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Autoxdsm Sergeant
 814 Posts



 Myrtle Beach, SC
 | | 01/08/2007 9:00 AM |
| Ok, the Round One pairings are up. All you have to do is vote on which warband you think would win the match. Simple! Anyone on the site can vote not just the ones that entered.Â
Match 1: A. crow shaman 26 duergar champ 33 elf warrior 4 fire giant forge priest 84 green spawn sneak 6 healer 12 inspiring marshal 29 map: mushroom cavern
strategy is use crow shaman to beef up ac on giant and doogie, maybe marshal and elf warrior (mainly for ranged bonus). sneak for victory area points, blue can have a chance for 5 damage each turn for support from the back, fire giant moves into battle and gets SS from crow shammy, duergar finds a way to fit into the battle, possibly going around to opponents back lines. healer stands next to FGFP and heals. Elf warrior might move away to shoot at their victory area fodder, possibly with blue as well. marshal GMA is ussed at critical time to get the 2 hitters into the right spot to kill, and with melee reach 2 and cleave with a 30 damage attack on FGFP you can get into some nice spots. Crow shammy w/ FGFP should be near 90 damage a round and if he cleaves on his turn and on shammy's turn that would be 150 damage a round, then doogie as a back up hitter means massive damage output. Chastise spirits can be used on SWarm.
B. Aspect of Kord Bugbear Couatl Dragonmark Heir Eberk, Adventurer Frost Dwarf Gnome Trickster 200pts, 7 activations Map: Dragon Graveyard
Pretty basic strategy: Use the Heir to give Kord whatever resistance is appropriate, have the Trickster Invis the whole band, have Kord beat on things with the help of SS from Couatl and Gnome. The dwarfs are around as a little surprise for any undead that show up. Not happy with the lack of a commander other than the Couatl, but Clerics also begin with a C so will have to make the best of it without one. Hopefully the dual SS will win the day.
Match 2: C. Fiendish Dire Weasel Goblin Skirmisher Half Orc Paladin Inspiring Marshal Justice Archon Kolbald Miner Lidda, Halfing Rogue Marilith Dragonshrine TempleThe Archon and Marilith are my main Beaters. Paired with the HOP they do a good amount of damage. With the GMA I make sure to get a full 6 swings of. Lidda can shoot at some fodder pieces. The Kobold and Goblin should get Tile points or stay on energy areas if I get my map. The best targets for the Marilith are DHoD, commander with equal to or lower then 60 HP and some low HP Beaters with bad morale saves, like OC without Drummer. When she has ended there lives she can assist the HOP and Justice Archon bringing down the the last thread.
D. (A)zer Raider (B)rass Samurai (C)ursed Spirit (D)uergar Champion (E)lf Speargard (F)iendish Snake (G)reenspawn Sneak (H)ill Giant Barbarian 200 Pts, 8 Activations Map: Dragon Graveyard
Theory: Giving the HGB and Duergar multiple swings per turn at their higher attack bonus is intended to increase damage output. Brass Samurai can shoot fire accross the Azer Raider without incinerating him, he's also a nice shield if the opponent is using fire. Elf Speargard has Melee reach 2 to take advantage of the Whirlwind and also hits for 10 if he's lucky enough to connect. Greenspawn is for early tiles and late for flanking. Cursed Spirit is to flank any potential morale saving creatures to get them to flee early.
Match 3. E. Inspiring marshal 29 Jozan cleric of pelor 4 Kobold miner 3 Large fang dragon 42 Maralith 73 Nothic 10 Orc champion 39 Playing on mushroom tangle. Strategy: move into position over the first few turns, then use inspiring marshall to set up a devestating maralith, OC and Fang Dragon attack.
F. Orc Champion 39 Nebin, Gnome Illusionist 18 Marilith 73 Lidda, Adventurer 9 Krusk, Half-orc Barbarian 16 Jozan, Cleric of Pelor 4 Inspiring Marshall 29 Half-orc Barbarian 12
Field of Ruin
I couldn't resist teaming the Marilith with the Inspiring Marshall in this format. With GMA, enhanced mobility and melee reach 2, she can potentially unload with all six attacks on any target within 12 squares of her (including invisible targets--blindsight). Use that threat to shape the battlefield and GMA to decimate your enemy's biggest threat(s). The Orc Champion and two Half-orc Barbarians make highly mobile and brutal hitters to team with her for flanking and extra damage on the biggest targets. Between GMA and brute force, this band should dominate the melee. Nebin has magic weapon and blur to enhance the hitters as needed. Lidda and Jozan effectively fill letter gaps, but the sneak attack and healing could still matter. I chose Field of Ruin because it gives reasonable cover vs. ranged attackers while giving plenty of room to maneuver and flank and plenty of line of sight to also keep the band under command.
