Barbarian Borelord Posted April 17, 2021 Share Posted April 17, 2021 I'm painting Eternal Guards now and I absolutely love how they look. I like to get some ideas on how to use them. They fight better when they haven't moved so I guess they are a defensive unit, but then so are the Phoenix Guard and they're probably a lot better at it. I feel if the Eternal Guards are being charged they die too fast for my liking before they can get their bonusses to work. One idea I had would be to let them act as the Sisters of Avelorn's meat shield: have the Sisters shoot at the enemy and be like 'come and attack me, I dare you!' and when the enemy charges the Guards the Sisters' Loose Until the Last should soften the blow a bit, then in the next turn the Guards unleash Form Fortress of Boughs. But is that worth giving up the Sister's Quicksilver Shot? Second idea would be to put them on the flank and rush toward a victory point somewhere away from where the fighting is the heaviest. Any suggestions? Quote Link to comment Share on other sites More sharing options...
captainhelion Posted April 18, 2021 Share Posted April 18, 2021 Eternal Guard should be getting their buffs on a turn in which they're charged, as Form Forest of Boughs and Forest of Boughs state "in the same turn". Your opponent's turn is a separate turn to your own! With that in mind, situations in which you lose the bonuses are functionally: 1) If you move (including retreats) in your movement, 2) if you charge in your turn, 3) if you make a pile in move in ANY turn. 1 Quote Link to comment Share on other sites More sharing options...
Barbarian Borelord Posted April 18, 2021 Author Share Posted April 18, 2021 Looks like you're right about that: the Core Rules is talking about battle rounds consisting of two turns, and the Guard's bonusses kick in in the next turn. Thanks for pointing that out. It's probably an obvious thing to veteran players, but then I am still a beginner. Quote Link to comment Share on other sites More sharing options...
Popisdead Posted April 20, 2021 Share Posted April 20, 2021 To me they are good in 10s (3x10 is okay) to get a Durthu as a general in a more strict Wanderers LC. or 20-30. If your SotW reduce charging threats fairly well then the EG could hold a charge especially if you get the uh.. -1 to W spell off,.. Quote Link to comment Share on other sites More sharing options...
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