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froffenhoffer Sergeant
 702 Posts




 | | 11/28/2006 9:30 AM |
| Assault rules apply.Format is swiss . 15 entrants( 1 bye per round). If game goes down to a draw me and my bro will play it out following strategy guides as much as possilbl.
GL ALL!
1A)
CE King Obould Many Arrows 65 Xen'dirk Champ 23
LE Duergar Champ 33 Helmed Horror 45
CG Gnome Trickster 27 Mephling Pryo 38
LG Tordek Dwarf Champ 59 Warforged Scout 6 (replace with standardbearer (10) if legal under the one commender rule, though i doubt it is)
8 Activations Map = Tomb of Queen P
Break down This challenge neutralizes two of Oboulds main draw backs domineering and the low base attacks of CE. I use the Gnome to make my main force invisible and move up and try to overwhelm key enemy piece with the CFX. The Mephling uses fireball/or makes a flying Tordek as necessary, then moves up to make use of its sneak attack. The Gnome does the same after using SS. The Xen'drik goes after fodder or joins the main fight as needed. The HH and Champ act as Tordeks wing men. The Scout does what it normally does and try's to stay alive. Also it is not necessary to use the invs sphere on the first round, as sometimes I may wait to engage, use up the all the activations under the cfx and then become invs just before my opp activates.
b).
Human Blackguard LE 46 pts Dragonmark LE 34 pts Aspect of Kord CG 65 pts Steelheart Archer CG 15 pts Warforged Bodyguard LG 32 pts Arcance Ballista LG 48 pts Orc Wizard CE 27 pts Orc Druid CE 27 pts
8 activations, 294 of 300 pts, x2 LE > 50 < 100, x2 CG > 50 < 100, x2 LG >50 < 100, and x2 CE > 50 < 100
Map = Drow Outpost
Strategy Dragonmark casts Protection from Energy (what ever is greatest threat) on Kord and then get Kord to the Bridge and hold it. Use both bodyguards to keep Kord in the game. HBG, Orc Druid, and or Orc Wizard can man the Ballista. Orc Druid can cast SS on Ballista or move up and cast on Kord. HBG should win Kord a few initiatives to make use of his Aggression and alos keep figures in the game with his Tyranical Morale. Orc Wizard casts Dolorous Blow on Kord and then can man Ballista or also move up and use his Battering Ram to keep enemies off Kord and or push them into the pit. Arcane Ballista sits and puts the hurting on anything in LOS. Finally, Steelheart Atcher is there for some added range attack against tile grabbers.
2.c. CE Balor 95 (commander) CE Hyena 5
CG Voice of Battle 29 CG Gnome Trickster 27
LG War Priest of Moradin 49 (Commander 6) LG/CG Eberk 16
LE War Troll 69 LE Greenspawn Sneak 6
296points 8 activations no epic pieces
Map King's Road
Band notes: The band has two main beaters: Balor and War Troll, 1 backup hitter - Warpriest, 3 tech pieces Voice, Trickster and Eberk and two tile grabbers Sneak and Hyena. Synergy: The voice puts pieces out of command with improved countersong, the Warpriest forces a MC if they take damage and are out of command, and the Balor makes anyone failing a MC make another to possibly change sides. The invisbile Hyena.
Normally it would be difficult to get these pieces all close, but the Trickster casts invisibiity on everyone so that the Voice and Priest can follow up behind the Balor and Troll unseen. The invisible trog might draw an attack, but that is one less attack on the Troll and Balor. The voice thwarts Storm's fearless effects,makes Bodyguards not fearless etc.
Strategy: Choosing Kings Road and setting up on the left. Sneak sits in mtual Forest victory area. Warpriest +6 gives good chance of getting map and side. 1st act. Eberk casts MW on the Troll, WP cast divine protection on everyone. 2nd act. Trickster cast invisibility on everyone, Balor flies out to defend the Sneak. 3rd - Troll also moves up to defend sneak, followed by rest of band.
Eberk is now fodder to draw away a spell, or replace sneak or trog in VA if necessary. He can sast spiritual weapon on a fodder piece if needed, or use his 2 CLW as needed
The Warpriest will use close wounds on the Voice if she takes too much damage early. Otherwise save his close wounds for the Balor. Using in only on the troll if the Balor is at near max HP.
Same strategy would apply to other maps. Place the sneak where you can get to him quickly, Buff before invisible Move up Balor and Troll (unseen) and follow with Priest and Voice (also unseen). If a Lantern bearer or Assimar favored soul shows up, the balor can fly out to crush it and then come back if needed, but the Priest and Voice should be far enough back to not be illuminated, and the Balor and Troll are expected to lose invisiblity as soon as they base an enemy - so an illuminator should not pose too much of a threat.
Once pieces come over, they are put in the front line for the troll and balor to swing over (or shoot around for the troll).
Near the end, the Warpriest can move up into melee if needed for some finishing blows.
d).
