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Subject: Young Master + Githzerai Monk: Core + Modules

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12/05/2005 11:37 AM  
No doubt their bane is direct damage and conceal/incorporeal which can frustrate the unavoidable strike.

My favorite band combinations include either a Couatl instead of a 4th Gith or a Lantern/Standardbearer as they each obviously can assist the Giths in different ways. What you play will be determined ultimatley by your local metagame.

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12/05/2005 11:39 AM  
Hmmm... I just thought of a counter to the triple Monks - The Large Red Dragon. His level is 13 and he has a lot of hit points and good AC against the monks. Plus his breath weapon can put them at a morale check if they fail. Maybe dual LRDs will make a come back. They have good fly speed too so the Drow Outpost would be good for them.

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12/05/2005 11:47 AM  
Maybe something like this:

LRD x2
Drow Sarge
Orc Warrior x4 (for activations and synergy with sarge)
Timber Wolf (for tile points)

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12/05/2005 12:25 PM  
I think the standard version of LRD used to be

2x LRD
Drow Wizard
Abyssal Maw

Only four activations, but its not too bad for 8 fig formats.

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12/05/2005 12:41 PM  
2 LRD = lots of elemental damage + Squishy Commander = Squashed Commander = SLOW dragons.

Monks are fast enough to spread out and not allow more than 1 to be caught in any breath, Couatl (the optimal build in my mind) minimizes Elemental damage (5 damage on a save, 15 when failed)

Also 3 Monks and a Couatl can do 105pts of auto damage in a turn.

There are counters to Githzerai, but I don't think the LRD is it.

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12/05/2005 1:28 PM  
Gnolaum, I think Chad, like many of us here, is designing more for the post War Drums era rather than now, where the squishy commander matters a little bit less.

Also you need an 8 figure war band, especially if you are going to be facing monks. Its going to be very tough to beat a warband that doesn't have the capability to activate before/after a monk build, due to their speed and ability to concentrate damage at unprecedented levels.

Honestly, I think probably one of the best builds to beat gith monks is something like 4 Helmed Horrors and 4 Blues, though even with that there is the risk that the Gith player will take advantage of their great speed to take out the Blues and then run away from the HH for the rest of the game.

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12/05/2005 8:38 PM  
I think 2 LRD, among other bands, may have a good chance against Monks, not sure. Obviously the Couatl, if played, significantly lowers the damage output of the breath weapons.

Doubt: I don't think killing the Blues and running away is really a viable strategy by itself at all. (Also, rather than 4 Blues, there should be at least one Timber Wolf). The Helmed Horrors merely have to put one Helmed Horror on a victory scoring area, and they've got *3* left to defend all of their own victory areas. At worst, that means sitting one in each spot, but in practice they ought to be able to be within 6 or 12 of several spots, and then swoop in wherever the tile grabber is. To keep their point edge, the Monks would have to get tile points all but one round for the entire game. That's just not gonna happen without the Helmed Horrors getting plenty of attacks.

Finally, my own version of monks tried out what I like to call NNST. Not Necessarily Smart Tech. Yes, I used a Druid of Obad-Hai in place of the fourth Gith or the Couatl. Activation control with Monks seems extremely big to me, and doubly so versus another Monk band. For what it's worth, it also allows you to fit in Eberk (or Aramil, if preferred).

As for reporting how that band's done for me, I have lost with it, 202 to 201, against an dual Aspect of Kord band. The Druid of Obad-Hai helped a lot against a double Marut band I faced, even though that band was already out-activated by a ton. Having 4 more fodder than normal, especially fast fodder, allowed me to constantly throw a Wolf or two in the way of his second Marut, after killing the first one.

Anyway, Gnolaum, I submit Gith Monk + Druid of Obad-Hai + Eberk to the list of Modules.

- Dagni


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12/05/2005 10:44 PM  
HAHAHAHAHAHAHAHAHA

I was just talking to doubtofbuddha the other day about throwing the Druid of Obad Hai into an LG band ... or using the Genasi ... gotta get those activations!

He, of course, ridiculed me. It's nice to know someone else has an addled enough brain to try it out.

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12/05/2005 10:44 PM  
monks are excellent,but they have some problem. .
a friend of mine, who it an amazing minis player and has been state champ here several times ( he went on to win this tourny as well) beat me in a small tourny Couatlmonks(imo the best build) vs. a homebrew LG ulmo band put together on the fly (it was actually pretty good he was my only loss)i noticed theat monks have trouble vs. other midrange quad style warbands ( except orcs which it handles quite nicely) anything focusig on 1 big piece doesnt standa chance, chraal bands get smoked, orcs are 50/50 or worse depending on the build.

