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Subject: Aspect of Kord with Skyfire Captain

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Zoeskyfarm
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EDMONTON - CANADA

03/08/2007 7:23 AM  
now if im correct then this would be legal and kick ass

kord gets 2 attack with fire damage and aggression for possible 90 damage an activation throw in snake swiftness for another 35 damage and that totals to

125 damage in one round if you do it right

any comments?

Captian 55pts
Kord      65pts

80 points left what should i fill it with?

warty_nosed_goblin
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03/08/2007 7:50 AM  
Well, since you are essentially building your entire warband around hoping to win initiative, I'd consider adding a satyr or free league ranger for the initiative boost, since +3 won't get you very far against a lot of enemy commanders. Unfortunately you can't get a bodyguard, and Kord is essentially gonna be most of your damage output, so some form of healing might not be a bad idea as well.

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Zoeskyfarm
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EDMONTON - CANADA

03/08/2007 7:54 AM  

captain 55

kord 65

healer 12

ryld 55

13pts left

ya it sucks not having a bodyguard here but im hoping that the major threat is taken out before its too late


Vrecknidj
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03/08/2007 7:55 AM  
Yeah, that's pretty sick. If you win initiative, Kord is going on a killing frenzy.

On the other hand, it's not going to be easy protecting Kord in this band, at least not as easy as it is with the Couatl variants.

Aspect of Kord
Skyfire Captain
Shadowdancer
Crow Shaman
Air Mephit
Devis
Xeph Warrior x2

Dave

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iluvxtina
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Spain

03/08/2007 8:12 AM  
I,m completely sure about this combo.Add nebbin for blurr onto kord and satyr to gain initiative.But the best will be gnome trickster again (an unseen kord and extra snake,s).

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Vrecknidj
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03/08/2007 8:16 AM  
Kord
Skyfire Captain
Nebin
Shadowdancer x2
Xeph Warrior x2

Ouch.

Dave

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Thenameless
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The Fortress of Solitude

03/08/2007 8:30 AM  
Posted By Vrecknidj on 03/08/2007 8:16 AM
Kord
Skyfire Captain
Nebin
Shadowdancer x2
Xeph Warrior x2

Ouch.

Dave


Ooooh, Vreck, that looks really nasty.  Kord to waste the major threat in front and get help from Dancers if need be.  Or, Dancers take out soft support hiding in the back.  Of course, we are losing snake's swiftness.  I agree with not trying to fit in an initiative booster like Ryld or the Satyr; it's too expensive for just one roll (maybe two) that still might not go your way considering Lynyrd Skynyrd's commander rating.

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Faragdar the Wise
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Albuquerque, NM, USA

03/08/2007 10:13 AM  

Removed from this thread, since my post was off topic and better suited to a new one.


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Nate_666
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Midwest

03/08/2007 2:00 PM  
What support hitters do you guys think you should put with Kord and Skyfire besides the dancers?  Maybe bralani and shoot from ranged and use kord as your main blocker?

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The Fortress of Solitude

03/08/2007 3:13 PM  
Posted By Nate_666 on 03/08/2007 2:00 PM
What support hitters do you guys think you should put with Kord and Skyfire besides the dancers?  Maybe bralani and shoot from ranged and use kord as your main blocker?


Wand Expert is an extreme hit or miss.  If you're expecting Dancers or flyers, then forget it.  Otherwise, they can really dish it out once they're close and don't have to move.

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Zoeskyfarm
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EDMONTON - CANADA

03/10/2007 1:12 PM  
Ok just tried this out and so far so good

Skyfire Kord

Skyfire Captain 55
Aspect of Kord 65
Crow Shaman 26
Healer 12
Nebbin 18
Satyr 15
Wild Elf Warsinger 9

Skyfire casts speed weapon and fire weapon during start up then on his turn also cast cats grace on kord
then nebbin blurs kord and eventually the comander also magic weapon the wild elf warsinger if possible
satyr give pipes for important initives
crow shaman for more heal and snake swiftness also cats grace the commander
wild elf warsinger for the possible kord powerful charge and helps with aura of fear +2

a little on the techy side but keep them close to kord or have choke point Drow out post map work well


any comments

Nate_666
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Midwest

03/10/2007 2:03 PM  
What do you do once they kill kord?