The Orc Horde: 24 Orc Wizard 39 Orc Champion
48 Half-orc Paladin 26 Half-orc Spy
52 Rask 16 Krusk
71 Orog Warlord + Mountain Orc and Orc Warrior 23 Half-orc Executioner
299 points, 10 activations (two are minions)
Map = Field of Ruin (just because it seems an appropriate place for orcs to fight)
Strategy: get in the enemy's face and smash him. The fact that both commanders  have speed 4 is very unfortunate, but I had to use them to fit within the constraints  of the warband building challenge and my artificial constraint of a totally orc-themed band. (I would have much preferred that one of my commanders be the Eye of Gruumsh.) As a result, I'm going to move cautiously in the early part of the fight, sticking to cover and not stretching my band out too much. Dolorous blow goes on either the champion or Rask, depending on the AC of my most dangerous foe (who is vulnerable to crits). Also, I'm not above using battering ram on my own troops as a slide spell if I think I need it for a full attack under the Orog's commander effect (I don't think being moved counts for the purpose of that commander effect). I'm hoping that assault format rules apply, so I can get the most out of my spy. Because of the paladin, I'll generally focus my attacks against high level opponents first.
3E)
LE Horned Devil 83 Greenspawn sneak 6
LG Dragonmark heir of Deneith 34 Combat Medic 28
CG Brass samurai 56 Gnome Trickster 27
CE Zombie White Dragon 37 Demonic Gnoll Priestess 28
299 pts Map: Drow Outpost
Basically, the Horned Devil uses whirlwind attack to devastate all the tech in whole warbands at once.
The rest of the band keeps him and the samurai alive through fair means or foul long enough for the enemy band to be irreversibly weakened. Greenspawn grabs victory points, ZWD is a blocker. Gnoll priestess gets around any gnome trickster shenanigans.
F)
Fire Giant Forgepriest, 84p Storm Silverhand, 57p Elf Warmage, 42p Red Samurai, 40p Dragonmarked Heir of Deneith, 34p Crow Shaman, 26p Cursed Spirit, 11p Greenspan Sneak, 6p
Map: Drow Outpost
The idea of the warband is a simple one. The flying, AC boosted, Bodyguarded, Energy resistant and Snakes Swiftnessing Forgepriest holds the bridge in the middle while the rest of the warband gives support. Storm as a commander offers fearless to Warmage, Samurai, Dragonmarked and Crow Shaman. Healing and flying are used on the titan and after that she can support with countersong and ranged attacks combined with Silver Fire.
The Warmage, Red Samurai and Storm offer a large amount of autodamage to the warband via spells, fire cones and Silver Fire. Later on Storm can cast fly on the Samurai wich can hunt for opposing tech/commanders. Cursed Spirit is for flanking and helping the opponent fail saves vs. cones and other spells. Greenspawn Sneak is for victory points, of course.
4. g) Golden Protector - 41 - LG Warmage - 42 - LG Spellscale Sorceror - 31 - CG Voice of Battle - 29 - CG Red Hand War Sorceror - 34 - LE - Commander 3 Iron Golem - 61 - LE Ryld Argith - 55 - CE - Commander 8 Lolth's Sting - 7 - CE
Map is Broken Demongate.
The strategy is obvious get map and side and place the Iron Golem on the "good side" near the hall. Moove as fast as you can to get position. All cone / Radius mages stands back while the Iron Golem and the Golden Protector block the way. The spellscale negates 2 deady spells likes radius 4 or cones (Chaos Hammers, Fireball preferred). He should cast Blur on the Golden Protector or work with his Ray of Enfeeblements. The Voice of Battle drops the AC and is within 6 Squares of enemies. Ryld stays in the back and goes for the opponents fliers. The Lolth's Sting is for Tilegrabbing, or for tilegrabber killing.
H. 299pts
Nentyar Hunter 47pts (CG) Cleric of Lathander 29pts (LG) War Troll 69pts (LE) Arcane Ballista 48pts (LG) Zombie White Dragon 37pts (CE) Magma Hurler 33pts (CE) Elf Pyromancer 32pts (CG) Greenspawn Sneak 6pts (LE)
With the Nentyar's CFX this should be able to dish out a lot of damage before the enemy engages. The Zombie White is there to block attackers as they come in, and possibly clear fodder with it's cone breath. The Cleric of Lathander can mw troll, ZWD and Magma. Pyromancer, Cleric and Nentyar are there to operate the Ballista. The War Troll is an efficient front liner as well, can be healed and made immune to fire damage (pyromancer), ZWD can be made resistant to fire or lightning. Sneak is there to grab tiles on round 1. I would use Drow Outpost to try and tie up any land-based >opponents as much as possible.
5.I)
Cleric of Dol Arrah (LG) 45 points Warforged Bodyguard (LG) 32 points Duergar Champion (LE) 33 points Dragonmark Heir of Deneith (LE) 34 points Frenzied Berserker (CG) 52 points Crow Shaman (CG) 26 points Orc Champion (CE) 39 points Redspawn Firebelcher (CE) 39 points
Map: Dragon Graveyard
