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Subject: recovered topic 1169

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Newtoncain
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03/23/2005 6:57 AM  
recovered topic 1169

They just don't know what's good in life...Conan, tell them what is good in life.
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Newtoncain
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03/23/2005 6:57 AM  
The turn the undead (preferably Gnoll Skellys) are created, they DO NOT get an activation.

Your band looks good. It was T1 before abberations, but now w/ the HEBI it has falling to T2.

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Zardnaar
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03/23/2005 7:58 AM  
quote:
Originally posted by Newtoncain

The turn the undead (preferably Gnoll Skellys) are created, they DO NOT get an activation.

Your band looks good. It was T1 before abberations, but now w/ the HEBI it has falling to T2.


Then the game evolved with dual FB and new CE builds and the HEBI threat has been contained (up to a point). Depends on what order you face what bands in at a tourney.

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Newtoncain
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03/23/2005 8:25 AM  
quote:
Originally posted by Zardnaar

quote:
Originally posted by Newtoncain

The turn the undead (preferably Gnoll Skellys) are created, they DO NOT get an activation.

Your band looks good. It was T1 before abberations, but now w/ the HEBI it has falling to T2.


Then the game evolved with dual FB and new CE builds and the HEBI threat has been contained (up to a point). Depends on what order you face what bands in at a tourney.


Yes if you get a good draw on match ups, this band could still win a tourney for sure.

They just don't know what's good in life...Conan, tell them what is good in life.
To rip the boosters. To count the minis spilled out before you, and to hear the indifference of the women...

Vrecknidj
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03/23/2005 9:40 AM  
quote:
Originally posted by Zardnaar


1 Lich
2 Clay Golems
8 Orc Warrior


I haven't played this band (either personally, or against it), but it looks like it could suffer in the Assault and Plunder formats. I know the Orc Warriors are fast enough to get to tiles, but they're also easy to pick off, and the Golems are too slow to go rescue them.

Is the primary strategy with this band, then, 1) creep up nice and slow with the Golems absorbing everything, 2) on the second or third round, start pounding things into freshly-minted Gnoll Skeletons, 3) win on pure victory points instead of tile points?

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Aesnath
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03/23/2005 11:05 AM  
I think that the Clay/Lich builds are going to see a little boost in popularity again because of their resistance to the Beholder. The lich and clay just don't have much to worry about from the eye orb consistantly.

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Nixlord
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03/23/2005 3:58 PM  
quote:
Originally posted by Zardnaar


I'm the only one with a Lich necro in my area. On your initiative do the undead created get to act on the turn they were created or do they have to what a round like a summoned creature. And are they worth victory points?

Also what warbands have you guys tried with him? I'm currently using what is probably a standard build.

1 Lich
2 Clay Golems
8 Orc Warrior

Just thinking of adding a couple of Orc Champions instead of the Necro.





As Newtoncain and the others have said, it's a solid band. It can beat dual FBs as long as your opponent doesn't get too lucky with his save and attack rolls.

However, it has a weakness in regards to the assault format. Speed 6 does not guarantee a 1st turn tile grab. That alone can sometimes turn the tempo of the game, especially when you are up against CG. You fail to score tile points in the first turn, and I guarantee you a smart CG opponent will hole up, and force you to charge in.

Despite having Clay Golems for cover, it's no guarantee that you can outplay a smart CG player. HEBIs will be a big problem in this situation. The Lich's MM and Hold Monster spells can be blocked easily by wolves and the oft-maligned gnome recruits. He may simply wait it out and ignore your Clay Golems altogether, waiting for you to finish your activations then possibly outmanuevering you (through sheer speed) to pick off stranded and wayward orc warriors.

If I'll play a Lich/Clay Golem band, I'll probably only use 1 Clay Golem. I know it kinda defeats the purpose a bit and many will disagree with me (Newtoncain most likely), but I'd rather have some speed as well in the form of an Orc Champion (for tile grabbing and speed) and the presence of at least 1-2 Cursed Spirits to block/draw archers and somewhat help reduce the chances of a target making its save against the Lich Necro's Hold Monster spells.

This would be my suggested build:

Lich Necro
Clay Golem
Orc Champ
Cursed Spirits x2
Orc Warriors x6
11 Activations


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Newtoncain
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03/23/2005 4:11 PM  
quote:
Originally posted by Nixlord

quote:
Originally posted by Zardnaar


I'm the only one with a Lich necro in my area. On your initiative do the undead created get to act on the turn they were created or do they have to what a round like a summoned creature. And are they worth victory points?

Also what warbands have you guys tried with him? I'm currently using what is probably a standard build.

1 Lich
2 Clay Golems
8 Orc Warrior

Just thinking of adding a couple of Orc Champions instead of the Necro.





As Newtoncain and the others have said, it's a solid band. It can beat dual FBs as long as your opponent doesn't get too lucky with his save and attack rolls.

However, it has a weakness in regards to the assault format. Speed 6 does not guarantee a 1st turn tile grab. That alone can sometimes turn the tempo of the game, especially when you are up against CG. You fail to score tile points in the first turn, and I guarantee you a smart CG opponent will hole up, and force you to charge in.

Despite having Clay Golems for cover, it's no guarantee that you can outplay a smart CG player. HEBIs will be a big problem in this situation. The Lich's MM and Hold Monster spells can be blocked easily by wolves and the oft-maligned gnome recruits. He may simply wait it out and ignore your Clay Golems altogether, waiting for you to finish your activations then possibly outmanuevering you (through sheer speed) to pick off stranded and wayward orc warriors.

If I'll play a Lich/Clay Golem band, I'll probably only use 1 Clay Golem. I know it kinda defeats the purpose a bit and many will disagree with me (Newtoncain most likely), but I'd rather have some speed as well in the form of an Orc Champion (for tile grabbing and speed) and the presence of at least 1-2 Cursed Spirits to block/draw archers and somewhat help reduce the chances of a target making its save against the Lich Necro's Hold Monster spells.

This would be my suggested build:

Lich Necro
Clay Golem
Orc Champ
Cursed Spirits x2
Orc Warriors x6
11 Activations




I would not disagree w/ Nixlords recomendation. You might want to squeeze a trog or tear in to increase the -ac/-save, in conjunction w/ curse spirits, the hold monster spells become DC 20

They just don't know what's good in life...Conan, tell them what is good in life.
To rip the boosters. To count the minis spilled out before you, and to hear the indifference of the women...
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