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Subject: WBC IV: Water Bracket - round 3

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Wrackspawn

ChristopherGroves
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02/14/2006 9:32 PM  
Alright! Votes are in for round two! Bracket for round 3 underway!


<br>Game 1    HidesFromHurricanes<br>        (bye)<br>                           HidesFromHurricanes (75%)<br>                           NewtonCain (25%)<br>Game 2    Newtoncain<br>        (bye)<br><br>                                                      HidesFromHurricanes<br>                                                      Juice<br><br>Game 3    SlantyEyedWeasel<br>        (bye)<br>                           SlantyEyedWeasel (38%)<br>                           juice (63%)<br>Game 4    OrcMonk220 (21%)<br>        juice (79%)<br>                                                                                 __________________<br>Game 5    turboman (49%)<br>        elder_basilisk (51%)<br>                           elder_basilisk (44%)<br>                           spickedchaindave (56%)<br>Game 6    compasmasternecro (41%)<br>        spickedchaindave (59%)<br>                                                      spickedchaindave<br>                                                      felagund<br><br>Game 7    okay_mckay (21%)<br>        one_wing (79%)<br>                           one_wing (38%)<br>                           felagund (63%)<br>Game 8    vash9284<br>        felagund<br>


Round Three Voting
For this round we need votes on the following matches! ALL FOUR ARE CHAOTIC GOOD!!!!!!

Game 1: HidesFromHurricanes v Juice
- Two Xendrik bands! The battle of the ... close to tier one wonders!
Game 2: spickedchaindave v felagund
- Ghaele and Xendriks versus the 2nd rate CG barbarians!

Here are the bands!

HidesFromHurricanes

Dark Traveller
Xen'drik Champion x6
Halfling Wizard

Dark Traveller gives melee reach to the XCs so they may not be taking the AoO to get their damage bonus. XCs also double as missile support. Hafling wizard stays out of the way.

Update on strategy: The Dark Traveller is there to provide melee reach and at the opportune moment smite (total 25 magic). He can keep up with XCs with swift burst if needed. If there is a big elemental damage component in the opponents, he can get resist 10, but probably save the PPs for burst and Exhalation of Black dragon. XCs will be tag teaming on opponents to keep up there skirmish +10 damage, the trick being to kill things before you have to activate a based XC. The Halfling Wizard can autodamage with MM and 2 Scorching rays where needed. May do the mage armor on a early round. General strategy is to snipe early and often, avoid the hulks like the Clay Golem, prefering to move and take shots on the support pieces. Tile points will be taken by whoever is available, I see it rotating, eventually falling to the Halfling Wiz.

Map of choice Mushroom Chamber (better for one commander archery band) but expect to play on the other players map with commander 2.


juice
ARROWHEAD
038 Valenar Commander
023 Xen'drik Champion
023 Xen'drik Champion
023 Xen'drik Champion
023 Xen'drik Champion
023 Xen'drik Champion
023 Xen'drik Champion
023 Xen'drik Champion
199 Points 8 Activations
Using Battlemap Drow Outpost

Warband Strategy - Puncture opposing non-commander minis selectively and when opposing minis approach, flank them with skirmish attack +10!

spickedchaindave

Shifter Fun

War Chanter
Longtooth Barbarian *2
Longstrider Ranger *2
Djinni
Gnome Recruit

200 pts. 7 activations

Mushroom Cavern

This warband has a reasonable amount of hit points and hits reasonably hard. The idea is to spread out with the rangers and barbarians and try to get in you opponents backfeild. Run the djinni up in the middle and try to whilwind as many soft targets as possible. The warchanter's job is to try and stay safe and if the opertunity presents itself try to make a fleeing crature run off the board or make a moral check tough on an enemy hitter.


felagund
Ghaele Eladrin 124
Xen'drik Champion x2 46
Half-ogre Barbarian 25
Catfolk 5

Map: Hellspike

It's all about the Ghaele. Improved Initiative, Blindsight, Fear Gaze, F12. These should compensate for her low HP:cost ratio when she's not competing against the tier 1 figures. Not to mention the CE could very well come in handy.

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ShadowLord XT
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Plane of Shadow

02/14/2006 9:34 PM  
ummmm, what are the match-ups?

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Wrackspawn

ChristopherGroves
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02/14/2006 9:54 PM  
Patience grasshopper - patience ...!