Strategy: This is a beater warband with a high commander rating and a pair of bodyguards to keep the beaters, commander, and tech (Crow Shaman) in the game for as long as possible. Assuming the band wins map choice (which should happen often due to the commander rating), run straight for the center victory area and take part in an old fashioned slugfest. Bodyguards should be situated to cover multiple pieces at once. Also, if a golden opportunity arises, they should probably attack key pieces, too. The Crow Shaman should generally be throwing out a Snakes Swiftness each turn (unless healing is unquestionably optimal). CoDA's main job is healing and commander rating, though he also has some damage dealing potential.
Specific Strategies - Alternate maps: There is no piece here that can be spared to tile grab. On alternate maps that do not have central victory areas to fight in, if possible, fight on a victory area. If not, do damage FAST to get the edge in points from kills. Multi-Titan army: Swarm the weaker titan. In a single round (with Snakes Swiftness), the beaters in this army can deal nearly 200 damage. This should clear titans quickly. Area effect army: If the army has a lot of area effect damage, the single Protection from Energy won't be enough to stop it all. Spread the army out and fight the breath weapon guys in one on one battles. Each beater here is efficient enough that it should easily beat most breath weapon monsters in a one on one battle. The tech (bodyguards, CoDA, and Shaman) can hold off until the area affect is used or it is optimal to move in.
J)
LG Dragonmarked Heir of Denieth     34 LG Warweaver                               33 CG Gnome Trickster                        27 CG War Weaver                             30 LE Helmed Horror                           45 LE Chraal                                       35 CE Eye of Gruumnsh                       44 CE Blue Slaad                                 50                                                  -----                                                   298 Map Dragondown Grotto
Hoping to make use of this maps zone of death with the War Chanter placing opponents out of command. War Weaver will magic weapon the HH, Slaad, and Chraal... saving dimension hop to keep the Warchanter out of trouble. Trickster will allow the team to advance under cover of sorts. The Heir protects the Warchante r or EoG as needed, with option to make Chraal immune to fire. Slaad hopes for a well placed Chaos Hammer.
6K) Hill Giant Barbarian 78 Orc Warrior 3 Fire Giant Forge Priest 84 Kolbald Miner 3 War Weaver 33 Sacred Watcher 18 Ryld Argith 55(CG) Crow Shaman 26
CE: 81 points LE: 87 points LG: 51 points CG: 81 points
Total: 300 points
Map: I would probaby choose something like Field of Ruin becuase I allows me to fit 2 large bases easily. With the HGB supieror speed he could attempt to flank the other warband with out taking too much damage. Hill Giant Barbarian and Fire Giant Forge Priest take the role of damage output. The FGFP also allows the HGB and Sacred Watcher to have magic damage. Crow Shaman uses cat's grace to bump up AC on the HGB and snake's swiftness on the HGB and FGFP. T he War Weaver also uses snake's swiftness to add to the damage output. Sacred Watcher is a great flanker to improve the HGB attack bonuses and can grab VPs when needed. Ryld is in for his really high initiative bonus and also he has dual commander effects that effect both good side and evil side of your warband. The good allows the Sacred Watcher to have a high attack bonus (which it needs) and the HGB and FGFP get keen, which can really add some damage.
Kolbald Miner and Orc warrior are fillers and VP grabbers.
L)
LG: CoDA (45 - 45) LG: Dragonborn Fighter (30 -75) Fearless due to CoDA (75 in LG) CG: Rikka (31 - 106) Needs good moral save CG: Aspect of Kord (65 - 171)Â Needs good moral save (96 in CG) LE: Justicator (48 - 219) LE: Greenspawn Sneak (6 - 225) (54 in LE) CE: Red Samurai (40 - 265) CE: Githyanki Fighter (35 - 300) (75 in CE) Map: Broken Demon Gate
Strategy: Assuming Broken Demon Gate(prefer to set up on the Evil side), CoDA backs up Kord, Dragonborn Fighter (fearless because of CE of CoDA) guards CoDA. Greenspawn Sneak scouts for early victory points, Rikka can be sent in to bolster him with wayleigh. Githyanki can dimension door in to support Rikka. Lots of fast beaters to take care of most bands. Rikka's job is to kill spellcasters and commanders (and wayleigh the odd greenspawn sneak/warforged scout) 7M)
Vampire Aristocrat (CE, 57) Cursed Spirit (CE, 11) Warpriest of Moradin (LG, 49) Dragonmark Heir of Deneith (LG, 34) Voice of Battle (CG, 29) Wand Expert (CG, 33) Large Green Dragon (LE, 51) Chraal (LE, 35)
Map: Keep of Fallen Kings I (with a high commander rating, I stand a good chance at getting it too)
