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BoloBaby
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Fort Mill, SC

04/12/2006 1:47 AM  
The Dragon Drow warband

1x Large Red Dragon
1x Zombie White Dragon
2x Drow Mounted Patrol
1x Drow Sergeant
2x Orc Warrior
1x Hyena

8 Activations/200 points

Strategy

Consistent - the Hyena will always tile-grab for assault points. I don't concern myself with MY commander getting wasted since the ZWD is Fearless, the LRD has a good save already, and the DMPs can hopefully operate from a safe position. I'm not saying I'd throw him away, I just don't panic if he goes down.

Round 1

Use my DMPs in assassination mode. First go for the Wardrummer, hoping to eliminate by turn 3, then the Tiefling Captain. If the Wardrummer goes down by turn 3, that'll help my LRDs breath attack on turn 3. A decent breath attack could put several enemies within 10hp of a morale check.

If possible, I will try to soften up the Tiefling Captain with the OWs so that I can assassinate him with any remaining DMPs by turn 4.

Try to suck up as much damage as possible with the ZWD in the early game.

Round 2

Somehow, I feel this battle should be easier, despite the presence of the elemental blessings. Given a choice, I would try and prevent my opponent from getting to the Cold blessing area, so he doesn't nerf my DMPs and ZWD's breath weapon.

I'm less concerned about Shuluth's Cfx since my DMPs can work from way behind the ZWD to pick away at him. Once again, the DMPs will work in commander assassination role.

A good blast from the LRD could put a couple of Champions within 5-10hp of a morale check. Conceal won't help them against my cone. I'll try and line up a shot with the ZWD as well as he soaks up damage.

The OWs will go after the Goblin Skirmishers, trying to get an activation advantage.

Round 3

The Half-Orc fighter is a deliciously squishy commander that my DMPs should make quick work of. After that, I can pick away at fodder for activation control or assist in the elimination of the HHs.

Having Immunity to Fire on my major beater (LRD) definitely helps here, although the high AC of the HHs could prove problematic. Once again, I hope my breath weapons provide an advantage since they ignore AC.

I'd probably save the Duergar Champion for last even though his damage output is a little higher. Reason: I don't want to waste attacks to conceal and I only have to get him past half to force a Morale check. Those HHs are Fearless and will last to the bitter end unless I eliminate them quickly.

The OWs would briefly try to get activation control, but would pile on a HH if one presented itself. Hitting one would be a longshot, but an extra 15 damage could be key.

Round 4

These guys don't scare me that much. The stuns are my main concern, but if I can get off one blast with the LRD, I could really put a hurting on these poor souls.

The strategy is fairly simple: use the ZWD to "block" the entrance to one of the rooms/halls and try and work from there. The monks can't stun my ZWD and he has the highest to-hit of the bunch. Hopefully I can get a few nice AOOs in that will start the monks on the downward spiral.

Once again, the DMPs are in commander assassination mode. Thankfully, he's got the lowest AC of the monks. Still, with Wholeness of Body, it's likely to take several turns to finish him up. My best bet is to assist the commander assassination by using one of my flying dragons to base him early, after it has gotten off its breath weapon. Hopefully that will help with AOOs and flanking as the DMPs whiz by.

Round 5

Probably my best matchup. Why? Well, while the LRD fears the cold, those Chraals better fear the fire! I can use flight to get into a position that also nails the Blackguard with the breath weapon. With the DMPs in commander assassination mode, the whole warband disappears if I can kill that Blackguard. DMP tech is strong in this case, even against the higher AC. Eventually, I *will* get him.

The ZWD is immune to cold, so he acts as my "point man."

The Chraals will be hungry for revenge against the LRD, so I'll make them chase him - forcing them past the ZWD and some AOOs. The bridge on this map and flight really work to my benefit. This would be a hard one to lose, methinks.

Round 6

Same basic strategy as against quad: use the DMPs to commander assassinate, although this time I'll probably take out the Sergeant first. He's squishy and shouldn't last long. Then the Orc Wardrummer.

Let the ZWD take the brunt of it, if possible... as usual. Throw everything else at one HGB at a time. The OWs have a decent chance of hitting and could contribute a critical 15 damage. I'd just be tickled pink if the HGB wasted his time attacking them, too.

Summary

Tough gauntlet, but I wanted to try something different. The DMPs could suffer from a few bad rolls, but overall I think the band has potential.

