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2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 04/10/2006 9:56 PM |
| Warband Building Challenge VI!
The Gauntlet
First, let me start off by thanking Rob Hatch, who emailed me immediately after I won the previous WBC, with his fantastic ideas. We sat down right away and started “Hatching” out this one. [:D] Here’s how the format will work:
We’ve added a new twist to the Head-to-Head matchup system. Now instead of facing each other, you’ll face a specific matchup, everyone will face the same matchup.
The Gauntlet will be run in 6 rounds. Instead of voting for a warband you’ll simply vote if you think the band proposed can defeat the matchup for that round. Each round you will face a different, pre-determined warband. Here are the list of warbands for each round:
Round 1
CE Quad:
1x Tiefling Captain 2x Orc Champion 2x Ogre Ravager 1x Orc Wardrummer 1x Orc Warrior
MAP: Teleport Temple
------------
Round 2
Champions of Shuluth
1x Shuluth 4x Duergar Champion 3x Goblin Skirmisher
MAP: Dragon Shrine
-------------
Round 3
Triple Horrors
1x Half-Orc Fighter 3x Helmed Horror 1x Duergar Champion 1x Timber Wolf 2x Goblin Skirmisher
MAP: Drow Outpost
-------------
Round 4
G.A.S. Quad Gith Monks
1x Young Master 4x Githzerai Monk 1x Warforged Scout 2x Timber Wolf
MAP: Teleport Temple
-------------
Round 5
LE Quad Chraal
1x Human Blackguard 4x Chraal 2x Timber Wolf 1x Dire Rat
MAP: Drow Outpost
-------------
Round 6
Dual HGB
1x Drow Sergeant 2x Hill Giant Barbarian 1x Orc Wardrummer 3x Orc Warriors
MAP: Teleport Temple
The Goal:
Construct the warband you think has the BEST chance of successfully “running The Gauntlet” and escaping alive. Each “round” of The Gauntlet, community members will vote “YES” if they think the challenge warband can defeat the Gauntlet warband, or “NO” if they think the challenger warband will fall. Each round we will tally the number of YES votes. The bands that get the most YES votes relative to the others, will advance to the next round of the Gauntlet. Fewer and fewer warbands will remain each round, until during the last round, only 2 remain.
The restrictions:
1) Only one entry per member.
2) Entries must differ from ALL the above listed warbands by at least 50 points. We are playing 200 point, current constructed, 8 figure rules.
3) Each entry must differ from each other by at least 10 points. (Yes, this makes it very similar to first-come-first serve, but be creative!)
4) You will play on the map listed for the Gauntlet Warband that round.
5) Each submission should include a brief statement about the strategy that it will employ for each round of the Gauntlet. Statements may be as short as you like, but should be no longer than 5 sentences for each round of the Gauntlet. (We will update this each round)
6) Submissions close on Wednesday night 4/12 at 11pm EST.
This round is Round 1 of the Gauntlet! All warbands will face CE Quad. The survivors will face off against Champions of Shuluth.
Post your warbands now. Voting begins on Wednesday Evening.
Good Luck!
| | POST DISCLAIMER: Above post may contain humor. Now with micro scrubbing bubbles. Do not operate heavy machinery. Take with food. Use only as directed. Contents may settle during shipping. No user-servicable parts inside. Void where prohibited. Beware of dog. This side up. Do not fold, spindle, or mutilate. No salt, MSG, or artificial coloring or flavoring added. Actual cash value of this post is 1/100th of a cent. Avoid contact with skin... | |
| Hero of Skirmish doubtofbuddha Commander
 3371 Posts




 | | 04/10/2006 10:05 PM |
| | Very sneaky, Mr. Mackey. Inventive, yet sneaky. [)] | | I am not gone. | |
| lynchpt Sergeant
 926 Posts




 | | 04/10/2006 10:24 PM |
| So you're basically saying: tell us what you would run at Qualifiers, if you had to run a "rogue" warband[:)].
Good way to gather metagame info.
Pat Lynch | | Dreamblade Rules Advisor | |
| Mortusbard Sergeant
 427 Posts



 North Carolina
 | | 04/10/2006 10:26 PM |
|
Couatl 42 Marut 74 Justice Archon 32 Justice Archon 32 WarForged Scout 8 Warforged Scout 8 Man at Arms 3
199 Pts.
Use the Marut/Couatl to bog down the big hitters while. Snakes Swiftness will help as well as Legion's Gravity later to deal with flyers. JA's Look for a Commander to assinate and use Justice Stikes Wisely. The Scout are for Victory points and to set up flanking later. MAn at arms is a target until he can sit safely somwhere for points.
| | Unto Death We Strive,
From Birth unto the Dust, | |
| lynchpt Sergeant
 926 Posts




