Arcane Wonders Forum

Mage Wars => Spellbook Design and Construction => Topic started by: drmambo23 on April 12, 2017, 02:39:20 PM

Title: Err Muh Gurmash - Bloodwave Warlord
Post by: drmambo23 on April 12, 2017, 02:39:20 PM
so with the recent talk of the orc warlord I thought I would share a book I have been tinkering with for about a month

[spellbook]
[spellbookheader]
[spellbookname]Err Muh Gurmash[/spellbookname]
[mage]A Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]4 x Hurl Rock[/mwcard]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=LG01J02]2 x Ballista[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MWSTX2FFW01]2 x Wall of Earth[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC15]1 x Thorg, Chief Bodyguard[/mwcard]
[mwcard=MWSTX2FFC07]1 x Gurmash, Orc Sergeant[/mwcard]
[mwcard=MWSTX1CKC01]1 x Bridge Troll[/mwcard]
[mwcard=FWC11]2 x Orc Butcher[/mwcard]
[mwcard=DNC14]1 x Skeletal Knight[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E33]2 x Retaliate[/mwcard]
[mwcard=PSE11]1 x Song of Love[/mwcard]
[mwcard=PSE03]2 x Chant of Rage[/mwcard]
[mwcard=LG01E03]2 x Critical Strike[/mwcard]
[mwcard=MWSTX2FFE04]3 x Brace Yourself[/mwcard]
[mwcard=FWE06]1 x Fortified Position[/mwcard]
[mwcard=MWSTX1CKE01]1 x Armor Ward[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=LG01Q01]1 x Chitin Armor[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=LG01Q05]1 x Spiked Buckler[/mwcard]
[mwcard=LG01Q06]1 x Vorpal Blade[/mwcard]
[mwcard=MWSTX2FFQ06]1 x Morning Star[/mwcard]
[mwcard=MWSTX2FFQ04]1 x General's Signet Ring[/mwcard]
[mwcard=FWQ08]1 x Ring of Command[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=MW1Q11]1 x Gauntlets of Strength[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI01]2 x Dissolve[/mwcard]
[mwcard=MW1I06]1 x Dispel[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I04]2 x Charge[/mwcard]
[mwcard=MW1I02]2 x Battle Fury[/mwcard]
[mwcard=FWI06]2 x Power Strike[/mwcard]
[mwcard=MWAWLI04]2 x Sneak Attack[/mwcard]
[mwcard=PSI06]2 x Overextend[/mwcard]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=PSI03]3 x Lesser Teleport[/mwcard]
[mwcard=MWAPRI04]4 x Mend[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
Title: Re: Err Muh Gurmash
Post by: Reddicediaries on April 12, 2017, 03:09:27 PM
so with the recent talk of the orc warlord I thought I would share a book I have been tinkering with for about a month

[spellbook]
[spellbookheader]
[spellbookname]Err Muh Gurmash[/spellbookname]
[mage]A Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]4 x Hurl Rock[/mwcard]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=LG01J02]2 x Ballista[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MWSTX2FFW01]2 x Wall of Earth[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC15]1 x Thorg, Chief Bodyguard[/mwcard]
[mwcard=MWSTX2FFC07]1 x Gurmash, Orc Sergeant[/mwcard]
[mwcard=MWSTX1CKC01]1 x Bridge Troll[/mwcard]
[mwcard=FWC11]2 x Orc Butcher[/mwcard]
[mwcard=DNC14]1 x Skeletal Knight[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E33]2 x Retaliate[/mwcard]
[mwcard=PSE11]1 x Song of Love[/mwcard]
[mwcard=PSE03]2 x Chant of Rage[/mwcard]
[mwcard=LG01E03]2 x Critical Strike[/mwcard]
[mwcard=MWSTX2FFE04]3 x Brace Yourself[/mwcard]
[mwcard=FWE06]1 x Fortified Position[/mwcard]
[mwcard=MWSTX1CKE01]1 x Armor Ward[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=LG01Q01]1 x Chitin Armor[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=LG01Q05]1 x Spiked Buckler[/mwcard]
[mwcard=LG01Q06]1 x Vorpal Blade[/mwcard]
[mwcard=MWSTX2FFQ06]1 x Morning Star[/mwcard]
[mwcard=MWSTX2FFQ04]1 x General's Signet Ring[/mwcard]
[mwcard=FWQ08]1 x Ring of Command[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=MW1Q11]1 x Gauntlets of Strength[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI01]2 x Dissolve[/mwcard]
[mwcard=MW1I06]1 x Dispel[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I04]2 x Charge[/mwcard]
[mwcard=MW1I02]2 x Battle Fury[/mwcard]
[mwcard=FWI06]2 x Power Strike[/mwcard]
[mwcard=MWAWLI04]2 x Sneak Attack[/mwcard]
[mwcard=PSI06]2 x Overextend[/mwcard]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=PSI03]3 x Lesser Teleport[/mwcard]
[mwcard=MWAPRI04]4 x Mend[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
What's your opener?
Mend I don't like. Too small an effect for most non dark/holy mages.
Title: Re: Err Muh Gurmash
Post by: iNano78 on April 12, 2017, 03:52:08 PM
I don't know I could go without a belt ([mwcard=DNQ07]Veteran's Belt[/mwcard], [mwcard=MW1Q23]Regrowth Belt[/mwcard] or Wychwood Ironvne). I'd lean towards Veteran's given you have [mwcard=MW1E32]Regrowth[/mwcard].