Champion of the Cleric with Raise Dead

XAos
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London

04/12/2006 4:49 AM  
quote:
Originally posted by Kiddoc
Chad, I think Xaos beat you to the punch. Sorry!


" Warband
4HH
Kobold champion.
"

I think he meant Kobold Sorcerer there. See like 7 posts above.



Ooops, I did mean Kobold sorcerer, however;
quote:
Originally posted by Kiddoc

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!)



Isn't 4 wolves/Kobold Sorcerer 20 points different ?

While the warbands are very similar, mine ignores activation control, to get magic weapons. Personally I think the AC:22 & 95HP of the HH makes activation control much less relevant to them. I.E. It's virtually impossible to kill then quickly, even moving last & first.
But the magic weapons make it possible to wipe out Chraals(DR:5) with trivial tactics.

Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything.

BigGeorge
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04/12/2006 7:26 AM  
Lets see how this grabs yah.

Orog Warlord
Orc Savage (minion)
Orc Savage (minion)
Chraal
Chraal
Helmed Horror
Goblin Skirmisher
Goblin Skirmisher
Goblin Skirmisher

I liked it all the other times i played it, why not now??? Lets see.

Against Quad, i would definatly use my smaller activation types (Savages and Skirmishers) to block teleporters, and at first do nothing but protect my orog from swift teleportation death. after successful portal blocking i would focus on getting my chraals to the front, to soak up damage and force morale on anyone they could see, Helmed Horror position and possibly porter blocking, with his flight. once Chraals are mostly, or totaly exploded, Orog comes up to clean out the rest, hopefully a few failed morale saves by the Quad and hopefully their dice won't measure up to my armor classes, but thats what we want to happen everyday.

hope i make it to round two at least!


ickthegreat
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04/12/2006 9:41 AM  
Ok here is mine

Ryld
Aspect of Kord
Crow Shaman
Lonstrider Ranger
Elf Warrior
Grayclaok Ranger
Timber Wolf (Minion)

7 Activions/198 Points


Round One:
This army should do well on the teleports map. The trick is use the Timber Wolf and the Longstider for victory points. Based on the movement of the two pieces they should just about be able to go any where on the mape they want. Use Ryld to go frist most rounds. Have the AoK go frist hit things and make them hurt. Use the Shaman to hit thing agian with AoK. Repeat.

Round Two though Six
The trick is use the Timber Wolf and the Longstider for victory points. Based on the movement of the two pieces they should just about be able to go any where on the mape they want. Use Ryld to go frist most rounds. Have the AoK go frist hit things and make them hurt. Use the Shaman to hit thing agian with AoK. Repeat.


Yes i know thats this is simple army and plan but it just mifgt work in this.

trades pending: (0)

everything is perfectly going out of control


Chad the DragonLordofAiur
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04/12/2006 1:35 PM  
Big George that band is missing five points and one activation. T Wolf maybe? It looks like the one that won the NE open.

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Chad the DragonLordofAiur
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04/12/2006 1:41 PM  
@Kiddoc

When I first looked at this challenge and all the bands you proposed as opponents I came to the conclusion that there is no band that can beat all of these. The best you can hope to do is go 5-1. However, this challenge eliminates you with one loss at any point. What happens if no submitted band gets a "Yes" vote all the way through? I think we should tally the votes for each round and give the submitted band a Win or Loss but let them continue to the next round anyway. Then at the end see which band has the best record. Just my opinion.

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Kiddoc
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04/12/2006 1:58 PM  
quote:
Originally posted by Chad the DragonLordofAiur

@Kiddoc

When I first looked at this challenge and all the bands you proposed as opponents I came to the conclusion that there is no band that can beat all of these. The best you can hope to do is go 5-1. However, this challenge eliminates you with one loss at any point. What happens if no submitted band gets a "Yes" vote all the way through? I think we should tally the votes for each round and give the submitted band a Win or Loss but let them continue to the next round anyway. Then at the end see which band has the best record. Just my opinion.



Aye, it's all relative. It'll just be a percentage scale. Each week we'll take the top number of bands to survive each round. Survival is relative to what the rest of the field does. The cutoff, obviously is based on the number of entries, given that we need to get down to two by the 6th round. That said, it's entirely possible to get something like a 30% YES ratio, and move on to the next round.

I'll be the first to admit I don't any band could run the gauntlet clean--but I'd like to see who you guys think has the closest shot at it.

