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Subject: 200 Point Pit Fiend Warband Ideas

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Sirohk
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11/04/2006 1:55 PM  
Ok, lets get a discussion going on what might make the best / competitive 200 point Pit Fiend warbands.Â

I'll go first.Â

How about the following:

Pit Fiend 105 pts (Commander 4)
Zakya Rakshasa
Zakya Rakshasa
Azer Fighter
x4 Warrior Skeletons

199 points, 8 activations

Warrior Skeletons and Azer are Fireball targets.  Azer is a little tougher and has higher AC than lower cousin, plus hes an Outsider so can do 10+5 fire damage with CFX .Â

Zaks have True Strike, use on 2nd attack and with first attack and CFX possible 40 damage each Zak.Â

Only real drawbacks are:
- Low HP on Pit Fiend
- Low MC on Zaks (+11)

What do you folks think?Â



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warty_nosed_goblin
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11/04/2006 3:02 PM  
I've got a terrible urge to play Pit Fiend with thaskor...would suck much but be a lot of fun...

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originally posted by grim:
While he is clearly insane, he does have a point.

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11/04/2006 3:09 PM  
Replace one Warrior Skeleton with a Dire Rat. Faster fireball target, if you want it for that, or a better victory point grabber.

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Sirohk
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11/05/2006 2:48 PM  
OK, I'll go again.Â

How about the following:

Pit Fiend 105 pts (Commander 4)
Efreeti (Outsider) 42
Flameskull 25
Dark Moon Monk 15
x3 Warrior Skeletons 9
x1 Dire Rat 4

200 pts 8 actications

A lot of ranged attacks with this warband.  If your opponent is not immune ti fire there in trouble.  DMM for MW on Efreeti.Â

Any comments?




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jooquase
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11/05/2006 5:31 PM  
how about using justicator ?


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11/06/2006 12:45 AM  
Pit Fiends kind of hard to use in 200p. All the outsiders that would benefit from it are a bit too expensive to make a well balanced warband. If LE had access to a 30p-ish Outsider Bodyguard that would make him work.

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Sirohk
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11/06/2006 3:27 AM  
Posted By Low Key on 11/06/2006 12:45 AM
Pit Fiends kind of hard to use in 200p. All the outsiders that would benefit from it are a bit too expensive to make a well balanced warband. If LE had access to a 30p-ish Outsider Bodyguard that would make him work.


Very cool idea - a 30ish pt LE Outsider Bodyguard would rock in almost any LE warabnd.Â




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11/06/2006 3:32 AM  
The Pit Fiend definately needs a bodyguard, like almost all titans that take a half of your warband. However, it also has an excellent commander effect that begs to be used when building your warband. And since its so expensive, its hard to balance those two needs.

Pit Fiend, 105p
Zakya Rakshasa, 36p
Dragonmarked Heir of Deneith, 34p
25p of stuff

Really doesnt look all that good to me, I'm afraid. Just not enough hurtings, and fire immune is going to make Pitty cry.

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Gorgasim
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11/06/2006 5:38 AM  

Pit fiend + aspect of hextor could be fun...hitting for 20 instead of 15.



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11/06/2006 6:20 AM  
I played a Pit Fiend bddn this weekend and come in first , ok not a lot of players and a lot of the regulars where not there so it helped but still ...

Pit Fiend 105
Mezzoloth 44
Dragonmark Heir of Deneith 34
Green Spwan Sneak X2 12
Lemure 5
Total

6 Activatopns and 200 points Using Field of Ruins. Great map for line of sight (for cloudkill and fireballs) Can target Spells on the Lemure. Not the best band like i said but was quite surprise. The Deneith dragon amrk was the piece that did all the differance in the final with his protection from energy on The pit fiend my opponent started the amcth depressed since i just nerfed his 3 Storm Lizards


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Coquimbo - Chile / Italia

11/06/2006 6:45 AM  
Justicator is more stable and hard hitting unit. YES Pit fiend needs more HPs.........against what? The pot fiend can resist the damage output of Lawfull warbands but not Chaotics warbands........ The answer justicator Smite Chaos. The Justicator have High attack bonus, good damages, Good saves.

Pit Fiend 105pts
Justicator 48pts
Zakya Rakshaza 36pts
2x Kobold Miners 6pts
Timber Wolf 5pt

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djtool
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11/06/2006 11:20 AM  
nobody wants a xorn swishing and swashing for 60 dmg?


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11/06/2006 11:48 AM  
lol, yeah that xorn will be super deadly with the pit fiend, frenzied berserkers, human commoners, and blood ghost berserkers beware!

