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Subject: Yes, I really used Longstriders!

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Kypdurron
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Broken Hill

01/09/2006 9:21 PM  
I recently took out second place in the Sydney Challenge 200pt constructed tournament with the following band:

Inspiring Marshall
Longstrider x3
HEBI
Wild Elf Raider x2
Xeph Warrior x3
Catfolk

Quite a few people have shown an interest in this band, asking me how it worked, but more importantly, why? While it doesn't look all that impressive on paper, I've found it to be a tight, effective band when piloted correctly, so I thought I'd share some thoughts on how.

Firstly, there are a few things I keep in mind when I'm building a warband:
1. It needs to be well rounded and able to adapt to different conditions and opponent.
2. It needs to fit my style of play! Even if it's a 'tier one' band, if it doesn't fit my style, I won't win.
3.The band needs to have a surprise factor, such as a rarely used piece or an unexpected use of Tactics or GMA, that puts my opponent on the back foot and allows me to control the flow of the game.
4. Most importantly, it has to be fun to play! After all this is a recreational game and If you aren't having fun then what's the point?

Now, onto the band:

Longstriders.
I know a lot of people are unconvinced about this piece, but Speed 12 is the key here. In my opinion, Longstriders really come into their own as pack attackers.
Once you hit speed 12 on maps, you can basically be anywhere you want, dictate when and where the fight occurs, and it's nigh impossible for your opponent to guard everything.
With +13 to hit, they can hit most things easily, and flanks aren't to hard to pull off at all. Ten damage a swing isn't stellar, but adds up quickly in a GMA pack attack.
However, their AC isn't that great, and the flipside of speed 12 is that they usually won't get a chance to rally.

HEBI.
This guy can outrange almost any other piece in the game, which allows me to control the flow of battle and make my opponent want to close with me.
He is awesome at clearing out fodder to gain an early activation advantage.
When melee starts, I don't worry about getting off those three shoots a round. Instead, I use him as a fourth hitter with a great melee reach.

Inspiring Marshall.
What can I say? This guy takes the other units in the band and make them better.
He gives the Longstriders the ability to move 12 and hit twice, move 24 and hit once or move a staggering 36 squares in a round.
A well timed GMA can trigger a Longstrider assault and let the HEBI really open up on valuable pieces. Also, the GMA can allow your Longstriders to withdraw to safety, running far enough away that they cannot be caught.
He also gives my archers +1 to hit due to commander effect.

Wild Elf Raider .
In my opinion, one of the best low point pieces in the game. Fifteen Fearless HP (when in command) means that he'll always win the fodder war, and a ten damage swing with high speed means he can make a difference to the main slugfest as well, especially when you're up against chaotic beaters.

Xeph Warrior.
Cheap fast tile grabbers or blockers. They do it well.

Catfolk (don't laugh).
With speed 8 the Catfolk can really cut down enemy fodder and is perfect for shooting and scooting. With only one shot, you're never caught exposing him by standing still for two shots when you should be running!( As a side note whenever I need this guy to perform and yell "Claws of Doom" as I role he often gets a crit ) My usual gaming group hate this guy!

Alright, now a little on piloting the warband:

Divide and Conquer.

This is not the kind of band that can make a full frontal assault. If you just run all your troops in and start swinging, it'll end in tears.
The key is to use your speed and ranged firepower to thin out your opponent, and strike them in key areas when the time is right.

The Kill Zone.

When you're packing speed 12 and a GMA, you can start to get tricky.
Spread your hitters into a wide semicircle, about 10-12 squares from each other, with the Hebi and IM a little bit behind. Advance fodder to take out their little guys.
This gives the illusion that you're band has been placed randomly and that you are in a position of weakness.
In fact, with speed 12 and a GMA, as soon as an enemy enters the 'kill zone' semi-circle, the entire band can descend upon it in one activation and destroy it. It also keeps you out of being breath-weaponed.

Shoot, Scoot and be Merry!

