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<strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units 50 <strong>The</strong> <strong>Dwarf</strong> <strong>Holds</strong> | <strong>Dwarf</strong> Units51<strong>Dwarf</strong> Guardhouse Units“O Kheled-zaram fair and wonderful!T<strong>here</strong> lies the Crown of Durin till hewakes. Farewell!”- GimliUpgrades:Abilities:Azaghâr-gunduKhuzdul: Guards of the tunnelsMuch of the terrain controlled by theDwarves is underground - networks ofnarrow, twisting tunnels. In these situations,a few elite troops can hold off anarmy. <strong>The</strong> Azaghar-gundu exploit this.Two Dwarves with shields defend a third,equipped with a long spear. Togetherthey can block up a tunnel, hold a stairwayor supplant a gate. Such teams havebeen very effective at fighting in Erebor,Moria and other Dwarven realms.Become mobileBecome immobile and combat-readyLeadership: -20% Speed to nearby enemies,+5% Armour to nearby allies<strong>The</strong> Azaghâr-gundu are, as their name suggests, masters of fighting inclose quaters. This three-man team of Dwarves must deploy to move,and cannot attack when packed up. However, when their spear andshields are planted, they become a useful bastion of defence. Dueto Interference, nearby enemies are slowed and allies gain a smallmeasure of armour. Besides this, the team deals a significant amountof damage and is very difficult to destroy. Take care when moving theteam around however, as they aren’t nearly as tough when packed up