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12/06/2005 10:50 AM  
quote:
Originally posted by Dagni
Anyway, Gnolaum, I submit Gith Monk + Druid of Obad-Hai + Eberk to the list of Modules.
- Dagni



Added the NNTS module, and Druid of Obad-Hai, Eberk Adventurer, and Dwarf Artificier to the list of Tech pieces.

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12/06/2005 1:13 PM  
Dagni severely beat me with that warband! I'm not sure if I was his first victim or not as he said he just threw it together. It definitely controlled activations.

It also didn't help that I had two Chraals instead of one or three. Two wasn't sufficient to block access to my commander and Dagni was happy to take AoOs from the Chraals to hit my Human Blackguard.

Losing almost every initiative didn't help, especially when I had a commander 6 to his 3 . . ..

Ah well, back to the drawing board.

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12/06/2005 1:24 PM  
I think Couatl/Monks is the "best" Monk build, except for one huge detail: the mirror matchup. The better Monks are, in general, the more significant the mirror matchup is.

Back in the day, maybe Eye, 3 Orc Champions, and Tiefling was the "best" CE quad build. However, the Ogre Ravager was a huge part of the real best builds, I think, because he was so good in the mirror matchup, which was practically all that mattered back then.

If Monk bands are the best bands out there, then you have to expect to *face* Monk bands. On paper, I tend to think that the Couatl version has a significant disadvantage versus a 4 Gith band, or versus my crazy Druid of Obad-Hai band. For that reason, and pretty much only that reason, I'm not sure whether or not I like the Couatl version the most.

It's all about minimizing bad matchups. Here's two scenarios, both of which have the same bad matchups, but result in a very different evaluation of the two bands. Scenario one: 4 Gith band has a slight edge versus Couatl/Monk band, but has major trouble with Chraal bands, Gauth bands, LRD bands, etc - whereas Couatl/Monks handles those bands well. Scenario two: 4 Gith band has a big edge versus Couatl/Monks, but has a little trouble with Chraals, Gauths, LRDs, etc.

So it's about exploring the supposedly bad matchups to determine which band is best, as much as the more obvious part: guessing the metagame. After all, if there won't be other Monk bands, then by either scenario the Couatl band is better.

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12/06/2005 1:44 PM  
Yeah, I think my next step of testing (now that I have played couatl a bit) is to play a pure monk band. I can't get myself to try out the obad-hai version. (Sorry Dagni. :P) Though I do admit a quad Helmed Horror band worries me, despite my bravado earlier in the thread.

I guess the question is: "Are 4 Helmed Horrors a viable warband choice in the broader tournament scene?"

I don't think we can really tell that for sure until War Drums comes out, thought its interesting to speculate about right now.

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12/06/2005 2:09 PM  
quote:
Originally posted by doubtofbuddha

I guess the question is: "Are 4 Helmed Horrors a viable warband choice in the broader tournament scene?"
I think 4 Helmed Horrors is very solid. The sort of band that might be able to take them down with offense (FBs, CE quad) isn't played as much because of Justice Archons and Chraals. Plus, Helmed Horrors may be able to take on those bands, anyway. The worry for Helmed Horrors would be fire resistant, DR 5 creatures. One or the other probably isn't enough - but both together would make it tough for the HH. I'm not sure if there's any otherwise strong band that has both those things, though.

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12/06/2005 2:17 PM  
So what would you use to fight quad helmed horrors then? Justice Archons + Couatl has that combination as do Marut + Couatl, but both of those warbands suffer from the potential vulnerability of the Couatl in the face of the Helmed Horror's attacks.


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12/06/2005 2:21 PM  
Not that it matters to this post at all. But

quote:
Dwarf Artificier - 31 pts (+2 AC, +2 attack)

Actually he is 21 points. ;)

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12/06/2005 2:25 PM  
Yeah, Justice Archons just can't kill even one Helmed Horror. So really the Helmed Horrors with Flight can choose their own targets, which means Couatl(s) first. So they'll be doing 10 dmg per attack all game - good enough to beat, say, Snake Eyes easily enough I would think. Running approximate numbers on a Marut versus 2 Helmed Horrors, with the Helmed Horrors doing 10 damage each, seemed like Helmed Horrors do well enough there. They would have to go for Couatl first, though, so any kind of Marut/Couatl band could be a good game, not sure which side would have an edge. Probably not a significantly bad matchup for Helmed Horrors there, but there might be.