Match 4. G. Crow Shaman 26pts Dragonmark Heir of House Deneith 34pts Eberk, Adventurer 16pts Fire Giant Forgepriest 84pts Greenspawn Sneak 6pts Hunting Hyena 5pts Inspiring Marshal 29pts It's a Titan Build for Drow Outpost. Crow Shaman can cat's grace the FGFP and snake swiftness it all day long. Inspiring Marshal can help ensure that engaged enemies do not leave (+3 to hit vs AoO), Grant Move Action to secure the center and two swings on engagement, the CMD rating of 4 is ok, but not great, with Eberk granting +1 to save that's still only a save of 10+1+4 = 15. Cat's Grace and divine protection together give the FGFP AC26. Hunting Hyena is for flanking and fodder hunting with Sneak. Sneak is for tile grabbing. Dragonmark acts as a secondary hitter and gives FGFP immunity to it's major weakness.
H. Couatl, 42p Dragonmark Heir of Deneith, 34p Elf Warrior, 4p Fire Giant Forgepriest, 84p Greenspawn Sneak, 6p Half-Orc Fighter, 21p Ialdabode, Human Psion, 5p Jozan, Cleric of Pelor, 4p 200p/ Drow Outpost
A traditional Titan/Bodyguard/Coutal band with a minor twist; three attacks from the titan. And with the Dragonmark, Couatl and the innate fire immunity, the Forgepriest is nearly impervious to all elemental damage. Forgepriest tries to hold the bridge when facing other melee bands. Against ranged warbands it will try to destroy the ranged threats first, then moving onto other targets.
Couatl is primarily for the Snakes Swiftness, but is also used for healing the bodyguard/giant, applying direct damage via spells if it can rout or kill an enemy and grounding flying opponents. Since most of the fodder has either ranged attacks or spells they stay behind the main force, trying to keep the activation advantage. However, if needed they will block ranged attacks. Greenspawn Sneak scouts to get first turn VPs.
Match 5. I. Duergar Champ 33 Efreeti 75 Helmed Horror 120 Gnome trickster 147 Inspiring marshal 176 Jozan 180 Kobold miner 183 Formion warrior 199 Goes for entry B. Map: Blood Dungeon.
The map is nice and open for my 3 beaters, as well as there being a sacred circle for the horror nf the Efreeti. tactics: Normal tri-beater band. Gnome trickster sends the lot of them invisible (though against some bands, the formian will stay seeable for his ability to block spells with his immunities and his fast pace. The beaters will try to surround the oponents "central piece" using the IM's GMA, and the rickster can dish out some damage while flanking, so in a pinch can be a reserve beater. Lategame Formion/Jozan gets tilepoints.
J. Storm Silverhand 57 Slayer of Domiel 46 Salamander 31 Shadow Dancer 28 Sacred Watcher 18 Steelheart Archer 15 Skeleton 4 199/7
Map Dragondown Grotto
This band is not that different from current CG bands. Storm gives fearless via CFX to Slayer, Shadow and Steelheart Sacred Watcher is already fearless. With Map init, set up on left - Dancer at the bottom all others at top, advance to firing points with Storm and Steel, SWatcher flies out to central victory area to draw enemy fire / spells - make them come to you. When they do close, Salamander is front hitter, Slayer and Dancer try to set up flank with sacred watcher coming back if needed. Try to coordinate damage / silver fire to let Slayer get maximum points out of her first kill. On other maps, advance behind Salamander and Sacred Watcher, use Shadow's jumps to help set up a flank with her and Slayer.
Match 6. K. Crow Shaman Dragonmark Heir of Denieth Elf Warrior Fire Giant Forgepriest Greenspawn Sneak Healer Inspiring Marshal Jozan, Cleric of Pelor 199 points Map: Drow Outpost Strategy: Use GMA (if needed) to get the Fire Giant up to the choke point on the bridge. Dragonmark Heir will make the Fire Giant immune to Cold, as well as provide his nice bodyguard ability and potentially moving to provide a cover bonus as well. Crow Shaman can buff the AC of the Forgepriest and give extra attacks from Snake's Swiftness. Healer will be able to use heals to keep the Fire Giant and the Dragonmark in the game a little longer. Jozan also has a small heal that may help. Greenspawn sneak is a tile grabber. Elf warrior can be used to plink from range, but more than likely will end up being a road bump somewhere. The Forgepriest will be getting extra attacks form the Crow Shaman as well as an improved AC of 25 due to Cat's Grace, or 29 if you can position Jozan/Elf Warrior to provide cover from reach or ranged attacks.
L. Dark Moon Monk 15 Efreet 42 Frenzied Berserker 52 Greenspawn Sneak 6 Helmed Horror 45 Inspiring Marshal 29 Jozan, Cleric of Pelor 4 Kobold Soldier 6 199/8
Chose the Frostfell Rift for my map. Provides some good LoS for the Efreet and HH without leaving me vulnerable to first turn devastation and offers nice AoO chances if the Efreet can engage smaller pieces and slide them past the HH or FB. Dark Moon Monk provides much needed magic weapons first to the Helmed Horror and then the Efreet and then goes after tile grabbers/provides flanks as needed. True Strike can be quite useful with eliminating/routing an invisible/concealed enemy tile grabber, especially paired with the stunning attack. The Efreeti looks to avoid engagemant for the first few rounds and get as many spells off as possible. Frenzied Berserker does what she does best. Greenspawn sneak finds a nice corner to hide in and pays for himself exponentially. Helmed Horror snipes with his Ranged attack until, hopefully, the Inspiring Marshal GMAs him, the Efreet and the FB into full attack positions. Jozan was my only option left at the letter J and neutralizes a round of burnout on the FB, tries to get in a cheap stun and probably gets eaten soon by something foul. Last and definitelt least, the Kobold Soldier packs a nice 20 AC and Magic Damage into his 6 point package and slowly but inexorably hunts fodder.
