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Subject: How to kill a Gargantuan Black Dragon?

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Thaine
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08/02/2006 4:45 PM  
use the dragon to spice up normal epic combat.

two players, each with 500 pt bands, dragon in the middle. each round, alternate control of the dragon. this idea can be tweaked, that's just a rough outline.


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08/02/2006 5:07 PM  
Two Words.

Drider Sorceror (the GBD ain't tourney legal either).

I'd Try;
Epic Warduke
Wardrummer
2x Drider Sorceror (maybe 3)
Balor
Ogre Skirmisher
2x Orc Champs (maybe Red Sams)


At long last a reason for transposition.
To bad I don't have any Driders, or Orc Champs or even a Wardrummer for that matter. I've never actually used Baleful Transposition so this might not work with all the GBD's activations. This will be a nutty weekend.


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08/02/2006 5:18 PM  
Has anybody given thought to the LSD? It's immune acid, and its first attack (IIRC) is +14 unbuffed. 150 HP is pretty huge, although AC 24 (unbuffed) is still going to get hit every time. Its cone is pretty powerful, and a pair or more of LSDs could derail the dragon long enough for other pieces to be effective.

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08/02/2006 6:00 PM  
Epic elminster can give you more rounds of spelling it with archmages and himself due to his place back on tile thing, so i recommend him and dual am, as some swords+some teleported dragon just might work... or maybe not, but also remember they all have dd, pack an aramil as fodder, aswell as coO(if it fits in, too tired to check points, elminster now has 23 saves, and more chance of enfeebled dragon( though that may not help much. OR instead of aramil and coO play elf pyro for acid immune buffs.

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Remix
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08/02/2006 6:47 PM  
A combination of Justice Archons with a Half-Orc Paladin and stuff to boost up the Justice Archons attack bonuses might work.

A Justice Archon hits for 45, 90 if you crit. A swarm of 6 Justice Archons + Half-Orc Paladin + Trumpet Archon might work. Swinging at +10/+5 isn't very fun though.

Exorcist of the Silver Flame gives +4 attack to enemies with DR, so +14/+9, +16/+11 with flanking is much better.

Still need to roll to hit, but multi-Justice Archons can put the hurt on if they do.


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08/02/2006 6:57 PM  
I don't know. I'm eager to get my dragon and try some matches, but I think the Beholder or Godslayer warbands have the best chance so far. I think the key to beating the dragon is dishing out a lot of damage quick, to reduce its activations.

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08/02/2006 7:44 PM  
Many of these ideas have some potential, but it's the same deal as with Bahamut - don't count on making your save vs his breath (unless you're Epic Elminster), and don't count on actually using something that dies from 60-120 acid damage from 18 or more squares away. Justice Archons die before they can close in melee. Multiple LSDs don't, but their damage output is negligible.

Any CG band has to look at the Elf Pyro as an auto-include. I think LG bands will need two Couatls - one for swiftness, and one somewhere safe for CFX. Maybe with Trumpet Archon for Herald?

The Epic Slaughterstone is attractive here, with Resist 10 Acid, a buffable and missable AC, cheap enough for two in a band, and the ability to move in from out of the GBD's Reach and still make all it's attacks, which stand a good chance of hitting.

The GBD's weakness are few, so you have to exploit the crap out of them. One, no initiative bonus. Two, no Blindsight/Fight. Three, no elemental resistances of its own except Acid. Four... um, anyone?

Any idea why they put Independent on a Fearless critter, by the way?

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Adelaide

08/02/2006 8:04 PM  
quote:
Originally posted by Gunthar

quote:
Originally posted by Bert the Troll

Filchers? No save and will help out a bit.



Also, filchers only work on humanoids.



Damn it. I need to write lines on the blacknb\board. Do not post without checking Bifurs.
~

Automatic death effects still do 100 damage and wipe off an activation. Be funny to keep throwing the GBD repeatably into the pit

~
Least should win init on the thing for Kord Users.

quote:
Oh well, at least GBD owners won't get bored with their new toy anytime soon!

Hopefully others dont get bored fighting it. I doubt I will though. I love what a mean beastie it is.

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dolcet
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08/02/2006 8:30 PM  
Massive (This creature can end its move in pits. It can move through and end its movement in walls as though in difficult terrain; it cannot see through walls. Enemies can attack this creature within a wall only if 1 full square of wall does not lie between it and the attacker.)


