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2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 05/14/2006 4:46 PM |
| Round 4 VOTE!
Please vote Yes or No if you think the surviving warbands can win this matchup. Be discriminating and think carefully, we're down to our 8 finalists here. It should FEEL like single-elimination time!
This was a very tough round that saw some very interesting bands make it through, and some very good bands fall short. In all, the cut had to be made to 8 to even out the field for the finals. Here’s the warband the competitors will be facing in Round 4.
G.A.S. Quad Gith Monks
1x Young Master 4x Githzerai Monk 1x Warforged Scout 2x Timber Wolf
MAP: Teleport Temple
The match will be played on the Teleport Temple map.
Here are your surviving challengers:
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#1 Lynchpt
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 Warforged Bodyguard will be my main piece this battle! I will keep him adjacent to the Marut and Coatl in my starting formation. Even if he is stunned on the very first auto crit on the Marut, the MArut will only take 20 damage on the next activation. My next activation will be to unstun the bodyguard, so he will absorb 2 autocrits at the minimum. For the monks to have any chance, they need to use the YM commander effect, which means he must put himself in danger.
The JA will rush out to harry the YM. If the monks swing at the JA regularly, they will miss some of the time; if they use auto crits - so much the better.
The Coatl will end his first movement on a teleporter so that he can port and still cast even if based. The Monk team will no doubt seek to picket the YM behind a fence of monks. The Coatl's engagemnt round action will be to cast snake's swiftness on the Marut to put 30 on a monk. If the monk stands fast, the Marut will hit again for the kill and move up 6 to base the YM, most likely. That will probably spell the end for the YM and his teams chances.
The warforged scout measn that I should not be starting off behind, so the monk team will have to engage me. The teleporters should let my team start the fight near a vp area so I can stay current. Given that the WB will absorb 2 auto crits, the numbers just don't add up for the monks. They may get 40 on the Marut for auto crits, and then have to start working for it. Recall that about 1 monk/per turn will die (more if some route). The YM will die if he uses his Commander effect. This should be a brutal battle that should see 3 or 4 monk pieces die to my Bodyguard and Coatl.
It's a tough match, but the resiliency of the Bodyguard and Construct immunities of the Marut should let me pull it out more often than not.
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#2 Janos M.
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
2 factors will win me the game.
1.) Meat shield: With all the walls on the TT I have 6 units to block access to the Maruts which leaves two squares for the monks to attack.
2.) Reach: If the monks engage they can't kill a Marut with only 2x activation per phase. So both Maruts will kill one Monk (or attack a 2. if the first routs, perhaps the second too) in the engagement round. After he killed a Marut he don't have enough attack to bring the second down. And he can't run away after killing a Marut, due to the aoo and his saves...
I think I will win the game with one Marut lost and 3x of his monks of the board (either by routing or killing)
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#3 Legend
Frenzied berserker x3(156) inspiring marshal x1 (29) timberwolf (5) xeph warrior x3 (9) total 199 8 activations
Use the wolf for tile points.use the grant move action first turn put all of the xephs on his telepoters on his side. this will block him for a turn and if you win initiative and he killed one of the xephs teleport one of the FB's right up on his Gith and take both swings. you should hit with on and a critical would kill it you have a 10% chance of critting if you take both swings.
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#4 YRM_DM
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
Every time a Frenzied Berserker hits a Gith Monk for the first time, the Monk will have to make a Morale Save. Even with Stunning attacks factored in, some of the FBs will get hits, and, with Aura of Fear, the Monks need a 10 or better to save. I'd force this fight to the middle of the map so that the Gith Monks WILL run off the map if they fail a save.
I'd probably commit Rikka very early and keep her slightly behind the FBs at first. I'd use her to help protect Devis and to heal the first FB that takes a smack. Devis would also use healing to slow the death of one of the FBs.