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nycfarmkid
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Wadsworth, OH

02/14/2006 10:45 PM  
game 1: juice
game 2: felagund

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ShadowLord XT
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Plane of Shadow

02/14/2006 10:52 PM  
Game 1: Juice
So many freakin' Xen'driks. I have to give juice the nod though. Halfling's MM against SR makes him generally useless and valenar helps in certain spots.

Game 2: Felagund
Ghale takes this in so many ways. Fear gaze against CG low saves, Ghale's great ranged and melee dmg output, Xen'drik back-up, and improved initiative. It's a really bad match-up for spikechaindave.

Disipline is the only way to overcome chaos.
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Aesnath
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Augusta, GA

02/14/2006 11:15 PM  
Almost....Done...

Game 1--Hidesfromhurricanes--I like the reach trick better than valenar. Very similar WBs. Will most likely come down to dice. Kind of a boring match.

Game 2--feglund--The strength of the Ghalae comes through again. I don't think the barbarians will be able to deal enough damage soon enough to drop the eladrin.

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sienar
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02/14/2006 11:17 PM  
1) HidesFromHurricanes

The Valenar gives an edge, here. No hiding. No swapping out wounded. You can always pick your target. But, looking at the Dark Traveller, he's more likely to be able to fend off a Xen'drick - can even morale check one in a single attack. With the reach 2 commander effect, you can really win a strategic swiping battle. Tough call.

2) Felagund

Warchanter is a really cool back-up commander. But very very squishy. Longtooths have really low saves. Dave's warband definitely has the speed to get to Ghaele, but I just don't see the stating power to finish her off.

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robbdaman
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02/14/2006 11:33 PM  
Game 1: HidesFromHurricanes - The Melee reach factor could really allow a lot more damage to come down on the other Xendriks not to mention the possibility of spell damage.

Game 2: felagund - Ghaele barely wins out on this one again. It'd be close though and it really could go either way but her damage output is what would be the winning factor.

R~

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XenoZephyr
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02/14/2006 11:37 PM  
1: HidesFromHurricanes, think the Dark Traveler CFX helps more
2: felagund, the round of ranged damage should give it the edge

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AesophDarkfable
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02/15/2006 1:15 AM  
This is painful as I have supported the others all the way through.

1. Juice- I think the ranged attacks will counter act the reach. I love the DT band, but I think juice takes this.

2. Felagund- Chanter never gets close enough, band dies. I love SCD's band, but it dies here

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juice
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02/15/2006 1:24 AM  
Game 1. Abstained from voting.

My thoughts on warband strategy for this battle would be as follows.

The general warband strategy remain unchanged.

For this match, Halfling Wizard is a liability to my opponent, as I could make use Valenar's CE to take out the Halfling Wizard easily.

I would then make use of Valenar's CE to concentrate all the 14 ranged attacks of 7 Xen'driks against each of the opposing 6 Xen'driks one at a time. More likely than not, my opponent would want to close up for melee, and to make use of Dark Traveller's CE and spells. This gives me at least one more round of ranged attack than my opponent.

At first sight, Dark Traveller's CE appears to give an advantage to my opponent's Xen'driks but this is further from the truth. A creature with MR 2 gains an adavantage by strking an enemy afar and when that enemy is forced to move and hit back once, the creature with MR 2 can deal both of its attacks to the enemy first. This benefit does not apply in this case, as a Xen'drik is likely to deal more damage if it moves and attacks at +13 for 15 damage than it stays still and attacks twice for 5 damage each at +13 and +8. So my Xen'drik does not mind moving in to hit the opposing Xen'drik with a single attack for 15 damage, thereby negating the advantage of MR2 bestowed by Dark Traveler.

The only advantage that the opposing warband has over my warband is the spells attack for which Dark Traveler could most likely inflict only 10 acid damage out of 2 uses of exhalation of the black dragon(assuming 50% passing rate for SR). The Halfing Wizard is not factored into this equation as it would be eliminated as soon as it exposes itself.

I feel that the outcome of the melee fight (BETWEEN Dark Traveler and his 6 Xendrik AND Valenar and his 7 Xendriks) would depend on morale save and round initiate.