So that won't work

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08/02/2006 8:50 PM  
quote:
...and don't count on actually using something that dies from 60-120 acid damage from 18 or more squares away. Justice Archons die before they can close in melee...


The way I read it, the GBD can only breath once a round. So unless you intentionally line up your archons for two breath weapons in two rounds, some will survive and do damage.

I personally think the Beholder band has the best chance, but all bands are going to have to roll well.

quote:
Any idea why they put Independent on a Fearless critter, by the way?


When they make a "grant dragon move action" piece the GBD can benefit from anywhere on the board.


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Adelaide

08/02/2006 8:52 PM  
quote:
Originally posted by dolcet

Massive (This creature can end its move in pits. It can move through and end its movement in walls as though in difficult terrain; it cannot see through walls. Enemies can attack this creature within a wall only if 1 full square of wall does not lie between it and the attacker.)


So that won't work


Ending movement in its turn may be consdered different to being moved to a pit. Probably not though.

quote:
When they make a "grant dragon move action" piece the GBD can benefit from anywhere on the board.

Eeeeeekk!

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Zyla
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08/02/2006 8:56 PM  
I would be more concerned about the trample for 45 damage+ dc 28 stun, even a LSD has a good chance of failing that save.


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08/02/2006 10:22 PM  
quote:
Originally posted by Orion72

Justice Archons die before they can close in melee.


I'm not so sure about that. A Justice Archon can take a single blast of acid, even if it fails the save, so long as it's under command. Note also that the dragon cannot both move and breathe in the same activation, so if it wants to affect more than one JA, it'll have to breathe as its second activation, giving other JAs a chance to close in and swing.

quote:
Maybe with Trumpet Archon for Herald?


Trumpet Archons are good even without Herald - 125HP, a +21 on the primary swing, and 20 damage which can be boosted through an appropriate CFX. It won't take out a GBD all by itself, but I think we've already established that nothing will. (And nothing should, given that the GBD is half-again as valuable as all but two figures in DDM at this point: Tiamat and the Nightwalker.)

Trumpet Archon x2 (256)
Justice Archon x3 (96)
Mounted Paladin (96)
Half-Orc Paladin (48)
Aasimar Fighter (4)

Not brilliant, but decent - everything there has solid-to-good HP, good speed, decent saves (for morale, not for resisting the GBDs effects), and if given a chance to swing the Trumpets plus a Smithing Charge from the Mounted Paladin, backed up by the CFX of the Half-Orc Paladin, can drop the GBD by an activation.

quote:
The Epic Slaughterstone is attractive here, with Resist 10 Acid, a buffable and missable AC, cheap enough for two in a band, and the ability to move in from out of the GBD's Reach and still make all it's attacks, which stand a good chance of hitting.


I'm not convinced that Resist Acid 10 is all that impressive against a base 60 point acid blast. If I were going to go Epic, I might try something different:

Epic Dragon Totem Hero (157)
Ghaele Eladrin (124)
Large Copper Dragon (65)
Greenspawn Razorfiend x2 (90)
Large Green Dragon (51)
fodder (13)

The Ghaele does three things:

1. legion's magic weapon, which persists even after she's been destroyed
2. While she lives, your creatures get the chance to gain extra activations - the odds are increased if you can make use of the Dragon Totem Hero's CFX to grant your other figures Combat Rush (which also helps counter the GBD's Tail Slap).
3. She provides an obvious initial target to protect your hitters, all of whom are Immune Acid.

The legion's magic weapon and flank-enhancing ability of the LGD should give you a much better chance of landing hits.

quote:
Any idea why they put Independent on a Fearless critter, by the way?



Probably so it wouldn't be affected by Executioner's Blade or similar abilities that are useable on out-of-command creatures.

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08/02/2006 10:42 PM  
quote:
Originally posted by Pauper
The Ghaele does three things:
2. While she lives, your creatures get the chance to gain extra activations - the odds are increased if you can make use of the Dragon Totem Hero's CFX to grant your other figures Combat Rush (which also helps counter the GBD's Tail Slap).



I was thinking that there might be something in the Ghaele that could be used to 'attempt' to do extra damage from ranged.

A two attack figure has a 19% chance of getting at least 1 extra activation.

A three attack figure is a bit better with a 27% chance of getting at least 1 extra activation in a full attack.

That means that an Epic Storm Archer could be devastating with a lucky string of rolls. The only problem is that it still relys on being really really lucky to push your damage to insane levels.