Then, Rikka can fly over the top and provide a flank for 1-2 FBs and/or possibly threaten the YM.
I'd probably work the Xeph and Elf towards assault points after round 1, but, that wouldn't be a massive concern for me.
Suppose the Monks all move in and use an Auto-Crit/Stun on individual FBs. Each FB has a 50% chance of making the save, and only 2 monks can come in at once. It's also tough, playing GAS, to bring the YM in without leaving an opening to him. The opponent probably wouldn't bring the YM in too early if Devis was still alive. It's going to be very hard for the YM to avoid a mistake on Teleport Temple. I know my FBs will get based, whether through a teleporter or not, so what? But if the YM makes one mistake, I can send an FB through and make a single attack and possibly rout the YM immediately. Teleport Temple, with it's central exit and many ways to be threatened, is not forgiving to the YM.
So once the first two monks come in, the 3rd FB can still move to flank and swing, even if the first two monks ARE stunned. (and Rikka can heal 20 damage, which is all a Monk will do on an Auto Crit if Devis is still alive)
It's going to come down to some luck. The FBs are 50-50 vs stuns, and the Monks are 50-50 vs routing.
The Monk's hits are guaranteed, but, it takes a lot more hits to kill an FB, and, if the FB isn't stunned, death strike can still take out a monk.
Rikka is pretty accurate, and with her flanking, the Monks are going to want to try to stun Rikka too. They know she's a soft target, with a low save and not-fearless, but I actually WANT them wasting attacks on Rikka so that the FBs will murder the monks. If they DON'T attack Rikka, then she stays around beating up monks. Rikka is the easiest important kill, so, I make sure to get her healing in before committing her.
The monks are going to need to have a lot of successful stuns in a row, or get lucky by either not getting hit or making morale checks when they do get hit.
Something like a single critical hit from an FB will kill a Monk and possibly open up an avenue to send Rikka and another FB after the Young Master.
The Monks really have to try to kill Devis, stun all 3 FBs, and stun Rikka... possible, but, not likely.
EDIT: You actually want the Monks coming to you in this match so that they're only getting one attack. Every FB that makes it's save against stun then has two chances to fire back. The second attack is very important even though it may only be a 20-30% chance depending on the situation. When every hit is so massive, get as many rolls as possible.
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#5 Low Key
Rakshasa, 41p Helmed Horror x3, 135p Dark Moon Monk, 15p Kobold Miner x2, 6p Goblin Skirmisher, 3p
All right, GAS. This should be fairly easy. First take out the Young Master, I'll just have the Horrors fly to it and take it down ASAP. After that, I'll try to position them in a way so I'll avoid flanks. With the decent damage, immunity to stun, high AC, high fearless HP and good attack bonus, the Giths should fall easily without their leader. Rakshasa is best used to block teleporters, and hopefully get a few Bigbys slaps in. But in the end he isnt all that critical for this match, and I can certainly live without him. Darkmoon Monk uses Magic Weapon on as many Horrors as possible, and then is used to give flanks or block teleporters. Fodder goes for VPs and teleport blocking.
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#6 Beer Baron
Helmed Horror x 4 Wolf Skeleton Kobold Miner x 2 Blue
Yay! Round 4! G.A.S. Quad Gith Monks
The Strat Will Be To Kill The Young Master As Soon As Possible. With The Reduced Plus And Damage, Let Alone The Stuns AND Crits Being Useless To Start With, This Is A Bad Match Up For Giths. Morale Checks At +9 With Commander Dead After 2 Hits, While Helmeds Are Fearless, And Have More HP, Dmg AND Plusses. Looks Good For Helmed Horrors For This Match. Good Luck To All! :)
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#7 Azuretide
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
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#8 Lalato
Orc Druid Large Red Dragon Red Samurai x2 Hyena Orc Warrior x2
200 pts, 7 acts
Round Four Strategy... 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. Moreover, this map may not be the best map for the GAS band as it allows me to protect my key pieces with good use of the teleporters.
------------
Here's you voting blank:
1. 2. 3. 4. 5. 6. 7. 8.
| | 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... | |
| 2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 05/14/2006 4:47 PM |
| | This space reserved. | | 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... | |
| Low Key Underboss
 1231 Posts