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robbdaman
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04/12/2006 3:05 PM  
Ah so you admit it! [:p]

I'll likely change my warband as it is. Even though the Gulgar can be a winner. HA! Most people will either create a variant of one of the gauntlet pieces or go with something different in LG. Certain warbands are interesting but there's always one that is a spoiler that could destroy it with little effort.

Juice has an okay warband except round 1 will probably give him issues. Everything else is as I said a variant. Not much creative thinking there. Anyway it should be interesting to see who thinks can win against what in the gauntlet.

R~

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lalato
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Urbana, IL

04/12/2006 3:12 PM  
robbdaman... why the hate on my LRD and Red Sams. Sure... it has little chance of running the gauntlet, but it's certainly not a variant of any other band. [)]

--sam

I'm in Urbana, IL

md3
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04/12/2006 3:49 PM  
Coautl
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Aspect of Kord

"You are not the sum of your miniatures."


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Voltarion
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04/12/2006 3:51 PM  
Snig the Axe (Gob Skirmisher x3)
Beholder
Helmed Horror x2
Duergar Warrior
Gob Skirmisher


Round 1:
Helmed Horrors start off by going for the tiefling captain and then the wardrummer. Once those targets are down they start forcing morals on the ravs and then champs with support from the duergar warrior as well as the Beholder who is using the transporters to get cheap shots on any of the exposed hitters throughout the match thanks to dual activation and the ability to teleport in 1 activation - use an ability, then on second activation use another ability and then teleport out. Keeping the skirmishers away from the fight and making them focus on victory points and taking out the orc warrior should lead to a quick activation and tile advantage which will make the game that much easier to win.


robbdaman
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04/12/2006 4:06 PM  
quote:
Originally posted by lalato

robbdaman... why the hate on my LRD and Red Sams. Sure... it has little chance of running the gauntlet, but it's certainly not a variant of any other band. [)]

--sam



No particular hate. Titan builds are just a bit limited against such a field as the gauntlet. There are several bad matchups for a LRD. Most of the warband ideas that others will come up with won't be able to stand up to all 6 warbands. There are a few fairly solid tier 1 concepts that aren't up there but so few and none of which are strong enough to go unscathed as Kiddoc stated. Not a big deal just because it's all vote oriented. It's like American Idol. You can be the best singer and people just might not like you and you'll be voted off. Same goes for these challenges. People might not like your warband idea so you could lose.

R~

Champion of the Titan
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doubtofbuddha
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04/12/2006 4:38 PM  
I am tempted to post Gaze All Day. :P

I am not gone.

Low Key
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04/12/2006 5:18 PM  
quote:
Originally posted by doubtofbuddha

I am tempted to post Gaze All Day. :P



Doooo iiiiit.... [:D]

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Lord_Raven
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04/12/2006 5:41 PM  
quote:
Originally posted by doubtofbuddha

I am tempted to post Gaze All Day. :P



Dude that is funny...

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lantern314
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04/12/2006 6:12 PM  
Tiefling Captain
Hill Giant Barbarian
Red Samurai
Orc Druid
Orc Wardrummer
Quaggoth Slave
Timber Wolf

Round 1:
I think that staying together is key for this band. I'd like to place them on a defensible teleporter, and focus my attacks on a single creature at a time to maximize effort.

Round 2:
Duergar Champs run pretty quickly when hit by the Hill Giant. I think that the key will be to engage close to the exits. I would spread my attacks around to force quick morale checks on several DCs first.

Round 3:
I think that this is a tough matchup. I'd like to target the DC first and find a spot to decrease the number of HHs that can base my creatures.

Round 4:
This is the match where the Quaggoth shines. He has lots of opportunities to kill tile grabbers. Finding a defensible spot will be important here as well.

Round 5:
My breath weapon has to beat theirs. I'm glad the Giant has melee reach. More tile grabber killing for the Quaggoth.

Round 6:
I want to try to get them in a spot where I only have to face one at a time. The snakes swiftness will help here. Hopefully it will create a pseudo mirror match in isolated spots, with better support.


robbdaman
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04/12/2006 6:44 PM  
quote:
Originally posted by doubtofbuddha

I am tempted to post Gaze All Day. :P



You could win ALL DAY!

R~

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04/12/2006 6:59 PM  
quote:
Originally posted by robbdaman
Everything else is as I said a variant. Not much creative thinking there.


