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Subject: WBC IV: Fire Bracket

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psistef
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02/06/2006 6:10 AM  
Fire Bracket!! May the others buuuuurn....

ROUND ONE

Game 1
XenoZephyr (bye)

Game 2
Janos M. (bye)

Game 3
Jos1-1
perpetualstudent

Game 4
Vrecknidj
jffalaschi

Game 5
gloom_
AesophDarkfable

Game 6
IanB
trunutral88

Game 7
mortusbard
tried

Game 8
ack
aesnath




MATCH ONE [BYE – NO VOTE NEEDED]

XenoZephyr

Bones & Brain

Mind Flayer 35 pts
2x Grim Necromancer 70 pts
2x Spectre 88 pts
Skeleton
Kobold Warrior
200 pts, 7 activations (11 after summons)

The Grim Necros can summon up to 2 undead each for a total of 11 activations. What I like about summons is that you can summon what creatures you want after seeing what your opponent has.

Most likely to summon Burning Skeleton + Gnoll Skeleton each Grim since the Burning Skeletons are great screeners and melee troops will take damage from them unless they are immune/resist to fire damage. But if need be you could summon up 2 Ogre Skeletons or 2 Deathlocks if you felt you needed the magic missles. Against purely ranged warbands, you could summon up fast units like the gravehound or wolf skeleton to base them quickly and tie them up until the spectres can arrive which should be soon enough.

Very commander heavy I know but each commander is a bit squishy and having three at least spreads out the large bullseyes around.

Mind Flayer can use his stun over all of these figures (except of course the Necromancers and Kobold who shouldn't be in his way) and, playing the meta, a lot of the good figures that are immune to stun can not be included.


MATCH TWO [BYE – NO VOTE NEEDED]

Janos M.

Champion of Eilistrae 48
Longstrider Ranger 34 / 72
Longstrider Ranger 34 / 106
Xen'drick Champion 23 / 129
Xen'drick Champion 23 / 152
Lolth's Sting 7 / 159
Lolth's Sting 7 / 166
Wand Expert 33 / 199

with Magma Keep

The Idea is simple the open Terrain works for the three ranged attacker, while one of the Longstrider go for VP. Lolth's STings shall protect the CoE


MATCH THREE


Jos1-1

Sword Archon 82
Iron Golem 61
Stalwart Paladin 9
Aasimar Favored Soul 20
Dwarf Wizard 21
City Guard 3
City Guard 3

asimar gives Magic weapon to iron golem who now does 30 magic damge. then heals for the sword and keeping away Conceal.
dwarf wizard laying down some nasty hands for possilbe 70 damage (30 from golen, 30 from sword, and ten from the paladin, ouch)
possilbe 140 damge a round is nice with fearless all around.



perpetualstudent

Gnoll Sergeant (33)
Drow Wizard (29)
Large Deep Dragon (67)
Draegloth (56)
Lolth's Sting (7)
Skeleton X 2 (8)

200pts - 7 activations

This is a commander/squishy target hunting band with a number of fast moving
peices and great damage potential. While the dragon breath makes it weak
against golems, they should be easy to avoid, and with a little luck, the
dragon and dreagloth could actially kill a clay golem in one round with the
benifit of the gnolls commander effect and the magic weapon spell and dragon
special ability boosing to hit bonuses, if they were forced to fight.

I had a version without the draegloth, with Xen' instead, but everyone else
is using those and I wanted to do somehting different.

MATCH FOUR

Vrecknidj

Justicator x3
Sword of Heironeous
Halfling Veteran
Caravan Guard x3
199 points
Mushroom Cavern Map


jffalaschi

It's a very subtle group based on speed and close-combat ranged attack.

Songs, Stings, Knives and Shadows
1x Bladesinger
1x Scorpion Clan Drow Fighter
2x Dragonblade Ninja
2x Xeph Soulknife
1x Half-Ogre Barbarian
1x Satyr

199 pts / 8 activations / Drow Outpost

The band must be always moving, to benefit from the Bladesinger CE. All the pieces have good speed and can engage in ranged combat from far. Move the Half-Ogre Barbarian in front of the pieces, followed by the Ninjas. The Bladesinger must be able to stun some fodder for the Ninjas to finish the job. They can deal 20 damage to stunned foes and have a chance of poisoning. The Xephs can do 15 damage in their attacks. Because of the Precise Shot, there's no worry about melee. The Satyr can help winning Initiative in that decisive round. And let's not forget Countersong.