To build on the theme, you could throw in a Copper Samurai as well. That way you would get a free activation on a 19, and a free activation + attack on a 20.

FYI - if people haven't seen, you can get a look at the map in the General thread with GBD photos. Fairly open lines of sight, but a potentially gamebreaking ability for the Dragon to move through 'Dragon Pools'.

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Adelaide

08/02/2006 11:01 PM  
quote:
FYI - if people haven't seen, you can get a look at the map in the General thread with GBD photos. Fairly open lines of sight, but a potentially gamebreaking ability for the Dragon to move through 'Dragon Pools'.



quote:

Dragon Pools
This is a new terrain feature. Each of these pools of water connects to tunnels that run beneath the surface. The dragon can move through these tunnels to surprise its opponents. Other creatures treat the dragon pools as pits.

The Gargantuan Black Dragon can enter the pools and end its movement on them. If the dragon begins its turn with its base occupying 1 or more squares of a pool, it can use one of its remaining activations to move instantly to anyone of the other three pools instead of taking that activation's normal action. This movement does not provoke attacks of opportunity: The dragon dives into the pool and rides the powerful currents in in the flooded subterranean passages beneath the grotto. After the dragon moves, its base must be completely within the destination pool.


Uggghhh. That makes it even meaner.
No AoO if dragon player is smart.
Thansk for relaying the info.

"Mutton yesterday, mutton today, and blimey, if it don't look like mutton again tomorrer." Bert the Troll - The Hobbit
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Gast
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08/03/2006 4:54 AM  
I think Tordek cannot survive for 6 rounds if the GBD start to hit him. I think the best solution is the beholders with a little luck.


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08/03/2006 6:15 PM  
Here is an idea I've been toying with:

Epic Storm Archer x2 320pts
Nentyar Hunter 47pts

The Hunter's Commander effect can potentially generate 200pts of range damage from the Epic Storm Archer's +23/+23/+18 Ranged attack

If the Hunter uses its True Strike it becomes +20 for another 10 pts of damage

To round out the Warband

Aspect of Kord 65pts
Half Ogre Barbarian 25pts
Bonded Fire Summoner 43pts

The Aspect for some Melee punch
Half Ogre as a speed bump for the Hunter
and Fire Sommoner to summon up 6 Small Fire Elementals (3 for each use of the spell)

Since getting into Melee with the Dragon can be deadly, I'm thinking ranged attack is the way to go.

Also, how do you think this will work against other Epic Warbands?


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SLC, UT

08/03/2006 6:53 PM  
quote:
Originally posted by SneakyJoeKDB
Another strategy would be to line up the following:

1 x Epic Aspect of Moradin
2 x COuatl
2 x Arcane Balista
2 x War Weaver
1 x Elf Pyromancer


Just out of curiosity, how did the Elf Pyro end up in LG?

As to killing the GBD....I think it'll be fun to tinker with once I get my hands on one. I like the concept of Tri-Barney.

Break the rules a little and try Stirge x 55 (it's technically only 10 activations over the limit). Granted, if anyone actually has 55 Striges, the mob will be heading your way shortly......

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08/03/2006 7:41 PM  
quote:
Originally posted by Orion72


Is the Gargantuan Blue also going to be 500? I'm interested in picking one up if it is. I'd get the Black just to play out this scenario, if I didn't hate the look of it so much.



It looks better in person...

and the scenario is brutal


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08/03/2006 11:08 PM  
quote:
The Epic Slaughterstone is attractive here, with Resist 10 Acid, a buffable and missable AC, cheap enough for two in a band, and the ability to move in from out of the GBD's Reach and still make all it's attacks, which stand a good chance of hitting.


This is something I've been thinking about for a little while ... I don't really know how it comes out though.

Lets put it in perspective:
2x Epic Slaughterstone Eviscerator - 358
1x Dwarf Artificer - 379
2x Half Orc Paladin - 475
3 activations in 25 points (Maybe Ebrek for divine protection?)