Match 7. M. Orog Warlord Orc Raider (Minion) Orc Warrior (Minion) Orc Champion Ogre Ravager Orc Wardrummer Orc Druid Ophidian Map Hailspike TowerOrc Raider is to be my victory point grabber, teleporter blocker, and or a flanker for the poor hitting Ravager as needed. Ideally try to protect the Orog and control teleporters as best able. Look for openings to opposing commanders, and consider intimidating drumbeat at the end of the first engagment round, when a key opposing peice is threatened.
N. Quaggoth Slave 10 Regdar, Human Fighter 6 Skeletal Legionnaire 4 Tordek, Dwarf Champion 59 Urthok the Vicious 34 Vlaakith 79 Wolf 5 Xeph Warrior 3 Map: Keep of Fallen Kings I I figure commander 5 ought to get me my map often enough. The strategy is to get to the central victory areas and hold my own while preventing my opponent from holding his. With Urthok and Vlaakith near Tordek, Tordek is a monster. Additionally, the Quaggoth Slave becomes a terrifying prospect against paralyzed foes. The early fireball could help reduce my opponent's VA grabbers, and the near-guarantee of 30-damage from the disintegrate means I can whittle a titan down to size before Tordek engages.
Match 8. O. 048 Justicator 003 Kobold Miner 004 Lidda, Halfling Rogue 003 Man-at-Arms 018 Nebin, Gnome Illusionist 019 Orc Wardrummer 105 Pit Fiend (commander Map: King's Road 200 points, 7 activations Tactics: The Pit Fiend and the Justicator can do 40 points damage each on a full attack (including the Pit Fiend's commander effect for the Justicator); with their very high attack rolls, they should be able to lay a hurting on just about any enemy, even with cover from the forest terrain, while their own armor classes are substantially improved, and their movement is unimpeded thanks to flight. Nebin is there to cast blur on the Pit Fiend and Justicator (in that order), then follow up with his acid arrow. The Kobold Miner is a first-round tile grabber to buy the rest of the warband time to move up onto the shared victory area. Lidda and the Man-at-arms are basically filler, but can be used to take on enemy tile grabbers or provide flanking if the battle goes on long enough for them to move into position. The Wardrummer does what he does best--boosting the saves of his allies, or lowering enemy morale saves at a critical moment. The Pit Fiend can soften up the opponent in early rounds with fireballs unless that opponent is extremely careful to avoid line of sight opportunities. They can also be used later at point blank, even if based thanks to cover from the forest. Should this warband lose map initiative, having the two titan hitters as flying threats means they can bypass pits on maps like Drow Outpost, or bottlenecks like in Mithril Mines, and get to the softer underbelly of an opponent's warband.
P. Marut -Â Â 74 Marilith - 73 Mind Flayer - 35 Mialee, Elf Wizard - 6 Man at Arms x3 - 3(9 total) Mongrelfolk - 3
Map: Hellspike
Strategy: This warband has two solid beaters that both have blindsight, DR 5, and spell resistance. On Hellspike, the blindsight should give them a solid edge, allowing them to use their melee reach 2, even while in smoke. In general, the strategy will be for Mialee to give magic weapon to the Marut and to lead with whichever titan is best suited for standing in front. Thus, against fire damage or lightning damage, Marilith should lead the charge. Against someone trying to do morale tricks (Orc Wardrummer, Mind Flayer, Purple Dragon Knight as an example), lead with the Marut. The Mind Flayer can send his cone through the Marut safely and every effort should be made to use a stun cone every round. Also, the M@A and Mongrelfolk can be used as cone aiming points and should be (having little other use). One M@A or mongrelfolk can get first turn tile points if correctly placed in the 2x2 starting area, and this should be attempted if possible.
Specific Strategies: Archmage: It is possible for there to be a commander 7 Archmage band. SR will help a lot here, but even one sword could spell doom for the Marut. Best strategy here is to focus on the support and only waste time with the AM if he becomes a "reasonable" target. Letter C: The only titan at C is Centaur Warhulk. Still a Centaur Warhulk with a Crow Shaman, Couatl, and Cleric of Dol Arrah (most likely on Drow Outpost) is fierce. Be VERY wary of the whirlwind and charge and try to flank the Warhulk to take out the back field as quickly as possible. Dual Titan: There are a number of possibilities (AoM & AoK, FGFP & AoK, HGB & HGC, etc.). Stun cone is the difference in these battles. Try to get it off on both titans. In general, one should fail a save, and that should swing the battle. | | Champion of the Brainstealer Dragon Desert of Desolation Called Shot: Medium Brown Dragon ***Winner of WBC VIII and XII*** | |
| Duke of Spoils greyhaze Warlord
 7715 Posts




