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Subject: WBC VII - Parings

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Janos M.
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Hamburg / GErmany

09/18/2006 12:45 AM  

Before you see the pairings, here is the modus again:

Every Warband is paired aginst one other. After one weak voting (end saturday the 24th) the winner warbands ared paired together as well as the looser ones! If you loose two games you're out. EVERY one can vote for himself (better then abstain) so no one knows, who the warband owner is (other then me). If you're voting for yourself I subtract your vote at the end.

The Pairing is grouped by numbers and letters. SO Pairing 1.) is A vs. B, pairing 2.) is C vs. D and so on.

So I wish every one good luck and the best one should win.

The Pairings:

1.)
A.)
Ulmo Lightbringer
Young Master
Githzerai Monk
Ember, Human Monk
Standardbearer
Sun Soul Initiate
T
imber Wolf
Aasimar Fighter

Map: King's Road

Basically, it plays like a (much) more fragile version of the multi-gith monk band. You should try really, really hard to get Ulmo in base contact with a flanker vs. the opponent’s Category 1 piece, unless that piece is immune to sneak attacks and/or stuns. Ulmo with a flanker should be able to very easily kill most pieces in that point/hit point category.
He has evade damage for Mordenkainen and Red Wizard bands, which should also be helpful. Use the standardbearer to negate hostile commander effects and to help protect the young master if necessary.
For a map, I recommend king’s road, to take advantage of Ulmo’s high AC and attack bonuses.
Incidentally I think you have a problem in this format as archmage bands should easily, easily dominate it. I made my band without the archmage in it in the hopes that you would ban the AM, as otherwise the format is quite screwy.

vs.

B.)
Phoelarch
Bonded Fire summoner x2
Adventuring Wizard
Halfling Slinger
Devis

Map: Dragondown Grotto

Tactics: Basically to protect the soft core with a screen of elementals while hoping to prevent the opponent to mass its forces and clear the screen fast. Prevent the spellcasters from being based at all cost, even if it means occupying every adjacent square. The ranged attacks of the spellcasters should allow them to reach out and touch opponents stuck at clearing elementals away. Phoelarch, Bonded Fire Summoners and Adventuring Wizard together generates 65 pts. worth of autodamage a round as long as they are not based. Generally, the attacks of the elementals should be used for anything they can reasonably hit while the autodamage spells should primarily be reserved for what the elementals can not hit. Small fire elementals might be used for vp-grabbing while the Halfling Slinger might be used to take out enemy vp-grabbers. Bigby's should, if appropriate, be used while there are still elementals left alive to benefit and if their attacks could make a difference. Else might be better to save it for later when the Phoelarch might be forced into melee. Generally, what's summoned depends on the opposition but the main options would be small fire elementals, medium fire elementals or medium earth elemental for its burrow and cleave. As for map choice I really don't know. I have not had time to test this band and I am not very familiar with the maps. As I made the band primarily for fun I did not think it mattered that much either. I believe however I've heard Dragondown Grotto be suggested as appropriate for the Bonded Fire Summoners. And I figure it might be as good a choice as any other map at least.

Special move: (Yeah, "special move", right ; )) There will come a time when thou must leave the trenches and charge the enemy. You shall know the moment when it arrives. Then you shalt unleash the fiery ray of the Phoelarch and charge unto the evildoers, to put the fear of god into their midst. You shalt then have your wizard use his powerful magic to release the bonds with which the Phoelarch is bound to this world, thus releasing his fiery spirit to cleanse them evil wretches for good. Hopefully a sacrificial move with the Phoelarch could surprise an opponent. With empowered magic missile doing 15 damage, the Phoelarch must however both have made the moral save and be down to 15 or less HP for the trick to work, as well as having access to a juicy target, so its impact should be marginal at best. Actually it would have been preferrable, had it been possible, to use Bigby's at the Phoelarch. I mean, 60 points is expensive, however, the look on the face of the opponent when you declare the use of Bigby's on the Phoelarch surrounded by his units and he realizes that he's situation however elect not to use the AOO's provided by the Bigby's. Still, should the opponent not be aware of this, while one for some reason would think gaining an advantage due to such a lack of knowledge problematic, it might be worth a try : )

