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Subject: Your Best Maug Warband

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soloforst
Skirmisher
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02/21/2007 5:17 AM  
200 point constructed.THX

Low Key
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02/21/2007 6:50 AM  
Honestly. Is contributing to your own topic too much to ask?

To contribute, I'll say this. Maugs have three major weaknesses. Fist of all, the large base without flying speed means that you wont want more then one in a single warband. Otherwise you'll have some trouble moving around. Second and third, theres the attack bonus and lack of magic damage. The latter two are easily fixed by using Magic Weapon. Since LE has only two not-so-cheap sources of Magic Weapon around (Kobold Sorcerer and Dark Moon Monk) and LG has the cheapest one in the game (Mialee), I think LG is the better choice.

For example this is a good starting point:

Maug, 41p
Mialee, 6p

The rest you can figure out yourself.

Champion of the Sarrukh

Ryoga
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Coquimbo - Chile / Italia

02/21/2007 6:54 AM  
No more "Your best ...." Im very tired about it..... PLZ only post your warband PLZ!!!
"Your best silver sorcere" ???? Silver Sorcere dosent work in actual meta.... WHY the best of silver........... there is not best........

Plz give more quality to the post

Dealing with new life... new country and life without DDM :(
Some day I will be back in board

Vrecknidj
Warlord
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United States

02/21/2007 7:00 AM  
Actually, I like these threads (of course, I also made up a bunch of them). It gives us all a chance to think about bands that contain something we might not otherwise play. And, it sort of opens the meta up to everyone.

I was thinking last night about this band.

Helmed Horror x2
Maug x2
Dark Moon Monk
Timber Wolf x2
Goblin Skirmisher

The point, of course, is to get magic weapon on all four Constructs (which keeps the Monk busy those first four rounds) while the Wolves get victory area points. So, with a little luck, you're tied 40-40 by the end of the fourth round (though you've probably lost a few fodder pieces by then). For the remainder of the game, you're losing most initiatives, but you also have fearless pieces that have decent attack bonuses and are doing okay damage.

But, the big news, is that they're immune to a lot of the fancy stuff that's hampering other bands these days.

Is is the BEST band I can think of with a Maug? No. But it's what I was thinking of yesterday.

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!

soloforst
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02/21/2007 7:46 AM  
I see & Sorry.......>_

Autoxdsm
Sergeant
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Myrtle Beach, SC

02/21/2007 7:58 AM  
Well I posted one a little while back that I have been having some success with:

Sword Archon
Maug
Maug
Drawf Artificer
Mialee, Elf Wizard
Hummon Commoner x3
MAP: Dungeon of Blood

Sword Archon as back-up beef and +5 damage to the Maugs, GMW(+13/+13, 25 magic) and MW (+12/+12, 25 magic) go on the Maugs, use Dwarf Articifer as anti-contruct tech and +2 AC (Maugs 23 AC beat sticks), Hummon Commoners grab tiles and take Arrows for the maugs. Pretty good but a lot of speed 6 and no ranged threat.

Champion of the Brainstealer Dragon
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Foo Fighter
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02/21/2007 10:06 AM  
I contributed this to a Horned Devil thread last week.


I can't vouch for how well it would do but it'd be fun to try out on a map like Drow Outpost with a central choke point.

~Foo Fighter~

A Repo man is ALWAYS intense.

visage
Sneak
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02/21/2007 10:38 AM  
I wanted to try this one a while back.
Cosmic Bowling Team
Harmonium Guard
Maug x3
Dwarf Artificer
Aasimar Favored Soul
Mailee
Human Commoner

GMW and MW the maug's first round. Second round Bless and LSoF. Now you have 1 Maug that is +14/+14 for 20 Magic and 2 More that are +13/+13 and they have 24 AC when they activate and 26 AC's when you lose initiative. Dungeon of Blood is probably the best map. Plus the Favored Soul can then keep up and use SOund Bursts and it's illuminator to get rid of those pesky Conceals. MAilee to pick off a fodder piece or cause a morale check and then VP grab and Human Commoner VP grabs.

"Only for the sake of the honor of mankind do I not tear off their necks as is done to slaughtered beasts." -- The Angel of Death

warty_nosed_goblin
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02/21/2007 1:55 PM  
I wanna try:
Maug
Shuluth, Archvillian
Justicator
Filler to taste

Justicator is mobile enough to be able to flank for the maug, while shuluth can shoot cones through the maug to stun enemies and possibly get the hit chance up even higher. For filler I'd want something fast for points, and also perferably immune to stun in case he ends up blocking for shuluth, so I'm thinking a gravehound, and possibly Snig for activation control as well.

I'd run this with two maugs, but I only have one...

Call me: W.N. Gobo!
originally posted by grim:
While he is clearly insane, he does have a point.

Faragdar the Wise
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Albuquerque, NM, USA

02/21/2007 2:33 PM  
Posted By Low Key on 02/21/2007 6:50 AM
... the large base without flying speed means that you wont want more then one in a single warband. Otherwise you'll have some trouble moving around.
Eh, phooey on that.  I say the more Maugs, the merrier.