 | | 01/08/2007 10:33 AM |
| 1. A (kind of the same, titan with support and bodyguard; I think Kord might miss occassionally, while FGFP won't and has doogie support and healer, while Kord will be immune fire more than likely; I think it'll be close, but the FGFP will win)
2. C (kind of the same again, multi-attacking titans; Marilith vs Hill Giant. Marilith will dish out 90 dmg while HGB will dish out 70 max. Just a bad match up for the Giant and doogie - which faces the Archon.)
3. E (what're the odds, even matchups all around. Okay Marilith, OC + LFD vs Marilith, OC, nebbin... since mariliths have Blind Sight the conceal 6 may not help much at all.)
4. G (odd another almost even matchup. I sense this is on purpose. Crow Shaman, Dragonmark + FGFP vs Couatl, Dragonmark + FGFP. I know that G is my warband, Dragonmark kills the +10 fire damage on itself as FGFP is immune and snake swiftness from both ends up the same. SO, let's look beyond the titans. The Couatl is actually a threat but risks losing if does anything other than SS, while the Inspiring Marshal is a better commander, and Eberk lends a boost to the titan in saves and AC. It's a very close match up, so I'm gonna go with G, as the FGFP will have a better chance to save vs it's Morale check.)
5. I (Slayer, Salamander, Shadowdancer + Watcher vs Doogie, Efreet, HH + Trickster. I gotta go with Doogie's team. Unblockable, invisible commander with GMA and a HH flier to tag the enemy commander - ouch, storm's no push over, but HH's a brute)
6. K (FGFP, Crow Shaman, Dragonmark + Healer vs Efreet, Frenzied, HH + Marshal. Immunity to fire really hurts the HH and Efreet.)
7. N (Orog, OC, Ravager, Wardrummer + Druid vs Tordek, Urthok + Vlaakith. Orog is a good commander/beater, low saves on OC and Ravager are boosted by Wardrummer, but Tordek and Vlaakith are beasts. I'm gonna have to say that with blockers being what they are, it will end up being a melee fight and the SS won't help vs Tordek's AC26 vs the Ravager, so the first target will be the OC.)
8. P (Pit Fiend, Justicator, Wardrummer + Nebbin vs Marut, Marilith, Mind Flayer. Marilith/Marut ruins the conceal 6 and fireballs of the pit fiend. Interesting that the Wardrummer and Mind Flayer cancel each other out, so it'll be a race to see who morale checks first. The Pit Fiend has to fight in this one which means that both Pit Fiend and Justicator will be facing stuns every round - not to mention brutal melee combat. Flight helps keep away from the two land-based hitters, but they'll inevitably have to fight or lose on VPs. If I were P, I would've put in a Maug instead of Marilith for stun immunity. ) | | 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. | |
| Raland Sergeant
 924 Posts