I decided I wanted to make a warband with the Phoelarch, this the most despised of figures, and then worked my way onwards. The "strengh" of this piece, if that's the right word for it, seemed to be it's unlimited scorching rays. To utilize this strength it needs time. Enter the Bonded Fire Summoner to hopefully buy this time with a screen of elementals. Since I for some reason presumed the death burst of the Phoelarch to have range 4, positioning the Phoelarch among friendlies suggested fire resistant or immune figures, to avoid having them blown away by their good buddy. The Bonded Fire Summoner seemed to fit this bill as well. With such a great focus on elemental damage, Devis seemed a reasonable choice, to cancel out any Couatl and more generally maybe cause the opponent to go to great lengths to eliminate a 6 pts piece. The Halfling slinger added some ranged reach and also filled the category 2 slot. Finally, the Adventuring Wizard was added. The cone of fire is to discourage the opposition from going all in to clear the screen as fast as possible, and to hopefully punish them if they do.


2.)
C.)
Archmage
Warforged Barbarian
Inspiring Marshal
Healer
2x Xeph Warrior
Gnome Recruit
Gnome Recruit  

Map: King's Road

 

Strategy: The archmage snipes at enemy units from a distance, and tries to put his Mordenkainen's sword spells on key enemy pieces (most likely category 1 and 2 minis, and/or enemy commanders). It makes use of the forest as cover, allowing it to slip away if engaged in melee without suffering attacks of opportunity. Because the warforged has DR, if you are deciding between two enemy fighting units, remember that an enemy that does magic damage is a slightly greater threat than one that does an equivalent amount of nonmagic damage.  

The warforged barbarian is the warband's primary hitter, and should be able to hold its own against most adversaries; his bloody rage coupled with the Mordenkainen's sword spells should help take down enemies even faster.  

The healer's main job is to keep the barbarian up to snuff, and the archmage as well if badly injured. Keeping her in cover in the forest also adds to her longevity.  

The xephs can be used as first turn tile grabbers, or as a fast-moving screen against powerful enemy ranged attackers like the arcane ballista or an enemy archmage. The slower gnome recruits are primarily there for activations, though they can also be used as blockers or to hold a victory area after the first turn.  

The inspiring marshal is included mainly for his grant move action ability, of course, to get the archmage and warforged into a good striking position, or to bail either out if they get overwhelmed. With the presence of the cover-providing forest, you will more likely be using him to help position the archmage to put the swords on the enemy you want, or to bring the warforged up to point blank range to take a full attack on a target. 

Do not sacrifice xephs or gnome recruits unless there is a good reason to do so; having an edge on activations helps the archmage move last, to position himself, get off a couple swords (with quick cast), then hopefully move the next turn before your enemy can respond.

 

When considering your adversary, keep these points in mind:  

1. Category 1 enemies are juicy targets, because they have relatively low hit points for their cost, and make good units to put Mord's swords on.  

I estimate the most dangerous category 1 units you may see are:  

Vampire aristocrat - beware his ability to slay an enemy outright if you fail a morale save in his presence. Consider double-swording him to take him out fast.  

Sword archon - this guy may be used with fearless units like sacred watchers, justice archons, and warforged bodyguards. He's also an excellent target for double swording because the bodyguards cannot absorb that damage, and with only 70 hit points he can die quickly.  

Archmage - a mirror match may be tough, and will depend on your piloting skills versus your opponent. The healer is important because she can keep a unit such as the Warforged alive a round or two longer with her healing spells. Your sword targets will depend on what your opponent is using as a category 2 beater. If your opponent has healers, they are also good targets to take out quickly if an opportunity presents itself.  

Other possible category 1 targets: ravenous vampire (should be easy to kill), phoelarch (also not too tough), medusa (very few hit points--an easy target), red wizard (beware his spells, engage and damage as quick as you can, as he is extremely fragile), Mordenkainen (may be an okay mini with screeners; base him in the open if you can, and maybe put a sword or two on him), Ulmo (annoying bugger; swords work good, as does picking off flankers to avoid the sneak attack), death knight (nasty attack; hit him with ranged spells to soften him up), Artemis (not too tough), mounted paladin (hit with swords and kill quick), Elminster (probably not much offensive fighters in this band; base and hack quickly), and the ghaele eladrin (good ranged attack and good heal; use swords and base quickly).   