Strategy The obvious strategy is to use the Voice of Battle to put enemy figures out of command, to use the Chraal's and Large Green Dragon's breath weapons to damage many enemies at once , and to have the Warpriest of Moradin nearby at the time to force morale saves when that happens. With any luck, the Vampire Aristocrat will be in the area when this happens, and failed morale saves (which are more likely when out of command) will cause rapid deaths. The Cursed Spirit lowers the save of an important target, its incorporeality means I should be able to get it into position without having it also affected by the cones.
The Large bases of the Chraal and Dragon mean I should be able to plug up an area, forcing my opponents to bunch up (even if only a little). My hitters are not, admittedly, all that powerful. But, with a Bodyguard, they should be able to last "long enough," and, since my strategy relies on forcing fatal morale saves rather than c hopping through hit points, it stands a chance. That Bodyguard can also be used to keep the Voice of Battle in play long enough to get the Improved Countersong into play frequently enough to drive my opponent nuts.
Admittedly, my bad matchups are against constructs, undead, and other fearless bands. But even against those, I have a wide array of elemental damage (and without Couatls in this challenge , I stand a good chance at being able to get through most resistances with something). Even the Wand Expert will be forcing morale saves as any damage does the trick.
The Vampire Aristocrat, if I don't want to go for auto-deaths, can still shoot magic missiles, and each one of those forces a morale save ( in the right circumstances). So, I have lots and lots of ways of preventing my opponent from being safe, and that's the plan. The Warpriest of Moradin also has several options for dealing damage at a distance , and that's exactly what I'll intend to do.
N)Â
Damien 32 Justice Archon (LG) 49 Warforged Barbarian (CG) 33 Duergar Champion (LE) 36 Zakya Rakshasa (LE) 39 Orc Champion (CE) 38 Ogre Ravager (CE)
Under the able command of: 45 Cleric of Dol Arrah (LG) With the able assistance of: 27 Gnome Trickster (CG)
8 activations, 299 points (77 in LG, 69 in LE, 76 in CG, 77 in CE)
MAP: Dragon Shrine
TACTICS: The basic tactic of this six-hitter band is simplicity itself: The gnome trickster makes everyone invisible, then the hitters move out, base primary targets, and take them out in a wave of carnage and woe.
The six hitters each have their own strengths and weaknesses ; the flexibility of the band is one of its greatest strengths. For example, the Justice Archon is excellent against enemy chaotic hitters (of which there are guaranteed to be some); the Zakya is useful against undead pieces. The Ogre Ravage is a brutal hitter, also efficient against other chaotic pieces, and is a good screener against fire-using creatures like Firebelchers. The Warforged and Orc Champ are both fast moving, hard-hitting punishers.
Preferred targets depend on the opposition. Versus warbands with one or two titans, the pieces might base a titan and quite possibly take it out in one round. Alternatively, against warbands with key "tech" pieces like Warpriest of Moradin/Voice of Battle/Vampire Aristocrat, the hitters can move up and take out critical links in the chain.
Because this band does no elemental damage, Dragon Shrine is the map of choice to help protect against enemy energy-using bands . Dragon Shrine's open central area also allows the many hitters more room to move around and flank.
The Cleric of Dol Arrah's high commander rating means winning map initiative at least as often as not, and gives the hitters a good shot to succeed at any morale saves. It can also help keep hitters going longer with its cure spells, and attempt to dismiss enemy outsider pieces.
The band's greatest weakness is probably bands with very high AC titans and hitters (AC 27+). Against these units, the best tactic is to take out softer support units, then play keep-away for the rest of the match with superior speed (as most high-AC units tend to be slow).
On my map, I can get to and control both victory areas rather easily. If my opponent isn't getting points and I am, he's forced to come to me,
which is perfect for my strategy.
O)
LG - 64 Battle Plate Marshal 43 Dwarf Artificer 21
CG – 57 Halfling Wizard 19 Mephling Pyromancer 38
LE – 78 Duergar Champion 33 Helmed Horror 45
CE – 99 Marilith 73 Doomguard 26
Total = 298
Map = Dragon Shrine
BPM for winning map, side, and inits. Leigon shield the warband, fly and MW the Marilith at the start. Doomguard and BPM CFXs add damage to the Marilith’s bounty of attacks. Use the Marilith’s and HH’s immunities along with the map resists to force the opponent to come to you.
HAS A BYE.
THERE WILL BE A SEPERATE TOP 4 AFTER THE ROUNDS ARE ALL PLAYED OUT. AckEdit: WTF did you do to the tables??? I manually cut the long lines down to more manageable sizes. I have reformatted the whole thing.. hope that was okay..
| | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
| froffenhoffer Sergeant
 702 Posts