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Sirohk
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11/07/2006 3:28 AM  
...frenzied berserkers, human commoners, and blood ghost berserkers, oh my.Â



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11/07/2006 3:32 AM  
Posted By Ryoga on 11/06/2006 6:45 AM
Justicator is more stable and hard hitting unit. YES Pit fiend needs more HPs.........against what? The pot fiend can resist the damage output of Lawfull warbands but not Chaotics warbands........ The answer justicator Smite Chaos. The Justicator have High attack bonus, good damages, Good saves.

Pit Fiend 105pts
Justicator 48pts
Zakya Rakshaza 36pts
2x Kobold Miners 6pts
Timber Wolf 5pt

Ryoga - You really like that Justicator, you should be the Champion of the Justicator.Â

On to the warband suggestion.  Not too bad, but I'd leave out the Zakya for maybe a Flameskull (everyone will be immune to fire) and back fill with fodder to get your activations up to 8.Â

Cheers.



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Ryoga
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Coquimbo - Chile / Italia

11/07/2006 6:56 AM  
Ryoga - You really like that Justicator, you should be the Champion of the Justicator.Â

On to the warband suggestion.  Not too bad, but I'd leave out the Zakya for maybe a Flameskull (everyone will be immune to fire) and back fill with fodder to get your activations up to 8.Â

Cheers.




Yeah you are right........ Im Champion of the Justicator
the problme is I have only one....... I like three of them :

3x Justicator 144pts
Urthok 34pts
Fillers and Other 22pts

Or

2x Justicator 96
2x Duergar Champions 66pts
Hobgoblin sargent 23pts
Filler 15pts (3x Timber Wolfs)

YEs I know Im very crazy........ but Im happy 

About your suggestions, Are you saying to me that I quit the Zakya??? YOU are the champion of rakshaza........ is only a joke
A flame skull is good unit considering Pit Fiend's Cfx....

Thanks Sirohk


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iluvxtina
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11/08/2006 6:29 AM  
I really dislike the idea of using lord of the pit in 200 points mode.Justicator is a more useful piece (even he is not a tier 1 mini).I,ll go for marilith +orc wizard.it looks like very good results will be obtained with them.The same with living sphere+gnome trickster

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jgsugden
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11/08/2006 11:43 AM  
I see two viable options for the Pit Fiend:

105 Pit Fiend
036 Zakya (141)
036 Zakya (177)
005 Azer Raider (182)
005 Azer Raider (187)
006 Greenspawn Sneak (193)
003 Warrior Skeleton (196)
004 Dire Rat (200)

This version tries to capitalize on the commander efferct of the pit fiend.  Against any heavy hitting band, you run the risk of losing the Pit Fiend too quickly for it to be effective.  It also lacks punch, with only 120 real damage potential per round, and half of that damage potential is dependant upon having the pit fiend in melee.  This is a band that can win some matches, but due to the reliance on a vulnerable titan, it will not be reliable enough to win entire tournaments on a regular basis.

105 Pit Fiend
036 Zakya (141)
034 Dragonmarked Heir (175)
005 Azer Raider (180)
005 Azer Raider (185)
006 Greenspawn Sneak (191)
006 Greenspawn Sneak (197)
003 Warrior Skeleton (200)

This version replaces the second zakya with a DHoHD to give the Pit Fiend a bit more survivability.  The DHOD can also deal a bit of damage herself (with that extra sneak damage), but she is not as offensivly useful as that second Zakya.Â

Regardless, neither band is terribly effective.  A healthy beater band will wipe the Pit Fiend bands off the board before it can be useful.  The fireballs seem like a nice bonus for this band, but it has an extreme cost.  Using a fireball often means keeping 105 points of your warband out of the melee battle for an extra turn.  That is a steep price.  2 Zakyas will not last long against an entire opposing warband.  Accordingly, you're either allowing the enemy to gang tackle the Zakyas, or you're giving the enemy position control.  Neither option is palatable.  

Pit Fiend is a strong tier 2 piece, but until we get a very efficient outsider in the 20 - 27 point range (allowing 8 activations and 3 of these beaters in the band) and a way to protect the pit fiend while shoving it in the battle, the pit fiend will not be a tier 1 piece.

That being said: I think it is an incredibly fun piece.  Blashphemy is a blast. 

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11/08/2006 7:18 PM  
Pit fiend missed the mark (so far) but not as bad as the BALOR... still don't agree with the power scaling of the demons/devils as they did the dragons... really hurts skirmish!!! dragons are just starting to recover... although i must say 2 of the demons/devils in this set are very playable, 3 are very close, one is most likely not playable, only one is a total dud so far...