I know/hope you don't mean this in as an offensive manner as I am inclined to think you did. I put a very high value on originality, around about as much as I do on winning. Also, as I recall in your original post (although I may not have quoted the entirety of it, you claimed that everything was a varient.

Well unless you're calling

Blood Ghost Berserker x3 111
Orc Wardrummer 19
Flind Captain 53
Hyena 4
Orc Warrior 3
Quaggoth Slave 10

a variant of the CE Quad I seriously recommend you use a bit better qualifications on your statement. And even if you still insist on calling it a varient, I'd really like to see your logic behind that.

Apologies if I come off sounding a bit angry, but that post of your rubbed me the wrong way.


robbdaman
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04/12/2006 7:22 PM  
I'm actually stating that everything that has a chance to go anywhere in the gauntlet is a variant. Sure there are some interesting different warbands but I would say nothing strong enough to beat even half the gauntlet that wasn't a variant of one of the warbands in the gauntlet. No offense intended, I just don't see most other warband concepts going anywhere. That's just how I see it. I'll drop the subject now since it's bothering people.

R~

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lynchdl
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04/12/2006 7:23 PM  
I would like to post:

War priest of Moradin 49
Justice Archon x3 96
Sacred Watcher x2 36
Standardbearer 10
Warforged Scout 8

Total: 199


Because 4 out of 6 commanders are not that strong, I am hoping that I can make use of 5 medium fliers, two of which are incorporeal to kill the commander. Then the Warpriest's effect will come into play and hopefully I can force enough morale checks to kill as much ( or rout) as I can.

Soul Patrol

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04/12/2006 7:25 PM  
Pressure is your friend :

41 Rakshasa
135 HH (x3)
15 Lg. Duergar
09 Kobold Miner (x3)
8 @ 200 pts.

Round 1:
Use HH to hunt down the Tiefling Capt. and then perhaps the Wardrummer. With them dead the OC's and OR's are much more likely to run. The Rakshasa will try to avoid combat (boviously) while using the Slides to get HH's out of trouble, or to move enemies off of their guarded teleport pads so that a HH can pop in. The Lg. Duergar is a not unreasonable combatant here, while at the least serving as a tubby blocker. Kobold Miners fullfil their usual role of tile point grabbers, although here they can block teleport pads and actually connect with the enemy hitters, as need.


Round 2
Hope to win the fire side, but failing that head striaght for it and kill whatever is camped on it. Force the fight out in the open, as I can get first round tile points and they can't. Keep my Duergar and Kobold Miners out of the main battle so that Shuluth doesn't impact them. The Lg. Duergar or even Rakshasa can whip on any Goblins that try to skirmish or clear my Miners off of victory areas.
My big plus? Rakshasa reflecting the Disorientation onto the DC's (who are reasonable vulnerable due to my HH's Blindsight), but my own lads are immune to Shuluths cone, unlike his own troops.


Round 3
Mirror match. Let the HOF live because the Rakshasa can mirror the CFX (so we both benefit equally) while Sliding HH's into the pit.
If he sends a unit or two after the Rakshasa, the Rak can run buying time for my HH's to enjoy local superiority of force on the bridge. Again the Lg. Duergar is a valuable combatant while the Kobolds scored my early points and perhaps even kept the wolf from getting any.


Round 4
If I win side initiative there's a good chance the WF Scout can't set up in his desired area due to the presence of KM's. Place HH's on pads and in the middle of hallways so that monks/wolves trucking past draw nasty AoO's. Slide guards off of pads so that they're suddenly based with a HH that gets a full attack and can leave if he starts getting beat up. Spread the damage out over the Horrors as they'll survive everything that the monks can dish out so that I win on points. YM will have difficulty getting his CFX onto his monks unless they travel in a herd, which will just make my job easier.


Round 5
KS's can block the Chraals from getting to the bridge round 1, and might even stop his critters. Slide mint Chraals into chasm and Slapping Hand injured one, since their DR is cancelled by my fire damage. Seek an opportunity to get a HH or two onto his HBG who has to be lurking around somewhere so as to keep the Chraal from running off like scared little schoolgirls. Be willing to blitz with all 3 'cause as soon as the quarterback is down, it's game over!
The Lg. Duergar can get to the bridge in time to lend a hand with his reach, but is more likely to be detailed to keep pests from messing with the Rakshasa, where he exceeds.