 | | 05/14/2006 5:06 PM |
| Whew, I was lucky to make it past that previous round.
#5 Low Key
Rakshasa, 41p Helmed Horror x3, 135p Dark Moon Monk, 15p Kobold Miner x2, 6p Goblin Skirmisher, 3p
All right, GAS. This should be fairly easy. First take out the Young Master, I'll just have the Horrors fly to it and take it down ASAP. After that, I'll try to position them in a way so I'll avoid flanks. With the decent damage, immunity to stun, high AC, high fearless HP and good attack bonus, the Giths should fall easily without their leader. Rakshasa is best used to block teleporters, and hopefully get a few Bigbys slaps in. But in the end he isnt all that critical for this match, and I can certainly live without him. Darkmoon Monk uses Magic Weapon on as many Horrors as possible, and then is used to give flanks or block teleporters. Fodder goes for VPs and teleport blocking. | | Champion of the Sarrukh | |
| lalato Underboss
 1546 Posts



 Urbana, IL
 | | 05/14/2006 11:02 PM |
| #8 Lalato
Orc Druid Large Red Dragon Red Samurai x2 Hyena Orc Warrior x2
200 pts, 7 acts
Round Four Strategy... 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. Moreover, this map may not be the best map for the GAS band as it allows me to protect my key pieces with good use of the teleporters. | | I'm in Urbana, IL | |
| Beer Baron Sneak
 106 Posts




 | | 05/15/2006 7:53 AM |
| #6 Beer Baron
Helmed Horror x 4 Wolf Skeleton Kobold Miner x 2 Blue
Yay! Round 4! G.A.S. Quad Gith Monks
The Strat Will Be To Kill The Young Master As Soon As Possible. With The Reduced Plus And Damage, Let Alone The Stuns AND Crits Being Useless To Start With, This Is A Bad Match Up For Giths. Morale Checks At +9 With Commander Dead After 2 Hits, While Helmeds Are Fearless, And Have More HP, Dmg AND Plusses. Looks Good For Helmed Horrors For This Match. Good Luck To All! :)
| | - Got Greed? | |
| YRM_DM Sergeant
 905 Posts