MATCH FIVE

gloom_

Sword Archon
3x Human Dragonslayers
2x Stalwart Paladin
Hill Dwarf Warrior

Plan- Bar the Hill Dwarf Warrior there all fearless, so basic battle plan is to

a) Hit stuff
b) Giggle

You could always use the Archons melee reach to attack over the dragonslayers for extra lame hide-away-ness.


aesophdarkfable

RATS!

Orc Wolf Shaman
Druid of Obad-Hai x4
Feral Minotaur
Orc Skeleton
Map: Drow Enclave

Thats 16 summoned rats. You charge in with the minotaur try to create maximim carnage and then unleash the rats, try to get them to surround targets to get hunter the best they can.


MATCH SIX

ianb

Well, I kicked around a number of ideas, but I finally couldn't resist the siren call of high variance:

ogre mage x4
dwarf skeleton x4

Basic theory: Cone everything. If you can get off all 4 cones of cold on real targets, you have a very strong chance of winning. Drow Outpost is your best map, thanks to the flying ogres.

trunutral88

How's about this.

Copper Samurai 32pts
Half-Ogre Barbarian x2 50pts
Dromite x2 78pts
Evermeet Wizard 39pts

199pts 6 Acts

Kind of a One Trick pony but can do it 2 time per round (total of 6 for 3 rounds). Nice if you pull it off with the evermeet but initiative is lame.... But so are all the other band's....

I wouldn't use the surge unless i HAD to to win me the game. But try to send in the dromite, burst, then transpostition with an ogre. Ogres will block and dish out some damage for the rest of the band.

MATCH SEVEN

mortusbard

Dimensional Drow

2 Gith Fighters 70
2 Xendriks 46
1 Gnoll seargent 33
1 Drow Arcane Gaurd 25
1 Cultist of the Dragon 29

Summon magmin great auto fire damage.

Run and strike with the gith and zendr.

Support with others.

tried

My band is simple:

Xen Champ x 6
Cleric of Kord
Warchanter

Its weak agasint the swarm bands, but otherwise very flexible. It should be able to hang against the heavy golem bands due to "Improved Countersong." This *can* also help in xendrick mirror matches. +4 on saves and commander 4 means the Xendrick rout on a 1-2. Kord gives the boys +2 (or +4) on their already respectable "to hit" rolls (and the capacity to step up and smack for 20 when required). The flexibility in the band is that it allows for some shoot and scoot early, and then directed swarm tactics later.

I really like the other xen champ bands as well.


MATCH EIGHT

ack

Drow Arachnomancer
Large Deep Dragon
Xen'drik Champion
Xen'drik Champion
Large Monstrous Spider
Spider of Lolth
Lolth's Sting
Lolth's Sting

Its a theme. Its fun.

aesnath

Mina Dark Cleric 55
Justicator x2 96
Thayan Knight 30
Half-Illithid Lizardfolk 13
Hobgoblin Warrior x2 6

Some fun units in there. Shouldn't suck too hard.



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02/06/2006 6:44 AM  
match 3: Jos1-1

Match 4: Vrecknidj

Match 5: gloom_

Match 6: trunutral88

Match 7: mortusbard

Match 8: ack

Poor student looking for minis =D

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Broken Hill

02/06/2006 7:27 AM  
3..Jos1-1..LG to strong in this match up
4..Vrecknidj..Too much damage for the other band to compete with.
5..gloom.Rats are nice but a bad match up will hurt them as the Archon hunts down the druids and shaman.bypassing the rats with fly
6..ianb...Tough one to call really depends who gets off there cones and blasts first but i think the lack of HP on the dromite and evermeet will be the bands downfall.. But i really like it anyway! I've been kicking around ideas for the dromite myself.So it really pains me to vote against it.
7..mortusbard
8..aesnath


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02/06/2006 7:51 AM  
Game 3 - Jos1-1
*I like the Iron Golem + Sword Archon combo.