20     Kobold Sorcerer
164   Maug x4
6       Greenspawn Sneak
10     Azer Raider x2

Or, acknowledging the reality that fliers are good for flanking and getting out of each other's way:

51 Large Green Dragon
28 Green Dragon
82 Maug x2
21 Half-orc Fighter
15 Dark Moon Monk
03 Goblin Skirmisher

Green Dragon gets first round assault points and can be used to flank or chase fodder/soft targets after that.  Large Green Dragon focuses on helping the Maugs to flank.  With magic weapon, extra flanking bonus and commander effect (for as long as the Half-orc stays in the game and countersong isn't a player), the Maugs should be hitting accurately and hard.

"Before God we are all equally wise - and equally foolish." - Albert Einstein
Champion of Myopic Half-Orcs
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Ridureyu
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02/21/2007 3:23 PM  
I did something silly recently.

Fire Giant Forgepriest
Maug x2
Red Hand War Sorceror
200 points


Now, it's kind of an in-joke that I ONLY win at prerelease events (except for that time my Death Slaad deadly rended Darien Stupack's Cadaver Collector), so I didn't expect to do very well.

Nearly won the first game (he won because of tile points. I reduced his construct/SWarm warband to a 10-HP remaining Sacred Watcher)

Trashed the second warband (A Forgepriest/Shuluth build. It had eight figures. The fodder died fast, the Fire Giant routed, and my hobgoblin lightning bolt/snilloc'ed Shuluth to death. The Bodyguard didn't help the opposing Forgepriest much when my Fire Giant and a Maug were bashing it simultaneously.)

Got sllaughtered in the third (Storm Silverhand and Friends).


So amazingly, four figures did more damage than I had expected.

Owner of The Original Rust Monsters!
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troll4death
Sneak
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Whitewater, Wisconsin

02/21/2007 5:48 PM  
Heres what I was thinking:

Maug 41pts
Helmed Horror x2 90pts
Snig the Axe 20pts
Gob Skirmisher X3 0pts
Dark Moon Monk 15pts
Red Hand War Sorcerer 34pts

Total of 200pts

So magic weapons for all this is important, with the Pit fiend, ice devil, horned devil damage reduction its a must.  Maugs got SR which helps and Horrors are immune lightning bolt which protects you from your RHWS if your enemy has countersong.  The Horrors also have immune fireball can't get much more help then that.  Ok so with most of the popular bands have immune fire...big deal sure the horrors seem crippled but its all about the maug.  When I make a band first I think of Kordokipa bands or whatever.  Use the horrors to flank kord for the maug kill the cleric and base the Coutle.  And against gas well guess they could go for my...commander i guess??? Guess what against Gas fires back in too I like it.  Its worth a play test anyway.


Lord_rock
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Portland OR

02/21/2007 6:10 PM  
used to be
maug
maug
Kolyrut
Hammerer
village priest
dwarf artificer
mialee
fodder

Now probably
Maug
Sheild gaurdian
Kolyrut
village priest
hammerer
artificer
fodder

Village priest makes Sheild gaurdian icky (though the ruling on making it icky is icky itself, kinda getting to the no half elf sORCerer for the warband building cleric of grumish level). I don't think he's solid enough to do the sole commander role though. Village priest offers so much but shadowdancers inihalate! Maug maug kolyrut worked because after round 2 it didn't matter if the VP made it the rest of the game or not, same with the artificer for the most part. Its a good band though.

other option is
HH
HH
Maug
Maug
Darkmoon
Green spawn
Kobold/skirmisher
kobold/skirmisher

after the next set change the greenspawn or two fodders to the bat familiar for two MW the first round and then a fast tile grabber. Flank with the helmed horrors for Maugs at +14/14 for 20m and HH at +19/14 for 10m 5fire. Blood golem of hextor could be fun in LE with maugs too but don't know what that would look like yet.



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Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

kumaiti
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Moscow - Russia

02/22/2007 2:27 AM  
On the other thread with the same subject, it was suggest by someone-I-can't-remember that an interesting option for the maugs would the Troglodyte Captain with his +5 attack against targets affected by stench.

Something like
Maug x2
Troglodyte Captain
Trog Thug x2
Darkmoon monk
fodder (if there are any points left, I didn't count...).

You know when you are playing too much DDM when you read the Art of War and start wondering how that applies to DDM...

PDK
Sneak
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02/22/2007 2:58 AM  
i like a single maug in LG.  it allows you to use lots of options for the magic weapon.  you can go cheap with mialee and just get the MW, or you can go with cleric of yondalla to get commander 3 and MW, or eberk or dwarf arty to get MW plus AC bonus.  i also like to put in atleast one sacred watcher in my maug warbands, usually i put in two.  it gives the warband a nice amount of fearless creatures so that i feel ok with putting in a cheapo commander who may die early.

Champion of Manshoon of the Zhentarim
addict of orcs, ogres, and anything that smashes
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