Abilities:
Armor:1
Negates some melee damage. Hard to kill and strike back with 4 dices!
Automaton:
For one lore you get a ( badly needed) second movement and the ability to chose them regardless of the area. A Special ability that may be really usefull in the right situation
My opinion:
Ironboud have the best attack of all Daqan Non-Legend-Units. They have also a defense boost against melee. Your enemy will try to kill them with range or he has to calculate hard losses killing them. Ironbounds have problems if you lack of lore, because they really need the second movement. The main problem of this nice unit was in my experience, that they compete in the defensiv spot with Golems and I didn't use them (mainly cause of the movement) for the offense. And Golem's are my unit of choice to guard hexes, thanks to immovable. So I didn't use them so often.
As discussed in another thread, with Daqan one of my main strategies is to attack with all my power an enemy VP. If I do, often I deploy not even one unit on one hole section of the battlefield, trying to get an advantage on the rest of the board. The enemy also deploys "lost" units on the abandonned part which won't have any board Impact. As more games I played with Daqan, I come to the conclusion that this is one of the most effective playstyle for Daqan (if you don't do it every time)! And here, Ironbound are the solution of the biggest weakness of this strategy: They can be activated also with comand-Cards of your empty side of the battlefield! Finally I found the spot I want them to play and they do good work as far!
Edited by phalgast