Game 4 - jffalaschi
*I really like the the Scorpion Clan Drow fighter. A really fun piece to use in casual play.

Game 5 - aesophdarkfable
* All though I doubt this would win the match if played for real, 16 rats is too cool to not vote.

Game 6 - IanB
*It's a shame Ogre Mage was never tier 1 quality. A cool looking mini.

Game 7 - tried
*Another heXend'rik. These are cool.

Game 8 - ack
*I agree. Themed bands are fun.

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Ack
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02/06/2006 8:47 AM  
Game 3
perpetualstudent

Game 4
Vrecknidj

Game 5
gloom_

Game 6
trunutral88

Game 7
tried

Some tough calls..

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XenoZephyr
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02/06/2006 9:14 AM  
3: jos1-1, bad matchup for perpetualstudent
4:Vrecknidj
5:gloom_, druids can be killed by archon
6:ianB, close match so I gave it to LE
7:tried, another close game I think
8:ack


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02/06/2006 9:16 AM  
quote:
Originally posted by XenoZephyr

3: jos1-1, bad matchup for perpetualstudent
4:Vrecknidj
5:gloom_, druids can be killed by archon
6:ianB, close match so I gave it to LE
7:tried, another close game I think
8:ack



I agree with Xeno, dude, get out of my head!

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02/06/2006 9:23 AM  
Game 3: perpetualstudent
Game 4: jffalaschi
Game 5: aesophdarkfable
Game 6: ianb
Game 7: tried
Game 8: ack

trades pending: (0)

everything is perfectly going out of control


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02/06/2006 9:31 AM  
Fire Bracket
Round 1

Game 3: Jos 1-1, The Sword Archon and Iron Golem survive, and the band barely wins even though it's significantly behind on assault points

Game 5: gloom_, the Sword Archon is too much for the opposition

Game 6: trunutral88, the game turns out to be closer than it looks because the sleep spells pay off, but in the end, the Dromites win the day

Game 7: mortusbard, the Gith Fighters use blur effectively and manage to assassinate the Warchanter

Game 8: ack's speed and agility pulls out a close game

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02/06/2006 9:53 AM  
My votes go to:
Jos1-1
Vrecknidj
AesophDarkfable
trunutral88
tried
aesnath

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Land of 10,000 taxes

02/06/2006 10:40 AM  
M3 = Jos-1
M4 = Vrecknidj
M5 = Aesophdarkfable
M6 = IanB
M7 = Mortusbard
M8 = Aesnath


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02/06/2006 11:27 AM  
3. Jos1-1
4. Vrecknidj
5. Gloom_
6. Ianb
7. Tried
8. Aesnath

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02/06/2006 11:55 AM  
3- Jos1-1
4- Vreknidj
5- ABSTAIN
6- trunutral
7- tried
8- aesnath

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02/06/2006 11:56 AM  
Could RATS have drawn a worse first rd match up :P

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02/06/2006 12:24 PM  
3 jos1-1
4 vrecknidj
5 gloom
6 ian b
7 tried
8 aesnath

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02/06/2006 12:25 PM  
Game 3: jos
Game 4: vrecknidj
Game 5: gloom - CE bonus damage carries the day
Game 6: ian
Game 7: mtried - hexen'drick intriuges me
Game 8: ack

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02/06/2006 12:54 PM  
3: Perpetualstudant (Probably enough threats to knock the Sword out)
4: Vrecknidj (Melee power probably prevails)
5: Abstain
6: Ian B (low saves, means the sleeps and cones will be painful)
7: Mortusbard (more options, d-door could be painful)
8: Aesnath (Gut instinct.. maybe I like Justicators)

[:D]


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02/06/2006 1:21 PM  
Ok

3--Jos1-1 ('cause a LDD and Drageoloth probably won't do to well against the archon and golem)

4--Vrecknidj ('cause three justicators + commander 7 is nasty)

5--Gloom (If it weren't for the Sword Archon....)