I find almost all melee mages get better with [mwcard=FWQ01]Dancing Scimitar[/mwcard]. Sure, the upkeep hurts a 9-channeling mage, but that 1 mana per round buys you either a defense or a 3-dice attack every round, and at least burns an enemy Dissolve. I find it's almost always worth the cost (mana, upkeep and sbp's), and it really comes in handy vs swarms of level 1's, but also for that little extra damage when beating on the enemy mage.
Title: Re: Err Muh Gurmash
Post by: Coshade on April 12, 2017, 05:09:45 PM
Dude do you shift enchantment fortified position? Rock on. Speaking of rock have you considered 2 iron golems instead of skeletal knight? I know he's not a soldier and will not synch in certain ways, but ive found charge to be sweet for him. I will say vet token is probably better on the knight though
Title: Re: Err Muh Gurmash
Post by: drmambo23 on April 12, 2017, 05:16:39 PM
so with the recent talk of the orc warlord I thought I would share a book I have been tinkering with for about a month

[spellbook]
[spellbookheader]
[spellbookname]Err Muh Gurmash[/spellbookname]
[mage]A Warlord Spellbook[/mage]
[mage]built by the OCTGN SBB[/mage]
[/spellbookheader]
[spells]
[spellclass]Attack[/spellclass]
[mwcard=MWSTX2FFA02]4 x Hurl Rock[/mwcard]
[mwcard=FWA04]2 x Hurl Boulder[/mwcard]
[spellclass]Conjuration[/spellclass]
[mwcard=MW1J13]1 x Mana Flower[/mwcard]
[mwcard=LG01J02]2 x Ballista[/mwcard]
[mwcard=MW1J04]1 x Battle Forge[/mwcard]
[mwcard=MWSTX2FFW01]2 x Wall of Earth[/mwcard]
[spellclass]Creature[/spellclass]
[mwcard=FWC15]1 x Thorg, Chief Bodyguard[/mwcard]
[mwcard=MWSTX2FFC07]1 x Gurmash, Orc Sergeant[/mwcard]
[mwcard=MWSTX1CKC01]1 x Bridge Troll[/mwcard]
[mwcard=FWC11]2 x Orc Butcher[/mwcard]
[mwcard=DNC14]1 x Skeletal Knight[/mwcard]
[spellclass]Enchantment[/spellclass]
[mwcard=MW1E33]2 x Retaliate[/mwcard]
[mwcard=PSE11]1 x Song of Love[/mwcard]
[mwcard=PSE03]2 x Chant of Rage[/mwcard]
[mwcard=LG01E03]2 x Critical Strike[/mwcard]
[mwcard=MWSTX2FFE04]3 x Brace Yourself[/mwcard]
[mwcard=FWE06]1 x Fortified Position[/mwcard]
[mwcard=MWSTX1CKE01]1 x Armor Ward[/mwcard]
[mwcard=MW1E32]1 x Regrowth[/mwcard]
[mwcard=MW1E36]2 x Rhino Hide[/mwcard]
[spellclass]Equipment[/spellclass]
[mwcard=MWSTX2FFQ05]1 x Harshforge Plate[/mwcard]
[mwcard=LG01Q01]1 x Chitin Armor[/mwcard]
[mwcard=MW1Q15]1 x Leather Boots[/mwcard]
[mwcard=MWA01Q04]1 x Leather Chausses[/mwcard]
[mwcard=DNQ09]1 x Wand of Healing[/mwcard]
[mwcard=MW1Q08]1 x Elemental Wand[/mwcard]
[mwcard=LG01Q05]1 x Spiked Buckler[/mwcard]
[mwcard=LG01Q06]1 x Vorpal Blade[/mwcard]
[mwcard=MWSTX2FFQ06]1 x Morning Star[/mwcard]
[mwcard=MWSTX2FFQ04]1 x General's Signet Ring[/mwcard]
[mwcard=FWQ08]1 x Ring of Command[/mwcard]
[mwcard=FWQ05]2 x Helm of Command[/mwcard]
[mwcard=MW1Q11]1 x Gauntlets of Strength[/mwcard]
[spellclass]Incantation[/spellclass]
[mwcard=PSI01]2 x Dissolve[/mwcard]
[mwcard=MW1I06]1 x Dispel[/mwcard]
[mwcard=MWAPRI05]1 x Remove Curse[/mwcard]
[mwcard=MW1I20]1 x Purify[/mwcard]
[mwcard=MW1I04]2 x Charge[/mwcard]
[mwcard=MW1I02]2 x Battle Fury[/mwcard]
[mwcard=FWI06]2 x Power Strike[/mwcard]
[mwcard=MWAWLI04]2 x Sneak Attack[/mwcard]
[mwcard=PSI06]2 x Overextend[/mwcard]
[mwcard=MWA01E02]1 x Arcane Ward[/mwcard]
[mwcard=MW1I25]1 x Shift Enchantment[/mwcard]
[mwcard=PSI03]3 x Lesser Teleport[/mwcard]
[mwcard=MWAPRI04]4 x Mend[/mwcard]
[mwcard=MW1I12]2 x Force Push[/mwcard]
[/spells]
[cost]Total cost: 120 pts[/cost]
[/spellbook]
What's your opener?
Mend I don't like. Too small an effect for most non dark/holy mages.

