, thank you.

    My Question Sir:
    "I'm having a challenge seeing why I should run Gudrun in my army other than just a point grabber in a scenario. Do you have any advice or pointers on why he would make a great addition to my army?"
    Last edited by Jugrnot; 06-08-2010 at 05:18 PM.

    "Truth be told I would raise armies to clash with man for nothing.."
    ~ Lord Carver, BMMD, esq. III


  29. #29
    Implacabilis relasine's Avatar
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    Quote Originally Posted by Jugrnot View Post
    My Question Sir:
    "I'm having a challenge seeing why I should run Gudrun in my army other than just a point grabber in a scenario. Do you have any advice or pointers on why he would make a great addition to my army?"
    I've run him a little bit. I like using him more as an anti-infantry deterrent than anything else. A strategy I often see is for my opponents to just run up and engage my heavy warjacks, Lug, or High Shields with infantry to keep them mired down. Gudrun works well at either keeping them away or pealing them off. Otherwise I'll use him to engage AD ranged troops like Widowmakers, Striders, or Trenchers.

  30. #30
    Conqueror Jugrnot's Avatar
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    I have a fellow Skorne player who was showing me some of his "Tournament Lists" and I also heard a few on Focus and Fury, but I have been having a hard time trying to make two for Searforge.
    Right now I'm limited to 35 points and I am curious, can we even build "THE Tournement List" for Searforge like other factions can?

    As of tomorrow I will have Craigback (he might not be able to play in it - build time) but I have everything else I could possibly want or get for Searforge. You may have gandered that I like playing with Madhammer but I am also starting to dabble with Gorton. Ideally I would like to make a strong list for both, our tournament will be teams (randomly selected once we register) and the senario will be kill box.

    Any help would be awesome?

    "Truth be told I would raise armies to clash with man for nothing.."
    ~ Lord Carver, BMMD, esq. III


  31. #31
    Implacabilis relasine's Avatar
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    Quote Originally Posted by Jugrnot View Post
    I have a fellow Skorne player who was showing me some of his "Tournament Lists" and I also heard a few on Focus and Fury, but I have been having a hard time trying to make two for Searforge.
    Right now I'm limited to 35 points and I am curious, can we even build "THE Tournement List" for Searforge like other factions can?

    As of tomorrow I will have Craigback (he might not be able to play in it - build time) but I have everything else I could possibly want or get for Searforge. You may have gandered that I like playing with Madhammer but I am also starting to dabble with Gorton. Ideally I would like to make a strong list for both, our tournament will be teams (randomly selected once we register) and the senario will be kill box.

    Any help would be awesome?
    Right now, the 35-point list that I've become most comfortable with is:

    Gorten Grundback - +7

    • Ghordson Driller - 6
    • Grundback Gunner - 3

    Thor Steinhammer - 2

    • Grundback Blaster - 3

    Brun Cragback - 9

    • Lug

    Hammerfall High Shield Gun Corps (10) - 8

    • Hammerfall High Shield Gun Corps Officer and Standard Bearer - 3

    Horgenhold Forge Guard (6) - 5

    That comes in at 32 points. I've been trying different things with the last three points, but haven't quite settled on what I think works best, but I'm leading towards another Blaster or Gunner for their survivability. The list has a lot of firepower (Gorten's Both Barrels, Gunner, Blaster, High Shields with the UA, Brun's Bluderbuss) and melee (Driller, Lug, Forge Guard, Gorten's Forge Father). This list has been played quite a bit already, so I can confidently say that it has teeth.

    I'm still working on a 35-point list that I like with Durgen. I'm inclined to lean less on High Shields and take more light warjacks or maybe an Avalancher, but I'm unsure. It's my next task for myself. I'll post something about it once I find something I like.

  32. #32
    Conqueror Jugrnot's Avatar
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    Thank you sir, I shall give that a try.

    My follow up question is: Any points for running Craigback? I understand the use of fury and I'm confident I can pick it up fast, I'm more concerned on how I should play them.