 | | 05/15/2006 9:57 AM |
| #4 YRM_DM
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
I posted my strategies in the first post about this, and really never updated, but, since it's narrowed down some, I'll update.
I think this band is strong vs the Gith Monks because they can't really risk the Young Master right off in combat, and there is a hitter for every monk. Devis must be taken out before the extra 10 damage on Stunning attacks can be applied, and I'll make sure they can't kill Devis without taking an AoO or double moving and waiting until the next round.
Every time a Frenzied Berserker hits a Gith Monk for the first time, the Monk will have to make a Morale Save. Even with Stunning attacks factored in, some of the FBs will get hits, and, with Aura of Fear, the Monks need a 10 or better to save. I'd force this fight to the middle of the map so that the Gith Monks WILL run off the map if they fail a save.
I'd probably commit Rikka very early and keep her slightly behind the FBs at first. I'd use her to help protect Devis and to heal the first FB that takes a smack. Devis would also use healing to slow the death of one of the FBs.
Then, Rikka can fly over the top and provide a flank for 1-2 FBs and/or possibly threaten the YM.
I'd probably work the Xeph and Elf towards assault points after round 1, but, that wouldn't be a massive concern for me.
Suppose the Monks all move in and use an Auto-Crit/Stun on individual FBs. Each FB has a 50% chance of making the save, and only 2 monks can come in at once. It's also tough, playing GAS, to bring the YM in without leaving an opening to him. The opponent probably wouldn't bring the YM in too early if Devis was still alive. It's going to be very hard for the YM to avoid a mistake on Teleport Temple. I know my FBs will get based, whether through a teleporter or not, so what? But if the YM makes one mistake, I can send an FB through and make a single attack and possibly rout the YM immediately. Teleport Temple, with it's central exit and many ways to be threatened, is not forgiving to the YM.
So once the first two monks come in, the 3rd FB can still move to flank and swing, even if the first two monks ARE stunned. (and Rikka can heal 20 damage, which is all a Monk will do on an Auto Crit if Devis is still alive)
It's going to come down to some luck. The FBs are 50-50 vs stuns, and the Monks are 50-50 vs routing.
The Monk's hits are guaranteed, but, it takes a lot more hits to kill an FB, and, if the FB isn't stunned, death strike can still take out a monk.
Rikka is pretty accurate, and with her flanking, the Monks are going to want to try to stun Rikka too. They know she's a soft target, with a low save and not-fearless, but I actually WANT them wasting attacks on Rikka so that the FBs will murder the monks. If they DON'T attack Rikka, then she stays around beating up monks. Rikka is the easiest important kill, so, I make sure to get her healing in before committing her.
The monks are going to need to have a lot of successful stuns in a row, or get lucky by either not getting hit or making morale checks when they do get hit.
Something like a single critical hit from an FB will kill a Monk and possibly open up an avenue to send Rikka and another FB after the Young Master.
Ultimately, I just think the Monks will be dropping faster than the FBs or Rikka. Each Monk that dies or routs increases the advantage for the FBs because now there are too many targets to stun.
The Monks really have to try to kill Devis, stun all 3 FBs, and stun Rikka... possible, but, not likely.
I'd guess 2-1 odds in favor of the FBs.
EDIT: You actually want the Monks coming to you in this match so that they're only getting one attack. Every FB that makes it's save against stun then has two chances to fire back. The second attack is very important even though it may only be a 20-30% chance depending on the situation. When every hit is so massive, get as many rolls as possible.
A critical hit from any of my four hitters either outright kills a Monk or, in the case of Rikka, forces a morale check. Rikka can contribute to combat, and can force the monks to waste several key attacks before she routes (and if she doesn't that's gravy).
| | Completed good trades with Demagogue, PigSnot, DoB, and Alepulp.
I know you can hear MY thoughts... Meow, Meow, Meow, Meow, Meow, Meow, Meow, Meow... | |
| Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 05/15/2006 1:16 PM |
| 2 factors will win me the game.
1.) Meat shield: With all the walls on the TT I have 6 units to block access to the Maruts which leaves two squares for the monks to attack.
2.) Reach: If the monks engage they can't kill a Marut with only 2x activation per phase. So both Maruts will kill one Monk (or attack a 2. if the first routs, perhaps the second too) in the engagement round. After he killed a Marut he don't have enough attack to bring the second down. And he can't run away after killing a Marut, due to the aoo and his saves...
I think I will win the game with one Marut lost and 3x of his monks of the board (either by routing or killing) | | 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" | |
| legend Skirmisher
 36 Posts




 | | 05/15/2006 5:46 PM |
| #3 Legend
Frenzied berserker x3(156) inspiring marshal x1 (29) timberwolf (5) xeph warrior x3 (9) total 199 8 activations
Use the wolf for tile points.use the grant move action first turn put all of the xephs on his telepoters on his side. this will block him for a turn and if you win initiative and he killed one of the xephs teleport one of the FB's right up on his Gith and take both swings. you should hit with on and a critical would kill it you have a 10% chance of critting if you take both swings.
| | | |
| lynchpt Sergeant
 930 Posts




 | | 05/15/2006 9:41 PM |
| #1 Lynchpt
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 Warforged Bodyguard will be my main piece this battle! I will keep him adjacent to the Marut and Coatl in my starting formation. Even if he is stunned on the very first auto crit on the Marut, the MArut will only take 20 damage on the next activation. My next activation will be to unstun the bodyguard, so he will absorb 2 autocrits at the minimum. For the monks to have any chance, they need to use the YM commander effect, which means he must put himself in danger.
The JA will rush out to harry the YM. If the monks swing at the JA regularly, they will miss some of the time; if they use auto crits - so much the better.
The Coatl will end his first movement on a teleporter so that he can port and still cast even if based. The Monk team will no doubt seek to picket the YM behind a fence of monks. The Coatl's engagemnt round action will be to cast snake's swiftness on the Marut to put 30 on a monk. If the monk stands fast, the Marut will hit again for the kill and move up 6 to base the YM, most likely. That will probably spell the end for the YM and his teams chances.
The warforged scout measn that I should not be starting off behind, so the monk team will have to engage me. The teleporters should let my team start the fight near a vp area so I can stay current. Given that the WB will absorb 2 auto crits, the numbers just don't add up for the monks. They may get 40 on the Marut for auto crits, and then have to start working for it. Recall that about 1 monk/per turn will die (more if some route). The YM will die if he uses his Commander effect. This should be a brutal battle that should see 3 or 4 monk pieces die to my Bodyguard and Coatl.
It's a tough match, but the resiliency of the Bodyguard and Construct immunities of the Marut should let me pull it out more often than not.
Pat Lynch | | Dreamblade Rules Advisor | |
| Hero of Skirmish doubtofbuddha Commander
 3371 Posts