Usually flower forge
Deploy soldier ring, gurmash and armor ward fd
Deploy leather,  butcher (prep ballista just in case. If i cast butcher no ballista, if not a butcher then double move and ballista)
Troll, gurmash cast retaliate or critical strike on troll, and rhino hide on troll or brace yourself on mage.

And i like mend for all dark mages along with vampirism and such. But for the warlord the cheaper the spells the better for me.  2 mana for 3 doce healing is great! Especially since i only channel 9 originally and am trying to balance 2 spawnpoints and make them as effective as possible.

I don't know I could go without a belt ([mwcard=DNQ07]Veteran's Belt[/mwcard], [mwcard=MW1Q23]Regrowth Belt[/mwcard] or Wychwood Ironvne). I'd lean towards Veteran's given you have [mwcard=MW1E32]Regrowth[/mwcard].

I find almost all melee mages get better with [mwcard=FWQ01]Dancing Scimitar[/mwcard]. Sure, the upkeep hurts a 9-channeling mage, but that 1 mana per round buys you either a defense or a 3-dice attack every round, and at least burns an enemy Dissolve. I find it's almost always worth the cost (mana, upkeep and sbp's), and it really comes in handy vs swarms of level 1's, but also for that little extra damage when beating on the enemy mage.

And the regwn belts have popped in and out of here. Regrowth belt is my best bet i believe if i go back. The regrowth enchamt always seems to get dispelled no matter how long i wait to play it :/
But vet belt is a great tool too and i'll have to play with it. I have run colossus belt before too, since im going to melee having less chance of harmful effects has been nice.

Dude do you shift enchantment fortified position? Rock on. Speaking of rock have you considered 2 iron golems instead of skeletal knight? I know he's not a soldier and will not synch in certain ways, but ive found charge to be sweet for him. I will say vet token is probably better on the knight though


Heck yeah! Its pretty fun! :)
And iron golem has been on my radar. I run him in my dwarf but havent tried him in this yet. I will see how he works with this book though
Title: Re: Err Muh Gurmash
Post by: Halewijn on April 13, 2017, 03:49:02 AM
Awesome book.

Id change the skeletal knight for a kriegshammer dwarf. It saves 3 points.the biggest downside is his low life... Another card that really benefits from veteran is Sir Corazin. He is not a bad option either.
Title: Re: Err Muh Gurmash
Post by: drmambo23 on April 13, 2017, 04:51:26 AM
Awesome book.

Id change the skeletal knight for a kriegshammer dwarf. It saves 3 points.the biggest downside is his low life... Another card that really benefits from veteran is Sir Corazin. He is not a bad option either.