2. Category 2 creatures - there are a lot of solid possibilities in this category. Your warforged barbarian should be as tough as any of them, however.  

3. Category 3 creatures - this is most likely tech like Aramil; most of it should be routable by an empowered magic missile, though it is likely you will want to focus on bigger targets if available. 

4. Category 4 creatures - fodder; generally not worth your time to pit your primary creatures against these guys. Use your xephs and gnome recruits to keep them busy. It may be worth picking off one of these guys in the first round with the archmage to give you an edge on activations, however.

vs.

D.)
Sword Archon
Couatl
Warforged Bodyguard
2x Sacred Watcher
TimberWolf
Man at Arms

No Map and Report were send.


3.)
E.)
Mounted Paladin
Couatl
Mephling Pyromancer
Sacred Watcher
Man-at-arms x2

Map: Drow Outpost

Tactics:
Pyro casts flight on Paladin. He then uses the rest of his spells to eliminate the opponents. Mounted Paladin uses flying Mounted Melee attack to attack, and fly back over pits if possible. Couatl cast Legions Undeniable Gravity to try and remove fliers, and sticks close to Paladin. If Paladin gets based, Couatl uses Snakes Swiftness give him attacks. Sacred Watcher goes and bothers opponents, and hopefully does a bit of damage. Men @ arms try to take out fodder, and generally get in the way.

vs.

F.)
Young master
githzerai monk
ulmo Lightbringer
aramil,adventurer 
dwarf artificer
Timber Wolf x2

Map dragon temple.

Tactics:get ulmo and the Githzerai monk flanking there major figure, finish that then move onto the next figure. If there warband is based on there commandeer, attack him first with your high speeds.


4.)
G.)
Sword Archon
Warforged Bodyguard x2
Sacred Watcher x2
Healer
Human Commoner x2

Map: Drow Outpost

(Note: Yes, this Brad Shugg's qualifier army)

Tactics: Move Sword Archon to central victory area and make sure the WFBs are basing it. Try to keep healer basing both WFBs as well. Use the SWs as harrassers and to remove key support units in opponents army. Use the Sword Archon as the main attacker and spread out all damage between the bodyguards and Archon to prevent deaths for as long as possible.

vs.

H.)
Mordenkainen
2xBlue Slaad
Orc Wardrummer
Hyena
Abyssal Maw
Orc Warrior

No report or Map were send.


5.)
I.)
Vampire Aristocrat
Orc Wardrummer
2x Red Samurai
Mounted Drow Patrol
Troglodyte
Hunting Hyena
Hyena

No report or Map were send.

vs.

J.)
Artemis Entreri
Zaky Rakshasa
Goblin Underboss
Snig the Axe
+ 3x Goblin Skirmisher
Kobold Miner
2x Goblin Blackblade

Map: Dragon Temple

Concidering the low quantities of creatures with emmuned to sneek attacks left, this team is built to do just that.  The idea here is to get as many tile points as possible, Rakshasa is there to protect artemis and to be used as a flanker if the blackblades are not arround.  This team has 11 activations, this is crutial to be able to activate artemis the very last in the round and be able to possibly move 8 squares to a flanking position, attack 3 times for 20 damage (10magic + 5 sneek + 5 from underboss) (possibly more if the backstab is used) then sidestep away.  If the initiative is won, an additional 80 can be delt and still sidestep away.  I have always sayed that a well played artemis can realy reak havoc.


6.)
K.)
Mordenkainen
Efreeti x2
Dark Moon Monk
Snig
Goblin Skirmisher x2
Goblin Warrior
Dire Rat x2
Skeletal Legionnaire
 
Map: Mithril Mines
 
Strategy
The plan is to cast as many of Mordy's spells as possible.  This will require that the enemy comes to me.  I will use the Dire Rats to get to victory areas, and the Efreeti to cause small damage at a distance.  The Dark Moon Monk will give the Efreeti magic weapon, and will then probably cast true strike and get involved with either taking out a victory area grabber or replacing a Dire Rat.  The Goblins are expendable and can be used to aim lightning bolts.  In other skirmishes, they can be paired with Snig and used as minor combatants.  With the Large bases, the Efreeti can be used to protect Mordy against flying enemies, and, if the trouble does in fact come to me, Mordy can empower a cone of cold (or other spell) and do quite a bit of damage all at once.  The trick is that no enemy will be fielding three of anything, and so I only have to worry so much about immunity to fire, electricity or cold.  No SWarm or GAS band will be of the normal sort, and even a beater band, like Urthok and a Bloodghost band will have to contain something titan-like.  So, any band has weaknesses.

vs.