6--IanB (those cones of cold ought to punish the other warband even if you lose an ogre or two)

7--Mortusbard (tough call, but he will probably drop the opponent's commanders, and he has blur. Could have gone the other way, however)

8--Can't vote but....What's with me and poison warbands lately. For some reason a friend of mine has been constantly playing an odd Arachnomancer warband. Those spiders hate me. Anywho, I do feel like the Thayan Knight will lessen the power of the Xendricks, as I have a little control over who they shoot. And the LDD probably isn't a match for the justicators.


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02/06/2006 1:32 PM  
I agree with Kypdurron on all but one point.

3..Jos1-1..
4..Vrecknidj..
5..Gloom.
6..Ianb. Cone away....
7 No vote.
My comments: Its a tough matchup. I think the cultist brings less to the table here, yet is required just to get up to 8 acts. DD is of limited use without an activation advantage, so that's basically what he has to be used for, as the band starts with 7 acts. If I was playing the cultist, I probably summon lemures and let them hide somewhere, spinning their wheels but maintaining absolute activation advantage in round 2. I maybe go for the two commanders first if I can, but this points out a weak point in the CE band. The lone commander is the gnoll sarge, and it is likely that he would draw a swarm attack from the xen with Kord leading. (this way, if he fails morale, he likely dies via an aoo from kord). Spell resistance means that even the drow guard, likely somewhere in this area, might simply go to his chain. With him gone, and speed two rule in effect, it would likely be just a matter of picking up the pieces for the CG side. First kill/fear the squishy summoner, and then play hide and seek on tiles, killing the ooc with bowfire from the xen.
8..ack


Let it be.

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02/06/2006 2:32 PM  
3: JOs1_1
4: Vrecknidj
5: Gloom_
6: Tried
7: Ack

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02/06/2006 2:36 PM  
Game 1: No vote
Game 2: No vote
Game 3: Jos 1-1
Game 4: Vrecknidj
Game 5: Gloom_
Game 6: IanB
Game 7: Mortusbard
Game 8: Aesnath

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02/06/2006 2:41 PM  
Game 1: No voting

Game 2: No voting

Game 3: Jos1-1

Game 4: Vrecknidj

Game 5: gloom_
though I must say that AesophDarkfable's warband is so delightful [:p]

Game 6: IanB
4 Ogre Mages are insanely dangerous!

Game 7: mortusbard

Game 8: ack


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02/06/2006 2:51 PM  
More tough calls:

Game 3: Jos1-1 - Anti conceal and serious damage dealing is bad for perpetualstudent.

Game 4: Vrecknidj - Justicators will obliterate everything.

Game 5: gloom_ - While I love the rats the paladin force will eat them alive.

Game 6: IanB - Although weak in a lot of ways I think against trunutral88's warband it would work.

Game 7: tried - Very tough call but I think the Xendriks would barely win out because they ranged attacked more early on. The low attack bonuses of the Githyankis makes them weak as they will miss more than half the time.

Game 8: aesnath - Justicators beat the crap out of everything.

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02/06/2006 4:19 PM  
1. -

2. -

3. Jos1-1

4. Vercknidj

5. Gloom_

6. IanB

7. Tried

8. Ack

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02/06/2006 5:27 PM  
Game 3: perpetualstudent

Game 4: Vreknidj
3 Justicators and commander 7. Ouch

Game 5: aesophdarkfable

Game 6: trunatual88

Game 7: treid

Game 8: aesnath

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02/06/2006 6:56 PM  
3:Jos1-1
4:Vrecknidj, the Scorpion drow band is going to have a hard time against the Justicars(though I like the band alot)
5:gloom_, because I think the rats are going to be to little to late
6:ianb, I think the ogre magis will whack the evermeet and dromites, taking most of the bite out of the other band
7:tried, double commander xen'driks looks good, the DAG has the problem most of its targets resist magic.
8:ack

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02/06/2006 8:14 PM  
Game 1 - No vote
Game 2 - No vote
Game 3 - Jos1-1
I think the Aasimar is a bad match up for the Lolth's sting, and that Sword Archon + Iron Golem (especially with MR2) will destroy the Draegoth. If the Sword Archon can charge the Draegoth there's even a chance for the Discorporating Dive to be effective. (Needs 8 or less to be destroyed.)
With Bigby's slapping hand at DC20, the Dwarf Wizard becomes an effective Iron Golem for three rounds - and the Iron Golem gains 5 damage for being fearless. Once the Draegoth is dead, the Gnoll Sgt will die, and the deep dragon's breath weapon won't be enough to kill the tech because it would have been used on the beaters to take advantage of the Gnoll Sgt's CE.
Just a bad matchup for the Drow this time, I think.