Like I said, not sure if there is an otherwise balanced band that would be great against Helmed Horrors. Ghaele Eladrin would single-handedly beat them, though. Balor would probably manage by himself, as well. And maybe 2 Steel Predators would even be decent against the rest of the field, as well as killing the 4HH band.

- Dagni


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12/06/2005 2:27 PM  
As I mentioned, we get together every Monday night for DCI tournaments, but I doubt that is what you mean. ;)

I am working with Sam/lalato to hopefully put together the (Central) Florida DDM Open. Thanks to our travelling we are in contact with some strong communities and individual players in Ocala, Tampa, Gainesville, Daytona, Melbourne, and Orlando, and I hope that we can use this big tournament as a way to get a many of the central Florida players together in one place to have a big tournament before the Qualifier season starts. Right now I am shooting for mid-January, but it really depends on what we can get out of the local store who is willing to host such an event.

How does that sound to you?

:)

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12/06/2005 2:40 PM  
quote:
Originally posted by Dagni

Yeah, Justice Archons just can't kill even one Helmed Horror. So really the Helmed Horrors with Flight can choose their own targets, which means Couatl(s) first. So they'll be doing 10 dmg per attack all game - good enough to beat, say, Snake Eyes easily enough I would think. Running approximate numbers on a Marut versus 2 Helmed Horrors, with the Helmed Horrors doing 10 damage each, seemed like Helmed Horrors do well enough there. They would have to go for Couatl first, though, so any kind of Marut/Couatl band could be a good game, not sure which side would have an edge. Probably not a significantly bad matchup for Helmed Horrors there, but there might be.

Like I said, not sure if there is an otherwise balanced band that would be great against Helmed Horrors. Ghaele Eladrin would single-handedly beat them, though. Balor would probably manage by himself, as well. And maybe 2 Steel Predators would even be decent against the rest of the field, as well as killing the 4HH band.

- Dagni



Dagni, am I correct to assume you are talking about 4HH when the OOC Speed=2 rule is removed? Your reference to them choosing their own targets makes me think so, because before the removal of that rule, the only way to get a 4HH band that chooses its own targets is to use Snig. I'm pessimistic about Snig's lifespan, though, if he is all that stands between 4HH getting speed =2[:)].

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12/06/2005 3:31 PM  
quote:
Originally posted by lynchpt

quote:
Originally posted by Dagni

Yeah, Justice Archons just can't kill even one Helmed Horror. So really the Helmed Horrors with Flight can choose their own targets, which means Couatl(s) first. So they'll be doing 10 dmg per attack all game - good enough to beat, say, Snake Eyes easily enough I would think. Running approximate numbers on a Marut versus 2 Helmed Horrors, with the Helmed Horrors doing 10 damage each, seemed like Helmed Horrors do well enough there. They would have to go for Couatl first, though, so any kind of Marut/Couatl band could be a good game, not sure which side would have an edge. Probably not a significantly bad matchup for Helmed Horrors there, but there might be.

Like I said, not sure if there is an otherwise balanced band that would be great against Helmed Horrors. Ghaele Eladrin would single-handedly beat them, though. Balor would probably manage by himself, as well. And maybe 2 Steel Predators would even be decent against the rest of the field, as well as killing the 4HH band.

- Dagni



Dagni, am I correct to assume you are talking about 4HH when the OOC Speed=2 rule is removed? Your reference to them choosing their own targets makes me think so, because before the removal of that rule, the only way to get a 4HH band that chooses its own targets is to use Snig. I'm pessimistic about Snig's lifespan, though, if he is all that stands between 4HH getting speed =2[:)].

Pat Lynch



It was already covered in the other posts that were talking about the wardrums era when Speed2 will be eliminated. Personally I try to read to deep into any kind of metagame ideas that involve the lack of out of command speed rule because wardrums will adding so many figs the metagame will shift anyway. Shrug.

