Wednesday 9 October 2013

How to Train Your Dragon?


I've been mulling over possible item loadouts for my dragon lord, can't decide which one I like.

1.) First one I started with is a "standard eagle lord" build: Great Weapon, Shield, Armour of Destiny, Annoyance of Netlings, Dragonbane Gem, Potion of Foolhardiness.

This is 5 strength 6 attacks on one charge, and 4 thereafter, but striking last. Has a 3+ armour vs shooting and magic, 4+ in combat and a 4++ vs everything as well as the standard 2+ vs flaming. Also to hit him in challenges you need 6s. It's an awesome build on an eagle because it's a single T4 model instead of the two-part monster/rider that the dragon is. The problem with this build is the lord strikes last and the dragon is unprotected, also the netlings make no difference to anything striking against the dragon. In other words: guy on top is tough to kill, so smack the dragon instead.

2.) Next build is almost the same, but the Great Weapon and PoF are swapped out for Sword of Might. Suffers from the same problems as above, the difference is 4 S5 at I8 instead of 5 S6 for one round going last, then 4 S6 going last. Basically, is S5 going first comparable to S6 going last?

3.) Another choice, a bit more "off-the wall", uses some Wood Elf items: Light Armour, Shield, Spear of Twilight, Helm of The Hunt, Talisman of Preservation, Potion of Foolhardiness. Spear of Twilight confers Killing Blow, and the Helm of the Hunt is +1AS, as well as +1WS and A on the charge. This makes him 6 WS8 S5 Killing Blow attacks on the charge, with a 3+ AS and 4+ ward, and then 4 WS7 S4 KB thereafter. Again, the dragon is unprotected but the lack of Netlings makes the rider a more tempting target so attacks may go in the direction of the rider instead.

4.) Similar to the above, but dropping the potion and switching the spear for the Dawnspear. Removes Killing Blow, but if he causes any unsaved wounds the enemy and his unit are -1 to hit striking back. Less killy (only 4 WS7 S5), but a bit more defensive (same saves and helps protect the dragon as well due to the -1 to hit).

5.) Different again: Shield, Armour of Destiny, Sword of Swift Slaying, Potion of Strength. Fairly simple this, 4 S7 going first and getting rerolls against almost everything, then 4 S4 rerolling after that, 3+ save, 4+ ward.

I've also been trying to work out whether I can give him the Charmed Shield and keep the 3+ armour save, but I don't think I can. With the Charmed Shield, he is stuck with a 4+ armour save which can make huge difference in combat/vs magic missiles/shooting etc although there is the protection from that first cannonball.

Overall, I think the benefit of the charmed shield is outweighed by the benefits of using other magic armours. The Dragonhelm is being used elsewhere so that's also ruled out.

I can't decide which is the better of option between 1 and 2, although I suspect they're much of a muchness; I also like 3 a lot, and it certainly feels like it'll be more fun (and Wood Elf-y).  3 also has the advantage of being WYSIWYG, where the other options require the spear to "count as" whatever weapon is chosen.

Any thoughts, folks?

1 comment:

  1. I put it on twitter, but I'll say it again here. Forget all that protective clobber, he's gonna die. Instead lets get the dragon to the right place on the board and that is achieved through the moonstone, obviously you want the rider alive for long enough to use the moonstone so we'll give him a charmed shield for when you lose the T1 roll and take a cannon to the face before getting a chance to move.

    What more could you want.

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