 | | 11/28/2006 9:37 AM |
| 1.B 2. C 3. E. 4. H. 5. I 6. K 7. M. 8----- | | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
| jooquase Warrior
 272 Posts




 | | 11/28/2006 9:43 AM |
| | Can someone please line wrap the first post... right now its about 5 screens wide... | | | |
| Autoxdsm Sergeant
 814 Posts



 Myrtle Beach, SC
 | | 11/28/2006 9:50 AM |
| | Yeah wrap them all because K is really long too. | | Champion of the Brainstealer Dragon Desert of Desolation Called Shot: Medium Brown Dragon ***Winner of WBC VIII and XII*** | |
| Soup13 Sneak
 51 Posts



 NL Canada
 | | 11/28/2006 9:56 AM |
| | New to this can those who submited bands vote in the WBC? Or can we vote but abstain from our own matches. Not sure what is cricket in this regard. | | Champion of Mirt the Money Lender
Please make an Epic Obould | |
| jooquase Warrior
 272 Posts




 | | 11/28/2006 10:00 AM |
| 1.B (Kord + 2 bodyguards + balista rules) 2. C (I like the Synergy). 3. F (the Forgepriest will fly arround killing everything but the Horned devil). 4. H (close but I have to go with the Balista) 5. I (Frenzied will take down Grumsh in no time) 6. K (An other close one) 7. M (Just like C, I realy like the Synergy) 8. O will defenetly not loose. | | | |
|  Ack Underboss
 1476 Posts




 | | 11/28/2006 11:05 AM |
| Posted By jooquase on 11/28/2006 9:43 AM Can someone please line wrap the first post... right now its about 5 screens wide...
Your wish is my command.. well, in this specific case cause i hate horizontal scroll bars. remember folks - PHENOMINAL COSMIC POWER
| | Minis... Serious Business Completed Trades (18 ) | Pending Trades (0) Ebay seller to Avoid –Fantasy_Quest_Dist
| |
| froffenhoffer Sergeant
 702 Posts




 | | 11/28/2006 11:40 AM |
| | I tried to wrap as much as possible by self.. but need some pro expertise.. | | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
| Duke of Spoils greyhaze Warlord
 6879 Posts




 | | 11/28/2006 12:13 PM |
| | Sorry, first time reading this, what happens? Do we do anything? Vote?... | | Greyhaze's DDM Spoilers Champion of a Medium Dog & then a Darkenbeast , Raistlin Majere, Nightmare WDQ25/60, Warduke WD60/60, Anti-Champion of Guns, "Knight of Bugbears", and Joke Champion of Venger. Called Shots: Frost Giant in Dangerous Delves. | |
| froffenhoffer Sergeant
 702 Posts




 | | 11/28/2006 12:42 PM |
| | Vote on who you think wins each matchup.. | | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
| SYB Warrior
 328 Posts




 | | 11/28/2006 2:15 PM |
| 1. A - I think warband B will win map, but after that, all the advantage will go to warband A. Flying, invisible beaters will swarm over and shut down the ballista. After the ballista and tech are taken care of, warband A should be able to deal damage faster than warband B can and pull out a victory.
2. C - Warband D is a relatively weak warband. I am reasonably certain that between Rask and the Orc Champion, the Voice of Battle will die quickly, but even with the "trick" gone, warband C will decimate D. NOTE: One of the strategies listed in warband C doesn't work. The warpriest cannot cast Close Wounds on the Voice of Battle, because the voice will be invisible and untargettable by that spell.
3. F - I did a lot of stat checking and comparisons. I was about to give it to E when I noticed one thing: Storm has countersong. As soon as Storm gets near the Horned Devil, the entire strategy for E falls apart. After that, the Fire Giant can just casually rip through Horned Devil.
4. H - Fish in a barrel. The slow moving iron golem will get pounded on by the ballista, troll, and nentyar hunter for AT LEAST two rounds before getting into combat.
5. I - Warband I is almost assured to win map (big difference in commander ratings). After that, warband J has too many squishy bits to protect from the various beaters in warband I. The Chraal is especially vulnerable, since it will be tied to either a squishy commander (War Chanter) or a low AC commander (Eye of Gruumsh). NOTE: The CG War Weaver listed at 30 points is obviously a War Chanter (according to strategy).
6. L - Barely. Just barely. Initiative ratings are almost identical and map choices aren't particularly one sided for either warband. Warband K has the better beaters, but L has better synergy and should get activation advantage early and keep it. I think the generally high ACs in L will shut down the Hill Giant enough to make K a one titan warband for all intents and purposes. Then I think the low commander rating of K (for morale save purposes) will catch up to K and make the final difference. NOTE: Ryld's commander effect only affects HUMANOIDS, so it won't affect the HGB, FGFP, or Sacred Watcher.
7. N - Ironically, the map warband N chose helps warband M more than it helps N. But, since you don't have to choose your own map, N should have a minor advantage due to a slightly higher initiative. Map choices aside, the invisible beaters should slaughter the Voice of Battle or Vampire before the combo works. In fact, warband N's strategy SPECIFICALLY mentions the Warpriest/Voice/Vampire combo. If it is mentioned in the strategy, it has clearly been factored into warband play and will beat the combo. That alone makes me give it to N.
8. O - Wish every match was this easy to predict.
-SYB
P.S. - I am assuming that a vote for the match my team is in will be ignored, so I am voting on that match rather than bowing out of voting on it. | | | |
| Damien the Bloodfeaster Sergeant
 885 Posts