 | | 01/08/2007 10:39 AM |
| 1.) Â A
2.)Â D
3.)Â E
4.)Â G
5.)Â J
6.)Â K
7.)Â M
8.)Â P
Love all the Forgepriests, Maraliths, and Inspiring Marshalls. | | 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. | |
|  Vrecknidj Warlord
 10493 Posts


 United States
 | | 01/08/2007 11:04 AM |
| 1. B (the Dragonmark makes the difference) 2. D (HGB hits Marilith just a little too hard) 3. E (this would be a fun one to watch) 4. H (Couatl outperforms Crow Shaman, GMA isn't enough to make up the difference) 5. J (Slayer gets somebody and pays for herself) 6. K (Fire immunity cripples opponent) 7. N (Vlaakith softens up the horde before Tordek finishes them off) 8. P (Marut + Marilith is a tough combo)
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! | |
| froffenhoffer Sergeant
 702 Posts




 | | 01/08/2007 11:46 AM |
| A. God old korducopia.. C. Marilth is sooo broken. E. Nebin is useless with maritliths blindsight. H. Coautl is just awesome... I. Invisible powns on the slayer, and horror is too tough for the dancer.. K. Not even close.. N Gotta love the power melee and ranged threats... P. I woud say marilith is not good without a damae boostingCFX, but I think the immune fire and evilness swings it her way v pit fiend..
| | Champion of Wildshaped druid in with natural spell!
Thus said froffenhoffer
The Official through the heart, and im to blame archer. | |
| Damien the Bloodfeaster Sergeant
 885 Posts



 Portland, OR
 | | 01/08/2007 1:38 PM |
| 1. A Fairly even match, but A has a better first-turn tile grabber, and B has a commander rating of 0, so is much more likely to fail a crucial morale save, not to mention initiative checks.
2. C One of several IM + Marilith bands in this WBC. The Justice Archon trumps the Hill Giant Barbarian, so between it and the Marilith it should go down very fast. After that it's just a mopping-up exercise.
3. E Another fairly even matchup, but I give the nod to E because I think the Large Fang Dragon has slightly more muscle to bring to bear than the two half-orcs of warband F.
4. G Fairly similar bands. I give the nod to G because I think the Inspiring Marshal's GMA will allow band G to do enough initial damage to tip the balance.
5. I The combination of Inspiring Marshal and Gnome Trickster is powerful, and J doesn't have enough muscle to effectively resist it.
6. K In this case L's lack of a map for its warband is the deciding factor. K has a distinct advantage on Drow Outpost, despite L's fliers. On a more open map I might have given the nod to L. Never forget: your map selection is part of your warband!!
7. N Going with this because I think N simply has better odds of hitting and damaging M than vice versa, thanks to its relatively higher armor class.
8. O An interesting matchup. On King's Road, O has a decisive advantage, both in terms of mobility and armor class versus attack rates. On the Hellspike map, P's blindsight gives it an advantage over O. I finally gave the nod to O because the Wardrummer effectively negates the stun blast and save penalty for the titans, and I think O's advantage on its map is stronger than P's when using its map. | | | |
| Nate_666 Sergeant
 801 Posts



