Nice strategy sIKE!
But do you think this strategy is dependent on opponent? I'd really like to see Warlord Archer Walled Fort work. But I think it's inconsistent. When I've tried it, I always encounter one of the many counters: Vampiress, Lord of Fire, Angel of Light, Gray Angel Avenger, Blue Gremlin, Eagle Wings (on Cevere or Galador to bypass guards), Huginn Teleport, Thoughtspore Force Push etc. Every book has a counter beyond Intercept or a Wall.
Also if you have Hawkeye Sniper Tower Near Centre to give enemy mage nowhere to hide, then where do you place the less threatening Slinger Tower when facing Intercept? The utterly ridiculous Outpost rule... And Intercept is saved for Grimson of course, not compulsory like distracting a guard with a Feral Bobcat. If you place a Tower on each Wall flank, then enemy mage is safe from Grimson in a corner and can be protected by an Intercept or just a Wall from the Slinger.
You can Helm Sniper Shot vs. Defence (but not other Commands like Piercing Strike) and you got Release Volley Battle Order so it can be a solid strategy against some books. It's a shame Unavoidable doesn't bypass Intercept (like Elusive with normal guards). The 4th Steel Wall can be cast in that quick action right after a breach. Force Wave cast by the Warlord on the other side would be nice etc. (Force Wave is always useful to position ranged full action units). Yeah I can see where this could go...
I'm not saying it's not solid. I tend to believe Grimson + Hawkeye is a great corner opening, next turn Tower, giving you board control over 9 squares. I now believe Thorg is best to protect him but 2 Steel Walls to enclose in an emergency is useful (e.g. last action Cheetah Speed Grizzly approaches from safe zone, next turn will be on Grimson first action unless you wall up Early QC). Falcons do it on a walled Sniper. Let's not talk about about Teleport as Warlord will be targeted instead for assassination. I really want Warlord Archer Walled Fort to work. But sadly I really don't think it does. My suspicion is currently (pre DvN), the best Warlord strategy is detailed in the thread below.
http://forum.arcanewonders.com/index.php?topic=13017.0Please can a designer explain to us:
1. why have Melee +1 but have a slant to turtle ranged as his best strategy?
2. why have Garrisons pump Barracks but only apply to Warlord's summons?
3. why give him a 2 handed weapon as a warrior yet a Horn as a general?
4. why his best troops either cost 5 (Bridge Trolls) or not soldiers (Golems)?
5. why battle orders promote stacking yet zonal control requires spreading?
6. how useful is veterans when few creatures get killed in a Big Few meta?
7. why the need to have the non-adjacent Outpost rule?
I could go on but those come to mind. I can just scream at deliberate anti-synergies (schizophrenic warrior general) built into this exciting concept that is every miniatures player's favourite. Every time I try to play him, I scream out "Aaaagh, what were the design team thinking?" And then I switch to Earth Wizard.
My biggest hate is that Outpost rule. This is a deliberate nerfing because obviously having them adjacent came off too powerful in testing. Really? If only this rule did not exist (and Garrison Posts applied to all summons), the Warlord would have so much more flexibility to play zonal control. The fact that they deliberately hobbled the Warlord out of competitiveness with an unnecessary nerf just makes me sad...