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12/06/2005 3:37 PM  
quote:
Originally posted by doubtofbuddha

As I mentioned, we get together every Monday night for DCI tournaments, but I doubt that is what you mean. ;)

I am working with Sam/lalato to hopefully put together the (Central) Florida DDM Open. Thanks to our travelling we are in contact with some strong communities and individual players in Ocala, Tampa, Gainesville, Daytona, Melbourne, and Orlando, and I hope that we can use this big tournament as a way to get a many of the central Florida players together in one place to have a big tournament before the Qualifier season starts. Right now I am shooting for mid-January, but it really depends on what we can get out of the local store who is willing to host such an event.

How does that sound to you?

:)



Actually, since its a monday night I might be inclined to do the Ocala tourney on the 1st Sunday then if someone could provide the sleep space drive to Orlando sunday night to play in the tourney on monday then drive back to Gville monday night or Tuesday morning.

Course that would require whatever job I find to give me both the Sunday and Monday off back to back. But its an idea.

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12/06/2005 3:46 PM  
quote:
Originally posted by lynchpt

quote:
Originally posted by Dagni

Yeah, Justice Archons just can't kill even one Helmed Horror. So really the Helmed Horrors with Flight can choose their own targets, which means Couatl(s) first. So they'll be doing 10 dmg per attack all game - good enough to beat, say, Snake Eyes easily enough I would think. Running approximate numbers on a Marut versus 2 Helmed Horrors, with the Helmed Horrors doing 10 damage each, seemed like Helmed Horrors do well enough there. They would have to go for Couatl first, though, so any kind of Marut/Couatl band could be a good game, not sure which side would have an edge. Probably not a significantly bad matchup for Helmed Horrors there, but there might be.

Like I said, not sure if there is an otherwise balanced band that would be great against Helmed Horrors. Ghaele Eladrin would single-handedly beat them, though. Balor would probably manage by himself, as well. And maybe 2 Steel Predators would even be decent against the rest of the field, as well as killing the 4HH band.

- Dagni



Dagni, am I correct to assume you are talking about 4HH when the OOC Speed=2 rule is removed? Your reference to them choosing their own targets makes me think so, because before the removal of that rule, the only way to get a 4HH band that chooses its own targets is to use Snig. I'm pessimistic about Snig's lifespan, though, if he is all that stands between 4HH getting speed =2[:)].

Pat Lynch


Snig's a punk, but when you have 4 HHs in your face, while Snig hangs back as far as he can get and still have LOS, what resources will you have to take him out? By the time you manage to kill Snig, the HHs have killed your Commander, and everyone's at Spd 2 anyway.

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12/06/2005 5:14 PM  
quote:
Originally posted by Dagni

I think 2 LRD, among other bands, may have a good chance against Monks, not sure. Obviously the Couatl, if played, significantly lowers the damage output of the breath weapons.

Doubt: I don't think killing the Blues and running away is really a viable strategy by itself at all. (Also, rather than 4 Blues, there should be at least one Timber Wolf). The Helmed Horrors merely have to put one Helmed Horror on a victory scoring area, and they've got *3* left to defend all of their own victory areas. At worst, that means sitting one in each spot, but in practice they ought to be able to be within 6 or 12 of several spots, and then swoop in wherever the tile grabber is. To keep their point edge, the Monks would have to get tile points all but one round for the entire game. That's just not gonna happen without the Helmed Horrors getting plenty of attacks.

Finally, my own version of monks tried out what I like to call NNST. Not Necessarily Smart Tech. Yes, I used a Druid of Obad-Hai in place of the fourth Gith or the Couatl. Activation control with Monks seems extremely big to me, and doubly so versus another Monk band. For what it's worth, it also allows you to fit in Eberk (or Aramil, if preferred).

As for reporting how that band's done for me, I have lost with it, 202 to 201, against an dual Aspect of Kord band. The Druid of Obad-Hai helped a lot against a double Marut band I faced, even though that band was already out-activated by a ton. Having 4 more fodder than normal, especially fast fodder, allowed me to constantly throw a Wolf or two in the way of his second Marut, after killing the first one.

Anyway, Gnolaum, I submit Gith Monk + Druid of Obad-Hai + Eberk to the list of Modules.

- Dagni



The Gith+YM warband is very nasty. The only reason Dagni lost to my Dual AoK band was the fact that I got to his Young Master early. I believe in the begining of the 2nd round I took out his YM with a AoK + Snakes Swiftness. Also there was the dlb 20 round where my Kord out right quished two of his monks. Had his YM lived I don't think I would have won that game. He had to many activations, stuns, speed and damage.