 Midwest
 | | 01/08/2007 3:22 PM |
| Â Â Â A. Â higher commander rating, duergar
for support hitter, even with the heir the kord has a little less HP then FGFP,
kord has 50/50 on MC C. ArchonÂwill own up the HGB and marilth has a big
advantage over the rest of the band. E.ÂWay more fire power for a WAY stronger GMA from IM G.Âthe GMA will help, both will be doing little damage w/ the forgepriests
fighting off w/ body guards I.ÂHis 3 invisable hitters should be able to wreak havoc when they decide
to attack K. FGFP with SS has more firepower
I believe b/c with FGFP fire immunity efreeti and HH are doing less damage, and
FB will have a hard time hitting the cat graced priest’s AC consistently. N.ÂLich spells and Tordeks attacks should be very strong against the other
band and they should be up on activations fast. P. dual titans and stun cone
should rip through the pit fiends weak support and eventually the pit fiend. | | I am a nerd, originality and strangeness are good. Blind conformity and stupidity are unforgiveable. All else said, DnD FTW!!
| |
| Autoxdsm Sergeant
 814 Posts



 Myrtle Beach, SC
 | | 01/08/2007 4:52 PM |
| Guess I should leave my votes.
1. A 2. C 3. E 4. H 5. I 6. L 7. N 8. P
| | Champion of the Brainstealer Dragon Desert of Desolation Called Shot: Medium Brown Dragon ***Winner of WBC VIII and XII*** | |
|  Faragdar the Wise Commander
 3547 Posts



 Albuquerque, NM, USA
 | | 01/08/2007 4:54 PM |
| 1) B - (gotta disagree with the majority, here) I think invis. gives the needed advantage, and healer won't be able to heal fast enough to keep FGFP alive, while the DHoD preserves Kord 2) C - Marilith/Paladin plus Justice Archon should drop HGB fast, then it won't be a contest 3) F (barely) - this near-mirror match is very tough to call (most others have said E, but I disagree): -- E's advantages: LFD gives more beef than the half-orc barbs combo (they or OC probably don't save vs. blood drain and the stun could be a big factor), Marilith reduces effectiveness of blur a tad (though OC and LFD still have to contend with it) -- F's advantages: activation advantage (must never be discounted when using the IM--an activation advantage, even just by 1, is very important), Lidda and Nebbin provide sight range attacks not mirrored by F, Nebin's color spray could also be a factor by stunning enemy OC or LFD, magic weapon makes F's Marilith a tad more accurate which really matters when making 6 attacks each time she activates 4) H (barely) - another near mirror match, also tough to call: -- G's advantages: IM's GMA could be a factor but the advantage is significantly lessened by the 1 fewer activations, Crow Shaman and Eberk makes FGFP harder to hit and with +1 commander rating makes him less likely to rout, magic weapon boosts FGFP's attack -- H's advantages: Half-orc Fighter makes up (almost) for AC advantage of opposing FGFP, Couatl actually becomes a hitter in this match (he can reliably negate the Crow Shaman and potentially win the fight among support pieces once the FGFPs are engaged), Elf Warrior and Ialdabode have ranged attacks that can boost their mates in the "fodder" war 5) I - J can't handle the invis., Slayer dies without a kill (which negates their best chance to pull out a win on points) 6) K - resist fire reduces effectiveness of Efreeti and Helmed Horror, letting K focus on the FB to lock the match 7) N - I think Vlakith will be the factor, here, since she has a spell for anyone M decides to use in the lead. Paralysis may not be a factor, thanks to the Wardrummer, but there's still a chance it negates the OC. Tordek will tough it out because the Ravager almost can't touch him. 8.) P - Pitfiend/Justicator won't stand up against Marut/Marilith, especially since blur won't help and Nebin's color spray isn't a factor | | "Before God we are all equally wise - and equally foolish." - Albert Einstein Champion of Myopic Half-Orcs Winner, WBC X | |
| Man of Renown Wraithborne Warlord
 5278 Posts