 Portland, OR
 | | 11/28/2006 2:17 PM |
| | An interesting collection. I'll vote a bit later tonight, probably, but in the meantime, a couple comments...
1. It's amusing to note how many people (including myself) thought they'd likely win lots of initiatives with a good commander. Looks like most or all warbands have commander 6 or above, so the playing field is relatively even.
2. Likewise, it's interesting how some people focused on clearing out fodder; as it turns out, there's relatively little fodder due to the format, and most of that is in the form of independent tile grabbers or tech/support.
BTW is there a reason why my warband is the only one whose builder is named? Is it a "defending champion" kind of thing? | | | |
| SYB Warrior
 328 Posts




 | | 11/28/2006 2:42 PM |
| I'm guessing your name got left in by accident because you put it before your warband (sorta looks like a title) rather than after your warband.
-SYB | | | |
|  Faragdar the Wise Commander
 3523 Posts



 Albuquerque, NM, USA
 | | 11/28/2006 2:47 PM |
| Looks like J has a typo - 2nd "War Weaver" should probably be War Chanter, based on faction and point cost.
b, c, e, h, i, k, n | | "Before God we are all equally wise - and equally foolish." - Albert Einstein Champion of Myopic Half-Orcs Winner, WBC X | |
|  Vrecknidj Warlord
 10445 Posts


 United States
 | | 11/28/2006 2:51 PM |
| Wow, this was hard to do--playing with such odd faction requirements really changes things.
1 A 2 D 3 F 4 H 5 I 6 K 7 M 8 O (obviously)
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! | |
| Damien the Bloodfeaster Sergeant
 885 Posts



 Portland, OR
 | | 11/28/2006 3:36 PM |
| Posted By SYB on 11/28/2006 2:42 PM I'm guessing your name got left in by accident because you put it before your warband (sorta looks like a title) rather than after your warband.
-SYB
...that's the odd thing, Syb--I didn't have it like that in my submission. My name was in the title of the email, nowhere near the top of the warband itself.
But maybe he put it there when organizing the fest, and forgot to remove it. *shrug* | | | |
| HidesFromHurricanes Warrior
 289 Posts




 | | 11/28/2006 4:13 PM |
| 1 A. Invisibility and size neutralize the ballista 2 C. Orcs are nice theme, but synergy better in the other band 3 E. Horned Devil should beat the Fire Priest with the help of ZWD 4 H. but should be a close game 5 I. Fearless beater negates the chanter, too much tech in J 6 L. another close game 7 N. but really probably comes down to map initiative 8 O
| | Champion of Savage Bard (Unearthed Arcana: Bard Variant) Bloodwars Called shot (vindicated) Demonic Gnoll Adept/Priestess Old Jagermonster Saying: Any Plan vere you luz your hat iz a BAD Plan. | |
| Sirohk Commander
 3930 Posts



 USA
 | | 11/28/2006 4:59 PM |
| Here's my votes.Â
1.  B 2. D 3.  F 4.  H 5.  I 6. K 7. N 8. O (bye)
Cheers.Â
 
| | Sirohk, the Bard of Heartstone Knight of the Rahshasa's And Crusader of the Zakya, Ak'chazar, Naztharune, and Naityan Rakshasa's | |
| Autoxdsm Sergeant
 814 Posts



 Myrtle Beach, SC
 | | 11/28/2006 5:26 PM |
| 1. A 2. C 3. F 4. H 5. I 6. - 7. N
Good warbands guys. Keep it up. | | Champion of the Brainstealer Dragon Desert of Desolation Called Shot: Medium Brown Dragon ***Winner of WBC VIII and XII*** | |
| Damien the Bloodfeaster Sergeant
 885 Posts



