When we first approached the camp of the new Guild Dwarf Summoner Bolvi, we could see that something new was happening.  Visible above the rest of his forces we could see several towers, and even as we gathered intelligence about Bolvi for our first report, we could not help watching and learning about these towers as well.  We were amazed to learn that they are used in battle!  

Assault Tower, Common of the Guild Dwarves

They are not siege towers -- they are much smaller than that -- but Bolvi can summon them onto the battlefield with their crew just like Oldin does with Ballistas.  And just like the Ballista, an Assault Tower is a sturdy unit that can attack at long range, but with greater firepower.  Their biggest weakness is that they cannot move once in place, but the Dwarves have a way to work around that: they have specially trained units whose main purpose is to support the towers.  

Architect, Common of the Guild Dwarves

These Architects (as they call them) can quickly make repairs on the towers -- and Walls too -- which preserves their usefulness in the battle considerably.  But even more important than this defensive function is an offensive boon: Bolvi somehow can use Architects as a focus for summoning the towers!  We don't know how he does it, but you can see the implications: if Architects can successfully infiltrate enemy territory, an Assault Tower can be placed right in their midst, where it might wreak considerable damage.  We now have yet another new tactic that we have to prepare for.  

Until next time.

We have just learned something that mustn't wait.  Bolvi has a special tower that is as much better than the rest of the towers as Gror is better than a Guardsman.  It is much more fortified, and looks like a very tough thing to destroy.  They call it "Grundor's Tower".  We don't know who Grundor is, except that he is not Grungor.  He might be a dead hero being honored, or perhaps the designer of these towers.  At any rate, be warned.  

Grundor's Tower, Champion of the Guild Dwarves

 


Comments


Grungebob commented:

These look like fun to play!

Posted on 2013-02-04.

tristak commented:

hm, they may have problems against spear grounders or jungle guards. Ill have to wait and see. Pretty cool though!

Posted on 2013-02-04.

glenn3e commented:

Interesting.... Tower Rushing has just been introduced to SW.

Posted on 2013-02-04.

freezinpee commented:

Can't wait to see the abilities that can encompass these towers

Posted on 2013-02-04.

sitnam90 commented:

Hell. Yes. I always loved using big base defence in starcraft. Now i can turtle as GD? Sweet. Do abilities like taunt and ensnare effect them? Bad thing is that Into Shadows and Assisnation will definitely effect them. Those are good MU's for Oldin though, so fair trade. On the other hand, Luka and Chant of Negation means these suckers will move in those match ups!

Posted on 2013-02-04.

Adam commented:

Ok, this looks fun.

Edit: Haha, Chant of Negation allowing them to move is thematically busted. Weird.

Posted on 2013-02-04.

thenightsshadow commented:

Into Shadows and Assassinate will definitely affect them, yes, and so will Taunt and Ensnare.

Posted on 2013-02-04.

Colgha commented:

These towers are dope!

Posted on 2013-02-04.

sitnam90 commented:

So it looks like these guys have tons of weaknesses on second review. Shadow Elves with Into Darkness and Summon the Night. CG with Eater and swarm events. Sand Goblins with Taunt. I'm hoping those upgrades really assist in those matchups.

Posted on 2013-02-04.

Barliman commented:

- Haha, Chant of Negation allowing them to move is thematically busted.

Same thing with half the Tundra Orcs!


- So it looks like these guys have tons of weaknesses ...

*Everyone* has the same weakness to Into Darkness and CG swarm events. It's true that they cannot maneuver to overcome Taunt or Summon the Night, or to avoid the Eater -- or any other unit for that matter. So using towers well will take some practice.

Posted on 2013-02-04.

sitnam90 commented:

Everyone does not have the same weakness to swarm attacks since most others can move

Posted on 2013-02-04.

killercactus commented:

Well.... what's the best way to stop swarm attacks? Summoner Wars 101 baby.

Posted on 2013-02-04.

Adam commented:

Negating a Smasher's weakness is not nearly the same as suddenly sprouting legs on an assault tower. Not that I am complaining. I find it amusing.

Posted on 2013-02-04.

Obsidian commented:

Well.... what's the best way to stop swarm attacks? Summoner Wars 101 baby....


Form a horizontal line of Towers/Walls!

Posted on 2013-02-04.

joepinion commented:

Yeah with the thematic stuff with taunt/negation, you just have to laugh and enjoy it. There's really no explaining it. :)

Posted on 2013-02-04.

Grisamentum commented:

The other thing is, playing CG I wouldn't waste a Horde Attack or Rage against a common Tower. I can see it against Grundor's Tower, but that's the same for any beefy champ. And if you set it up right, Grundor's Tower plus an Architect is like a cheap Kalon+Sera combo (albeit no potential 4 AV). Can't wait to see what the Upgrades bring.

Posted on 2013-02-04.

Setharillius commented:

My bet is that mortars allow shooting over things,
turret lets you shoot diagonally, and colossus upgrades defense and maybe attack.
The awesome thing is I bet you can upgrade Grundor's Tower!