L.)
Archmage
Bonded Fire Summoner
2 Small Fire Elementals (summoned)
2 Medium Fire Elementals (summoned)
Inspiring Marshal
2 Graycloak Ranger
2 Timber Wolves (minions)

Map = King’s Road

Strategy: Use Grant Move Action and Dimension Door to position the Archmage for dropping swords on the badguys. Once the swords are dropped, use Dimension Door to get out of range, then into the forest and hide, pelting whatever is visible with magic missile. Bonded Fire Summoner summons screeners/tile grabbers then hides in the forest and takes pot shots with scorching ray. Graycloaks hide in the forest and fire their bows at whatever they have Line Of Sight to. Fire Elementals and Timber Wolves crowd the shared Victory Area for Victory Points. They should be overwhelming enough to kill off any enemy fodder. If necessary, use the elementals to base Arcane Ballistas/screen the BFE/Archmage against ranged attacks/whatever else seems prudent.


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Vrecknidj
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09/18/2006 4:45 AM  
1: A
If player B doesn't bury his pieces behind a shield of summons, he's dead quickly. If he does bury his pieces behind a shield of summons, then it's a victory points game that the LG player will win by holding victory areas just a little longer than player B. As soon as the CG band opens up a path to any of the four main pieces, that piece will get dropped by the two monks.

2: C
The Couatl takes too much offense out of the SWarm band. The Archmage will get the Mordy's swords on the Archon at some point, even if he has to wait and shoot at the Couatl for a while first. But, it'll be close if the SWarm band can manage to slow the game to a crawl.

3: F
The Mounted Paladin just won't be able to get enough healing to keep up. If he isn't healed, Ulmo will kill him quickly, if he is healed then he's not attacking fast enough to kill Ulmo. I think the band isn't going to get its map and so flying back over pits to be protected won't work.

4: H
The Chaos hammers will likely end up delivering an average of about 15 damage to the Bodyguards and Archon and another 10 to the watchers. All Mordy has to do is stay alive long enough to do an empowered cone of cold and he should be able to drop a Bodyguard and maybe a Watcher (or, if the SWarm band isn't careful, Mordy could really hurt the Sword Archon too). The Slaads can eventually take out the Bodyguards. The LG band will have to play defensively, and this should end up punishing it enough the LE pulls out a tough win.

5: I
Artemis just won't get his fill of powers in this case. The Red Samurai can hit him, especially with the MDP getting into position. If the Vampire is kept back, and uses his magic missiles to slowly weaken the tougher pieces (or eliminate activations), then he can be kept out of trouble. If he's up to speed 13, he can be placed into commander effect range at the last second, keeping him otherwise safe until necessary. In this matchup, if the Commander Effect works, LE is in trouble. If it doesn't work, the Aristocrat should be entering the fray at about the right time, making LE's job still tough.

6: K
Mordenkainen is immune to fire, so his only real threat is the Archmage. As such, he'll keep a halo of allies around him to prevent the Archmage from getting to him early. The Efreeti can get to either the BFS or the Archmage--they'll probably get to the BFS and take him down quickly eliminating most of the CG activations. Then it's a still a tough match, requiring careful, slow movement, but the LE band doesn't have to take out the Archmage, it just has to have more points at the end--and the BFS plus summons is more points than Mordenkainen, so the CG band will actually have trouble getting enough points.

At least, those are my thoughts.