 | | 04/10/2006 10:38 PM |
| Unfortunately, I don't have time to be creative, so I will go with a fairly well known commodity. (Also unfortunately, Mortusbard beat me to the punch on Maruts, but our bands differ enough).
Coatl 42 Marut 74 Warforged Bodyguard 32 Justice Archon 32 Warforged Scout 8 Timber Wolf 5 Jozan, Cleric of Pelor 4 Man-At-Arms 3
The Coatl and Marut combine for 60 damage a round (no DR to worry about in this match). The Justice Archon gives the extra offense needed to make reasonably sure that the 60 damage is pushed to 85 or so, resulting in one kill of a CE hitter each round (you have to assume 3 or 4 of the CE hitters will make morale).
The Marut's AC is high, but not unhittable for the Orc Champs, so the Bodyguard will help the Marut last long enough to cripple the CE forces. Since the Ravagers do the same damage as the Orc Champ with a 25% worse chance to hit, focus on killing the Orc Champions first.
The Coatl should attempt to perch on teleporters so it can port away when based and let its speed 8 get close enough to the Marut to unleash another Snake's swiftness. But should the CE forces succeed in basing the Coatl off a teleporter (likely enough), the Bodyguard can take the AoO for the Coatl, again allowing another strike from the Marut.
The Warforged scout gets tile points. If the Scout is killed, the Wolf should be ready to step in and get points. If the Wolf is not needed for points, he can be used to provide flanking for the Justice Archon on a critical attack when not blocking teleporters
Jozan can provide 5 healing, which is enough to prevent a second Ravager blow from killing the Coatl, as well as try a stun (command) on an Orc Champion and hope the Champ rolls a 1. Otherwise, Jozan and the Man-at-Arms will try to block teleporter, flank positions and charge lanes.
Pat Lynch |
| Dreamblade Rules Advisor | |
| 2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 04/10/2006 10:53 PM |
| quote: Originally posted by doubtofbuddha
Very sneaky, Mr. Mackey. Inventive, yet sneaky. [)]
It's Dr. Mackey to you [:p]. Hehehe.
Actually, I take no credit (Sneaky Hatch!), nor any benefit. I won't be playing in the Championships nor qualifiers this year. But, I hope like many WBC's previous, others may gain from what we have proposed in this exercise. | | POST DISCLAIMER: Above post may contain humor. Now with micro scrubbing bubbles. Do not operate heavy machinery. Take with food. Use only as directed. Contents may settle during shipping. No user-servicable parts inside. Void where prohibited. Beware of dog. This side up. Do not fold, spindle, or mutilate. No salt, MSG, or artificial coloring or flavoring added. Actual cash value of this post is 1/100th of a cent. Avoid contact with skin... | |
|  Avatar of the Tank Newtoncain Commander
 2984 Posts



 Land of 10,000 taxes
 | | 04/10/2006 10:55 PM |
| No Hill giants 4 us (78 x 2 = 156).
Love the idea, mental practice for the qualifiers.
Edit: Penta Umber Hulk x 4 120 OWD 19 CS x 2 22 Orc Champ 39 8/200
Its all about permanent confusion from the Umberhulks.
UHs slowly burrow forward for +12 on saves (normally). Burrow allows for flanking or using reach or tile grabbing or war drummer(defending mine or hunting yours). Confusion (DC15) is used as needed (depends on the situation in the game). Reach 2, +11/+11 for 15
Cursed spirits reduce saves by -2(say for confusion, now DC 17), great flankers, war drummer hunters, fodder tile grabbers, teleporter blockers and weak commander assassins.
OWD hides and tries to survive. +4 save drumbeat for me all game long.
Orc Champ is the wild card. Blitzer, main beef, flanker, fainter. Only saves at +11.
Big weakness (not really), no commander. Why-maps are already spelled out, only helps Orc Champ on saves. Initiative, well I'm FiretrUCKed. I can bottle neck stuff w/ 4 large bases, this will allow most likely 3 of my hitters to get into a favorible possition to be most effective.
Last but not least, 90% of us don't have 4 UHs. So most likely this band will not be seen at a qualifier and if it is seen. You will admire it in a confused aH.
Edit 2: OC can can commander assassinate also
IRC- Burrow = no AoO. | | 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... | |
| Rolland Sneak
 105 Posts




 | | 04/10/2006 11:08 PM |
| Okay here's my attempt
Shuluth 59 Chrall 35 Chrall 35 Duergar 33 Dark Moon Monk 15 Large Duergar 15 Blue 5 Kobold Miner 3
miner and monk for victory assualt, blue for miner/grabber killer/router
I went with Chralls over Champs for more survivability vs HGBs and the ability to throw down area effects. Should be able to be aggressive enough with them to not worry as much about commander assasination. Also Shuluth is tougher than most give him credit for and can cone directly through the Chraals
As for the first round of the guantlet, I would probably like to get almost everyone onto a porter and be patient, let the orcs come to me and counter punch and port away or try to catch the opponent out of position and teleport in a Chraal or two for a big breath weapon. Threat of stun should help keep wardrummer on resistance beat, if not opponent risks some potentially devistating stuns especially if shuluth gets his brain eat on. | | | |
| Olan Skirmisher
 25 Posts




 | | 04/10/2006 11:28 PM |
| Hmmm... is anyhting banned (like the Drider for instance)
| | | |
|  Kypdurron Underboss
 1206 Posts