    I'm still working on a 35-point list that I like with Durgen. I'm inclined to lean less on High Shields and take more light warjacks or maybe an Avalancher, but I'm unsure. It's my next task for myself. I'll post something about it once I find something I like.
    I found Durgan is great with a shooting army. I personal prefer H.S. with their UA over forge guard, however I made a list that includes both.

    Durgen Madhammer - +6

    • Ghordson Driller - 6
    • Grundback Gunner - 3
    • Grundback Gunner - 3

    Thor Steinhammer - 2

    • Ghordson Avalanche - 9

    Hammerfall High Shield Gun Corps (6) - 5

    • Hammerfall High Shield Gun Corps Officer and Standard Bearer - 3

    Horgenhold Forge Guard (6) - 5

    The last 5 points where Lord Rockbottom and artillery but I found artillery you defiantly do not use in a Tournament type game.
    Like I said, I like the H.S. so maybe keep Lord RB and up the H.S. to a full unit. My main issue is "What Jacks?". I have a list with a Rockram in it as I like the survivability of the Jack over the driller especially Redlined but for a Tournament should the focus be on number of units on the field to block LOS and Lanes or cost effective and power?

    "Truth be told I would raise armies to clash with man for nothing.."
    ~ Lord Carver, BMMD, esq. III


  33. #33

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    my 35 that I've been playing around with lately is something like:

    Durgen
    Brun/Lug
    Driller x2
    min highshields x2
    max forgeguard

    the list I'm planning on running soon though is more like:

    Durgen +6
    Driller -6
    Thor -2
    -Basher -7
    Brun/Lug -9
    Max Forgeguard -8
    2x Artillery -6
    Ogrun Bokur (for durgen)

  34. #34
    Implacabilis relasine's Avatar
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    Quote Originally Posted by Jugrnot View Post
    Thank you sir, I shall give that a try.

    My follow up question is: Any points for running Craigback? I understand the use of fury and I'm confident I can pick it up fast, I'm more concerned on how I should play them.



    I found Durgan is great with a shooting army. I personal prefer H.S. with their UA over forge guard, however I made a list that includes both.

    Durgen Madhammer - +6


    • Ghordson Driller - 6
    • Grundback Gunner - 3
    • Grundback Gunner - 3


    Thor Steinhammer - 2


    • Ghordson Avalanche - 9


    Hammerfall High Shield Gun Corps (6) - 5


    • Hammerfall High Shield Gun Corps Officer and Standard Bearer - 3


    Horgenhold Forge Guard (6) - 5

    The last 5 points where Lord Rockbottom and artillery but I found artillery you defiantly do not use in a Tournament type game.
    Like I said, I like the H.S. so maybe keep Lord RB and up the H.S. to a full unit. My main issue is "What Jacks?". I have a list with a Rockram in it as I like the survivability of the Jack over the driller especially Redlined but for a Tournament should the focus be on number of units on the field to block LOS and Lanes or cost effective and power?
    Concerning Brun and Lug, they take some practice to get used to. You need to really be aware of Push or place effects like from Gallows, Thunderbolt shots from Gun Mages, Telekinesis, Force Bolt attacks from Battle Mages, etc. They can separate the pair and negate Life Bond, making Cragback an easy target if you're not careful. The other trick with them is knowing when to use Lug's Grab and Smash to Throw and when to just continue beating on the target. With Flank, Lug's damage profile is impressive, but he won't trash a Juggernaut on his own; he'll need something to put some damage on it at range (High Shield CRA, Both Barrels/Case Cracker shots) or have something sweep in to finish it off in melee (Bokur, Gudrun). They're a highly effective pair, but they're not necessarily the most easy to use. I've found success keeping them somewhat near my High Shields as Bear Hands/Grab and Smash can be used to knock targets down so the can be shot up in melee.