Dave

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09/18/2006 11:53 AM  

Here's my take:

1. A
There are simply too many juicy targets in this band to evade the attentions of Ulmo and the Githzerai Monk.

2. C
The Sword Archon in particular is vulnerable to the swords, as is most of the rest of the band.

3. F
I've run Mounted Paladin vs. Ulmo before, to my sorrow. I agree with V above--the MP doesn't have enough hit points to contend with the pally. Even with flight, Ulmo & cohorts move fast enough to base the paladin or other key support and quickly take it down.

4. H
This is kind of a funny situation. The SA plus Warforged Bodyguards plus Sacred Watchers, etc. is actually a strong band, but it suffers when facing two bands, I think--the Archmage and this one, with multiple chaos hammers and other area spells that punish the Archon and Bodyguards for sticking close together.

5. I
The Vamp Aristocrat band will do poorly when facing any of the other fearless bands in this warband challenge, but against the Artemis band, with its indifferent commander rating, I think it'll be able to force a morale save/kill frequently enough to rake in some quick kills and win.

6. L
The only one I disagree with V on, it looks like. I agree with his points about the Bonded Fire Summoners, but I think the Archmage, if it swords a couple different enemies, can still pull ahead on points.


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09/18/2006 9:45 PM  
A - monks ignore fodder, especially on King's Road, casters drop insanely fast to stunning attacks
C - Melf's + swords or dismissal = dead Archon
F - fly on MP = not good
G - close one, but well played watchers stimie spells, bodyguards keep attacks away from Archon, Archon hits hard with some help from fearless followers, out-of-command Slaadi decidedly not fearless
I - breath weapons kill, plain and simple
L - Mordy's wants enemy to come to him, Archmage won't oblige--instead Mordy, having had his fodder whittled away and tables turned on activations, ends up unprotected at some point and suffers mightily with a GMA + quick cast beating from the Archmage

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09/18/2006 11:10 PM  
1) A. Assuming you can prevent the Phoelarch from getting flanked, all the Scorching rays should be able to take down Ulmo fairly quickly. It'll be close, but I think the rest of the band will drop after Ulmo dies.

2) C. If the Archmage can get at least one of it's Mordy's Swords to stick to the Sword Archon, the rest should fall into place.

3) E. Assuming this game is being played on the Dragon Temple map, the Mounted Paladin should be able to attack and return to a corridor to avoid getting flanked. The Paladin would take down Ulmo fairly quickly, and the rest of the band would follow.

4) G. I don't like Mordy's chances.

5) I. The Red Samurais and the MDP will hack the other band apart.

6) L. BFS and summoned creatures keep the Efreeti's tied up, while the Archmage does away with Mordy. Archmage then uses the rest of his spells to elimate the Efreetis.

Janos M.
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09/18/2006 11:44 PM  
1.) A: High Speed and stun are the end for B. Sure he can surround his figures with fire elementals but Ulmo can snipe from range and kill one each round (or rout two of them) and get 8 points...

2.) C: The Sword Archon and Bodyguards are good versus melee ranged attacks, but spells or the Warforged ability would deal damage normally to the original target. Which is of course the Sword Archon. After he felt, D can't get anything done.

3.) E: Either on Dragonshrine or Drowoutpost the Paladin will be able to avoid flanks (if placed right). Then the damage of Ulmo and the Gith is to low to get the job done. While the Paladin rout the Gith in one Swing or kill in two (thanks to fireball)

4.) H: The Drow Outpost has great line of sight, so the Chaos Hammer are a real thread. After them the Blue Slaad can bring the Bodyguards down with 30 damage a turn. Mordy will help here with his spells.

5.) I: The Map will be Dragonshrine so the Cone will deal 15/5 damage while the normal attacks are only 15 damage. But with so many squishy activations the LE player will loose them quick and from that point Artemis can't handle it on it's own.

6.) K: The best think for the Mordy band is the Bonded Fire Summoner. Let him cast' his activations and kill him giving you 91 easy points. Even if Mordy will get killed by the Archmage you're up on points. And the Archmage get damaged from Mordy. The K band is better on the King's Road because that will deny most line of sight to the Archmage and stop him killing activations. So he has to move before Mordy in round 1 and 2.