 Broken Hill
 | | 04/10/2006 11:31 PM |
| Ok something that may be fun and possibly win against the proposed bands
Tiefling Captain 21 Orc Wardrummer 19 4x Red Samurai 160
Those four breath weapons should turn the tide in most match ups | |
my trade data email Completed trades:Nixlord,Lexander , DarkFather x2 ,minotoman38 x2, Mojoical, Smilin Irish, Smithmeg, Bugsy, Doone, gmd316,Bossman.Dargoth Bad Trades:Chaotic Good , ,Champion Of Plush Wrackspawn | |
| robbdaman Underboss
 2380 Posts




 | | 04/10/2006 11:32 PM |
| quote: Originally posted by Olan
Hmmm... is anyhting banned (like the Drider for instance)
I would assume it's banned, yes.
R~ | | Champion of the Titan ****************************************************************************************************************************************************** Successful trades with: Tickparasite, Iyceman, Faragdar The Wise's friend, avrivah, Drakkengi, brucemc, Krush, maniacal_mini_monger, hung4treason, Gandy, NarlethDrider, Kunimatyu, etc, etc, blah, blah, blah..... | |
| 2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 04/10/2006 11:33 PM |
| quote: Originally posted by Olan
Hmmm... is anyhting banned (like the Drider for instance)
We're going with current constructed rules, so yes, the Drider would be banned, and the 70% rule is in effect. | | POST DISCLAIMER: Above post may contain humor. Now with micro scrubbing bubbles. Do not operate heavy machinery. Take with food. Use only as directed. Contents may settle during shipping. No user-servicable parts inside. Void where prohibited. Beware of dog. This side up. Do not fold, spindle, or mutilate. No salt, MSG, or artificial coloring or flavoring added. Actual cash value of this post is 1/100th of a cent. Avoid contact with skin... | |
|  Kypdurron Underboss
 1206 Posts



 Broken Hill
 | | 04/10/2006 11:39 PM |
| | Nice challenge by the way ! I really like it! | |
my trade data email Completed trades:Nixlord,Lexander , DarkFather x2 ,minotoman38 x2, Mojoical, Smilin Irish, Smithmeg, Bugsy, Doone, gmd316,Bossman.Dargoth Bad Trades:Chaotic Good , ,Champion Of Plush Wrackspawn | |
| Shadow_Fox Underboss
 1751 Posts



 Litchfield, MN
 | | Kalrin Sneak
 90 Posts




 | | 04/11/2006 12:52 AM |
| You know... it may not be the best that could come along, but I'll take a shot at it:
Blood Ghost Berserker x3 111 Orc Wardrummer 19 Flind Captain 53 Hyena 4 Orc Warrior 3 Quaggoth Slave 10
200 pts. 8 Activations
The premise of this band is: I'm going to get hit anyway, so I might as well make hitting you back hurt. I use the Captain as a secondary hitter as well.
Round 1: Avoid losing a Berserker before he can activate. That's big. The problem is I'm down half a hitter. However, I'm up an activation. So my first priority (other then tile points) is to knock out the Orc Warrior without losing anything (big or otherwise). Then with activation advantage, hopefully I can successfuly jump something.
Round 2: Assuming I make it this far, I just keep my fodder away from Shuluth (which is possible) while hitting him with my beaters. The nice thing is, a Blood Ghost under command of the Flind will MC a Duergar Champ in one hit (and I've got a 41.25% chance of that. The hits will happen eventually). Wardrummer for the saves (Intimidate and against the Stun).
Round 3: Pick a Helmed Horror. Kill it. Rinse Repeat. Pray you can hit and kill them quickly enough.
Round 4: Kill the young master first (so I can get rid of the silly damage boost). Wardrummer on the Save beat (to avoid stuns). Then start chewing on the Giths. (35% chance to hit a Gith, so avoid fighting them if I can).
Round 5: Mob the Blackguard. I really only need 1 or 2 Bloodghosts to get through, and that should be a worry in and off itself. Chop down any chraals in my way (but try to avoid needing to do that. It could get expensive).
Round 6: Take it one Hill Giant at a time. Try to get it to happen at the end of the round so I can get all of my hitters in there. Hitting should be a problem and everyones got massive damage so once things engage, life will be bloody. | | | |
| Gunthar Commander
 2938 Posts




 | | 04/11/2006 12:58 AM |
| Losing every map initiative really puts an odd twist on things.
Actually, I want to try:
Apect or Moradin 93 Justice Archon 32 125 Sacred Watcher 18 143 Sacred Watcher 18 161 Sacred Watcher 18 179 Standardbearer 10 189 Warforged Scout 8 197 Man-at-Arms 3 200
Vs. Chaotics, heck, vs everybody, the Sacred Watchers arre a buffer between the Aspect and his target. The hit okay, do 10 damage, and ar4e really annoying to get rid of. The Aspect's 23 AC should hold up pretty well against anything with reach and his attack bonus vs. teh non-monks should be good enough.
The Monks are the tactics changer. Try to keep the watchers between the Aspect and enemy so only one, maybe two Monks can reach him at a time.
| | Champion of Prit(Wemic vindication is here) Minneapolis/St. Paul area Completed trades: Aspect of Cheese (Love that moniker), Tickparasite, Elderthing, Lalato, Sodj, Grimoire, SmilinIrish, Zeb, RWarehall,Link, wikkawikkawa, Auramancer, Rommers, HK, Ivid5,Qillan_dvra, Puggins, Arcabius, Ironfist Boulderbender, Robby, Corim Danex, monster_slayer, DNDJUNKIE, Kelemvor, Krush, ckissee, Massawyrm, hockey fan, Wish, Uninspiring Lieutenant, vtloon x2, Vrecknidj, Darthpoke, WakeXX, AnarionZell, lycusmike, papabear5 and umpteen local trades with board members
| |
| Shadow_Fox Underboss
 1751 Posts