 Portland, OR
 | | 11/28/2006 11:14 PM |
| 1. A An interesting combat. Warband A has 3-1/2 solid hitters (I count the Xen'drik as half, since once it's based and in melee its threat decreases). Obould does allow an alpha strike, and he's fast enough to keep up. On the other hand we have a warband with one titan and one major ranged threat, and lots of buffing. I suspect that even with the bodyguards, though, Kord will fall fairly swiftly to the combined forces of A, and after that the Ballista and the rest is not enough to hold warband A at bay.
2. C Warband D gets snaps for being the only warband to stick true to a theme, but when the initiatives are rolled and the battle begins, it's the more effective warband that shall likely prevail, and in this case that's warband C. The orcs have no real effective defense against the Balor/Trickster/VOB/Moradin combo, other than to take the Voice out quickly, and while they're busy doing that, the War Troll and Balor will be removing orc hitters with great efficiency.
3. F This is ultimately a battle between two titans - the Horned Devil vs. the Fire Giant Forgepriest. In the war of the supporting pieces, the FGFP band gets the nod thanks to Storm, a durable commander with Countersong to prune away the Devil's whirlwind attack. If the medic and Dragonmark Heir get close enough to do their thing, they are likely to be in the range of the cones of the Elf Warmage and Red Samurai. Having a Crow Shaman able to do repeated snake's swiftness spells is another significant factor in warband F's favor.
4. H This warband is crippled by the slow speed of its primary hitter/titan/protector, the Iron Golem. By the time it reaches the enemy, it will be significantly softened up. And squatting on a victory area will not be enough to ensure victory points fast enough before being slaughtered by ranged attacks.
5. I Warband J has a couple major weaknesses: the Blue Slaad is out of command, and the Chraal must be tied to a weak/easily damaged commander. The Eye is a solid hitter, as is the Helmed Horror, but the former's AC is too low, and the latter does not do enough damage, to make enough of a difference. Warband I meanwhile has four solid hitters/damagers, enough to close with whichever commander is controlling the Chraal and take it out (or take out the Chraal directly with fire-belching. They can avoid the chaos hammer by leading with chaotic beaters (three of the four hitters are chaotic, and the only lawful one is the slowest of the four anyway).
6. K Warband L has lots of hitters, but several of them are inefficient (slow Dragonborn Fighter, mediocre Githyanki Fighter) or have a crucial weakness (low save of Rikka). Also, its strategy calls for splitting up its forces, which the pilot of warband K would dearly love. The HGB and FGFP should have no problem dealing with L piecemeal.
7. N Gee, what a shock! :-) As was previously noted by another voter, a warband build like M is specifically addressed in the tactics of warband N--that is to say, the many hitters of N should have no problem closing with M and taking out the Voice of Battle, Warpriest, and/or the Vamp Aristocrat. Warband M has an ironic dilemma: if they make the VOB invisible, it can't be healed by the Warpriest's close wounds spell, but if it is visible it becomes that much easier to kill. Band N's morale saves are good enough with the CODA to afford making a couple if it means taking out the crucial support--especially if the commander controlling the Chraal can be eliminated. Once the trick has been neutralized, warband M doesn't have enough beef to stand up to N for long.
8. O Enjoy your bye, warband O! Look forward to seeing you in action next round.... | | | |
| Low Key Underboss
 1231 Posts




 | | 11/28/2006 11:43 PM |
| 1. A - The Tactic's-like ability Obould has is the key to the match. In CE he doesnt have followers that hit reliable enough., but between Tordek, Duergar and Helmed Horror the Alpha-strike is very reliable. The titan should go down in a round or two with charges + alpha strike. The Invisibility sphere adds protection from the Arcvane Ballista.
2. C - Usually gimmicks like this wont hold out in a real match, but against a Wardrummer-less Orc horde the morale saves are a killer. The horde has no realy way of dealing with both Balor and War Troll.
3. Abstain.
4. H - Lack of any real synergy in the opposing warband helps this alot. The lone Bodyguardless Iron Golem should go down pretty fast when the Ballista and War Troll concentrate all fire to it. After that the opposing warband will fall apart.
5. I - Very similar warbands, but I has better tech, commanders, beaters and verstaility.
6. K - The daul Giants ware brutal against L. Alot of inefficent beaters just wont hold out against the 30-40 damage K will do with each attack.
7. N - Gimmick warband versus a well designed penta-beater. N should be able to mop the floor with the few melee units M has.
8. O - Who would have guessed?  | | Champion of the Sarrukh | |
| Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 11/29/2006 12:17 AM |
| 1.A) Invisible Beaters with tactics are too strong here. 2.C) the Horde will fail morale saves... 3.E) Whirlwinding Reach 4 is a blast 4.G) With Ryld g will win map ini taking the Outpost. The Iron Golem has lots of nice cover spots giving him enough AC to live long enough to cover the mages. Once they are in reach the Cones, Lines, Breath Weapaons, Radius 4 will hurt the opponent. 5.I) Pure power wins this match 6.L) Rikka is the key here. If played right she can rout or kill the SHaman before he get's his deadly Snakes of. 7.N) M lacks the damage that N packs | | My Haves and wants: http://www.maxminis.com/hw_list.asp?user=Janos_M.
Champion of Elan Psions
Proud Owner of the "Aura of cursed dice" | |
| Soup13 Sneak
 51 Posts



 NL Canada
 | | 11/29/2006 5:48 AM |
| 1) Abstain 2) C: Balor and War Troll will beat up the orc's 3) F: FGFP is the better beater and has better support 4) H: Balista vs Golem .... Balista wins 5) I: close but giving it to I 6) L: the Justicators smite Chaos makes the difference here 7) N: warband M depneds to much on the voice and the warpriest
O | | Champion of Mirt the Money Lender
Please make an Epic Obould | |
| Autoxdsm Sergeant
 814 Posts



