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Subject: WBC VII - 3rd round pairings

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Janos M.
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Hamburg / GErmany

10/01/2006 11:53 PM  

Winner Bracket

1.)
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.


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.


Bye:

 

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:

2.)

A.)
Ulmo Lightbringer
Young Master
Githzerai Monk
Ember, Human Monk
Standardbearer
Sun Soul Initiate
Timber 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.


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

No Map and Report were send.


3.)
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.

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

No report or Map were send.

 

 

4.)
H.)
Mordenkainen
2xBlue Slaad
Orc Wardrummer
Hyena
Abyssal Maw
Orc Warrior

No report or Map were send.

 

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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Sirohk
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USA

10/02/2006 4:03 AM  

What happened to all of the other "contestants"?  It would have been nice to see how all of the warbands shook out with what final records they ended up with.  Oh well.Â

Ok then, here are my 3rd round pairing votes:

BYE L

1) C
2) D
3) G
4) K

Cheers.

 


Sirohk, the Bard of Heartstone
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Vrecknidj
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10/02/2006 4:30 AM  
Sirohk: We're playing double-elimination, so any band with two losses is out.

1) F
The Swords are too much for Ulmo, but the Archmage eventually falls and LG wins a nearly even match.

2) A
I think that the King's Road gives the advantage to Ulmo. If the Archon band stays together, the pieces have a chance. But, if they do that, then the Monk band gets ahead on assault points.

3) G
The Drow Outpost really helps the LG band in this particular matchup. Fearless units deprive the Vamp's commander effect unless the Wadrummer spends its valuable time playing Countersong. I'll give it to LG.

4) K
On the Mithril Mines (the only map provided), the Lawful Evil version has the edge. The Slaads are tough, but the Efreeti's flight plus the superior activations gives the win to K.

Dave

Knowledge Arcana editor issues 5-9, Phoenix Lore Magazine editor, assistant editor for Rite Publishing;
My Trade Thread and My Reference Thread; Winner of WBC IV, IX and XIII; Rule #0: bshugg is always right!

Janos M.
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Hamburg / GErmany

10/02/2006 5:07 AM  
1.) F
The Archmage is good but 3x quickpieces will hunt him down.

2.) A
The monks will either grap VP for the win or will bring one enemy after the other down. The Couatl can't snake while stunned and Bodguard will be killed by either 15 or 25 point attacks.

3.) I
Played on the Drow Outpost the Healer is vulnerable to a flying Drow. The LG player can't stand in a bulk, because he has to fear 2x Breathweapon.

4.) H
On mithral mines there are nice lines for 1st round chaoshammer to clear the LE fodder. After the fodder is killed the CE player has the board advantage to say where the fight will happen. With the resistance of the slaads the LE will have a hard time dealing enough damage, before they get killed.

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Sirohk
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10/02/2006 5:12 AM  
Posted By Vrecknidj on 10/02/2006 4:30 AM
Sirohk: We're playing double-elimination, so any band with two losses is out.

Dave

Thanks.  In my early quick reading today I must have missed that part of the WBC.  Not enough coffee yet.Â




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jooquase
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10/02/2006 5:58 AM  
B, E and J are also gone ...


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10/02/2006 6:47 AM  
1) F
It's a very even match, and a hard one to vote on. But in the end, I think the Speed 10 and 8 critters are a bit too much for the AM to handle. High save stuns and autodamage from the Gith wont help either.

2) A
The Sword Archon is too squishy to stand up to Ulmo and a Gith, even with the Bodugaurd HP and SS's from the Couatl.

3) G
Two Bodyguards, Healer and Fearlessness is a very nice thing agains a Vapire Aristocrat warband. The MPD could be nasty, but I dont think one will be enough to cause that much damage.

4) H
Pretty similar warbands, but the CE has the advantage here. Fire resisting Mordenkainen will absolutely murder the Efreeti. Slaadi are more durable, and more reliant with the Drummer as backup so they should outlast the Efreeti too.

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10/02/2006 8:55 AM  
1. C
The map makes a big difference. On King's Road, I think the Archmage band has the advantage, since the Archmage and others can run long enough for attrition to take out Ulmo & Co. On the Dragon Shrine the footing is much more equal; Ulmo has a good chance of catching Archmage and stunning, etc., but on the other hand just about any of the monks that fails a morale save is going to rout right off the board. So I'm giving the edge to the Archmage band.

2. A
The King's Road map worked against Ulmo in the last match, where he was facing spellcasters; in this match it works in his favor, since the other band must rely on hitting those extremely high monk ACs to succeed.

3. G
The fact that warband G is almost entirely fearless pretty much neuters the Vamp Aristocrat's most useful ability. The Red Sam breath weapons will do a good job tenderizing the other band, but after that I think the Sword Archon, etc. will dominate.

4. K
An interesting mirror match that basically boils down to, which is better, the Blue Slaadi or the Efreeti? Because the Efreeti band is vulnerable to the chaos hammers, it's tempting to give the nod to them, but I think that with proper placement of expendable fodder units, the Efreeti band can keep the chaos hammers from targeting enough critical units before melee is joined to minimize their impact. After that, the Blue Slaad vulnerability to routing and not returning should make the difference.

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10/02/2006 9:29 AM  
1. F Monks are too fast for the archmage.
2. A, 20 a hit from ulmo..
3. g, sword archon butchers all.
4. H too much auto damage for the LE.

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Thus said froffenhoffer

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

jooquase
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10/02/2006 1:47 PM  
Pair 1) C (ulmo and gith have to little HP to win against heavy direct damage).
Pair 2) A (the SA will go down quickly against those stunning attacks).
Pair 3) I (the 2 cones will hurt the bodyguards and the healer, the SA will go down quick)
Pair 4) H (2 Blue Slaads vs 2 Efreeti, I will defenetly have to side with the Slaads (better AC, 5fire resist, more HP, more damage)).

sorry D, G and K better luck next time ...


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10/02/2006 4:03 PM  
Winners
1 C Archmage swords elmo, dismisses the Gith Monk and the rest of the band falls apart.
L bye

Losers
2 D I think the Sword Archon can reliably hit the figures in the opposing band, which takes out their main advantage. Should be a close match
3 G because it came with a strategy
4 H Chaos Hammers, plus Mordy's cone of cold/resistance to fire take out the bulk of the other bands troops. Tough in the early rounds due to the activation advantage, but that goes away fairly quickly


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10/02/2006 5:59 PM  
1) F - I think Ulmo and friend can easily win on Dragon Shrine and I think the match is close enough on King's Road that I give the edge to monks, despite the commander difference.
2) A - The bodyguard sucks up the first stunning attack, but then gets stunned. After that, the monk band can mulch either the SA or Coautl (whichever is the biggest threat at the time) easily.
3) G - Too much fearless for the vamp to deal with.
4) H - Immune Fire Mordy + Vulnerable to Cold Efreeti = Dead LE band.

-SYB


Nobody Important
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10/02/2006 8:45 PM  
1. C
2. D
3. G
4. K


SneakyJoeKDB
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Utah

10/03/2006 10:43 AM  
1. c
2. a
3. g
4. h

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London

10/03/2006 1:49 PM  
1.F
2.A
3.g
4. H

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Janos M.
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10/09/2006 12:48 AM  
voting is closed

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