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 Kindreds, opinions please
 
which is the best kindred for NOBLE/ HIGHBORN
wardancer [ 4 ]  [33.33%]
eternal [ 0 ]  [0.00%]
wild rider [ 1 ]  [8.33%]
waywatcher [ 0 ]  [0.00%]
alter kindreds [ 7 ]  [58.33%]
scout kindreds [ 0 ]  [0.00%]
Total Votes: 12
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dogman1st
  Posted on Sep 1 2005, 11:21 PM


Newbie


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Member No.: 358
Joined: 29-August 05



give reasons if possible because im pretty stuck on this one
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Ellisthion
Posted on Sep 2 2005, 10:03 PM


Waywatcher Extraordinaire


Group: Members
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Joined: 5-August 05



Although this site is frequented by painfully few (asrai.org), I like it, so I'll answer...

The most commonly used aspects are probably Alter and Wardancer. Why? I will explain:

Alter, with M9, is a pretty cool assassin. I, for example, use one with great weapon, the Amber Pendant, and Briarsheath, which seems to work quite will. For 154 points, you have an assassin who can take down almost anything, usually a powerful mage worth far more.

Wardancer enhances the power of what is already one of the best infantry units in the game. In sheer hitting power, a unit of wardancers can do huge damage. The wardancer hero makes the unit fearsome. Hard to shoot, hard to magically destroy, wardancers can only easily be taken down in melee - where they excel. Hence, wardancer kindred.

Eternal is not so bad - for not many points, you can enhance your noble who should lead your EG. It frees up magic item points for other stuff, although the disadvantage is that you can't take other magic armours etc. Only use if the guy is leading eternal guard.

Scout kindred is useful for getting something deadly closer - for example, the hunter's talon + pageant of shrikes combo. Not too bad... in the preview list I used to use Cloak of Mist to make one of my guys scout, but without magic bows and arrows there wasn't much he could do... I haven't tried it with the new rules.

The problem with Waywatcher is it costs lots, and you lose one of the abilities if you take a magic bow... it's still useful for getting even closer with the above scout combo... mixed feelings about this one.

If you want to have a hero lead wild riders, you MUST take that kindred, by the rules. That's it. Forest Spirit stuff. No plus/minus, just a requirement. Otherwise, don't bother.

Glamourweave: I dunno... I don't see the point... it makes your mage slightly more protected, I guess. Only if you have 20 points spare, IMO... although if your mage is going to do silly things like run around the flank and try to cast close range spells on people, then the extra protection could be very useful.

Yup.
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