Winner Bracket - Final (who ever loses is out)
1.) 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.
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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.
H.) Mordenkainen 2xBlue Slaad Orc Wardrummer Hyena Abyssal Maw Orc Warrior
No report or Map were send.   3.) 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. 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. |