With CR 2 from Dark Traveler, the opposing Xendriks have +11 to save for MC whereas with CR 4 from Valenar, my Xendriks have +13 to save for MC. It is also likely that I would win Round Initiate for the slugfest.

I would most likely win selection of the battlemap Drow Outpost for ranged combat. With this map, I could use 3 of 4 Xendrik to form a battleline at the bridge and use the rest of the Xendrik to shoot SELECTIVELY at opposing minis.


Game 2: Felagund




Low Key
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02/15/2006 2:50 AM  
Game 1 - HidesFromHurricanes
*Better CFX and support.

Game 2 - felagund
*If my Ghaele didn't make it, I hope this will!

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Janos M.
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02/15/2006 2:51 AM  
1.) Juice

2.) Felagund

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robbdaman
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02/15/2006 5:08 AM  
Juice I think you're not realizing that his Xendriks can continually move and attack you from MR:2 getting the skirmish bonus and not taking an AoO as you would have to move away from one basing you. Basically all he needs is one or two basing you while the others run back and forth pounding on you. That's the whole reason for selecting the Dark Traveller. Heck I was the first person to think of using him on here so I should know how it'd work. And I think if you're going to waste attacks trying to take down the halfling wizard when it's only ability is a 50% chance to do 5 damage to your closest creature you better rethink your strategy. I don't think HFH would care.

R~

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Land of 10,000 taxes

02/15/2006 5:16 AM  
G1 = Who cares? They are basically the same warband. Too many Xen'Chumps. No vote for me.

G2 = Felagund

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HidesFromHurricanes
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02/15/2006 7:19 AM  
1: No Vote
However the strategy of this one rides on the map. I am assuming Mushroom cavern as the other band did not state a map. My band will be going for the commander, this is job one. Dark Traveller will be using his psionic points on swift burst of speed (gotta keep up with XCs) and planning to smite the Valenar round 2 or 3 after taking an AoO or two. In the commander battle both are doing 10 magic for two strikes, but the DT is a bit hardier and higher AC. If the commander is gone, then all the morale saves are final on the Valenar's side. I don't see the Valenar's CE doing as much good in this match up. The Halfling Wiz will stay back and plink with the MMs, but I am assuming he lives a fair time as the XCs will have better topics.
2:Spikechaindave, as I think the Longstriders have a good chance of hunting down the Ghaele.

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02/15/2006 7:52 AM  
Game 1: Juice
Game 2: felagund

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ickthegreat
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02/15/2006 9:27 AM  
Game 1: juice
Game 2: felagund

trades pending: (0)

everything is perfectly going out of control


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02/15/2006 10:12 AM  
1. HidesfromH Great synergy

2.Felgun If ghale doesn't die quick everything else will.

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taliesin
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02/15/2006 11:12 AM  
1. HidesFromHurricanes-even though the AoO's are only for 5 damage each, they add up, and being able to avouid them gives a leg up, even though the 1/2ling wiz is dead in this match.

2.SpikedChainDave- the longstriders are faast enough to corner the ghaele, hit well enough to regularly overcome her AC, have outsider foe to up the damage to a very threatening 15 magic, have a good save (especially around the warchanter), a huge pile of HP, and a deathstrike. Ghael goes down.

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02/15/2006 12:09 PM  
1: Juice
2: Felagund

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02/15/2006 1:28 PM  
1 hidesfromhurricanes
2 felagund

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02/15/2006 1:45 PM  
!. Hides From Hurricanes, but War Chanter hides from him.

2. Felagund - Go go Ghaele!

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02/15/2006 2:25 PM  
1. juice

The Dark Traveler's commander effect does NOT help significantly. There are nearly equal numbers of Xendriks on each side. Every Xendrik that attacks at Reach 2 leaves another Xendrik on the other side free to move without an aoo. I mean, it's not quite that simple, but close enough. The near-useless Halfling Wizard is obviously far worse than the 7th Xendrik on the other side. The significant advantage of being able to focus his fire, the seventh Xendrik, and the +2 commander rating should overcome the tiny advantage of melee reach 2 and the notably better fighting power of the Dark Traveler.

2. Felagund.

I might've done Ghaele myself if I hadn't had my heart set on the nostalgic Aspect of Demogorgon. Ghaele is awesome.

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Wrackspawn

ChristopherGroves
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02/16/2006 1:54 PM  
CLOSED

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