The slaughterstones and paladins can't be killed by the breath weapon in one shot, nor will either route since both are fearless. It will even take 2 more than 2 of them to kill one slaughterstone (I'm not saying that is won't die, I'm saying it'll hopefully get a chance to do something first). However, between the slaughterstones, which we'll play the odds game on, are hitting with 3/4 attacks per round, are dealing 60 damage each, or 120 a round. With not so unlikely dice, they're still dealing 80 each. It's also a very missable AC at 31 or 32, so after the breath weapons, it's a game of wear-down for the dragon, since he no longer has a REALLY easy way to kill them outright (Crush being the best bet, of course). That means at least one of the slaughterstones will stick around for 3 rounds, dropping the dragon's activations to half or better, depending on the progress of the second one.
I've included a second paladin so the first one can't just be picked off at no consiquence to the dragon, since it's essentially 140 fearless HP (More if they can lay) of +20 damage a round, which is all that really makes the idea viable to start.

I'm pretty tired right now, since it's midnight, so I'm sure this idea could be better developed at another time. Until then, any thoughts or comments? Or even better math to see how things wear down?


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08/04/2006 2:36 AM  
quote:
Originally posted by Pauper

[quote]Originally posted by Orion72

(And nothing should, given that the GBD is half-again as valuable as all but two figures in DDM at this point: Tiamat and the Nightwalker.)


Speaking of that, *has* anyone considered the Nightwalker? Sure, he doesn't have a lot of hit points, but his AC 32 requires an 8+ for the Bite to hit and a 10+ for the Claw to hit, which is formidable, and he has huge attack bonuses (+19/+19 (30 magic)) which will hit the dragon. He's also immune to the Stun, I would consider putting a pair of Firebelchers with the Nightwalker (yes, I know this leaves you practically no points), just so they can hide while the Nightwalker tromps forward, then rush up behind and deal 40 auto-damage, which along with the Nightwalker's full attack reduces the dragon to 500 in three activations.

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Adkainen
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08/04/2006 5:10 AM  
Similar to Janos´ idea:

Elminster -non epic
2 Archmages
2 Elf pyromancer
Inspiring marshall
Non epic Kord
Evermeet wizard


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08/04/2006 8:15 AM  
I faced off against the GBD last night and it wasn't pretty. I ran what I had handy:

3 Fomorian
2 Orc Druid
Ryld
Wardrummer
cursed Spirit

I was barely lucky to deal 100 damage to him before my whole band got murdered. Having to setup on half the board with him mostly in the middle (underground grotto map) meant 1/3rd my band dead before it could really do anything.

It was fun but brutal. Just the way a dragon should be.

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08/04/2006 10:05 AM  
I would try this band:

Greenfand Druid
2x Griffon Cavalry Epic
2x Elf Pyromancer
Evermeet Wizard
Aramil Adventurer

Your main hitters are fearless, immuned to acid, they can regerate and they have a good synergy with the Greefang C/E. The dragon will think twice about using his tail slap because otherwise, you will be able to retreat to position yourself for another charge without taking AoO.

First, you buff the Griffons: Protection from Energy + Legion Magic Fang. Than you summon like crazy to overactivate your opponent.
Second, setting up powerful/pounced charges should not be too difficult on a single gargatuan creature. If you're lucky, the GBD already lost 2 activations at this point.
Third and Fourth, you transpose 1 of your Griffon Cavalry and you charge again. The dragon should lost another activation or two in the process.

When the dragon is down to a few activations, you can pull off your Griffons and allow them to regenerate for a few rounds if required, thanks to Greater Vigor.




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08/04/2006 10:19 AM  
CrAlloy is on to something; this looks really really strong against GBD! The Evermeet needs to be careful; she has to be close to use transposition, and that makes her vulnerable to a line or cone. Still, if the GBD takes that initial 200 from dual Charges, it needs two more full rounds to kill a single Griffon. In that time, it could be reduced another 120 by full Griffon attacks, or much more if the Evermeet gets off the transposition trick.

Me likee!

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08/04/2006 10:43 AM  
quote:
Aspect of Bahamut LG 318 8
Justice Archon LG 32
Justice Archon LG 32
Justice Archon LG 32
Spellscale Sorcerer CG 31
Dwarf Artificer LG 21
Sacred Watcher LG 18
Eberk, Adventurer LG/CG 16


Strategy?

1 - Buff Bahamut's AC, add GMW to one JA, blur Bahamut.
2 - The GBD isn't super fast, so, giving away initiative could make it waste some less effective activations at first.
3 - Strike it with breath weapons from a distance while trying to set up for a flanking situation with JAs at the end of a round so that they have a chance to hit hard at the start of the next.
4 - Try to knock 200hp off before needing to really engage with Bahamut (or, if it goes after Bahamut, you hopefully get shots with the JAs).
5 - You should be able to do a last-first thing with Bahamut where you reduce an activation, and the GBD will only get one attack per activation and hopefully miss a few thanks to the AC or blur. Bahamut can do pretty heavy damage each round, and you should try to set up flanks with the sacred watcher or surviving JAs.
6 - Try to get RoE from the Spellscale to work as soon as possible.

