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Warmachine/Tactics/Searforge Commission
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==Why play the Searforge Commission?== Because you fall into at least one of the following categories: *You like dwarves. I mean, you '''really''' like dwarves. Like, you will kinfe-fight a dude in a bar over dwarves. Like, you have a tattoo of a dwarf or something dwarf-related on your body. Like, you've played [[Dwarf Fortress]] longer than some people have played their [[World of Warcraft]] characters. Basically you really like the alcoholic midgets is what I'm getting at here. *You have a fondness for/masochistic tendencies towards hard luck armies ([[Sisters of Battle]], [[Blood Bowl]] stunty teams, [[/v/|Dan Hibiki]], and so on). The idea of playing a faction whose best matchup is better than a 4:6 is violently offensive to you. *You are the best player in your meta to such a degree that you need to find ever more inventive ways to handicap yourself to keep things interesting. So anyway, if the above didn't tip you off Searforge is a hard mercenary contract to play. While you get some pretty strong benefits for taking this contract, you're giving up access to some of the best pieces in Mercenaries in order to do so and what you're left with doesn't necessarily have particularly strong internal synergy with itself. Dwarf infantry also tends towards being very slow (SPD 4 is your baseline, with SPD 5 being above average and SPD 6 being "holy shit slow down" fast) and low DEF with high ARM, attributes that aren't particularly ideal for single-wound infantry units. Recent releases have gone some ways towards rectifying this, but accept that some matchups (read: pDeneghra) will be nearly auto-losses unless your opponent is a complete spud or you are willing to branch out into the more general merc contracts. Still, if any of the above points apply you probably find this appealing: if that is the case, gird your balls of steel and read on.
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