 Litchfield, MN
 | | Shadow_Fox Underboss
 1751 Posts



 Litchfield, MN
 | | lalato Underboss
 1546 Posts



 Urbana, IL
 | | 04/11/2006 1:38 AM |
| Orc Druid Large Red Dragon Red Samurai x2 Hyena Orc Warrior x2
200 pts, 7 acts
Map: Broken Demon Gate
Round One If I win Map Initiative, strategy is fairly straightforward... use the central passage as a funnel and make some Orc Toast. Ogres will be tougher to kill, but aren't they always. If, however, I lose Map Initiative (which is far more likely likely) the key to beating this warband is failed Morale Checks by Orc Champs so killing the WD or TC early without overextending is something that needs to be looked for. Teleport Temple is not the best map for this band, but I figure, this band has a fighting chance... and most likely it's the breath weapons that will make the biggest difference. Good placement without overextending is the rule of the day. [:)]
Round Two Again, much depends on the Map Initiative. If Map Initiative is lost which is likely considering the differnce in init bonus, then this WarBand will have an interesting match. Side init is also not guaranteed so eliminating the Fire Resistance is one key to victory. Fortunately, the Red Dragon and the Red Samurais have high enough saves that Shuluth, while potent is not as much of a threat. That said, between the LRD, the Red Sams and a Snake Swiftness or two, the possibility of winning this matchup is still good. If, however, Map Init or Side Init go my way... the chances of winning go up exponentialy.
Round Three Easiest matchup thus far... no matter the map. The Helmed Horrors are nerfed on damage... and the Breath Weapons will definitely help reduce them to the piles of junk they truly are.
Round Four Direct damage as from breath weapons is the Gith Monks worst enemy. While the monks can do enough damage to kill one of the Red Sams outright or to seriously injure the Red Dragon... their weakness is the deception of speed. While they have a speed of 10, the Red Sams and Dragon have an effective range of 14 (speed + breath weapon). While they will likely make the majority of their saves, I suspect that Snakes Swiftness will help make short work of this vaunted LG savior.
Round Five This is a fire vs. ice. And everyone knows that ice melts in the face of fire. Sure the LRD is vulnerable to Cold, but it will most likely make any and all saves here. The main issue is that not all the Chraal's will make their saves... and they will go down easily. If an opportunity arises to take out the HBG... go for it.
Round Six As with the Gith Monks... speed is deceptive. Victory is nearly guaranteed on the Broken Demongate. The Teleport Temple is more of a 50-50 matchup. It will revolve around how lucky the HGB player is with regard to saves. If unlucky, it's quick work for the Reds. If lucky, it's a long, hard slog.
--sam
--sam
| | I'm in Urbana, IL | |
| Helzapoppn Warrior
 258 Posts



 | | 04/11/2006 1:39 AM |
| Brass Samurai Apect of Kord Crow Shaman Xen'drik Champion Graycloak Ranger Timber Wolf (Minion) Mialee Elf Spearguard Xeph Warrior
200 points/9 activations
Xeph and Timber Wolf are your tile grabbers; first round buffing (Mialee with MW, Crow Shaman with Cat's Grace); XC and GCR get in some potshots; Brass Samurai positions herself for breath weapon and to lend her CFx.
Xen'drik Champ has Skirmish, which combined with a Whirlwind can be dangerous. The Spearguard has Reach 2, and can hurt fodder or block (and is speed 7 in case he has to plug a gap or go to a Victory Area). The Graycloak does extra damage to Giants such as the Ogre Ravager and HGB, and with Magic Weapon and Cat's Grace can be a reliable hit every round.
Centerpiece of the band is the Aspect. With the Crow Shaman casting Snake's Swiftness and the Brass Samurai providing Whirlwind, he can dish out serious hurt even if he doesn't go first. Put Cat's Grace on him and he has a respectable AC of 21 (if it's not better spent on the GCR).
I'm pretty confident about Round 1, and 50/50 with Round 2 (stun cones and conceal vs. speed and versatility); Round 3 would be tough, but at least the Brass Sam is a commander that can fight back if based.
Round 4, my band is very vulnerable to the Stuns..but they're vulnerable to the breath weapon and all the monks check morale after one Kord hit.
Round 5 is tough -- four breath weapons can be devastating.
Round 6 is more Giants, so the Graycloak becomes effective again. Perhaps send the Timber Wolf and Spearguard to take out the Drummer, plink the Drow Sergeant if he tries to take the HGBs under command, and hope one or both Giants fail their Morale saves.
| | Champion of Iconics & the Apparatus of Kwalish (Constructs with Drivers? Brilliant!) Dungeons of Dread Called Shot: Yeah, right | |
| azuretide Sergeant
 407 Posts