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11/14/2006 8:06 PM  
I just played a warband of Pit Fiend, Mezzoloth, Zakya Rakshasa, Kobold Miner x3 against a Hill giant Barbarian, Orc Champion, Orc Wizard, orc Wardrummer, Tiefling Captain, Quaggoth Slave, Orc Warrior x2.  The magch took place in the DUngeon of Blood, and the Pit Fiend band was on Side A. (Note - I'll probably refer to the figures in the third person by accident - you know, the orc is "he").

The Pit Fiend band won - the Pit Fiend was the ONLY figure left at the end, with 30 HP.  Rather than sit in a victory square until the ending, he spent the last few rounds chasing down the Wardrummer. It was funny.

Some notes:

1. The Mezzoloth never got to use his cloudkill (it would have nailed his allies), and the Pit Fiend's fireballs were not very useful. He used his second on the Wardrummer at the end just for the heck of it.

2. The Hill Giant did not lose any HP to Furious Spirit, as he was able to mash one of the Kobold miners his first turn.

3. Hilariously, one of the miners killed an Orc Warrior.

4. The Quaggoth managed to kill a Kobold Miner AND hit the Pit Fiend before it died.  Nice.

5. The Hill Giant was bogged down by the two other outsiders, whose hits were basically guaranteed. He did kill the Zakya, but the Pit Fiend finished him off.

6. The Orc Champ killed the Mezzoloth, although he took a lot of damage first. The Pit Fiend wasted him.

7. Amazingly, the orc Wizard and Tiefling Captain flanked the Pit Fiend at the end, and they had a decent chance of winning... sort of.  When then orc champ died, the outcome was pretty obvious.

8. The Orc Champ had at least two crits, and the Hill Giant had 0 - even with Dolorous Blow on it.  The Mezzoloth had one crit on the Orc Champ.

9. Although the Fireball was not too useful in the long run, the Fireball's Radius 4 helped the Pit Fiend band to control some of the landscape for a little while.

10. EVERYONE passed their morale saves.


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11/14/2006 8:25 PM  

As I'm reading it does seem that the Raksasha may be the best with Pit Fiend ( so far). I must say though not too glamorous. I really like the idea of an actual DEVIL with the Fiend.

 

Also the Marilith and Firebelcher seems to set the tone.


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11/14/2006 8:26 PM  
Posted By Ridureyu on 11/14/2006 8:06 PM
4. The Quaggoth managed to kill an orc warrior AND hit the Pit Fiend before it died.  Nice.
I'm guessing the Quaggoth killed a Kobold Miner.

Cool report, sounds like the Pit Fiend did a lot of work and pulled his weight (which he should).


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11/14/2006 8:41 PM  
yes, the Quaggoth did kill a kobold miner. Here's the score for the fodder:

Kobold Miner A: (in the "in the corner" victory area, against a wall) Killed by Hill Giant.

Kobold Miner B: (in the same victory area, against the other wall) Killed an Orc Warrior, was killed by the Orc Wizard.

Kobold Miner C: (in the pit-based victory area): Lived longer than he other two, got killed by the Quaggoth.

Orc Warrior A: Killed by a KOBOLD MINER.

Orc Warrior B: Killed by fireball splash damage (The Pit Fiend tossed one at the Hill Giant early on. The Giant made his save, but the orc warrior was toast).

Quaggoth Slave: killed a miner, went for the gusto and damaged the Pit Fiend, promptly got nailed.

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11/14/2006 8:47 PM  
Huh? Why aren't people pairing the pit fiend with the horned devil? C'mon, 30 magic + stun at melee reach 4.

You could even add in 4 goblin skirmishers for a total of 6 activations!

And a total of 270 hit points in the band, with really nice AC.

I'm sure it would work.
Really.
Yep.
Uh huh.
.... dammit, I can't even convince myself.

But on a more serious note, I don't think that this guy can manage the necessary support in 200 point. Even if you can fill out enough stuff to give him both activations (he's over half your band) and screeners to allow him to use the fireballs and last a while in melee, you're still relying too much on a single unit.
Titan bands are a proven concept, but usually the titan is 1/3 to 2/5 of the warband, and it's the tech that fills out the rest that makes the concept work. This guy just doesn't give you the space.


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11/14/2006 8:50 PM  
It's insanely hard with the Pit Fiend, and I could see plenty of ways to nerf him. It's definitely not an auto-lose, though.

By the way, I think that a Firebelcher band would be a really awful idea against a Pit Fiend warband. Maybe it's just me, but I'm going to make that assumption.

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11/15/2006 5:57 AM  
How about a Pit Fiend + Steel Predator? Two activations, but they're doozies!
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11/15/2006 6:57 AM  
What they need is a LE Githzerai (outsider) Bodyguard for 20pts, maybe 25 bold hps with one vorporal attack.