Say you're facing Quad (which I have defeated with this band). I would maintain the semi-circle while scooting around the board, evading my opponent while popping fodder. Activation control can give you the edge you need.
Once you've picked a target for assassination, try to isolate them from the rest of their band for a round or two with your fodder.
Eventually, one of their hitters will base one of mine and BLAM, suddenly I've hit them with everything, often killing them before they can retaliate.
Don't get hung up on getting three shots every round out of the HEBI, keep moving or you'll lose it. However, if you're within 12 of the Longstriders, shoot away! If someone rushes to base the HEBI you can fold the whole band around them and they're toast.

So, there you go!
Feel free to post any comments questions or the like!
and let me know If you try it out and how you go...


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vudumumu
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01/09/2006 9:38 PM  
Was this a maps tourney? 8 figs tourney? You have only 9 activations. Also, you mention Catfolk, where are they in your band?

azuretide
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01/09/2006 9:43 PM  
Interesting I too have used the longstrider but usually as a tile grabber that is harder to kill. I do think the overall weakness of the band is the low damage potential that you pointed out. Good players put more than one big damage dealer in their band and could take out a strider or make one run pretty easily before you can do much damage. The HEBI is good too but again good players can place their pieces so they cant be seen or enter them into coverable melee combat giving them AC +8 against ranged attackers which is problematic. I do think you have a good foundation though. Maybe you could swap the HEBI for a better comander initiative and rating than 3 from the marshall. Just my 2 cents.

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Kypdurron
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Broken Hill

01/09/2006 9:51 PM  
quote:
Originally posted by vudumumu

Was this a maps tourney? 8 figs tourney? You have only 9 activations. Also, you mention Catfolk, where are they in your band?


Sorry fixed I knew I should have proof read it!
It was 12 figs and maps


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robbdaman
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01/09/2006 9:56 PM  
I've always felt the Longstrider had potential though mostly because players wouldn't know exactly how to handle a warband such as yours. Once it's been around a while it'd be easier to beat. So what other warbands did you face off with? You mentioned Quad which is often pretty fast and much harder hitting than Longstrider. What did you find to be effective in tactics against it and for other Tier 1 warbands such as LE's assortment (Chraals, Duergar Champs, Helmed Horror, Justicator, etc) or LG's (Githzerai Monk, Justice Archon, Justicator, etc) or other CG power pieces (Frenzied Berserker, Aspect of Kord, Rikka)?

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Broken Hill

01/09/2006 10:07 PM  
quote:
Originally posted by robbdaman

I've always felt the Longstrider had potential though mostly because players wouldn't know exactly how to handle a warband such as yours. Once it's been around a while it'd be easier to beat. So what other warbands did you face off with? You mentioned Quad which is often pretty fast and much harder hitting than Longstrider. What did you find to be effective in tactics against it and for other Tier 1 warbands such as LE's assortment (Chraals, Duergar Champs, Helmed Horror, Justicator, etc) or LG's (Githzerai Monk, Justice Archon, Justicator, etc) or other CG power pieces (Frenzied Berserker, Aspect of Kord, Rikka)?

R~


You hit the nail on the Head this bands surprise is its biggest asset
When facing it there are too many variables to consider I can fight any piece I want on the Grid usually when I like due to the speed and GMA. When I've got some more time I'll write a bit about the tactics I'd use against other Tier 1 bands.


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Gunthar
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01/09/2006 10:17 PM  
I like it. I LOVE Catfolk.

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Gristlemane
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01/09/2006 10:43 PM  
I've used dual Longstriders with a HEBI before simply because they are fairly tough and fast enough to reach the choke point on the drow outpost. It seemed fairly resilient, but a killer if you don't get the right map. I dalso on't think it can hold up to most warbands that can put out lots of fast damage.

It's deja vu all over again.

Myghtyfrog
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01/10/2006 12:37 AM  
Nice use of some rarely used pieces. If you like the surprising facts, you may want to try this once in a fun game. I've tried it and finished 3rd (when quads and frenzied and low ac stuff were popular).

