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Subject: WBC VII - 2nd Round Pairings

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Janos M.
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Hamburg / GErmany

09/24/2006 11:17 PM  
Winner Bracket:

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.

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.


2.)
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.

vs.

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

No report or Map were send.


3.)
I.)
Vampire Aristocrat
Orc Wardrummer
2x Red Samurai
Mounted Drow Patrol
Troglodyte
Hunting Hyena
Hyena

No report or Map were send.

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.


Loser Bracket:

4.)
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.

vs.

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

No Map and Report were send.


5.)
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.

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.


6.)
J.)
Artemis Entreri
Zakya 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.

vs.

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.

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Vrecknidj
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09/25/2006 4:40 AM  
Let's get the voting going again!

1) C
As the creator of band A fears, the Archmage is too fast to be afraid of band A.

2) H
The monk band has to move in on the CE band; the chaos hammers do their damage, and then it's up to the monks to move in to even things up. But, the Slaads are too resilient, and Mordy remains tightly packed behind a wall of allies. He can afford to cast into and through his allies to take out his enemies. Mordy's worth enough points that since they don't get him, he wins.

3) L
Not even close.

4) D
It takes a while to get through the summoned pieces, but the LG band has nothing but time and eventually pulls ahead by too many points for the CG band to catch up.

5) G
Much as I like the Paladin's plan, the other band gets ahead on victory points and then just won't die. Even a fireball won't even things up as it'll likely only kill the Commoners.

6) K
Artemis gets to Mordy in one of two ways: either he moves up first and takes the brunt of the Efreet's attacks, in which case only luck allows him to drop Mordy, but then he falls immediately thereafter; or, he sends up his allies first, but by the time Artemis gets to and drops Mordy, Artemis doesn't have any allies to speak of and loses on points. If Artemis never gets to Mordy, then the Mordy band has it even easier. This is the rare matchup for this Artemis band where he's even on activations with his opponent, and it hurts his tactics. Even on Dragon Temple, Mordy has spells of enough different types that lowering the Efreeti's damage output doesn't change the outcome.

Dave

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Janos M.
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Hamburg / GErmany

09/25/2006 7:09 AM  
1.) C
To few HP on the Monkside will end this game quick.

2.) H
Chaoshammers and Mordy will kill the Monks (autodamage is the way to go)

3.) I
2x Red Sam and a Monunted drow are fast enough to slay the Archmage or kill the fodder (breaths on the graycloak and IM as well as wall walker are an advantage)

4.) D
The couatls resistance and the bodyguards ability will stop lots of damage

5.) G
The Mounted Paladin don't have much damage to deal with two Bodyguards.

6.) K
The damage spells clear fodder quick and Artemis can't deal with two Efreeti.


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09/25/2006 9:07 AM  
1. c archmage to mobile
2.f evade damage on ulmo and young master
3.I no contest
4. D fly die those summoners..
5.g sword archon just to tough
6.K too much auto damage for artemis.

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09/25/2006 9:21 AM  
1. C
Nothing has the hit points to stand long against the Mord's swords. The forest terrain on either map will protect the Warforged Bodyguard long enough for its auto-damage to make a significant difference too.

2. F
This is a tough battle, but I'm giving the nod to the Ulmo band because Ulmo and the Young Master can both evade all damage from the chaos hammers; the Blue Slaads are not under command and may easily rout; and Mordenkainen won't stand up long without his beefy blockers.

3. L
The summoned fire creatures in the Archmage band will screen against the Red Sams long enough for the Archmage to get his swords off and take out the Vampire Aristocrat.

4. D
The Couatl makes a big contribution in this fight against the Phoelarch's fire damage, giving the Sword Archon ample opportunity to take it and its cohorts down.

5. E
This is another tough fight. I'm gonna give the nod to the Mounted Paladin band, because I think one or two fireballs can soften the other band up enough that the MP can move in and kill things fairly easily.

6. K
The two Efreeti should not have much trouble against Artemis and his crew, especially after being hammered by Mordenkainen.

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09/25/2006 10:44 AM  
1. C
2. H
3. L
4. D
5. G, both Sword Archons will redemption
6. --, Far too much depends on the player for me to call this.


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09/25/2006 11:37 AM  
1. C - I said it last time and nothing has changed. An archmage is almost unbeatable on King's Road. The monks have a slight chance if the Archmage fails an early stun save, but I just don't see that happening on average.
2. F - With crazy speed and Evade Damage, I don't think the Chaos Hammers will do any damage to the monks. Mordy should be dead by round 3.
3. L - Fodder will be dying like flies on both sides, giving the Vampire Aristocrat an early lead. But that lead will vanish as the Archmage picks off the big guns using hit and run tactics.
4. D - The Couatl neuters the other army. This one isn't even close.
5. G - Just not enough damage output from the Paladin.
6. K - Given the two maps, I don't think Artemis will ever manage to get off a flank. Most of his flanking buddies are just too slow and fragile and the corridors make flanking hard even for fast guys.