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11/15/2006 9:54 AM  
I'm not sure - it's important to have at least three solid activations.

I tried a few other games, including some against a Balor warband (the Pit Fiend reduced theBalor to his component parts). I've noticed that the Zakya Rakshasa is NOT a good idea for this warband, or at least not as good as the Mezzoloth. Why, you say? Doesn't the Zakya Rakshasa have more attacks and more damage? Why would it be inferior for this warband?

65 HP.

Because a Pit Fiend warband will contain at most three solid "hitter" figures, HP becomes incredibly important. If one of your three figures is gone in two hits, what use was it? In every game that I've played this warband, the Zakya was the first to go (not counting the fragile kobolds, that is), and usually he would rarely get any attacks off. The Mezzoloth, on the other hand, has only had to morale check in one game (the one I discussed in detail here).

Now, the problem is how expensive the Mezzoloth is - he costs more than the Zakya, and you wouldn't be able to afford the Kobold Miners for victory points. But is that as much of a problem as you'd think? i'll have to experiment.

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11/15/2006 12:01 PM  
let me give some advice.  it seems people have this great love of kobold miners.  i played against a pit fiend band that had 6 kobold miners! holy rediculous overkill!  1 is enough, 2 is plenty.  anything more sucks!  goblin warriors and goblin skirmishers are great 3 pt fodder.  use them, and hide them if you have to.  kobold miner is an easy first round 10 tile points, but he doesnt survive any longer than 1 or two rounds.  by then you should already have another figure in a victory area somewhere, and be getting tile points.  using a kobold miner is basically sacrificing an activation in the later rounds.  sacrificing to many activations gives you no chance to win.

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11/15/2006 12:41 PM  
One Greensneak will almost always be worth two Miners, even in a low activation band. Barring extreme luck, your Miners are doomed to die or flee in the first round. Maybe second, if you're very clever. A Greensneak can often Hide and stay hidden the entire game, and never have to worry about dying or running.

I recently played a 10-act band, with both Greensneak and Miner, and the Miner was there for one purpose - distraction. And in that role, it worked beautifully. In any other build, I'd rather take a War Skellie or Gobbo Skirmisher.

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11/15/2006 3:11 PM  
Posted By greyhaze on 11/15/2006 6:57 AM
What they need is a LE Githzerai (outsider) Bodyguard for 20pts, maybe 25 bold hps with one vorporal attack.

Now that's one sweet idea for LE.    Oh, the Pit Fiend would love somethingthing like that!Â





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11/15/2006 3:17 PM  
Posted By Lord_rock on 11/08/2006 7:18 PM
Pit fiend missed the mark (so far) but not as bad as the BALOR...

The Balor is not a tournament piece because of the high number of fearless creatures in tier 1 play, but a Balor supported by troglodytes, cursed spirits and a war drummer (-8 to opponent morale saves) can prove very nasty in friendly play.  It may have a time when it is tier 1... but only after fearless units take a significant hit and the meta evolves around creatures that are subject to fear.

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Coquimbo - Chile / Italia

11/15/2006 6:28 PM  
I think that are effect spells like Pit Fiend's Fireballs can be every great agaisnts Quad or Penta Duergar Warband........ believe me......... I win about 4 Tournaments with penta Duergar.......is really competatibe WB.

In Other hand I think that Mezzoloth sucks.........this Stats looks like Poor Large Duergar......... LD can do the same damage...... 20 damages for 40pts cost miniature...is really wasted.

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11/15/2006 11:58 PM  
Posted By Ryoga on 11/15/2006 6:28 PM
In Other hand I think that Mezzoloth sucks.........this Stats looks like Poor Large Duergar......... LD can do the same damage...... 20 damages for 40pts cost miniature...is really wasted.
I thought the same about the mez, until I tried it out and I have to say he is quite good, he's like a mini thaskor without stun or reach, but he makes up for that with DR 5 and spell resistance (which the thaskor needed). Also keep in mind, under the command of the pit  fiend he gets +5 damage (so 25 magic damage total).



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11/16/2006 12:05 AM  
Posted By Ridureyu on 11/15/2006 9:54 AM
I'm not sure - it's important to have at least three solid activations.

 I've noticed that the Zakya Rakshasa is NOT a good idea for this warband, or at least not as good as the Mezzoloth. Why, you say? Doesn't the Zakya Rakshasa have more attacks and more damage? Why would it be inferior for this warband?

65 HP.

What about the Maug? 75 fearless Hps, at 41 pts, leaves 10 pts left for fodder. The Maug may not get immune fire, but it could use it's SR to overcome fireballs.

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