Ahh yes! I keep forgetting he is a legal card now. But he is a good option! Him or kriegsbiel for his sweeping.
I used to run sir corazin when he first came out but he always gets slammed with attack spells when i play him :/ but worth giving another shot. Especially to use against zombies lol. I will say a reason i chose the knight, though, is psychic immunity, the defense, and thematically i feel it fits better than a dwarf :b

And @inano the dancing scimtar is a card i have never really used with any mage. I'll look into it. The upkeep sucks, yes, but the options it provides may outweigh that!
Title: Re: Err Muh Gurmash
Post by: Kaarin on April 13, 2017, 02:08:33 PM
Troll, gurmash cast retaliate or critical strike on troll, and rhino hide on troll or brace yourself on mage.
Unfortunately Retaliate is not a command so Gurmash can't cast it.
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: drmambo23 on April 13, 2017, 02:30:20 PM
Troll, gurmash cast retaliate or critical strike on troll, and rhino hide on troll or brace yourself on mage.
Unfortunately Retaliate is not a command so Gurmash can't cast it.


Good catch. Thanks.

I do use him for brace yourself, crit strike, and fortified position.
Dont know how i overlooked that on retaliate though.
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: Borg on April 13, 2017, 05:07:12 PM
Cards I really miss in this book are 1x Bear Strength and 1x Dancing Scimitar.

Bloodwave Warlord with Vorpal Blade / Morning Star + Spiked Buckler + Bear Strength + Scimitar can roll up to 16 dice per round. Add a Hurl Rock QC and you're rolling up to 21 dice in one round with your Mage alone.

With your weapon and shield slots filled, I'd remove the Elemental Wand and just replace him with another attack spell or 2 more Hurl Rocks.

As useful as it may be at times, you just don't want to see a Wand of Healing in the Orc's hands.
I'd suggest to find other ways to remove annoying conditions. Clear Mind, Geyser, Raincloud etc are options ... You already have Purify.

Skeletal Knight at 6 sbp's is too costly imo. I'd rather have 1 ( or 2 if you prefer ) Iron Golems instead.
Makes your Retaliates and Battle Fury's better as well.

I guess Gurmash is an OK choice to cast Command Enchantments, but there just aren't enough of those to make him shine.
Playing Command Incantations through him is like letting your opponent listen in on all your play-calls. There's no surprise there and unless your opponent has already run out of actions for that round he always has at least one action to anticipate what's coming. Incantations are simply much better when they can have immediate effect and Gurmash can't give you that ...

General's Signet Ring may not be worth it.
Costs 3 mana and you have only 6 creatures, so a max gain of 3 mana if you cast ALL you creatures.

To increase your Buckler's effectiveness ( and also the Scimitar's ) I suggest adding a Defense Ring instead.
A Bloodwave Buckler book may be the one book where a Defense Ring is worth playing.

I like the Gauntlets of Strength but I think Champion's Gauntlets are the better choice here.

Mend ?
Imo, if you have to start Mending, you're losing.
I really don't think the Orc can afford to waste an action on that.
If you really want a cheap healing option I think Vampiric Strike can offer you more than Mend.

With your 5 dice basic attacks ( and possibly 6 dice basic attack if you should add a Golem ) it may be worth it to add a Whirling Strike. Suddenly rolling 18 dice instead of 6 for 9 mana might take a few by surprise. ;)

Success.
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: jacksmack on April 13, 2017, 05:18:03 PM
Gurmash need the following errata:

When Gurmash is casting a command incantation or using one of this Warlord's Battle orders you may after his action phase take an action with another creature (instead of passing the turn to the opponent).
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: RomeoXero on April 13, 2017, 08:05:38 PM
Defense ring doesnt work with autonomous equipment unfortunately
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: Reddicediaries on April 13, 2017, 08:07:37 PM
Is the buckler autotonamous?
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: RomeoXero on April 13, 2017, 08:13:27 PM
The scimitar is
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: Borg on April 14, 2017, 03:17:10 AM
Defense ring doesnt work with autonomous equipment unfortunately

I checked the codex and you're correct.

I must say though I find this exception rather "unintuitive" and "unnecessary".

Unnecessary because it's not as if the Defense Ring is suddenly going to be overpowered because it affects the Scimitar
and unintuitive because the Scimitar says : "Once per round, you can use Dancing Scimitar as a Defense ... " and Defense Ring says : "Mage may add +1 to the D12 die roll each time he uses a Defense to avoid an attack " which is exactly what he is doing when using the Scimitar as a Defense. So, one would normally expect the Ring to work here, especially since it is clearly spelled out that it is YOU, the Mage, who uses it as a Defense.