 | | 04/11/2006 1:47 AM |
| heres my go: Map drow out post half-orc fighter 21 (awsome commander +2 to attacks with these beaters really helps) duergar champ 33 helmed horror x2 90 efreeti 42(cause alot of problems for horrors) wolf 5 blue 5 goblin skirmisherm 3
very versitile skirmish band probably toughest matchup will be quad chraals but efreeti should make them hurt so i can assasinat the commander | | Completed trades: bonelock, noilo x2, greylord78, Altayr, Shadow Lord x3, qillan_dvra, symbiotesx2, devasque, smetzger, dulsin, Sir Bozak The Damned, Ironfist Boulderbender x3, tallcar24, Tactician x2, Okay McKay, skwave, dariustad,Eprosen,hung4treason,dog of the underworld,FeranEldritchKnight,Jerry_Damage01,vtloon | |
| Turboman Warrior
 212 Posts




 | | 04/11/2006 1:58 AM |
| I love these things! I'd play a killerz LG warband!!!!
Aspect of Moradin 93 Aspect of Moradin 93 Timber Wolf 5 Human Commoner 3 Man at Arms 3 Man at Arms 3
Moradin ROCKS!!!!!!!!!!!!!!!! | | | |
| Low Key Underboss
 1231 Posts




 | | 04/11/2006 2:10 AM |
| I'm going with a variant of triple Horrors.
Rakshasa, 41p Helmed Horror x3, 135p Dark Moon Monk, 15p Kobold Miner x2, 6p Goblin Skirmisher, 3p
200p, 8 activations.
Round 1 I'll try to ignore the Ravagers as long as possible since they have problems hitting me. I'll try to Slide OC's away from my Horrors to avoid full attacks.. Horrors gang up on one OC at a time and take them down. After that go I'll get the Thiefling and Drummer.
Round 2 Horrors take out the Duergar first. Hopefully Shuluth wont me much of a problem since my beaters are immune to stun. But if Shuluths commader effect becomes problematic I'll take him out first instead.
Round 3 A mirror match. With my better commader + Slides I shouldnt have too much trouble. I'll try to slide of the enemy Horrors into pits while my Horrors keep the enemy Horrors busy.
Round 4 I'll try to take out the Young master ASAP. After that the damage the Gits do should be so low I can take them down easily. Same strategy with Slide applies here as well. Slide enemies away to prevent full attacks.
Round 5 Kill the Blackguard and I win. All I have to do is last long enough to do that. I'd assume this is one of the better matches for me.
Round 6 This I think is a tough one. I'll try take down the Drummer first. Slide the HGB way as long as possible. I dont want to take full attacks. After that I pray I'll manage to rout the Giants.
| | Champion of the Sarrukh | |
| robbdaman Underboss
 2380 Posts




 | | 04/11/2006 2:50 AM |
| You don't get your map. You always play on theirs.
R~ | | Champion of the Titan ****************************************************************************************************************************************************** Successful trades with: Tickparasite, Iyceman, Faragdar The Wise's friend, avrivah, Drakkengi, brucemc, Krush, maniacal_mini_monger, hung4treason, Gandy, NarlethDrider, Kunimatyu, etc, etc, blah, blah, blah..... | |
| Low Key Underboss
 1231 Posts




 | | 04/11/2006 3:04 AM |
| quote: Originally posted by robbdaman
You don't get your map. You always play on theirs.
R~
Bloody hell. Edit time...[B)]
I should pay more attention... | | Champion of the Sarrukh | |
| elder_basilisk Sergeant
 410 Posts




 | | 04/11/2006 3:11 AM |
| The band:
Marut 7x Sacred Watcher
Round 1 strategy: Kill the CE tilegrabbers, grab victory points yourself. Then methodically work through killing the wardrummer and the champs and the ogres.
Round 2: being ahead on assault points is your friend. Swarm shuluth with the watchers and pound the duergar with the mass inflict wounds spell (healing your watchers while you're at it--any healing on them makes them 3 hit kills instead of 2 hit kills for the champs) and then MC them each hit with the Marut.
Round 3: Eventually, your opponent will kill the Marut or several watchers. You need to make sure you kill two horrors before that happens. Killing the rest of his band too will make it easier.
Round 4: You need to smash the young master before the powered up monks kill the marut and get at least two shots in on monks with the marut. Fortunately, the young master is going to go down quickly to a watcher swarm and without him, the monks will have a hard time killing either the watchers or the marut. And while the watchers also have a very hard time killing monks, the marut does not.
Round 5: This is a tough matchup if you let the chraal's player catch multiple watchers in the breath weapons. Incorporeal is only a 50% chance to avoid the damage. You however, have several chances to get up on points by catching his weak pieces in a mass inflict wounds spell. A failed save is a morale check for the timber wolves and could be significant for the blackguard as well. Once his medium based blockers are gone, the chraal's player will be hard pressed to simultaneously protect the blackguard and send his chraals to engage the marut.
Round 6: This is like the first matchup only the opponents' minis don't go down as quickly and both hitters can one-shot the sacred watchers. So, get ahead on assault points and keep your pieces positioned to swoop in and eliminate the drow sergeant then the wardrummer and then to MC the giants. | | | |
| DDM Australian Champion 2005 psistef Underboss
 1572 Posts