Xephs Revenge
Moon Elf Fighter
Scorpion Clan Drow Fighter
5x Xeph Soulknife
+fodder (xephs and wild elves)

Vs low Ac bands, i've pratically killed 2 hitters and spred out with loosing about 1 hitter. The main force about this is : speed, damage output (ok, +7 for 15 magic damage on range 6, for 5 times, and +9 for 10 dmg with commander). Even when your based Souls are not lost, because they deal 10 m dmg at +5/+5. But you don't go that far with that. I found it very fun to play, and main surprise was that opponents don,t know what to do and usually make big mistakes.


ickthegreat
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01/10/2006 11:46 AM  
i love this warband, the main reson is the longstriders and Inspiring Marshall. i have been trying to build a band with them and make it work. and i think it can and you help proved that the longstriders are really a piece to deal with in CG

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rhane
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01/10/2006 12:18 PM  
Very nice writeup. I've always liked the Longstriders, but thought they were unusuable due to their damage potential. Its nice to see that there is definitely hope.

Very good points on "surprise factor". The first time I played against a 2xFB, 2xIM variant I was a little hesitant on how to proceed. Even though its a "weaker" option, I made some mistakes when playing against this surprise variant. My opponent also made a mistake in not capitalizing on what I thought was a glaring opening - he would have won easily.

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andytum
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01/10/2006 1:03 PM  
I've used a longstrider a few times with a great success. Great unit that offers flexibility to the warband... I like to team it with Greenfang Druid and a Dire Bear...


Luisjoey
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Caracas Venezuela

01/10/2006 3:29 PM  
Longstrider is an excellent piece, i use it for early combat because his high movement rating, if he had weakness are that he run a lot when demoralized and he have and awfull Ac, but still nice piece.

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01/10/2006 4:05 PM  
I LOVE Longstriders.
Thank you now I need a third.[:D]

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Chad the DragonLordofAiur
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01/10/2006 4:21 PM  
I like your idea. What do you think of this improvement idea. If you are using the HEBI to run and shoot then how about swapping him out with three graycloak rangers and three wolves. Or two graycloaks and an elf stalker for the magic damage. Three graycloaks is better than one HEBI IMO and then you will get more activations because you can start with 14 or 15 activations. You've just turned one HEBI activation into 6 activations. More blockers, more tile grabbers, more hit points, more activations and just as much damage potential in the long run. What do you think?

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Chad the DragonLordofAiur
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Southeast PA

01/10/2006 4:25 PM  
Here is the build:

Inspiring Marshall
Longstrider Ranger x3
Graycloak x3
Wolf x3
Wild Elf Raider x3
Xeph x2

15 activations and 450 total hit points. Three stunning attacks from the wolves and lots of speed every where.

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Chad the DragonLordofAiur
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01/10/2006 4:26 PM  
Actually I just thought of something - swap a wild elf raider for Mialee to get a Magic Weapon on one of the Graycloaks and a Magic Missile spell.

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Chad the DragonLordofAiur
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Southeast PA

01/10/2006 4:36 PM  
@Rhane - yes that would be me and I've learned not to be so narrow minded with my tactics when pilotting that band. I was so focused on one particular maneuver that I missed the most obvious one.

@azuretide - The Inspiring Marshall is commander 4 not 3 and the HEBI has precise shot so when he shoots into combat with cover the opponent only gets +4 AC not +8.

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Chad the DragonLordofAiur
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Southeast PA

01/10/2006 4:43 PM  
How about this 8 figure variant:

Inspring Marshall
Longstrider x2
HEBI
Graycloak x4
Wolf x4

12 activations and 425 total hit points. A ton of ranged attacks and you still have a quick strike attack with the pair of longstriders.

You've dropped one longstrider and added 4 graycloaks.

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Kypdurron
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Broken Hill

01/10/2006 6:04 PM  
quote:
Originally posted by Chad the DragonLordofAiur

How about this 8 figure variant:

Inspring Marshall
Longstrider x2
HEBI
Graycloak x4
Wolf x4

12 activations and 425 total hit points. A ton of ranged attacks and you still have a quick strike attack with the pair of longstriders.

You've dropped one longstrider and added 4 graycloaks.



Chad I like It, May just work one thing that sways me toward the HEBI is that i can put all that magic damage out in one activation. If someone presents the target I like. or I can kill 3 fodder pieces before than can react. In saying that I think the greycloak varient has merit also.


