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Subject: Your Best Teleport Temple Band

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Vrecknidj
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02/06/2007 3:21 AM  
Instead of focusing on pieces in warband building exercises, how about focusing on map?

If you're going to an event and building a band that takes advantage of a map, it seems like there are two big concerns to address: winning initiative and being able to deal with other maps.

I suppose there are some bands that are just excellent on one map but much weaker on many other maps.  This, I suppose, is the balancing effect to having a band that's maximized for a particular map.

So, if you were to build a band to try to take maximum advantage of the Teleport Temple, knowing that you might lose map choice a few times (suppose it's an event with 5 or more matches), what band would you bring?

Dave

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greyhaze
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02/06/2007 7:09 AM  
This might get torn apart rather quickly, but:

Ryld Argith (for map initiative)
Warduke
Drow Arcane Guard x2
Cursed Spirit
Troglodyte
Hyena
Orc Warrior

Ryld provides initiative and command, his CFX is also decent for CE. The Arcane Gaurd are there to clear fodder quickly, so that Warduke can get to his methodical bonus faster. The Cursed Spirit and Trog are there as blockers and there to lower the saves of the critter that Warduke is gonna intimidate. With Teleport temple's exit being in the middle, it is often crucial to make that first morale save. Hyena grabs tiles, while the Orc is there for activation control. This is not a stand toe-to-toe and fight type warband, it is a hit-and-run kind of warband.

A variation is:

Ryld Argith
Warduke
Chimera
Cursed Spirit
Troglodyte x2

But it's short 2 activations and has only 1 breath weapon, but has that fear cone from the chimera.


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Damien the Bloodfeaster
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02/06/2007 8:56 AM  
I think I'd go with the classic GAS band. It should be nearly impossible to protect any piece on Teleport Temple from the fast-moving monk squad, and once you achieve a point surplus they should be nearly impossible to corner and kill.

The Shadowdancer band should also work very well, though it's not as strong as GAS.

Actually, about the only types of band I wouldn't want to run are ones with slow movement (which is a death sentence anyway) and titan builds, since it's so easy for multi-hitter bands to get around the titan and take out support units.

Gohu
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02/06/2007 10:15 AM  
Nice topic !! you're right sometimes building with a certain map in mind, you can maximize your potential. Also it is a all or nothing in some case.

For teleport temple, the obvious, like damien point it out, warband that DO NOT work well is slow band, Titan band with a lot of tech support or some ranged band also.

For the map, i like a band who almost each piece can defend himself without any help of a commander and/or a special piece (except buffing on first turn) a band like all fearless/construct/undead OR a band with piece with High level(save) so less dependent on a commander.

exemple of that is a LE Quad, or HHx3 band or even a Dual titan band could work.

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Sirohk
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02/06/2007 2:33 PM  
It might be insane, but OctaFlameskull:

x8 Flameskulls  200 points.Â

Against something without Fire Resistance, watch out.Â


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Sirohk
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02/06/2007 2:40 PM  
Seriously, as a faithful follower of LE, I like almost any LE Quad warband on the Teleport Temple.  Four attackers coming at you from different directions can be a lot to deal with.Â

The major problem I see (especially for fast LE pieces) is the close proximity of the exit - right in the center of the map.  Miss a MC and your guys are gone with no chance to rally.Â

I also like spell casters with long range spells on this map.  There are A LOT of LOS opportunities to drop a spell on an enemy piece whci makes this map very cool.Â

I had a lot of success on this map last year with:

HBG
Chraal
DC
DC
Efreeti
T Wolf
Warrior Skeleton
Warrior Skeleton

Nice topic Dave.Â



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Bert the Troll
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Adelaide

02/06/2007 2:50 PM  
Are we allowed to pick SWarm? (Sword acrhon, sacred watcher x 6, standard bearer)
That would be my choice for teleport temple, and fair for other maps.

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Nobody Important
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02/06/2007 3:24 PM  
Because you didn't restrict this survey to 200 points how about the Aspect of Bahamut/War Weaver combo for Epic?


Vrecknidj
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02/06/2007 5:51 PM  
Posted By Nobody Important on 02/06/2007 3:24 PM
Because you didn't restrict this survey to 200 points how about the Aspect of Bahamut/War Weaver combo for Epic?
That's about the only band that anyone uses the map for anymore, isn't it?

Dave


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My Trade Thread and My Reference Thread; Winner of WBC IV, IX and XIII; Rule #0: bshugg is always right!

Vrecknidj
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02/06/2007 5:53 PM  
Posted By Damien the Bloodfeaster on 02/06/2007 8:56 AM
I think I'd go with the classic GAS band. It should be nearly impossible to protect any piece on Teleport Temple from the fast-moving monk squad, and once you achieve a point surplus they should be nearly impossible to corner and kill.
This was basically my first thought as well.  I don't like how easy it is to get the Young Master separated from the Gith Monks, but, clever (and perhaps slow) positioning could prevent this from being an unsurmountable problem.

Of course, with a +3 initiative modifier, you're far from guaranteed that you'll get the map.  On the plus side, GAS is pretty sturdy even on "bad" maps.

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!
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