--Another thought might be to try to give the GBD too much to do, too many things to deal with.

quote:
Bluespawn Godslayer LE 145 DQ 26/60 U
Cadaver Collector LE 103 DQ 27/60 R
Beholder LE 83 Dk 32/60 R
Orog Warlord LE 71 4 Minionsd Af 47/60 R
Orc Raider (REMOVE) CE 0 Ar 56/60 C
Orc Warrior (REMOVE) CE 0 Ha 75/80 C
Gauth LE 39 Ar 34/60 R
Urthok the Vicious LE 34 5 Unique, Warband Buildingiii De 39/60 U
Snig, the Axe LE 20 0 Minionsb, Unique Ar 38/60 C
Goblin Skirmisher (REMOVE) LE 0 De 31/60 C
Goblin Skirmisher (REMOVE) LE 0 De 31/60 C
Goblin Skirmisher (REMOVE) LE 0 De 31/60 C
Timber Wolf ANY 5 Wild Dk 27/60 C


Unless you let it line up your beaters and ranged threats for an easy acid line, the GBD player should have some tough choices and trouble finding places to land legally.

Who wants to use a GBD activation to kill one of Snig's minions?

There should be, eventually, enough things around the dragon that it just steadily gets worn down.

The Cadaver Collector, Beholder, Bluespawn, Gauth and even the Orog Warlord are pretty good damage threats, but other things, like the Orc Raider can actually hit pretty well on a flank.

You start with 14 activations vs 6, and init advantage.

The Beholder can help to slide in units to get a full attack, like the Bluespawn or CC, if needed.

Plus, it'd be awesome if the GBD takes a beating before it clears your meaningful activations, but then dies to a critical hit from a Goblin. I mean, how great is that?

May not work, but, it'd be fun.


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08/04/2006 10:53 AM  
I had thought of using dual Epic Griffon Cavalry and maybe Epic Rikka offboard with a Satyr.

After your initial thunderous charges, use the Satyr and pray to win initiative. The idea is to use the waylay and mobility of the griffons to get your hitters on target without taking any hits on the way in.

However, the idea with the Evermeet and GFD is much better (and has a theme). I think this could work. If only I had 2 pyromancers...


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08/04/2006 11:46 AM  
quote:
Originally posted by Korhal_IV

Speaking of that, *has* anyone considered the Nightwalker?


It wouldn't be a bad call, but I think it would be outclassed.

Save=10 doesn't hurt the Nightwalker on morale saves, since he's fearless, but all but guarantees that each breath weapon will drop him by 1/3 of his HP.

If you had a slightly better than 10% chance of actually killing the GBD by using finger of death (Spell Resistance, then a DC21 save at +15), I'd consider it as a possible high-variance spoiler. But since the best you'll do is simply reduce the GBD by 100HP, it's probaby not worth making the investment.

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08/04/2006 12:18 PM  
I agree with pauper, the nightwalker would be lucky to last 2 rounds. BW, Crush, attack, and then next round another BW plus whatever you feel like doing to finish it off.

Is Crush like Trample? Can you Crush more than one enemy?


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08/04/2006 12:34 PM  
From my understanding, since the GBD has Flight, it can move over the spaces of any number of enemies, and not draw AoOs after the take-off. However, it can only choose one to be the target of a Crush attack, and it must have a legal place to land.
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08/04/2006 1:21 PM  
How about 4 Beholders? Just turn-to-stone him.


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08/04/2006 1:28 PM  
quote:
Originally posted by greyhaze

How about 4 Beholders? Just turn-to-stone him.


GBD can't be auto-killed. A successful FTS would only do 100 damage, and with its saves, it can avoid those all day.

Richard II
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08/04/2006 1:46 PM  
I think one of the things you need to take advantage of is his inflexibility/clumsiness. He only has a limited number of move actions, and all but one of those has an attack action. So if you don't give him anything to attack, he wastes the attack part and only moves 6.