Posted on 2013-02-04.

Cyprien Esenwein commented:

Wow, this looks fun! not quite my style of play (i like fast attacking armies) but i might have to try this...

As far as Chant of Negation goes against TO, I think it makes sense. The Shamans lose their wildness, and Blagog loses his drunkeness, etc

For moving towers... no explanation there


Posted on 2013-02-04.

I LIKE TAU! commented:

This is going to be practically all I use for the next 3 months as I try to figure them out...
PE Archers, Jungle Guard, Spear Grounder, Kadara, Scam, anything with controllers, Taunt, Ensnare, and probably a whole bunch more are going to be so problematic...
Additionally, etch and an architect would basically give you tundle.

Posted on 2013-02-04.

tortugatron commented:

etchitect would give you tundle, wouldnt it!!! very cool

Posted on 2013-02-04.

joepinion commented:

In my opinion because the towers can't move, it's that much more critical to have ranged champions in your deck. Ulfric is a great fit since these towers are stuck next to walls much of the time anyway, and Tordok makes sense as many have said (although to have both him and Ulfric could be redundant), but Thorkur is really great with this deck too I think.

(Note this is speculation. Although I playtest, Bolvi was about done when I arrived, as he was the first finished second summoner.)

Posted on 2013-02-04.

Anoir commented:

@Tau controllers don't affect the towers. Also the towers have ways of dealing with almost all the problems you guys have listed. With the a few exceptiond. And well Eater's gotta eat.

Posted on 2013-02-04.

ZeeJr commented:

Thematically, the Eater makes sense if you imagine him reaching into the tower, plucking out and devouring the little dwarves who were running it. At least that makes more sense than an assault tower that can aim and fire itself. So "Into Darkness" leaves the tower unmanned as well. Might as well take it off the board, since your enemies can just walk right past it unharmed.

As for the negated tower walking around...I'm still thinking about that one.

Posted on 2013-02-04.

Carthoris commented:

"Architect" is something of a misnomer, I think. Shoulda called 'em "Masons."

Posted on 2013-02-04.

lildrummahboi34 commented:

CoN maybe takes away the "Built" power of a Tower, so it falls apart temporarily. The pieces go scattering about the board, ending up in a different general place and occasionally tumbling into a unit for 2 dice :P

Posted on 2013-02-04.

Caleb Wolfbrand commented:

The champ is only 6 magic? Holy shit, I can't wait. I am so pumped for this I've been playing the game vs myself again, a habit I keep trying to stop. (but none of my friends are as good as me so I don't learn as much about matchups with them plus they always play GD/PE)


The negated tower clearly was on wheels :p

Posted on 2013-02-04.

TheOne commented:

Chant of Negation.

Nothing to see here. Move along. (pun intended)

Posted on 2013-02-04.

Roderic_Cliche commented:

More dwarvish fun! It looks like I'll be running two Guild Dwarf decks: my existing Oldin deck, and this prefab. :)

Posted on 2013-02-04.

sitnam90 commented:

@kc: Although lining em up horizontally isn't some fool proof tactic against CG, as it does give them the initiative. Stationary targets are pretty tasty for planning purposes though and setting up those combos. I'm excited for the new CG vs GD match up now, as it could be seen as the classic high octane offense vs solid defense type match. Even with the 'initiative', the towers are tough and things like Mook and the combo events (both summoners) are canceled out by Ulfric/Tordok and the high life of towers.

Posted on 2013-02-04.

chardris77 commented:

Caleb, try to keep the language down a bit if possible. Thank you.

As of yet, it seems like the architects could be a potent power in this deck. Before you drop towers, they can keep Bolvi attacking high by repairing walls. After towers, they can make the towers last for a long time.

One other thought. What about architects in 2v2 with SO or TO? That sounds interesting.

Posted on 2013-02-04.

kalrhin commented:

I do not see all the problems people make with CoN or other events. Towers are commons with good stats and a drawback (like TO's Smashers). So what if they die easily with some combos? They only cost 2 life!

Posted on 2013-02-06.

Emorelleum commented:

Hmmm...Build one smack in front of an enemy wall for horizontal denial, wall crowding, and a reliable 2 dice on a wall? Or place them in open board where their range gives more board control? These guys will synergize well with defenders at any rate.

Posted on 2013-02-06.

-Sarge- commented:

The lil lady & I are totally stoked to play a tower defense game. Just when I thought I couldn't be more in love with my Gobbies, Plaid Hat surprises and I have to make room in my life. This is supadope, def, and possibly outrageous. Can't wait for these new summoners. Literally. I have been playing the new units already and loving it. Keep the details coming?

Posted on 2013-02-08.

esper88 commented:

First.

Posted on 2013-02-08.

Thing 2 commented:

Well... we know that the Stone of Itharia has peculiar properties. Maybe the Chant of Negation stops whatever is holding the Stone back.

More importantly: This looks awesome. I can't wait to play with this stuff. Also I'm back :).

Posted on 2013-02-11.

You must be registered for our forums and logged in to leave a comment.