    On your list, it seems okay, save the High Shield unit. I strongly urge you not to take a minimum unit with the attachment. You're investing 8 points into a unit where only seven models can shoot. Yes, they can still have an effective mini-feat turn, but every time a model dies in that unit, the strength of that mini-feat is greatly reduced, whereas in a unit where eleven models can shoot, a few deaths isn't a major loss. Think about what a single round of Widowmaker fire will do to a minimum unit with the attachment.

    On the topic of heavy choice, I start with a Driller and then build my list. If I two points left over and nothing else to really do with it, I'll upgrade to a Rockram.

    Rockbottom is good, but he's not something that you should auto-include. I don't think you really should take him if you're not leaning hard on Pronto checks. If you were taking a Basher, Driller, or Rockram on Thor, it'd be a different story. The Avalancher isn't quite as reliant on Pronto as the other 'jacks are, and if you're running a full unit of High Shields with the Standard, at CMD 9 with a reroll, they're not often running off the board.

  35. #35
    Conqueror Jugrnot's Avatar
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    Well Saturday went well. It was random teams and I was paired with a Khador player, we dominated the field. We had to have 2 lists so I took the one you suggested:
    Gorten Grundback - +7

    • Ghordson Driller - 6
    • Grundback Gunner - 3

    Thor Steinhammer - 2

    • Grundback Blaster - 3

    Brun Cragback - 9

    • Lug

    Hammerfall High Shield Gun Corps (10) - 8

    • Hammerfall High Shield Gun Corps Officer and Standard Bearer - 3

    Horgenhold Forge Guard (6) - 5and I gave Gorton another Gunner. I was able to dwindle down Retribution and trap him in a corner while my colleague charge the Menoth caster for the kill. Second game I went up against my nemisis Skorne and he pulled this crazy shenanigan where he killed Gorton turn two but left himself open for Beast 09 to kill his caster while another Menoth player failed to end his turn in the zone and was eliminated. That's right, turn 2 3 caster's dead. My last game was against my teammate and we decided to play with our alternative list and with the improvements on Madhammer's list I took him to school as it where.

    I played with Gorton in two 50pt games against Khador last night and destroyed them. Relasine what have you done to me? I think I may . . . dare I say it . . . I think I may have found a small space in my heart for Gorton.

    "Truth be told I would raise armies to clash with man for nothing.."
    ~ Lord Carver, BMMD, esq. III


  36. #36
    Annihilator PUFNSTUF's Avatar
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    Quote Originally Posted by Jugrnot View Post
    I took him to school as it where.
    okay if my kayazy didn't fail leadership and if I rolled over a 3 then maybe I wouldn't have been schooled as much... could have used my strak list

    I'm glad you are feeling gorten, but keep in mind I played him first!!! Along with the bears
    Khador - 30/8/0 Strakhov "Red flash" list currently
    Searforge - 3/1/0 NOW MK2 active!
    Trolls - 9/3/0

    Sig by Wargamer Lester

  37. #37
    Conqueror Jugrnot's Avatar
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    Ah, tis true, tis true. We may have to join forces and Searforge the stuffing out of our LGS! I have no qualms about letting the sky fall with Madhammer.
    And until you see the light (and coin) and join me on the winning side (nudge, nudge, say no more, say no more) I shall cackle widely at the Mother land as I make trenches for your Kayazy to cower in.

    "Truth be told I would raise armies to clash with man for nothing.."
    ~ Lord Carver, BMMD, esq. III


  38. #38
    Conqueror Kovaas's Avatar
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    This thread is great, thanks to relasine for all the intresting articles!

  39. #39

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    What about a 25 point Madhammer list? I bought today the Merc Book and i love this little stunty!

  40. #40
    Implacabilis relasine's Avatar
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    I actually rarely play games lower than 35 points unless it's against a new player shoring up their army, in which case I just throw something together without much regard for viability. 25-point games aren't really something I try to analyze or become comfortable, simply because it's not a very popular point total.

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