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12/06/2005 5:15 PM  
Yeah, I'm talking them with no speed 2.

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12/06/2005 6:35 PM  
4x Helmed Horrors + Snig is not a band for the meek - on either side. Yes, Snig is squisherific, but then you've got four 95 HP constructs flying at you. Or, sniping you if they don't want to move. It has some bad matchups itself, but that's some serious HP and resistances flying your way, basing your commander, etc.

If activations weren't as important I'd consider a Kobold Sorc + 4 ... just for the magic weapon(s) or magic missile versatility.


Back to monks, I favor 4x monk bands. Dunno, I like some tech but I think these days I'm a more-meat guy. I have considered using Ember + Eberk or something odd like that, but ultimately I prefer the extra Gith.

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12/06/2005 8:07 PM  
quote:
Originally posted by Gnolaum

2 LRD = lots of elemental damage + Squishy Commander = Squashed Commander = SLOW dragons.

Monks are fast enough to spread out and not allow more than 1 to be caught in any breath, Couatl (the optimal build in my mind) minimizes Elemental damage (5 damage on a save, 15 when failed)

Also 3 Monks and a Couatl can do 105pts of auto damage in a turn.

There are counters to Githzerai, but I don't think the LRD is it.



I'm still trying to come up with a good LRD warband.

But what about LRD, + good commander, + burning skeletons as shield for LRD, + hitter and foddder -

Large Red Dragon 83 pts
Drow Cleric of Lolth 42 pts
Ogre Raveger 38 pts
x2 Burning Skeletons 26 pts
x3 Skeleton Warriors 9 pts

198 pts, 8 activations

Drow Cleric cast Magic Weapon on LRD and then slashing darkness on Monks (or other attackers), good Commander rating = 5 for ini.
Burning Skeletons protect Drow Cleric, do fire damage to any who hit them, are immune Cold and Fire (all that elemental damage).
LRD use breath to score some initial damage, then goes into combat with magic weapon on him.

Goal is to pin some enemies (Monks) between LRD and Ogre Raveger to make use of CFX for damage.

Best map Drow Outpost.

What do you all think?

Cheers,

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12/06/2005 8:17 PM  
Lich necro seems to be the best CE commander vs monks however vs Chraals and most other LE meta hes less effective.

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12/23/2005 7:46 PM  
4 HH has a very bad matchup vs marut/coault/aramil band...

DR 5 from Marut , useless fire dmg due to coault + ray of enfeblement from aramil is 0 dmg on the marut...

even aramil + coault + justice archons can beat it...

just my 3 cents.

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12/25/2005 1:42 PM  
Mialee 6pt LG/CG 1x MM 1x Magic Weapon. She always gets overlooked for fodder. That MM can make a difference when something is within 5 of morale check or death. Especially since the last 5 can be done by Mialee so the Giths get AOOs.

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12/27/2005 1:05 PM  
I like to use Couatl/Dwarf artificer as a counter to HH. My local meta went HH crazy, and the dwarf artificer has been vital to use against them, and adding the couatl's Energy res. and legions undeniable stay down has really neutered the HH in my area.

my build goes a little something like this.

couatl 42
Gith Monk x3 96
Justice archon 34
Dwarf artificer 21
Man at arms x 2 6

8 activations, 199 points

The JA is intended as a chraal spoiler, but I've never had to use this band against chralls yet, so I'm unsure how effective it is.



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12/27/2005 2:32 PM  
That band would fall down and die vs. other gith monks bands, as well as pretty much every other band in the competitive metagame. If you are running a predominantly gith monk warband you need a Young Master. Thats all there is to it.

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12/28/2005 12:23 PM  
quote:
Originally posted by doubtofbuddha

That band would fall down and die vs. other gith monks bands, as well as pretty much every other band in the competitive metagame. If you are running a predominantly gith monk warband you need a Young Master. Thats all there is to it.



Hey Jesse
What are you running now a days? What is the exact build...
I hate the damn Monks, so I want to be able to playtest against it! ;-)

BTW 3x FB's hurt like $#!+


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12/28/2005 12:47 PM  
The monk build I was running was Young Master, Couatl, 3 Gith Monks, Azer Raider, Hill Dwarf Warrior, and a Man-at-arms.

Thats not the build I am running these days though. ;) I want to keep what exactly I am doing under wraps at least until the Florida DDM Open is over.

I am not gone.