I'm thinking something like:

Moon Elf Fighter
Epic Storm Archer x2
Elf Pyromancer
Crow Shaman x3

That leaves 21 pts for maybe nebbin to blur your storm archers? Or ditch the pyromancer and go with 5 crow shamans. I think you might be able to whittle him down to 5 activations in the first round, and then unload with tactics to deal potentially 225 pts of damage getting him down to 3 activations if you're lucky. The MEF also has 65 hp which means he can survive a breath weapon even if it fails the save.

If I used the pyromancer I'm not sure who I'd cast the protection from acid on.

The archer abilities means that he won't really wanna tail slap you. If he does you could sidestep outta melee reach and unload your full barrage, and if he doesn't tail slap you, then you can still sidestep and unload.


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08/04/2006 2:01 PM  
A ranged band might be able to take advantage of his limited movement, but don't underestimate what the GBD can do in a single phase. It has 25 different points from which it can start a line breath, and it can breathe after a 6 square movement activation, or a Move + Crush if it needs to kill the nearest enemy first. The GBD can put that line almost anywhere it wants with that kind of flexibility, hitting an opponent up to 18 squares away. The MEF/Archer band has no blockers and nothing to keep the GBD from steamrolling over your pieces with a Move + Crush followed by a Tail Sweep cone. And then there are the Dragon Pools...

Still, if you hit it often enough early on, you may have a chance.

Richard II
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08/04/2006 2:13 PM  
quote:
Originally posted by Orion72

A ranged band might be able to take advantage of his limited movement, but don't underestimate what the GBD can do in a single phase. It has 25 different points from which it can start a line breath, and it can breathe after a 6 square movement activation, or a Move + Crush if it needs to kill the nearest enemy first. The GBD can put that line almost anywhere it wants with that kind of flexibility, hitting an opponent up to 18 squares away. The MEF/Archer band has no blockers and nothing to keep the GBD from steamrolling over your pieces with a Move + Crush followed by a Tail Sweep cone. And then there are the Dragon Pools...

Still, if you hit it often enough early on, you may have a chance.



I don't believe blockers are particularly useful. The combination of flight, crush, and the bw would seem to obliterate most blockers with little effort. Also, blockers tend to be large, which gives the dragon more ways to aim is line. My goal with all medium figures would be to spread out somewhat thinly in two groups so that big blackie would have to choose which group to slaughter first hopefully buying the other group time to whittle him down. My band is predicated on a "Get him before he gets you" mentality.

And what's a dragon pool?


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08/04/2006 2:30 PM  
Well, in regards to blockers, how about Elemental Walls? In their "wall form", they are considered rough terrain for the dragon (whereas regular rough terrain would just be flown over w/ no effect on his movement), so I could see a situation where you just keep f'ing with the GBD's movement capabilities by throwing a couple Elemental walls in his way.
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greyhaze
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08/04/2006 2:31 PM  
quote:
Originally posted by Orion72

GBD can't be auto-killed. A successful FTS would only do 100 damage, and with its saves, it can avoid those all day.


Uhm, only 100dmg? For each 100dmg it loses an activation right? And it only has 600hps...

6 STFs and he's done. He saves at +15, so fails on a 1, put in a pair of Dark Nagas to improve the Beholder DCs and he now has a 15% chance to fail. He can also be slowed, which is huge (assuming it works the way it should, preventing the GBD from making more than 1 attack per Turn, not Activation!), telekinesis'd 8x per round (up to 24 spaces away from the beholders), guaranteed 10dmg wounds per eye ray, and possibly disintegrated occassionally... I'd say they had a good shot at messing him up.


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08/04/2006 2:33 PM  
quote:
Originally posted by RobWreck

Well, in regards to blockers, how about Elemental Walls?

And since it would be an illegal end placement, the GBD couldn't end it's turn on an elemental wall... could it?


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08/04/2006 3:37 PM  
quote:
Originally posted by greyhaze

He can also be slowed, which is huge (assuming it works the way it should, preventing the GBD from making more than 1 attack per Turn, not Activation)


Welcome to the round/turn Hall of Shame!

In DDM terms, each activation taken by the GBD counts as a turn, except for the purposes of effects like Mordy's sword or Poison (or Slow, for that matter), which only affect it on its first activation of the round.

Think of the GBD as consisting of six different figures all mashed together that all move and attack together, each of which has 100HP.

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08/04/2006 5:02 PM  
Crud. Well at least it reduces the GBD from moving and breathing in the same Turn and such.


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Forums > Dungeons & Dragons Miniatures > D&D Minis Skirmish Discussion > How to kill a Gargantuan Black Dragon?



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