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Subject: WBC IX: Round 1

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Autoxdsm
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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 Temple

The 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 Tower

Orc 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 -  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.


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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. )


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Raland
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01/08/2007 10:39 AM  

1.)  A

2.)  D

3.)  E

4.)  G

5.)  J

6.)  K

7.)  M

8.)  P


Love all the Forgepriests, Maraliths, and Inspiring Marshalls.


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ckissee - "providing TPK's since 2007"
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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


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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..

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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.

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01/08/2007 3:22 PM  

    A.   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.


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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

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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

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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
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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.
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01/08/2007 8:36 PM  
Ouch. So, what happens now?


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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
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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
Commander
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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
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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
Sergeant
814 Posts


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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
Underboss
1067 Posts


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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
Underboss
1210 Posts


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Wadsworth, OH

01/09/2007 9:51 AM  
Match 1: A
Match 2: C
Match 3: E
Match 4: G
Match 5: I
Match 6: K
Match 7: N
Match 8: P

Looking to buy some figures? Chances are I may have them!! Check here!!
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Champion of Spellswords

One_Wing
Sergeant
Sergeant
494 Posts

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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
Warrior
328 Posts


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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
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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
Warlord
5560 Posts


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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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