View Full Version : Might Vs. Zeal
04-03-2008, 01:58 AM
Like the title says, Charity's Might Vs. Charity's Zeal.
Ok, maybe this one is easier for you Skarrd players.
The obvious difference for me is the AS and PW stats as well as the Zeals having more speed with less staying power and slightly lower cost than the Mights.
Which unit type do you prefer? What is your experience with them? Pros, Cons? Which unit is more cost effective (points-wise)?
Lets hear what you have to say!
04-03-2008, 02:22 AM
This depends on who I'm playing. Skaard have it tough, with no ability to force the enemy to come to them like Forsaken and Brood, and without an appropriately cheap troop like Dragyri Slaves or Broodlings (and considdering Broodlings make a better screen anyways because of their regeneration and fearlessness) Skaard need to rely on fancy deployment, raw speed, and staying power.
Zeal make a great flanking unit, but they can't handle being shot at due to low armor and only one wound. Their 4 AP make them scary against less resilient troops and during gang up. If propperly supported, they can make an excellent assault squad, rushing in and hitting the enemy's vulnerable bits and distracting their more expensive stuff so you can hit it after it activates.
Mights, on the other hand, are almost unbearably slow. You'll need to distract the enemy or be playing against a close combat oriented force to get them to work. They can be downright terrifying when their Sister of Charity dies though, as they're incredibly tough and the damage multiplier makes them hurt like an infected nipple piercing.
So really, depends on who you're facing and what else you have in your force.
04-03-2008, 02:45 AM
Personally I think it depends on your army composition. If you have a lot of big dudes like Abomination, Raze and Warhead, then you might as well field a unit of Zeal to get to your objectives faster, but if you are just running a bunch of low HP units, then Mights are almost a must to soak up some hurt while you take care of business.
I'll agree with Grafter.
Generally, I take Zeal's as turbo-buzzblades that hit harder/more accurately. Assuming you have a good amount of terrain on your table, you can keep them from getting shot-up too, too bad. Also nice with a big contigent of Bolas. Be very afraid of blast weapons though (e.g. - Grist lines).
That being said, taking Mights is a decent idea for scenario play. Need to have a defensive line while you bring a token back home? Mights' will do the job. Need a hardy unit to pop that last objective? Mights will do the job.
Zeals = fast, good for flanking, good if you can deliver 2-3 to one target
Mights = slow, late game unit. Hit hard and can get hard back.
04-05-2008, 10:52 PM
Thanks for the thread guys. I've been wondering about this myself. I don't have anyone to play against yet so it's great to get some first hand experience.
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