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 Post subject: Dunedain Warbands
PostPosted: Mon Dec 16, 2013 12:04 am 
Kinsman
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Having read the Kingdoms of Men sourcebook, I see that Dunedain of the North are "independent heroes" and are therefore unable to be leaders or take warbands of their own. Are they still considered such under the new Hobbit rules?
I understand there's probably no reason for them to change, but I'm holding onto the hope that maybe they did haha.

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 Post subject: Re: Dunedain Warbands
PostPosted: Mon Dec 16, 2013 12:09 am 
Ringwraith
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They are the same. The Hobbit rules didn't change any profiles that I can recall.
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 Post subject: Re: Dunedain Warbands
PostPosted: Mon Dec 16, 2013 1:53 am 
Kinsman
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What a bummer, thanks though!

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 Post subject: Re: Dunedain Warbands
PostPosted: Mon Dec 16, 2013 3:24 am 
Ringwraith
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If they were changed, the ranger-spam it would allow would be a bummer for everyone else.
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 Post subject: Re: Dunedain Warbands
PostPosted: Tue Dec 17, 2013 2:00 am 
Kinsman
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Why do you say that? I just started playing Arnor, and I don't want to be a dull/poor person to play against. What should I avoid when using them that causes said "bummers" to other players?

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 Post subject: Re: Dunedain Warbands
PostPosted: Tue Dec 17, 2013 3:16 am 
Ringwraith
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I'm just thinking back to the original GC, when no other heroes were required. GC wasn't much fun to play against. In that context, I'm glad they're independent heroes.
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 Post subject: Re: Dunedain Warbands
PostPosted: Tue Dec 17, 2013 5:04 am 
Kinsman
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What do you think of playing against the Company since the introduction of warbands? Has that made them more fun to play against since it's quite possible that they'll deploy towards the center of the board?
Well that and the Hobbit Rules' -1 to hit with movement?

I'm just trying to get a feel for what other people think when coming up against a GC force.

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 Post subject: Re: Dunedain Warbands
PostPosted: Tue Dec 17, 2013 1:48 pm 
Ringwraith
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I'd say the changes made them a bit under-powered...they might have considered cutting the cost of RotN, but I think they still play decently, partly because you can lead them with the twins who tend to be killing machines.
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 Post subject: Re: Dunedain Warbands
PostPosted: Tue Dec 17, 2013 5:04 pm 
Kinsman
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Okay, thanks for all your help and info!

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 Post subject: Re: Dunedain Warbands
PostPosted: Tue Dec 17, 2013 5:07 pm 
Loremaster
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A nice thing about the independents is you can use them to force your opponent's hand while placing warbands. And in theme context it makes sense because they can be considered the scouts ahead of the rest of your force. When many medium sized games are going to have 2-3 full warbands getting your opponent to have to commit half or more of his force before you have to place your first full warband can be leveraged as a major advantage.

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 Post subject: Re: Dunedain Warbands
PostPosted: Thu Dec 19, 2013 2:24 pm 
Kinsman
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Good point! I like the thought of them acting as scouts, very thematic.

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 Post subject: Re: Dunedain Warbands
PostPosted: Thu Dec 19, 2013 3:20 pm 
Ringwraith
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ResurrectedBones wrote:
Good point! I like the thought of them acting as scouts, very thematic.


That's another reason to like their independent status: you can include them in any Good army in that scouting role, and it's one of the few that makes thematic sense. They travelled widely and helped out a lot of people, most of whom didn't know who they were.
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 Post subject: Re: Dunedain Warbands
PostPosted: Thu Dec 26, 2013 11:28 pm 
Kinsman
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And they are cheap enough for them not leading warbands to be a disaster, the Dragon knights on the other hand.. why those are independent I don't know.
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 Post subject: Re: Dunedain Warbands
PostPosted: Fri Dec 27, 2013 4:17 pm 
Kinsman
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Thanks for all of your input everyone, I really appreciate it!

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 Post subject: Re: Dunedain Warbands
PostPosted: Sat Dec 28, 2013 6:30 pm 
Kinsman
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Dragon knights are interdependent because they don't have a stead fast.
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