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Star Belly Geek's Diskwars Pages
The Mahkim
Army Analysis
The Mahkim have interesting units, but their best units are hard to get
in large numbers. Some Mahkim strategies
are suggested in the Command and Control
section.
Fixed flat Mahkim:
The Legions boxed set Dark Wings Over Nochaim introduced fixed
flats to the Mahkim, making them a viable entry army for new players.
It included one Duphraim Healer, three Lephara Stalkers, four Mahkim Warriors,
two Miasmen, three Muck-lobbers, two Net-masters, 2 Nochaim Guardians,
two Mist Children and one Warrior of the Mist.
The Duphraim Healer is fragile and slow, but provides free Heal spells
- invaluable in some circumstances. Lephara Stalkers are very specialized
- against Dragons, they could be quite useful, but against most other
armies they're a slow and weak waste of points. Mahkim Warriors have better
attack and defense numbers than most basic line troops, but cost too much,
and are outclassed by the cheaper Miasmen. Miasmen have one drawback -
they can only attack Activated units. Otherwise, they are a really impressive
defensive unit for their cost. Muck-lobbers are the archer unit for the
Mahkim, and can inflict some damage with their three bolts, but they're
a little pricey. The Net-master is intriguing, but its special ability
has just too short a range to really be useful. Nochaim Guardians are
slow, but really nasty. They can't be boosted into combat, but when they
get there they're likely to berserk and tear through the opposition -
and they are immune to Fireballs! The Rotham Mist-Child is like a roving,
improved Feet of Clay spell, and if your opponent isn't careful he may
find that none of his disks can move, which sort of makes the speed of
the Guardians a non-issue. One can't help but think that the Warrior of
the Mist was supposed to be unique, but in any case it's a great disk
- a tough, cheap level 1 spellcaster.
These disks give a solid start to the Mahkim, but there are a lot of
desirable random disks (including more of those Miasmen...).
Random flat Mahkim:
The Mahkim were first introduced in the Moon Over Thelgrim expansion.
Several of the Legions Mahkim disks appeared as randoms in Moon Over Thelgrim.
Aipham the Farseeker is a cost-effective, tough unique, and certainly
easy to get (he came on two flats), although his spell immunity actually
hurts sometimes (no Zip spells for him...). Dri the Wosq Warden also came
on two flats, and is sadly worthless unless an army is taking some Marsh
Slugs. The Keeper of the Mist gets to activate twice per round, and is
otherwise a spellcaster for a good price. Definitely a tide-turner in
battle, and a reason to play pure Mahkim. Lephram Duesich acts as a sort
of quasi-Freeze spell for the Mahkim, and is somewhat useful in that role,
but the Mahkim don't really need him. Rhaq Lophram is very fragile and
slow, but could be useful if a Mahkim army absolutely must have a second
spellcaster with level 2 spells. People thought Mahkim were kind of weak
until they started putting together armies with several Swamp Behemoths.
Every Mahkim army plays pure because of these monsters, and takes as many
Behemoths as it can get. Unfortunately, they're now limited to 2 in League
play, but there are plenty of good disks to replace them in the line-up.
Wosq Marsh Slugs are okay on defense, and the Wosq Warden is easy to get
for an added boost, but Slugs aren't usually missed if there are enough
Behemoths and Miasmen available to take their place (and Slugs aren't
easy to find).
With Wastelands, the Mahkim got some variety, but not a huge power boost.
The Doloch Wielder is a decent "elite" troop, especially since
the Mahkim are usually played pure anyway, and that anti-swashbuckling
ability can foil Spiderbeast tactics, but few armies need more than 2.
Frogs of Muurkra give the Mahkim some extra Activations, which they needed.
They're also one of the most fun units to use, since they bounce all over
the table and confuse things. Their effectiveness in battle is kind of
questionable, though. The Great One is really solid - it has the best
attack of any Mahkim unit, and is hard to take down (it looks like a wrestler,
doesn't it?). It's also easy to get, meaning that most players will have
more Great Ones than they really use, unless they can't get Swamp Behemoths.
Mahkim Warparties aren't really tough enough to use their Swashbuckling
ability, but could be invaluable against K'Ryth and Orc armies (hordes?).
The Naphrain Spy is probably too easy to get for its utility, but against
armies that use a lot of champions (like the Mahkim...) it can really
provide an edge. Too expensive to take more than one, though. Nothaala
Shellbeasts have a good attack, and provide a tough barrier, but die with
a fireball and are just too slow to really be useful. Servants of the
Mist are useful for extra spellcasting ability, but the Warrior of the
Mist is better. Warleader Mathan is overpriced for his combat numbers,
but that special ability can play a pivotal role in organizing and shifting
the Mahkim forces around the battlefield.
In Waiqar's Path, the Mahkim's role as passive resisters with lots of
special abilities was solidified. Llophar Fear Masters are like souped
up Elven Warders, able to prevent the enemy from piling on your front
lines, but they aren't cheap. Marshwoods Veterans are pricey, and hard
to use. However, if you can manage to get that bonus attack into play,
it might turn the tide of a battle. Notach Flingers are another disk capable
of protecting your line troops, this time by pulling them in for the kill.
Rhosham Bladeswarms have the virtue that only one disk at a time can attack
them, usually, but are sadly likely to die in that one attack if your
opponent does his job. Sling Masters are like weak archers that you get
to Activate - probably worth having against opponents with many relatively
weak disks. Stonemaster Tophraq Duphraim is really weak and expensive,
and it's hard to imagine anyone taking him instead of another spellcaster
option. Trappers are amusing for their ability to shape the playing field,
but watch out for your Frogs' bounces around those traps! The Trochain
Gladiator is this sets answer to the big bruisers of each of the previous
set's (Behemoths, Great Ones, Guardians), and benefits from moving last
so that it doesn't take defensive damage (and can, perhaps, prevent one
of your disks from taking Attack damage).
Big winners for the Mahkim are Swamp Behemoths and the Keeper of the
Mist - everything else is gravy. Losers are Mahkim Warriors.
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