 | | 04/11/2006 3:12 AM |
| Dark Naga Gauth Duerger Champion x3 Gravehound Timber Wolf x2 | | Champion of the Prestige Class where mages focus on telekenesis and start throwing people into the ceiling and uber stuff like that. Desirer of a Commander Effect in CG that grants Sidestep to followers with a ranged attack. | |
| taliesin Underboss
 1113 Posts




 | | 04/11/2006 3:15 AM |
| Hmm, round 3 would pretty much wreck my all-flameskull spoiler band, so I think I'll go for something a little more reliable...
Urthok the Vicious Blood Ghost Berserker x 4 Gravehound Kobold Miner x 2
A very reliable warband. I reliably hit, and everything else reliably hits me back!
Tactics Round-by-Round: (If I survive round 1, I'll post my tactics for the later match-ups) Round 1- Low AC enemies means I don't have to stick near Urthok. I'll send him to sit on a teleporter, to protect him and keep my +5 to init. The berserkers stay together, until the oportunity presents itself to pounce (preferably on a ravager) or until my enemy moves in to attack, in which I fold my hitters in around and anihilate before moving on to other targets.
Kobolds hopefully land in victory areas, but even if they don't I send my gravehound to either tile-grab, kill weak tile-grabbers, and otherwise deal with fodder.
I assume the wardrummer and tiefling will be too tough to get to, and that my opponent will make it's morale saves, so I'll always direct my resources with the intention of outright killing his beaters. Forcing a MC alone isn't worth the exposure to the very likely counter-attack. | | Champion of the Entire Monster Manual 1! (Click link to see current progress!) Uncommon Painting Competition 2 Winner | |
| Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 04/11/2006 3:44 AM |
| First of I like your challenge.
So here is my Warband: "Double Marut" 2x Marut 74 / 148 Dwarf Artificer 21 / 169 Aramil, Adventurer 13 / 182 Mialee, Elf Wizard 6 / 188 Timber Wolf 5 / 193 Jozan, Cleric of Pelor 4 / 197 Man@Arms 3 / 200
| | My Haves and wants: http://www.maxminis.com/hw_list.asp?user=Janos_M.
Champion of Elan Psions
Proud Owner of the "Aura of cursed dice" | |
| Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 04/11/2006 4:11 AM |
| My tactics:
Round 1: I will loose map and side ini so it will take me two rounds to reach the teleporters. First round the artificer cast's legion's to make sure that the CE beater have a hard time hitting. Aramil should RoE on the champs because they had better then the Ogre Ravager. Mialee has the order to mw one Marut and then hunt the Orc Warrior. The Maruts will have no problem fighting the beaters.
Round 2: In this round Aramil and Mialee are really important. The 4x MM will drop the DC to 60 which means that 2x Marut will kill one DC per round. The mass inflict light wounds is good to do the job as well as the MM, so I have them free for killing the Skirmisher if they go in front of the DC. With only one Melee, Shuluth Command ability didn’t hurt much.
Round 3: This round is the one I like most DR and RoE drop the the damage output to 5 fire. The DC will be my first target. Aramil will be placed between both Marut’s with the Artificer in front of him. The pulk will be standing with there back to a wall, so there will be no space to base Aramil. My opponent get the bridge, but only in round 2, so after 2 rounds we’ll both have 10 tile points from then I’ll have a hard time getting any more, but I don’t loose a Marut in 1h so I only have to kill the DC (one round) and a HH (two rounds). If I miss one attack it will be 4 round tile points versus 2x lost figures for him.
Round 4: It’s the toughest of all. In this one I have place all my units in front of the Marut’s to shield them. (and use walls, too) So that the Monks will have to kill the shield first. While they go for the shield I strike with MR2 back. Killing one Monk per round. So after two rounds, 2 Monks are dead and no US is available anymore. I’ll have one Marut with 15 hp left and the other at full health. If he kill the last Marut (which will be hard with +9 against 27 AC) he will win it due to tile points, but in most cases the match will end with me in front on points.
Round 5: Like round 3 not enough attack and damage to kill both Marut’s. I just have to make sure that the killing of a chraal comes from reach to avoid the burst…
Round 6: Hhhmmm… I think the attack is too low but if they hit me I’ll feel it. Again DR and RoE will save my day.
| | My Haves and wants: http://www.maxminis.com/hw_list.asp?user=Janos_M.
Champion of Elan Psions
Proud Owner of the "Aura of cursed dice" | |
| Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 04/11/2006 4:31 AM |
| btw. How do you determine the winner?
Say if 4 people reach round 5 and all fail... | | My Haves and wants: http://www.maxminis.com/hw_list.asp?user=Janos_M.
Champion of Elan Psions
Proud Owner of the "Aura of cursed dice" | |
| Shadow_Fox Underboss
 1751 Posts