Round 6
First round KS's may prevent HGB's from getting tile points, without allowing the HGB's to burn off their Furious Spirit. Keep the Horrors in the middle of halls so that HGB's can't scoot past them. Slide HH's away from being based or have them camp teleporters. Seek and Destroy the DS and possibly the Wardrummer when able. Then morale check the giants and hope they run.


It is I, LeClaire!

So we have to champion something? Alright, I pick the mighty Flumph!

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04/13/2006 11:55 AM  
There are some great ideas posted that I might have already considered, but, to post something different I might offer this semi-spoiler band.

quote:
Frenzied Berserker CG 52 Ab 17/60 R
Frenzied Berserker CG 52 Ab 17/60 R
Frenzied Berserker CG 52 Ab 17/60 R
Rikka, Angelic Avenger CG 31 Unique Ud 21/60 R
Devis, Half-Elf Bard CG 6 Unique Ha 20/80 U
Elf Warrior CG 4
Xeph Warrior CG 3 Af 30/60 C



It's all smash, all the time.

Match One - Rikka goes after the Tiefling and Wardrummer (in round 2 probably) as the FBs move up and engage. You should have at least a reasonable chance of killing one or the other, and then the Aura of Fear balances out the morale saves quite a bit on the 3x FB vs the 4x Quad. The Elf Warrior has at least a chance of cleaning off a final pesky 5HP. Tough match, but with the exit being in the center of the Teleport Temple, routing any of the quad members early should turn the tide for you. Even fully save-buffed, it's not guaranteed to make the save while based by FBs.

Match Two - Countersong gives you a solid edge vs the commander effect... you'd pretty much want to go after the commander ASAP (to avoid stuns) and watch out for cleaves. How easily you can win will depend on some of the Conceal 6 rolls.

Match Three - Looks to be a fairly easy win. Kill the commander, chew up the Horrors. You've got a lot more hitting power.

Match Four - The Giths will route off the map with one hit from a FB... Stun saves and how long Devis survives will make a big difference.

Match Five - Tough match, but you have a shot if you focus fire on a Chraal and kill it with the right timing, this will allow a path through to the HGB for at least Rikka and one FB, which should be enough to kill the HGB and win the game.

If he cowers the HGB too far away, you can bring Rikka in for a 1-1 and just see how it goes. You can risk ANYTHING to get a FB or two based with the HGB, because killing it is a win.

Match Six - Tough match... but Rikka is there to kill the Wardrummer if possible (at least splitting up the HGB). If a HGB routes, it's gone, so, without the wardrummer and facing -2 morale, they're in trouble.





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04/13/2006 12:32 PM  
Here is my attempt.

Cleric of Order
Mialee, Elf Wizard
Standardbearer
Hill Dwarf Warrior
Couatl
Marut
Warforged Bodyguard
Warforged Scout

General Tactics

Cleric of Order is there so that I can have a chance of getting map initiative. I know it doesn't matter for this competition but I still think it is important enough for the Couatl's morale.

Using the Couatl's ESO to cause a morale check on an enemy that is adjacent to the Marut is a nice trick, helping with this is the SB.

Round specific

Round 1

I have the pieces and activations to control key teleporters. CoO casts major resistance on the Couatl, then acts as a teleporter blocker, attempting to keep the Couatl in command. Marut moves up to engage the enemy, and Couatl casts SS or ESO as appropriate. The SB attempts to be close by whenever an enemy makes a morale check, other than that he just blocks teleporters. Mialee hunts some fodder, Warforged Scout gets points in an out of the way location. WFB protects the Marut of course. I can go through this band in any order, but if an opportunity presents itself the OWD and TC are first and second on my hit list.

Round 2

My key piece is pretty much immune to SA's effects and spells. Nevertheless the CoO will take the time to cast MR on both the Marut and the Couatl. WS grabs point, Mialee takes out some fodder, and Marut and Couatl go in and take out the enemy, with backup of the WFB of course. Should be an easy match.

Round 3

The Helmed Horrors only deal 10 points of damage to the Couatl, and 5 points of damage to the Marut as long as the Couatl is around. The WFB actually focuses more on protecting the Couatl this round than the Marut (of course they are close together so that should be pretty easy). The CoO casts MR on the Couatl, and Mialee casts MW of the Marut. Everything except the Couatl, Marut and WFB is fodder and simply attempts to live as long as possible, CoO attempting to keep the Couatl in command for morale, and the WFS getting tile points. Couatl and Marut go hunting, and can potentially kill a HH every 1.5 turns.