Game 4 - Vrecknidj
I really like the synergy and the technical aspect of jffalaschi, it's a band of pure finesse, with the dragonblade ninja being affected by both Commander effects. With the CE and ghost step (and sudden strike) it can truly be a powerful piece, and the Bladesinger's ability to stun enemies compliments this even more.
However, the Half Ogre Barbarian, two dragonblade ninjas and the two commanders will not be enough to take out the three Justice Archons, I fear, who will be able to assassinate the Bladesinger and for the most part avoid two of the three enemy threats.
I think this is the match to watch on Vassal though!

Game 5 - Aesophdarkfable
difficult to foresee...
The rats have a strong ability with hunter. Obviously, the sword archon needs to be flanked by his own troops at all times, which makes it hard to move forward. And he has no ranged threat so he does need to move forward. However, all those rats count for victory points, and you can kill them about 4 per round, I expect, if not more.
Rats, mind you, are excellent tile point grabbers, and with no outsiders, I think the Orc Wolf Shaman will take the win, by taking his time to get the right charge opportunity (+13/+13 (25) against a Human Dragonslayer (55hp)) and then using the Call Lightning to destroy another. The rats can now swarm the sword archon, and hopefully the tile points would make the difference for the win.

Game 6 - ianb
trunutra didn't declare his map. Drow Outpost is definitely his bane in this matchup but I don't think it matters much. I think four Ogre Mages with Sleep at sight (DC14) is bound to affect the barbarian, dromite, wizard or even samurai eventually.
With any of these creatures sleeping, the cones of cold will be deadly, and the charm persons have a great chance also.
The skeletons are purely activation control, but are great blockers if they make the distance. The Ogre Mage's don't have a lot of hp, but any that take damage can fly away and attack with their spells anyway, regenerating while they can.

Game 7 - Tried
Pretty close, but I think the Xendriks are a better buy than the Giths, who need to use an activation to gain the blur, rather than deal potential damage. Also, in close quarters, the improved countersong (and save +4) goes a long way.

Game 8 - ack
I think the synergy with the drow and deep dragon (Xendrik in particular) works well, and are able to take out the Thayan Knight early.
The Justicators have strength in the smite chaos, but the deep dragon breath weapon and the two lolth's stings (at about +14 or so?) will make great use of their synergies, unless they roll very badly.
Mina is just too slow to make a difference early in the game. If she stops to cast, she lags even further behind her troops. If all she does is advance she poses no threat. The Xendrik if still alive will have a field day.
The spiders will obviously try to pair up with the fodder, to create more activations. If the Justicators waste their time on them, that only helps the drow even more.
Nice warband, ack. Looks like fun!


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02/06/2006 8:36 PM  
just wondering psister, but is this brackets your until the last 3 or so? guessing they would join up then

Poor student looking for minis =D

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02/07/2006 12:18 AM  
Match 3 -perpetualstudent
Match 4-jffalaschi
Match 5-aesophdarkfable
Match 6-ianb
Match 7-tried
Match 8-ack

That would be my picks for winners


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02/07/2006 1:05 AM  
3: Jos1-1
4: Vrecknidj
5: gloom_
6: ianb
7: tried
8: aesnath

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02/07/2006 4:42 AM  
G3-Jos1-1 (IG is immune to breath weapon and the AFS blows the Drows big advantage out(conceal) Like the SA against the Draegloth)G4-Vrecknidj (3 Justicators is a rough matchup for anyone)
G5-Gloom (a bad matchup and I personally find that all those summons clog up a map to the summoners detriment, just me though)
G6-Trunutral ( I LOVE 4 Ogre Magi(style points to IanB) but the Dromites are cold immune IIRC and while he wouldn't surge unless absolutely necessary, 2 surges could wreack havoc in this matchup)
G7-Tried (more Xen'Drik mayhem and a slight edge over a tough opponent)
G8-Ack (but barely, if the poison gets a chance to start working even the stylish dark angels will suffer)