 Litchfield, MN
 | | 04/11/2006 5:09 AM |
| quote: Originally posted by lynchpt
So you're basically saying: tell us what you would run at Qualifiers, if you had to run a "rogue" warband[:)].
Good way to gather metagame info.
Pat Lynch
Its a conspiracy to trick everyone into revealing their NOST![:0] | | Email | Ebay Feedback Page | Maxminis Referance Thread | Have/Want List | |
| Flint_Firestone Warrior
 239 Posts




 | | 04/11/2006 5:16 AM |
| Ok I will take a stab at this.
Couatl Justice archon X3 Dwarf wizard Sacred watcher x2 Timber wolf
8 activations 200 points
Couatl is in to give resistance and snakes to JA’s and possibly to ground the HH’s Dwarf wiz will give MW to one of the watchers and cast the slaps in hopes of getting the JA some AoA’s Sacred watchers are in for flankers and commander hunters, ect Wolf is there for tile points
Round 1 Wolf goes for tile points. Dwarf wiz cast mw on one watcher. Send the non-MW watcher after the drummer and Tiefling. Other watcher and JA’s prepare for the beaters. Once battle starts Couatl uses Snakes and dwarf wiz slaps this along with the Justice strikes of the JA’s should be enough to turn the tide.
Round 2 Wolf goes for tile points Dwarf cast MW on one watcher. This time we will move the watchers in with 21 ac and incorp the DC’s will have a taste of there on medicine needing that second roll to get past incorp. Then bring in the JA’s into flanking positions. Once again using the Couatl and dwarf wiz to cast snakes and BSH once the battle begins. If Octopus head inters the fray early it could get touchy.
Round 3 Wolf goes for tile points Dwarf cast MW on one watcher. Again I will in gauge the watchers first. And position the JA’s in flanking. Once battle begins move up the couatl and dwarf wiz for spells and nerf the extra 5 dam form the HH’s then it will be down die rolls.
Round 4 Wolf goes for tile points Dwarf cast MW on one watcher. This and round 3 will be the hardest battle. Send the watchers out a hunting the young master. Keep the JA’s and dwarf with Coutal in tight formation forcing the Giths to come to me and fight on ground of my choosing. The key is to get to the YM before the giths can use their stuns. Or force the to use on SW defending the YM.
Round 5 Wolf goes for tile points Dwarf cast MW on one watcher. Bring up the JA’s and SW engage the Chraal using the CE of the Coutal to nerf the breath weapon and death burst of the chraal. Then use snakes and BSH to beat them down
Round 6 Wolf goes for tile points Dwarf cast MW on one watcher. Send watchers after drummer and commander. Use JA to lay the smack down on the HGB’s with Justice strike along with the Couatl and DW spells.
| | Opps did I do that http://www.maxminis.com/hw_list.asp?user=Flint_Firestone
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|  Prince o the Raven Banner Sergeant
 606 Posts




 | | 04/11/2006 5:42 AM |
| Ok let's try;
Cleric of Order - 24 (24) Justicator - 48 (72) Slayer of Domiel - 46 (118) Justice Archon - 32 (150) Sacred Watcher - 18 (168) Sacred Watcher - 18 (186) Warforged Scout - 8 (194) Mialee - 6 (200)
Round 1:If won I'd choose Side B and force the fight in the room across from the exit. The CoO will spend the first rounds buffing Justy/Slayer with Resistance. Shield of Faith will follow on Justy this match. Mialee Gives MW to Slayer then hunts an Orc Warrior. Try to tie up the OC's with watchers/Justy and single out a ORav. with Slayer/JA. If possible use the Justicator to assasinate the Tiefling or Watchers to kill the Wardrummer. CoO sits on a Portal to preserve my inititive adv. | | Two trades completed!! (Krush,Hides From Hurricanes) Champion of the Aaracokra Herald Of Snig Goblin King | |
| Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 04/11/2006 6:32 AM |
| ...Mialee Gives MW to X then hunts an Orc Warrior...
man you had the same plan (or don't you and stole it?) [:I] | | My Haves and wants: http://www.maxminis.com/hw_list.asp?user=Janos_M.
Champion of Elan Psions
Proud Owner of the "Aura of cursed dice" | |
| Nixlord Underboss
 2468 Posts



 Quezon City, Philippines
 | | 04/11/2006 7:01 AM |
| Hehe... very interesting challenge. [)]
Looking at the gauntlet, I'll have to go with the Couatl-Marut band as well. Unlike earlier entries though, I'll go with a commander rating of at least 3.
Couatl Cleric of Yondalla Marut Justice Archon Justice Archon Man-at-Arms Man-at-Arms
Map: Drow Outpost
Played as a standard defensive Couatl-Marut band, but CoY will give magic weapon to Marut (against DR-heavy bands) and if needed - provide commander effect to justice archons against larger targets (like the HGB and Chraals). Commander rating of 3 will also give a decent chance of the band to win initiative. Finally, Justice Archons deal with CE high damage units, Couatl and DR 5 nerfs Helmed Horrors and Chraals, and Marut becomes wall against Shuluth and GAS.
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| HidesFromHurricanes Warrior
 289 Posts