 | | 05/16/2006 10:27 AM |
| 1. No 2. No 3. No 4. No 5. Yes 6. Yes 7. No 8. No | | I am not gone. | |
| ShadowLord XT Commander
 2646 Posts



 Plane of Shadow
 | | 05/16/2006 10:31 AM |
| 1. No 2. Yes 3. No 4. No 5. Yes 6. Yes 7. Yes 8. No | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
| jacksonm Warlord
 5560 Posts



 River City
 | | 05/16/2006 10:58 AM |
| 1. No 2. Yes 3. Yes 4. Yes 5. Yes 6. Yes 7. No 8. Yes
| | | |
| Low Key Underboss
 1231 Posts




 | | 05/16/2006 11:03 AM |
| 1. Yes 2. Yes 3. No 4. No 5. - 6. Yes 7. No 8. No
1. Bodyguard is the key here. With it, the Giths cant auto-hit the single marut to death. The Marut hits most of the time, forces morale with one hit, and kills in two. Meanwhile the Giths have a hard time hitting the Marut. Even if they go for the tech and fodder, the Marut can stomp them.
2. Similar to the last match, but instead a Bodyguard taking the hits, the other Marut will absorb them. That leaves the otehr Marut free to sqush Giths.
3. The FBs wont hit reliable enough, and the Gith monks stun can keep them down.
4. Same as above.
5. -
6. Horrible matchup for the Giths. No crits or stuns, and even if all 4 Giths use the Unavoidable Strike + Stun combo on one Horror, it wont even die. And theres 3 more waiting.
7. The lack of a third Horror ruins this one. 2 just isnt enough of a presence, The giths will easily take out the other beaters and the commander. After that they can just ignore the Horrors, while leaching victory points.
8. The Large Red Dragon as a living, crittable titan is a perfect target for the Giths. 4 Stun+Crit combos will leave the poor thing at 5 hp, and possibly stunned. The two Red Samurai wont hit reliable enough, and will eventaully be taken out via normal attacks + stuns. | | Champion of the Sarrukh | |
| lalato Underboss
 1546 Posts



 Urbana, IL
 | | 05/16/2006 11:39 AM |
| quote: Originally posted by Low Key
8. The Large Red Dragon as a living, crittable titan is a perfect target for the Giths. 4 Stun+Crit combos will leave the poor thing at 5 hp, and possibly stunned. The two Red Samurai wont hit reliable enough, and will eventaully be taken out via normal attacks + stuns.
While I don't necessarily disagree that this is a bad matchup for the warband, do you honestly think that on this map it's possible for the Giths to get all four Stun+Crit attacks on one creature? With all the teleporting and whatnot, I just don't see it. Assuming, of course, players of equal skill.
--sam | | I'm in Urbana, IL | |
| jooquase Warrior
 272 Posts




 | | 05/16/2006 11:48 AM |
| 1.n 2.Y 3.Y 4.n 5.Y 6.Y 7.n 8.n
Its kind of fun to see that 3 builds with no commanders made it so far, this is where we see that the speed 2 rule realy made a difference. | | | |
| taliesin Underboss
 1113 Posts




 | | 05/16/2006 11:49 AM |
| 1. Yes 2. Yes 3. No 4. No 5. Yes 6. Yes 7. No 8. No | | 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
 | | 05/16/2006 12:36 PM |
| 1. No 2. abstain 3. No 4. No 5. Yes 6. Yes 7. No 8. Yes | | 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" | |
| ickthegreat Warrior
 291 Posts




 | | 05/16/2006 1:01 PM |
| 1.N 2.Y 3.Y 4.N 5.N 6.Y 7.N 8.Y
| | trades pending: (0)
everything is perfectly going out of control
| |
| forkedmoon Underboss
 1305 Posts




 | | 05/16/2006 1:06 PM |
| 1. Yes 2. No 3. Yes 4. No 5. Yes 6. Yes 7. No 8. No | | Champion of Cyclops
| |
| Urban Druid Warrior
 253 Posts




 | | 05/16/2006 1:34 PM |
| 1.Y 2.Y 3.N 4.N 5.Y 6.Y 7.N 8.Y
| | *This post was recorded before a live studio audience* | |
|  Avatar of the Tank Newtoncain Commander
 2985 Posts