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SlantyEyedWeasel
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02/07/2006 8:38 AM  
3. Jos1-1 Sword archon too mobile to be assassinated, golem mops up
4. Vrecknidj - Justicators have too many hps to lose this one
5. gloom_ - nuff said
6. ianb - might even put entire army to sleep...
7. mortusbard - bye bye warchanter and kord from giths DDs
8. aesnath - Justicators smash the dragon and the spiders

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Kissmykiester
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02/07/2006 9:22 AM  
Game 3 : Jos1-1
That's a lot of hurt coming...Sword Archon + Iron Golem...a lot of hurt.

Game 4 : Vrecknidj
3 Justicators, moocu damage that flies.

Game 5 : gloom_
Now I love AesophDarkfable dire rats band. LOVE IT. But I got to give it to Gloom_

Game 6 : Ian B
2 cones are hard to deal with much less 4.

Game 7 : mortusbard

This one is tough...but I fear the warchanter and even the cleric can be out right killed or at least routed with the 'blurred' Gith fighters. After the Cultist summons, I would expect Mortusbard to win activational control making commander assassination a possibility.

Game 8 : Ack

Who doesn't love posion and spiders.

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Aesnath
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02/07/2006 10:46 AM  
Crud, I'm losing, like 15/13. I can still come back. Vote more! (not necessarily for me, but preferably!)

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02/07/2006 1:39 PM  
dammit! Vote for me! Im cooler and stuff!

PS: Im glad Im not the only one counting votes.

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TruNutral88
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02/07/2006 2:50 PM  
I'm getting owned...

Oh and the Dromites only have resist 10 or 5 cold (can't remember too well).

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IanB
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02/07/2006 3:15 PM  
1 - .
2 - .
3 - Jos1-1. The sword archon is just tough and maneuverable enough that the other band will have difficulty getting rid of it before losing both hitters. Incidentally casting magic weapon on the iron golem is impossible.
4 - Vreckindj. 3 Justicators is way too much beef for the finesse-oriented opposition, especially since they can use their smites.
5 - Gloom_. although I think this could be a much closer game than expected. The main problem is the flying archon being able to assassinate the druids without real fear of getting hurt.
6 - Abstain.
7 - Tried. although this is again a very close match. If the Tried band isn't careful it loses both commanders and is screwed; it should be possible though to get away with only losing one, which is pretty much a win.
8 - Aesnath. Another close one, though.

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Felagund
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02/07/2006 6:18 PM  
3. Jos 1-1. The Archon and Golem will outdamage the other warband without much trouble.
4. Vrecknidj. Three Justicators. Yowzah.
5. gloom_. The rats won't be able to get the Archon, and his fearless followers will take plenty with them before they go.
6. IanB. That's a lot of cones of cold. Conceal 11 and SR will be a pain as well.
7. tried. Six Xen'driks and two respectable commanders. Very solid.
8. aesnath. While two Justicators aren't quite as good as three, the Thayan will help keep the Xen'drik heat off of them.

Champion of Gnomes

Gnolaum
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02/07/2006 6:41 PM  
3: Jos1-1
4: jffalaschi
5: aesophdarkfable
6: trunutral88
7: tried
8: ack

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jos1-1
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02/08/2006 6:28 AM  
quote:
Originally posted by TruNutral88

I'm getting owned...

Oh and the Dromites only have resist 10 or 5 cold (can't remember too well).



i really think you band could very easly win if u get to go fist an burst. if your little mites runnes up in the middle of them burst for 40 and they dont save it death for all the mages, on the other hand if you bust for 40 they saves it moral save time. if u burst for 20 and they dont save its moral save time. then you can run up and burst again killing one or two or so.
then again he could cone you to death as well. would have to see this played out.

Poor student looking for minis =D
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