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Kypdurron
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Broken Hill

01/10/2006 6:10 PM  
quote:
Originally posted by rhane

Very nice writeup. I've always liked the Longstriders, but thought they were unusuable due to their damage potential. Its nice to see that there is definitely hope.

Very good points on "surprise factor". The first time I played against a 2xFB, 2xIM variant I was a little hesitant on how to proceed. Even though its a "weaker" option, I made some mistakes when playing against this surprise variant. My opponent also made a mistake in not capitalizing on what I thought was a glaring opening - he would have won easily.



Another part of the longstrders surprise is his abilities people always forget he has "death strike". Also he gets extra +5 damage against evil outsiders another nice surprise opponents often forget.I love the look on peoples faces when they are advancing toward you and are halfway across the board and have to turn around cause you are attacking their commander in their start tile!


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psistef
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01/10/2006 6:26 PM  
quote:
Originally posted by Chad the DragonLordofAiur

How about this 8 figure variant:

Inspring Marshall
Longstrider x2
HEBI
Graycloak x4
Wolf x4

12 activations and 425 total hit points. A ton of ranged attacks and you still have a quick strike attack with the pair of longstriders.

You've dropped one longstrider and added 4 graycloaks.




This build seems to tip the band into ranged territory, rather than being a band with ranged support.
I'd probably want a Longstrider back.

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Luisjoey
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Caracas Venezuela

01/11/2006 8:14 AM  
I guess that longstrider breaks out any ranged posibilities and they are good to storm Casters, by moving long distances and delivering a strike.

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01/11/2006 9:13 AM  
Interseting bad, honestly i don't think i'd have ever thought of it...might have to borrow the idea and try it

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eMpTy Kay
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01/11/2006 10:31 AM  
I have to smile when I think about this. When Anglefire came out I ended up getting three longstriders between the pre-release and my 1st case. The first tourney we had after that (12 fig, tiles) I went with IM, 3x longstriders, Brass dragon & filler. Yes, a brass dragon, I did not have a HEBI at the time and the sleep breath put the others in fits. When my opponents would look over the band (FOUR units speed 12?!?, AND the Marshall?!?) they did not know what to do about it.

I ended up losing only one game to a beater band when my dice died on me. It has been a while and I would need to go back to the report for the details, but I was impressed by the longstrider. When I am building a CG band, I always consider putting one in.


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Crystal MN, USA

01/11/2006 10:46 AM  
I too am a fan of the longstrider. I don't play them because I can't afford to buy a ton of boosters and I chose LE as my faction to build with. My friend plays them and another property of you band that's advantageous against people who are *aware* of your strength is that they will move across the map slower. This can result in a tile point advantage early on in many games.


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Vrecknidj
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01/11/2006 10:59 AM  
Lots of options . . . .

Inspired Rangers
Inspiring Marshal
Longstrider Ranger x4
Graycloak Ranger x2
Wolf minion x2
Ialdabode

Ten activations is quite nice. This could be fun.

Option 1
You could drop one Longstrider and replace him with the Bladesinger. She'll grant that extra +3 attack bonus making them that much tougher.

Option 2
You could drop one Longstrider and Ialdabode and replace them with the Adventuring Wizard (!) and a Xeph Warrior. It would at least give your opponent a new figure to look at.

Option 3
As option 2, but use the Evermeet Wizard or the Dromite Wilder instead of the Adventuring Wizard (and no Xeph). Either of these would also give your opponent something new to look at.

Option 4
Upgrade Ialdabode to Mialee and swap a Longstrider for a Celestial Pegasus for the usefulness as a blocker and a figure with flight.

Option 6
Drop Ialdabode and a Longstrider for either a Goliath Barbarian or Rikka, and Mialee. I like the idea of adding Rikka to this band. You could also swap in the Elf Pyromancer at this point.

If you only want 8 activations, here's an interesting build.

Inspiring Marshal
Longstrider Ranger x3
Rikka, Angelic Avenger
Xen'drik Champion
Graycloak Ranger
Wolf minion

Dave

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Broken Hill

01/11/2006 7:18 PM  
Thanks for all comments and feedback, I would be interested to hear how any of you go if you get a chance to try this band out!


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01/12/2006 5:59 AM  
nice work man i think ill have to try this one with my mates next chance i get

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