Round 4

With a little planning the WFB can absorb 3 auto crits hits aimed at the Marut, all it takes is a little 10 point heal in between. Couatl stays well protected until the auto crits are used. Ideally all auto crits will be used, and the Marut will have 10 damage, the WFB will be dead, and everything else of mine will be untouched. SB helps out with the YM command effect, and the CoO casts MR on the Couatl, and Marut gets MW just to ensure hits.

Round 5

If an opening occurs, that HB is dead and the match is over. Such an oppening won't likely occur however. CoO takes time to cast MR on both the Couatl and Marut. Marut leads the way, only taking 5 damage on a hit from a Chraal (DR + Cold Resist), which the Chraals need to roll 15+ to even hit. Marut + Couatl can chew through a Chraal in 1.5 turns, and usually take no damage from breath and bursts (need to roll <= 5), even on a hit they only take 10 due to resistance.

Round 6
Ah the dreaded HGB, they need to roll >13 to hit on the first attack, and >18 on the second to hit the Marut, but if 5 attacks get through, they win. That will take on average 5 turns (with 2), and I can kill one with just the Couatl and Marut in 2.5 turns. I will ensure that the WFS is placed so that the HGB cannot get an attack the first turn, ensuring at least a 5 hp loss. This match is going to depend alot on the HGB's attack and morale rolls, but I think I have a good chance.




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Doninator
Sneak
Sneak
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04/13/2006 1:54 PM  
well here is my entry, I think it would do well against everything except the gith squad, mainly because of their high ac's

Ogre Ravager CE 38
Ogre Ravager CE 38
Ogre Ravager CE 38
Tiefling Blademaster CE 27 3
Drow Arcane Guard CE 25
Orc Wardrummer CE 19
Troglodyte Thug CE 11
Hyena CE 4 Difficult 20

although if you could focus fire with the ravagers on one gith with the trog thug and lose init, you would have a 45% chance to hit on the first attack...


synecdoche
Warrior
Warrior
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04/13/2006 4:21 PM  
Band:

4x Helmed Horror (180)
Dark Moon Monk (15)
Kobold Miner (3)
-------
198 points, 6 activations


Meta-Analysis:

The 6 bands Kiddoc chose are arguably representative of the major tier 1 archetypes. From this, we can infer that, generally speaking, most competitor warbands will be inferior (if not, the competitor warband would be tier 1, and Kiddoc would have included it).

Therefore, this is fundamentally an exercise is fielding a warband that is similar to the ones Kiddoc presented, while being different enough to fit within the construction rules (50 points of difference). Of course, performance against the other tier 1 warbands, and against the mirror match is also important.

Within those criteria, I think 4xHH performs very well, it is very similar to the 3xHH archetype (indeed, it is not clear that it is inferior). The addition of the dark moon monk greatly aids the mirror match (and the Chraal match). I would have liked the last 5 points to be timber wolf, but that is excluded by the construction rules, so I go with the Konold Miner for victory points instead. Commanderless is fine for the fearless HHs, especially since the warband cannot choose a different map.

Analysis:

1. The 4xHHs have the advantage here because (a) Ogre Ravagers will have difficulty hitting high AC and (b) Tiefling commander effect useless since HHs can't be critted.

2. Dragon shrine map is hard HHs who depend on fire damage, but HHs are immune to Shuluth's effect and their blindsight negates the duergar champ's conceal. Close, but advantage HH.

3. Close to a mirror match, but 4xHH with magic weapon beats 3xHH and duergar champ without. Tile points make an otherwise easy match a little tougher, but the flying 4xHHs can hunt down fodder fairly easily.

4. Crit-proof HHs negate GAS band's raison d'etre.

5. Here it is 4xHH vs 4xChraal. Magic weapon's HHs are doing 20 points (10 magic plus doubled fire) while Chraals are only doing 10. Advantage: HHs.

6. A closer battle, but teleport map actually works to HH advantage by making it much easier for HHs to gang up on one HGB than two HGBs against any one HH. The OWs of course, play no role as they must be teleport-blockers to prevent the swarm on the wardrummer.






[...]