 | | 04/11/2006 7:06 AM |
| Nentyar Hunter x2 (2x47 - 94) Xen'Drik Champion x2 (2x23 - 140) Steelheart Archer x2 (2x15 - 170) Satyr (15 - 185) Greycloak Ranger (15 - 200) Wolf (minion)
Round 1: General plan Nentyars are hitting Orcs for 15 a pop, using CE attacks to take down the Ravager, if based can take one AoO w/o morale check, hopefully conceal kicks in. Round 1 is setup and take the occasional pot shot, XC and Steelhearts setting up in screening roles. Satyr is finding a good hiding place for a while maybe behind the Wolf in a victory area. Round 2 is a chaos of attacks and counter attacks as screeners get mobbed and arrows are loosed in return. Round 3, we hope to use the Satyr's pipes to take initiative.
Round 2: Shuluth and friends: here we take out the Goblins to get the point edge and shoot and scoot versus the rest, hopefully taking out a Duergar, before they take out the Xen'driks. Satyr is on Goblin hunt rounds 1&2, but goes to the combat zone round 3 to relieve against Shuluth's CE(this is okay since round 2 or 3 he will shoot his pipes). Satyr living beyond round 4 is a bonus. XCs and Greycloak are first screeners. Wolf for tile grabbing/goblin gnashing. | | Champion of Savage Bard (Unearthed Arcana: Bard Variant) Bloodwars Called shot (vindicated) Demonic Gnoll Adept/Priestess Old Jagermonster Saying: Any Plan vere you luz your hat iz a BAD Plan. | |
| Void Sneak
 156 Posts




 | | 04/11/2006 7:11 AM |
| Nice idea for a challenge!
Inspiring Marshal 2x Frenzied Berserker 2x Graycloak Ranger Wolf Timber Wolf Rikka 2x Xeph Warrior
Round 1 strategy: The Graycloaks seriously hurt the ravagers. I have the activation and speed advantage to block a lot of teleporters. My main hitters aren't affected by intimidating drumbeat. Rikka could probably take out the tiefling on the teleport temple unless it's very well hidden. There aren't a huge amout of eggs to kill the FBs, as in the old days of 12 activations IF vs CE quad. It would be a very close matchup though, with key initiative rolls and skill in using the teleporters making the difference. | | | |
| jffalaschi Skirmisher
 16 Posts




 | | 04/11/2006 7:16 AM |
| The Band:
Half-Orc Paladin, 48 pts Marut, 74 pts 3x Sacred Watcher, 54 pts Dwarf Artificer, 21 pts Human Commoner, 3 pts
200 pts / 7 Activations / Your map
The Music:
Always - Magic weapon on Sacred Watcher (except round 5) and Shield of Faith on the band. Marut now has AC 27, while the Watchers and the HOP have 23. The Marut can heal the Watchers when this is really necessary and there are at least 2 of them injured and within area of effect.
Round 1 The enemies will have a hard time trying to hit my band, specially the Ravagers. 5 of my minis are Fearless, so no problem with Intimidating Drumbeat and Aura of Fear. Secure the teleportes with Watchers, replace with Commoner and Artificer. Attack with everything, including the Paladin.
Round 2 No Stun from Shuluth in most of my band. Kill the commander with Watchers and force morale saves on the Champions every round with the Marut. Keep the battle to the Magic Circles on the bottom to help the Watchers and to be close to the exit.
Round 3 Marut takes only 10 damage with each hit from the HHs. Place him on the bridge and hold the HHs. Keep the HOP close to Marut and use him to hit as well. Use the Watchers to go hunting for Commander, Champion, and then fodder. Given the gap, rust one of the HH with the Artificer.
Round 4 One more time, most of the band is immune to Stun. Use the Watchers for Commander assassination. The Giths will then have a hard time hitting my band. Chase fodder and play defensive.
Round 5 Greater Magic Weapon on Marut. Marut takes only 10 damage with each hit from the Chraals. Avoid the fight in the bridge with the Watchers. Go after the Commander with them.
Round 6 Play defensive. Hold the teleportes with the Watchers and them replace them with the Artificer and the Commoner. Go after the Commander and the Wardrummer. The HGBs need 15 or more to hit the Marut with their first attack and only a 20 makes them hit with the second.
| | | |
| CTSparky Sneak
 128 Posts




 | | 04/11/2006 7:39 AM |
| Ok mine (directions on the matches to follow) 41 Rakshasa 45 Helmed Horror 66 Deurger Champion x 2 36 Zakya Rakshasa 05 Blue 06 Kobold miner x 2
Round 1 Use the miners to clog some victory area teleports, Have the blue chase the wardrummer, use the HH to flank and/or commander assassin, and have the zaky and 2 Dc's to lay a beat down on champion's and ravagers.
Round 2 Use the HH to approach Shuluth and beat the snot out of him. Then it is just picking apart the DC with the HH, zaky and other DC's while trying to slap Shuluth and then DC's.
Round 3 Use a DC to shield the Rak, and bring the HH to the front to deal some HH to HH funness. I don't care about the HOF as I can steal Cmd effects. I'd use the Zaky to come around and base the DC. Blue will come after wolf and skirmisher to decrease activation.
Round 4 Bring the DC's around to flank and kill the YM while the HH comes out to play with a Gith. Use all of the Rak's spells to doom in and force morale on the giths.
Round 5 Can you say Commander assassin at all costs?
Round 6 Use the Zaky to go after the wardrummer and then the DC while the Dc's front and hope that the HGB fails its' conceal checks and Bigby's checks.
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