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09/19/2006 5:51 AM  
Pairing 1 )
B) If the elementals are well placed, Ulmo and the Guit will have to go through a couple of elementals to get to the big prise, if Ulmo had sidestep it would have been a different story through... Since both of these guys have low HP and that the Phoelarch deals direct dammage, I think that he will be able to get through both of them fairely fast. (lets not forget that the bonded summoners have 2 scorching rays each (no DC) and the advanturing wizard has 2 magic missiles (no DC) so they can deal 65 damage in a single round with no DC (almost killing Ulmo on there own).

Pairing 2)
C) In one turn, the archmage could cast a mordy sword on both the Couatl and the SA then run away with the GMA... The rest of the match would be simply running away gaining victory points and casting magic missiles ...

Pairing 3)
F) While the paladin flies arround, Ulmo and his monk can easily destroy the Couatl, then flank the pally...

Pairing 4)
H) The chaos hammer will be the death of the bodyguards and possibly the healer, leaving the SA on it's own.

Pairing 5)
J) This team has fairely high AC agains the red samourai, Rakshasa will get rid of the Vampire with the chill touch. The 2 samourais will not be able to compeat against these flankers (hitting at an average of 15 damage per attack, with berly any chance of missing (from the 2x blackblades, Underboss, Rakshasa and 20 damage from Artemis).

Pairing 6)
K) one of the Efreetis can fly and kill the FBS, then the archmage will have no chance...


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09/19/2006 10:54 AM  
1. A
-Even if the warband has only one Gith monk, it still ahs Ulmo, amazing speed and generally good ability to do alot of damage to squishy mages. Monks are speedy enough to base the summoners before they manage to call in the wall of elementals, and even if they dont, they can just ignore them.

2. C
-AM lands the Mordenkainens sword, and you win. The fact that it has a casting of Dismissal is a nie touch too. After that the damage output on D will fall apart.

3. E
-I like the Paladins chances. It has a good attack bonus, so it can take down monks easy, and a high enough AC for causing monks trouble hitting at times. With flight and Mounted Melee Attack, the monks will have to be really careful or they will lose Young Master very early. This means he will have trouble keeping his own units under the command effect.

4. H
-Chaos Hammers and all the spell on Mordy will do alot of damage and even when the first barrage of spells is over the warband has solid beaters in the Slaadi.

5. I
-Red Samurai will be able to hit Artemis with both melee attacks and breath weapons. The Vampire will be fast enough to avoid the Zakya. In the end, the Artemis warband doesnt have enough damage dealers to do well.

6. K
-In my opinion, the Bonded Fire Summoners ruins this. Summoned blockers wont do much good when the opponent can fly over them, to kill the summoner. Archamge can Dissmiss one Efreeti, Mordys Sword two other pieces, but it will still be in trouble. Too much autodamge considering its low HP.

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09/19/2006 12:04 PM  
1. A
2. C - Two great banishment targets
3. E
4. G
5. I - Sneak attack with fodder vs undead commander and multiple cones
6. L


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09/19/2006 12:21 PM  
1)A --High speed monks will be able to get to the caster before the wall of elemental is formed.

2)C --IMHO, sword + dismissa = dead outsider.

3)E --As a true mounted pally lover, I vote for him []

4)G --Close....if the two watcher can just hold off the chaos hammers until the main beayer reach front line.....

5) I --I like the idea, there high chance for opponent's nonfearless units to go poof!!

6)L -- 65HP efreeti are quite easy for AM to deal with

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09/19/2006 12:29 PM  
1 = A
2 = C
3 = F
4 = G
5 = J
6 = L


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09/19/2006 12:39 PM  
Vote
1)A
2)C
3)F
4)G
5)I
6)L

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09/19/2006 5:08 PM  
VOTE

1) A
2) C
3) F
4) G
5) J
6) L



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09/19/2006 6:56 PM  
 
1. A
2. C - Sword Archon will be eaten by the swords.
3. F - Mounted Paladin is too squishy for this matchup
4. H - Chaos hammers love clumped targets. After taking the hammer pounding, the Sacred Watchers et al won't have much left to offer
5. I
6. L


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HidesFromHurricanes
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09/20/2006 5:50 PM  
1) A.
2) C.
3) E. I don't think Ulmo will get into position for flanking on the Flying Mounted Melee Attacking Paladin.
4) H. Chaos Hammers and Mordy do a number on the lawful band.
5) I. Red Sams do a good job taking back activation control, not enough flankers left to lay down the damage.
6) L. Mordy dies to his own sword as well as one of the Efreeti