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12/28/2005 11:14 PM  
Say, has anyone used the Hexblade Elf. I'm thinking with the (swift)curse at DC 19 and that phantom spell (whatchamacallit, sorry I don't have the card infront of me but I do recall that target creature is flanked or some such, effectively lowering AC's by 2)that it ought to stand up against the monks.

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12/29/2005 3:02 AM  
How does 4x helmed horror do against CE quad or triple FBs? I'm thinking that with average rolls, such bands would drop the helmed horror real quick. The difference in damage output is just too huge. Not to mention the higher chances of winning turn initiative with their CR4 vs your CR0.

I thought that past deterrants to using chaotic beaters have lessened somewhat now. 8 activations allow the use of 3 FBs (a never before possible option), new high AC pieces has vastly decreased the value of the JA, and new maps make triple chraal bands all the more difficult to pilot well against assassination, especially with all the gith monks running about.

Red sams has, since angelfire, been the most efficient quad beater, and in the current environment of gith monks, duergar champs with conceal, and helmed horrors, their rather high level (against stuns), cone weapon (against conceal and high AC pieces), resist fire (against helmed horrors) and high attack bonuses only makes them better. How would a 4 red sam band do against a 4 helmed horror band? Gotta go test it out!


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01/01/2006 9:22 PM  
Just had a thought.

Young Master
Githzerai Monk x2
Battle Plate Marshal
Gold Dwarf Soldier x2
Tordek
Hill Dwarf (gotta stick with the theme--a T-Wolf is probably better)

What you give up in the third Gith and Couatl is probably too much, I'll admit. But, the BPM means your monks probably will not rout. And, with the DGMA, the GDSs won't be that far behind the monks.

(Admittedly, this doesn't have the oomph or glamour of the triple monk + Couatl bands, but it's something different.)

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01/02/2006 5:09 PM  
quote:
Originally posted by Vrecknidj

Just had a thought.

Young Master
Githzerai Monk x2
Battle Plate Marshal
Gold Dwarf Soldier x2
Tordek
Hill Dwarf (gotta stick with the theme--a T-Wolf is probably better)

What you give up in the third Gith and Couatl is probably too much, I'll admit. But, the BPM means your monks probably will not rout. And, with the DGMA, the GDSs won't be that far behind the monks.

(Admittedly, this doesn't have the oomph or glamour of the triple monk + Couatl bands, but it's something different.)

Dave


Ugh! That speed differential is aweful, even with the "boost".

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01/02/2006 7:00 PM  
quote:
Originally posted by Vrecknidj

Just had a thought.

Young Master
Githzerai Monk x2
Battle Plate Marshal
Gold Dwarf Soldier x2
Tordek
Hill Dwarf (gotta stick with the theme--a T-Wolf is probably better)

What you give up in the third Gith and Couatl is probably too much, I'll admit. But, the BPM means your monks probably will not rout. And, with the DGMA, the GDSs won't be that far behind the monks.

(Admittedly, this doesn't have the oomph or glamour of the triple monk + Couatl bands, but it's something different.)

Dave



id much rather have a CODA then th marshal even with retaliate, and i think coatl monks is the best buikd by far. people argue that 4 gith's is more meat, but the gith's chief wekness is autodamage on the low hp, and in terms of the mirror your matchup s beraly impacted, the caol has enough sonic orbs to kill a monk and still have snakes swiftnesses and heals. the extra damage output in no way makes up for the vulnerability to dragon bands, (lrb/lsd) even worse HH matchups (fire resistance) undead weaknesses (soth/death knight abyssal blasts hurt, and a failed soth blast save is a moral on a gith) and weaker matchups with any random tech that deasl elemental damage. add that to the boon of an ectra commander and the choice seems clea to me

just my thoughts, cheers!


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01/02/2006 9:43 PM  
What are everyone's thoughts on a band with mounted paladin, gith monk, young master as a core? Maybe something like this?

Mounted Paladin 96
Young Master 44
Githzerai Monk 34
Sun Soul Initiate x2 16
Man at Arms x2 6
Hill Dwarf Warrior 4
200 points, 8 activations

Har 25/80 De 35/60 Ar 43/60 GoL 61/72 Ab 42/60 Dk 43/60 Af 51/60 Ud 49/60 WD 50/60

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01/02/2006 9:52 PM  
not a big mounted pally fan (too little hp and just not strong enough in generafor 98 pts), besides why fix what isn't broke?

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