Sorry for going slightly off topic ;)
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: RomeoXero on April 14, 2017, 11:38:04 AM
It makes sense because of the autonomous trait.  Autonomous stuff isn't affected by conditions or traits in the mage either.  Daze, stun, restrained and the like all have no affect on it. Currently no it wouldn't be OP on the scimitar itself, but they could add more autonomous things I  the future that could be more easily exploited in such a way. Scimitar is 8 up defence always, unlike cobra reflexes or reflex boots which both turn into 9 up with a daze, 11 up with a daze and a tanglevine. Scimitar doesnt have those drawbacks, and so making it even better than it is AND having it be unaffected by any traits or conditions would indeed make it a bit too baller in my opinion
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: littlenog on April 20, 2017, 11:12:11 AM
I like the feel of this book it lets the Warlord warlord.

Dancing Scimitar is an item I've looked at but 4 spellbook points seems high.

Though I have not used it a lot myself.
Title: Re: Err Muh Gurmash - Bloodwave Warlord
Post by: drmambo23 on August 22, 2017, 11:25:29 AM
   Attacks
Surging Wave
Stalagmite
Hurl Boulder x2
Hurl Rock x2

   Conjurations
Ballista
Mana Flower
Gravikor
Armory
Barracks
Garrison Post
Steep Hill
Wall of Earth

   Creatures
Gurmash, Orc Sergeant
Goblin Slinger x2
Orc Butcher
Skeletal Sentry x2
Skeletal Minion x4
Royal Armorer
Straywood Scout

   Enchantments
Defend Me
Promotion x2
Press the Attack
Nullify
Akiro's Favor
Critical Strike
Chant of Rage
Glancing Blow
Standard Bearer
Brace Yourself
Fire at Will

   Equipment
Mage Wand
Harshforge Plate x2
General's Signet Ring
Ring of Command
Steadfast Boots
Tempered Faulds
Captain's Cape
Strategist's Helm x2
Horn of Gothos
Morning Star
Champion's Gauntlets x2
Wychwood Ironvine

   Incantations
Gear Up
Focused Strike x2
Reassemble x2
Remove Curse
Battle Fury x2
Dissolve x2
Force Push
Lesser Teleport x2
Purify
Overextend
Minor Heal

Total 120 sbps

An updated gurmash book since academy warlord!

T1 barracks and flower
T2 ring and slinger or ring and armorer if i dont feel rushed
T3 deploy minion, armor him if possible, hard cast gurmash or move and ballista

I do know i have a lot i want to do with this book which is why i chose to not use a forge. I feel that mana will slow me down early on, especially with barracks.  I do have gear up for when i need it. Most equipment doesnt see play often unless i am given the chance to cast it. I will cast it as necessary since i have gurmash and barracks.But i will hard cast rings, maybe cape, and chest piece..all as needed. Gear up is for a wand - rock or reassemble-/ morning star/ horn - goes well with the helmet...(whichever i feel i really need atm), helmet, and gauntlets.

I am considering a forge for late game but have yet to make that decision.

The post is to throw on their side of the arena, useful as a decoy, to get positional advantage, and for barracks mana. Good choice overall but i want to out it near the opponents side if they stick around there.

I want to work with skeletons bc skeletal vets are so much fun! So a minion off the barracks only cost me 2 mana, not too shabby.  Sentries are pretty sweet too. I just couldnt justify 6 mana for the knight. I got 2 slingers amd a butcher for that :)
But i tried to stick with lower mana coat creatures aince thwy can get pretty nasty with battle orders and the new formations on top of the other warlords utilities, standard bearer, armory, etc.

But thats what i have for now on my newest version of this book. Constructive criticism welcome

*edit: removed elemental wand for focused strike x2*
Also considering removing the 4 minions, 1 reassemble
For 1 skeletal knight and 3 elven soldiers and having 1 free sbp for another spell (3rd promotion perhaps). If i remove the horn of gothos as well i will have 4 elven soldiers total and add harshforge knight.

These are a lot of ifs but with more testing i will have a solid direcrtion to go in.  I really want to make the horn work but i feel it is now better for the dwarf and his fast order. Honestly from all of my orc warlord plays in the past the guarding order is the one i almost always use so having the horn may not be ideal for this book? Time will tell.