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Kypdurron
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Broken Hill

09/20/2006 7:00 PM  
1,A
2,C
3,E
4,G but it was close
5,I
6,K


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SYB
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09/20/2006 10:43 PM  
1) A - Neither band screams winner to me, but there is just too much squishy in the second band.
2) C - Archmage on King's Road is near unbeatable in tier-1 play.
3) F - I don't think Ulmo will manage to flank the paladin. I think it will be a slugfest. Still, in a straight up slugfest, with Aramil dropping a RoE on the paladin, and Ulmo and Gith doing 45 damage in one round, the monks should pull out the win.
4) G - I think the Watchers will prevent the Chaos Hammers from hitting the preferred targets and keep Mordy from casting at all.
5) I - The Artemis band just doesn't have enough meat and one breath weapon will devistate the activation advantage.
6) K - This one is nearly a tossup. On Mithril Mines, I think Mordy has the clear advantage. The archers and archmage lose a lot of their mobility and LOS. On King's Road, Archmage should have a slight edge, but that edge is lost if the player follows his game plan and summons his minions. Since most people fall into habits (like summoning early even when it is a disadvantage), I give the final edge to Mordy.

-SYB


froffenhoffer
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09/20/2006 11:30 PM  
 my votes:
1.A
2.C
3.F
4.H
5. I
6.K

Champion of Wildshaped druid in with natural spell!

Thus said froffenhoffer

The Official through the heart, and im to blame archer.

Vrecknidj
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United States

09/23/2006 8:18 AM  
"After one weak voting (end saturday the 24th) the winner warbands ared paired together as well as the looser ones!"

Well, um, it's Saturday the 23rd here in the US right now, and it's Sunday the 24th farther east. I suppose that's close to Saturday the 24th.



Dave

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Janos M.
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Hamburg / GErmany

09/24/2006 8:44 AM  
well I meant sunday the 24th...


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Beast
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09/24/2006 9:10 AM  
My vote

1.A
2.C
3.E
4.H
5.I
6.L

Death to the infidel.

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froffenhoffer
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09/24/2006 9:22 AM  
So its finished then?

Champion of Wildshaped druid in with natural spell!

Thus said froffenhoffer

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SpiderMines
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09/24/2006 9:47 AM  
A - stuns
C - banishment can win the game
F - MP is so maneuverable. Couatl can use orbs easily. Fireball will help a monk route or clear fodder.
H - Slaad and spells will do it.
I - I like chances for Samurai and have a soft spot for MDP... hit and run on their back field with double move melee 2
K - Efreetis hit hard and ignore fire. Cone of Cold destroys fire elementals. Lightning bolt is just a bonus. Where's the challenge?

-SpiderMines

- SpiderMines

Faragdar the Wise
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Albuquerque, NM, USA

09/24/2006 10:00 AM  
...Cone of Cold destroys fire elementals.

-SpiderMines

Not until the Bonded Fire Summoner is eliminated or separated from his charges--his commander effect makes the elementals immune to cold.  That and the presence of the Archmage makes that last contest anything but a slam-dunk, which is why the majority of folks (by a relatively slim margin) have voted for the Archmage/BFS band.

"Before God we are all equally wise - and equally foolish." - Albert Einstein
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Vrecknidj
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United States

09/24/2006 1:09 PM  
Posted By Faragdar the Wise on 09/24/2006 10:00 AM
...Cone of Cold destroys fire elementals.

-SpiderMines

Not until the Bonded Fire Summoner is eliminated or separated from his charges--his commander effect makes the elementals immune to cold.  That and the presence of the Archmage makes that last contest anything but a slam-dunk, which is why the majority of folks (by a relatively slim margin) have voted for the Archmage/BFS band.

Just goes to show you how people just aren't thinkin' straight.  Mordy is so much cooler than the Archmage.  It shouldn't even be a contest.  I mean, look at Mordy's beard, it rules!



Dave

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Janos M.
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Hamburg / GErmany

09/24/2006 11:09 PM  
no one can vote now.

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