-SYB


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09/25/2006 8:49 PM  
1) C: though Ulmo is a dangerous opponent for the Archmage (I know from experience--2005 championship), the King's Road is a poor choice for a monk band, particularly in a metagame with the Archmage.  AoOs play into Ulmo's favor, not his opponent's.  Plus, the AC bonus from forest is better for the monks' opponents than for the monks.  If Ulmo can't base the Archmage and force it to take an AoO (or two, with the Gith Monk also in base contact) that may stun the mage, then he loses his only advantage and will fall to Mordenkainen's swords.

2) H: Auto-damage and chaos hammers should give Mordy the upper hand, unless poor luck on stun saves or bad positioning of the Slaadi allows Ulmo to base Mordy.  This could definitely go either way, though, depending on play skill.

3) I: Here, the BFS probably can't hold back the Red Samurai, and the Archmage won't be able to make up the points--too many dangerous targets not worth enough points.

4) D: With few long ranged spells in the Phoelarch's team, the Sword Archon's squad can play a waiting game, eliminating tile grabbers and gaining the upper hand on tile points.  When the Phoelarch and company move up to do battle, they won't be able to protect Devis, both BFS and the Adventuring Wizard at the same time.  Somebody will take out Devis (with only a commander 2, he probably won't make morale when a Sacred Watcher hits him), at which point the Coatl becomes MVP by virtually shutting down the fire team's auto-damage.  Though the Sword Archon isn't protected from fire, he has some protection from spells, so his team should easily out-damage the other guy.  With fewer hit points to chew through, too, the game will be over pretty quickly.

5) G: I would have said E is the pyromancer's strategy allowed him to use both fireballs when prudent.  Flight won't be much help here, I think, so the Mounted Paladin will eventually fall without having scored 100 points, and the rest of his team won't be able to make up the difference.

6) K: Artemis could surprise, but Mordy will be well protected, and his spells will do a lot of harm.

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09/25/2006 8:53 PM  
It's funny to see the responses especially to match 3. There are people on both sides totally confident in their prediction. I'm going to have to actually playtest that one.

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Utah

09/25/2006 11:01 PM  
1. c
2. h
3. i
4. d
5. g
6. k

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Janos M.
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Hamburg / GErmany

09/25/2006 11:22 PM  
no. 3 is a hard match it can go both ways. But one of the warbands packs less damage compared to the other.

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09/26/2006 4:53 AM  
Posted By Faragdar the Wise on 09/25/2006 8:53 PM
It's funny to see the responses especially to match 3. There are people on both sides totally confident in their prediction. I'm going to have to actually playtest that one.
This kind of response is exactly why I love the Warband Building Challenges.  Every once in a while I see a matchup that I really, really want to see played out a few times because it's so tough to see where the advantages are, and how they'll play out.

Dave


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09/26/2006 1:25 PM  
Pair 1 : C (too much direct damage compared to the number of HP).
Pair 2 : F (mordy will go down real fast and the rest will probably have trouble hitting the very high AC)
Pair 3 : J (the RS will have trouble getting to the AM and he will be able to go through there HPs easily.)
Pair 4 : B (there is way to much direct damage for the SA to survive long enough to kill everything)
Pair 5 : G (the bodyguards will protect the SA against the flying MP, and the SW will take care of the Couatl).
Pair 6 : J (if the map is dragon temple, modry and the Efreeties will be nurfed ... also they all have fairly low AC and HP to go against so may flankers.)


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09/26/2006 11:49 PM  
do you meant J or I or L?

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09/27/2006 6:48 AM  
Sorry about that, it is an L for pairing 3 ... (cant seem to get the Edit to work) ...


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09/28/2006 2:44 PM  
Here's my choices:

1) C
2) F
3) I
4) D
5) G
6) K


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09/30/2006 9:15 AM  
Winner Bracket:

1.) A


2.) F

3.) L

Loser Bracket:

4.)
D

5.)
G

6.) J


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Hamburg / GErmany

10/01/2006 12:24 PM  
voting ends in 3 hours.

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10/01/2006 1:09 PM  
1.C
2.F
3.I
Losers
4.D
5.G
6.K

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Hamburg / GErmany

10/01/2006 11:34 PM  
prepare for next rounds

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