Champion of the Green Hag

Cholo
Skirmisher
Skirmisher
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04/13/2006 4:41 PM  
The Band
Gauth 39
Gauth 39
Shuluth 59
Helmed Horror 45
Kobold miner 3
Kobold Miner 3
Kobold Miner 3
Fiendish Dire Weasel 8

The purpose of the band is to stop the enemy on its tracks while completely weakingin it with 30 fire damage from both gauths. While paralyzing and stunning them accordingly. This will allow the HH, Shuluth to pick the enemies that are helpless.

2004 D&D Miniatures Champion
Kiddoc
Underboss
Underboss
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04/13/2006 9:41 PM  
No more entries! Tabulating contestants... Please stand by.

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...

Kissmykiester
Sergeant
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04/17/2006 3:42 AM  
darn...just found this thread.

Even if it's too late here goes. For what's it worth and only cause this is a great exercise in building warbands (that and I have an hour to kill):

1) Charrl (35pts)
2) Duergar Champ x 2 (66pts)
3) Helmed Horror (45pts)
4) Uthok the Vicious (34pts)
5) Dolgaunt Monk (14 pts)
6) Goblin Skirmishers x 2 (6pts)

8 activations at
Map: Dragon Shrine

Basic strategy - Push the Charrl up and engage early. Keep in sight to Uthok for additional +2 to attk and cut down/weaken whatever the Charrl faces. HH is used for Commander Assaination and flanking for the Charrl. The Champs stay with Uthok as bodyguards or until needed. The Dolgaunt hunts/kills all folder - it's 14 pts with DR 5 and magic damage with 35 hp and 8 spd - useful against the Wardrummer. Also the Skirmishers work well with Uthok.

ROUND 1

CE Quad:

1x Tiefling Captain
2x Orc Champion
2x Ogre Ravager
1x Orc Wardrummer
1x Orc Warrior

MAP: Teleport Temple

I do outactivate the above CE warband which means I can clog up more squares and dictate where I want the battle. This match would favor me I would think due to conceal and overall high ACs of my warband.

ROUND 2

Champions of Shuluth

1x Shuluth
4x Duergar Champion
3x Goblin Skirmisher

MAP: Dragon Shrine

Gain early title points. Use the threat of Commander Assaination with the Helmed Horror and push up the Charrl - Both immune stun. Again, should rack up a win - at least on paper.

ROUND 3

Triple Horrors

1x Half-Orc Fighter
3x Helmed Horror
1x Duergar Champion
1x Timber Wolf
2x Goblin Skirmisher

MAP: Drow Outpost

This would be the most challenging of all. Use the Dolgaunt and kill off folder, activationl control is key. In this match up - becasue I have Uthok as a Cmd gives me a slight edge - he is a Commander that's ripe for assassination but he also hits back. This will be a battle of attrition. I have to protect Uthok while using the Charrl to carve away as many hp off the three HHs and then move in for the beat down.

ROUND 4

G.A.S. Quad Gith Monks

1x Young Master
4x Githzerai Monk
1x Warforged Scout
2x Timber Wolf

MAP: Teleport Temple

As above, plug up essential ports with the Skirmishers, wait till combat is commited and then use the Dolgaunt to hunt/kill the wolves and scout. Use the HH and Charrl to assainate the YM. Once he falls the rest are easy pickings. Conceal and two units immune to crits ought to help.

ROUND 5

LE Quad Chraal

1x Human Blackguard
4x Chraal
2x Timber Wolf
1x Dire Rat

MAP: Drow Outpost

Here's how I forsee this. Uthork is 1 Cmd level lower so it's still close. That and I have a flying unit that dishes out fire damage. Skirmishes choke up key points if opponent sends his Chaarls to flank which I don't think is feasible due to the HH) Should be a tough match up but not unduly difficult for my warband. Still it'll be somewhat close.

ROUND 6

Dual HGB

1x Drow Sergeant
2x Hill Giant Barbarian
1x Orc Wardrummer
3x Orc Warriors

MAP: Teleport Temple

High AC and Conceal ought to help some. Grab tile points with Skirmisher. Send Dolgaunt to kill/hunt folder and Wardrummer. Chop at hill Giant with Chaarl and HH and 2 Champs + Uthok if I have to. I forsee losing the Charrl/Helmed Horror and one Champ with another severly wounded Champ left and Uthok to beat down surviors.

Well, my hours up. This has been a fun exercise at least.







Vassal Tournament Constructed Group#
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"You are, what you do, when it counts".
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