 Myrtle Beach, SC
 | | 11/29/2006 6:11 AM |
| 6.L) Rikka is the key here. If played right she can rout or kill the SHaman before he get's his deadly Snakes of.
It still has War Weaver to throw around some Snakes Swiftness. | | Champion of the Brainstealer Dragon Desert of Desolation Called Shot: Medium Brown Dragon ***Winner of WBC VIII and XII*** | |
| Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 11/29/2006 6:36 AM |
| | yeah only 2 compared to the 9 of the Shaman... | | My Haves and wants: http://www.maxminis.com/hw_list.asp?user=Janos_M.
Champion of Elan Psions
Proud Owner of the "Aura of cursed dice" | |
| Raland Sergeant
 916 Posts




 | | 11/29/2006 6:48 AM |
| 1.   A 2.   C
3.   F
4.   H
5.   J
6.   K
7.   N | | Champion of the Kender ckissee - "providing TPK's since 2007" Albert Einstein never once said that if the bees disappeared, "man would have only four years of life left" but the theory is a scary prospect. | |
| Duke of Spoils greyhaze Warlord
 6879 Posts




 | | 11/29/2006 7:42 AM |
| 1. B (Kord + 2 bodyguards + ballista very nice support) 2. C (Nice combo with voice, cleric and balor) 3. E (Considering I defeated a FGFP + Marilith with Invisibility and Horned Devil at the prerelease without the benefit of the Brass Sam, I'm going with E). 4. H (yay Ballista) 5. I (Beaters, lots of em) 6. L (Slightly better activations beater-wise) 7. M (N has low ACs and some "low" BABs and is affected heavily by the combo of M) 8. O (well played O... well played...) | | Greyhaze's DDM Spoilers Champion of a Medium Dog & then a Darkenbeast , Raistlin Majere, Nightmare WDQ25/60, Warduke WD60/60, Anti-Champion of Guns, "Knight of Bugbears", and Joke Champion of Venger. Called Shots: Frost Giant in Dangerous Delves. | |
| tundrin Sergeant
 419 Posts



 Randolph, NJ
 | | 11/29/2006 5:17 PM |
| | votes:
1 B
2 abstain
3 F
4 H
5 I
6 K
7 N | | Champs 2007 Top 16, Team Amish Class of 2007 Seeking Northern NJ DDM'ers - "There can be only one" (I hope not) Champion of the Doppleganger | |
| Soup13 Sneak
 51 Posts



 NL Canada
 | | 12/01/2006 10:48 AM |
| | Umm when does this round close ???? | | Champion of Mirt the Money Lender
Please make an Epic Obould | |
| Damien the Bloodfeaster Sergeant
 885 Posts



 Portland, OR
 | | 12/01/2006 1:35 PM |
| | I'm guessing Sunday...could be wrong though.
I believe we've had 14 people vote, which is all but two of the participants (since froff also voted, and presumably is not participating in his own WBC). It would be nice to see some non-participants vote... I also hope that as people get knocked out, they'll continue to support the WBC by voting.
BTW is this single elimination, or double elimination like the last Challenge? | | | |
| froffenhoffer Sergeant
 702 Posts




 | | 12/01/2006 2:20 PM |
| | Single elimination16-8-4-2-1, and round closes monday morning(very very early us time, like 1:Am, and pairings up monday tuesday night, though the pairings are explanitory themselves, its not randomised parings no more winner ab v winner cd etc. | | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
| froffenhoffer Sergeant
 702 Posts




 | | 12/03/2006 6:29 AM |
| | *CLOSING IN 7 HOURS*! | | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
|  Vrecknidj Warlord
 10445 Posts


 United States
 | | froffenhoffer Sergeant
 702 Posts




 | | 12/03/2006 1:44 PM |
| | CLOSED!!! NEw pairings going up asap. | | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
| froffenhoffer Sergeant
 702 Posts




 | | 12/03/2006 1:58 PM |
| BANDS through to round 2: A C F H I K N O(suprise ) | | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
|  Vrecknidj Warlord
 10445 Posts


 United States
 | |  Faragdar the Wise Commander
 3523 Posts



 Albuquerque, NM, USA
 | | 12/03/2006 7:08 PM |
| | Poo. My orcs got trashed. No surprise. I only noticed the WBC at the last minute, so I decided on a theme to throw something together quickly, rather than looking for clever cross-faction synergy, like the folks who made it to round 2. | | "Before God we are all equally wise - and equally foolish." - Albert Einstein Champion of Myopic Half-Orcs Winner, WBC X | |
| froffenhoffer Sergeant
 702 Posts




 | | 12/03/2006 11:35 PM |
| | Yeah.... I dont think themes were amazing, gnome trickster was where its at. | | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
| Low Key Underboss
 1231 Posts




 | | 12/03/2006 11:59 PM |
| | Got through, huh? Great! | | Champion of the Sarrukh | |
| Duke of Spoils greyhaze Warlord
 6879 Posts




 | | 12/04/2006 6:43 AM |
| I think I just got lucky in my pairing, ballista vs iron golem... time to get crushed... good thing this doesn't affect our ranking eh? 
uhm, I just realized that my post might of come off jerky. From "time to get crushed" to the end of the above, I was refering to myself. As in I'm gonna get crushed, I'm glad it doesn't affect my ranking. cheerio. | | Greyhaze's DDM Spoilers Champion of a Medium Dog & then a Darkenbeast , Raistlin Majere, Nightmare WDQ25/60, Warduke WD60/60, Anti-Champion of Guns, "Knight of Bugbears", and Joke Champion of Venger. Called Shots: Frost Giant in Dangerous Delves. | |
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