 Land of 10,000 taxes
 | | 05/16/2006 1:52 PM |
| 1-n 2-n 3-n 4-y (devis) 5-y 6-y 7-n (DC,1/2OF and EF are free points for GAS) 8-y
| | 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... | |
|  Most Edumacated zenthrus Warlord
 5132 Posts



 SLC, UT
 | | 05/16/2006 2:19 PM |
| 1. Yes 2. Yes 3. No 4. No 5. Yes 6. Yes 7. No 8. Yes | | Knight Warlord a.k.a. Commander (#32) in only 6 months. Where's my pie? Champion of Dwarven Thunderlashers Knight of the Large Dire Chicken Have/Want List Trade References | |
| andytum Sergeant
 400 Posts




 | | 05/16/2006 2:21 PM |
| 1. Yes 2. Yes 3. Yes 4. Yes 5. Yes 6. No 7. Yes 8. No
| | | |
| lynchdl Skirmisher
 22 Posts




 | | 05/16/2006 4:36 PM |
| 1.y 2.y 3.n 4.n 5.y 6.y 7.y 8.y
| | Soul Patrol | |
|  Vrecknidj Warlord
 10493 Posts


 United States
 | | Eliminator53 Sergeant
 628 Posts




 | | 05/17/2006 7:11 AM |
| 1. no barely 2. yes 3. no barely 4. no barely 5. yes 6. yes 7. yes 8. yes
These are all really good warbands and some of them will depend on luck a little more than others and that is why they might not make it. | | Champion of Tavern Stripper Knight of Knights Squire of Death Giants Somethin-or-another of Big Arse Swords | |
| Beer Baron Sneak
 106 Posts




 | | 05/17/2006 7:31 AM |
| 1.N 2.Y 3.N 4.N 5.Y 6.- 7.N 8.N
Good Luck To All!
| | - Got Greed? | |
| grifter100 Skirmisher
 48 Posts




 | | 05/17/2006 8:17 AM |
| 1. n 2. y 3. n 4. y 5. y 6. y 7. n 8. y | | | |
| tallcar24 Sneak
 103 Posts




 | | 05/17/2006 8:46 AM |
| 1. N 2. Y 3. N 4. N 5. Y 6. Y 7. N 8. Y | | trade reference: http://www.maxminis.com/forums/topic.asp?TOPIC_ID=12795 | |
| 2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 05/17/2006 11:31 PM |
| | Bumping this for last minute voting. Voting ends first thing in the AM (for our EU and other friends) :P | | 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... | |
| Bluedevyl Warrior
 262 Posts




 | | 05/17/2006 11:55 PM |
| 1. Y 2. Y 3. Y 4. N 5. Y 6. Y 7. N 8. Y | | Champion of Tanis Half-Elven | |
|  Kypdurron Underboss
 1206 Posts



 Broken Hill
 | | 05/18/2006 1:06 AM |
| 1. No 2. Yes 3. No 4. Yes 5. Yes 6. Yes 7. No 8. Yes | |
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 | |
| lalato Underboss
 1546 Posts



 Urbana, IL
 | | 05/27/2006 1:29 PM |
| I know Kiddoc is very busy right now. I'm bumping this in hopes that he sees it and remembers to post Round 5. :)
--sam | | I'm in Urbana, IL | |
| SneakyJoeKDB Sergeant
 593 Posts



 Utah
 | | 05/27/2006 2:04 PM |
| 1.N 2.y 3.N 4.Y 5.Y 6.Y 7.Y 8.N | | "Like a thief in the Night"
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