 The Red Light District
 | | 01/08/2007 7:51 PM |
| 1 B 2 D 3 E 4 G 5 J 6 L 7 N 8 O P's Warband being illegal with 9 figs and 206 points makes for a no brainer. | | Eye dun no why youse guys think im not relly a person im jimgang from canada but im moving to cali as soon as i get a master card -Jimgang So, you stand at your grave, Has your soul yet been taken away? So you can't read what's engraved, Is this Heaven or merely Decay? Was there a light, enchantingly bright, A Question, just how did it end? Just let me sift through your calm remains, And tear you away from your skin. -Sumerias Fain. | |
| Duke of Spoils greyhaze Warlord
 7715 Posts




 | | Autoxdsm Sergeant
 814 Posts



 Myrtle Beach, SC
 | | 01/08/2007 10:27 PM |
| | Ok I talked to the person and the list is only 3 points/1 activation over(Mind Flayer is actually 35 points). I think dropping 1 Mongrelfolk will put the list at 200/8. I doubt that 1 Mongrelfolk will effect peoples votes. I will make the corrections to the list and we will continue the votes after. | | 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
 | | 01/08/2007 11:37 PM |
| A. The IM gives the FGFP and the DC the advantage going after the Couatl, DHOD or Trickster.
C. The ARchon wins the Match. The HGB is fast but with GMA and Justice strike it will be fast dead.
E. Much more power on E's side, will crush F
G. Again the IM will prove it's worth.
I. Three Hitter and Invisible and GMA ... nuff said
K. The Frenzied is the only one who can kill the DHOD quick but on Drow Outpost it can't get to him...
M. Vlaakith can some drop on the O's, but there saves are good enough, that they don't get hurt too much.
P. O lacks the damage that P can dish out. P will just crush O by raw power. | | 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" | |
| Sirohk Commander
 3938 Posts



 USA
 | | 01/09/2007 3:21 AM |
| 1. A
2. D
3. E
4. H
5. I
6. K
7. M
8. P

| | Sirohk, the Bard of Heartstone Knight of the Rahshasa's And Crusader of the Zakya, Ak'chazar, Naztharune, and Naityan Rakshasa's | |
| Low Key Underboss
 1231 Posts




 | | 01/09/2007 6:29 AM |
| Ugh, I wont comment on the warbands this early. Too much to type. And this time I'll vote for myself. 
1. A 2. C 3. E 4. H 5. I 6. K 7. N 8. P | | Champion of the Sarrukh | |
| Autoxdsm Sergeant
 814 Posts



 Myrtle Beach, SC
 | | 01/09/2007 8:57 AM |
| Keep it up guys...We will be ending this round at Midnight Friday.
A: 9 B: 3
C: 8 D: 4
E: 11 F: 1
G: 6 H: 6
I: 8 J: 4
K: 10 L: 2
M: 3 N: 9
O: 2 P: 10 | | Champion of the Brainstealer Dragon Desert of Desolation Called Shot: Medium Brown Dragon ***Winner of WBC VIII and XII*** | |
| Zoons Underboss
 1067 Posts




 | | 01/09/2007 9:02 AM |
| | A - D - E - G - I - K - N - O Went with my gut. | | Never teach a pig to sing. It's a waste of time and it annoys the pig.
Champion of the Blink Dog. | |
| nycfarmkid Underboss
 1210 Posts



 Wadsworth, OH
 | | One_Wing Sergeant
 494 Posts


 London
 | | 01/09/2007 10:32 AM |
| 1: A 2: C 3: E 4: H 5: I 6: K 7: M 8: P | | Thousands of Zulu's, behind You!
Proud member of PK's team low tier beasting; CG for ever!
Champion of the Dragon Disciple | |
| SYB Warrior
 328 Posts




 | | 01/09/2007 11:08 AM |
| Posted By One_Wing on 01/09/2007 10:32 AM 1:A 2:C 3:E 4:H 5:I 6:K 7:M 8 
I think that last one might teach us all to use spaces after our colons.
-SYB | | | |
| One_Wing Sergeant
 494 Posts


 London
 | | 01/09/2007 11:37 PM |
| | 8 extra keystrokes aww.... | | Thousands of Zulu's, behind You!
Proud member of PK's team low tier beasting; CG for ever!
Champion of the Dragon Disciple | |
| jacksonm Warlord
 5560 Posts



 River City
 | | 01/11/2007 8:03 AM |
| 1: A 2: D 3: E 4: G 5: I 6: K 7: N 8: P | | | |
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