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« on: September 09, 2013, 04:35:24 PM »
Ive noticed the Warlord getting a lot of hate and people asking for more with the Warlord. I'm currently playing a Warlord that centers on his own powerful melee abilities and the use of the intimidating Iron Golem.
This book is built around using mostly a Battle Forge, Helm of Command, and your own attacks with the mage.
Battle Forge, as most of you know, is a great conjuration that allows a free card to be played every turn that strengthens my Warlord with equipment. The equipment I focus on is the Helm of Command, Ring of Command, the mighty Sledge, and armor.
The Helm of Command and Ring of Command is what really make this book run smoothly. With a focus on Iron Golems, disadvantaged with the Nonliving trait, command spells become the only way of influencing your Golems. Battle Fury and Charge become the most common Command spells played, and for good reason.
When Battle Fury is played on a Golem, you double the attack of an already strong attack of 6 dice. When used with a HoC and RoC, this card is used over and over, and only for 4 mana. Now it is reusable, saving points for spellbook constructruction, and has dice to mana cost ratio 6:4. That's very efficient and allows for even more Golems for more destruction! Also remember that if your Golem destroys and enemy, it becomes a veteran! Now 7 dice (7+6 dice when BF'ed) and 6 armor. Talk about a badass!
Charge is used because of the Golem's slow trait, cancelling it out and allowing for movement and attack, or double moving. This is important because of your opponent will typically not want to have a showdown with a creature rolling 12 dice a turn, and one that has 5 armor.
And then there is your own mage. I typically get 6-8 dice out of attacks with my mage due to powerful equipment and a Bear Strength. My Battle Forge will produce my armor, typically Dragonscale and leather boots. The piece of equipment for your hands is reserved for the Gauntlets of Strength, +1 melee, and in his hands, the Sledge. Coupled with a Bear Strength now equals 8 dice for a quick attack, or 8+4 dice sweeping and daze effects as a full action. That's great damage, control, and crowd control against lower level monsters.
Finally, there are great combinations and cards needed for certain situations. Teleport, although costly in spellbook construction, is a must have. It is vital moving your Golems and chasing down the opposing mage. The Command spell Whirling Strike has great application when dealing with swarms and zones with multiple objects. Piercing Strike is great when a mage has developed stacks of pesky armor as well.
All-in-all, I've found this to be a fun way to play a Warlord and look forward to your guys' critiques and suggestions! Thanks!
-Alec