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Vrecknidj
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United States

03/10/2007 3:47 PM  
Posted By Nate_666 on 03/10/2007 2:03 PM
What do you do once they kill kord?
Panic.  That's why I put two Shadowdancers in my build.  I have a chance to win without Kord (admittedly, not a great chance, which is why I still may end up prefering Korducopia over this build).

Dave


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Zoeskyfarm
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EDMONTON - CANADA

03/10/2007 6:17 PM  

thanks for the feed back everyone

the shadow dancers are the way to go here


MuscledDestroyer
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Prospect Park, Pa

03/10/2007 7:01 PM  
That band should be called kill or be killed.

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SYB
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03/11/2007 3:53 PM  
I witnessed a friend of mine play a Kord/Skyfire build today. It wasn't particularly optimized. It did have the Satyr for the one time initiative boost. The army (as built) was clearly tier 2, but held its own reasonably well against a tier 1.5 army. Still, the +13 morale save killed him in both games. I like Kord/Skyfire, but +13 just isn't high enough when there isn't really a very good backup hitter.

After watching him play for a while, I suggested the following might do him better:

Skyfire
Kord
Rikka
Warchanter
19pts of tile grabber/fodder

The warchanter will fix the morale save problem (and help with other saves). Rikka is a nice backup hitter. Improved Countersong can easily make Kord's damage go a lot further by causing more figures to rout. And the minor healing from the warchanter (possibly with a bat to use it twice in a round) can always be useful. It probably isn't tier 1, but it should be competitive.

-SYB


Zoeskyfarm
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EDMONTON - CANADA

03/11/2007 8:24 PM  
So i played this today at vesivus

Skyfire
Kord
Nebbin
Shadow Dancers x 2
xeph warriors x 2

againts

lich queen
werewolf lord
vampire dire werewolf
skeletal reaper

blue dragon map

set up cast damage +5 fire and extra attack
then cast cats grace and blur on kord

moved up my xephs
second round lost initive

and got fire balled

then desinigration on kord

made the save

shadow dancers couldnt sneak attack much but still made good of the flanks and defensive roll and got a swing at the vampire dire wolf

wolf attacked kord (forgot to use stunning attack)

made blur

moral save

made that

kord killed wolf

werewolf set up in bad position where i could reach him with meele reach and he had none

shadow dancers have there moment to shine again and one gets off a sneak attack

buy the 4th round just lich queen left if she won initive i could be paralyzed

luckly i got the roll i needed and finished her off

Sirohk
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03/12/2007 3:24 AM  
Posted By SYB on 03/11/2007 3:53 PM
I witnessed a friend of mine play a Kord/Skyfire build today. It wasn't particularly optimized. It did have the Satyr for the one time initiative boost. The army (as built) was clearly tier 2, but held its own reasonably well against a tier 1.5 army. Still, the +13 morale save killed him in both games. I like Kord/Skyfire, but +13 just isn't high enough when there isn't really a very good backup hitter.

After watching him play for a while, I suggested the following might do him better:

Skyfire
Kord
Rikka
Warchanter
19pts of tile grabber/fodder

The warchanter will fix the morale save problem (and help with other saves). Rikka is a nice backup hitter. Improved Countersong can easily make Kord's damage go a lot further by causing more figures to rout. And the minor healing from the warchanter (possibly with a bat to use it twice in a round) can always be useful. It probably isn't tier 1, but it should be competitive.

-SYB

This looks like a promissing combination.Â

Not only is Rikka a nice back up hitter, she has a healing spell that can keep Kord in the fight that much longer.  Plus, one could use the Bat to use Rikka's healing spell while whe keeps on fighting.Â



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lingster
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03/12/2007 8:08 AM  
What about this combo for SkyKord:

ud13Aspect of Kord6510101990
ha20Devis, Half-elf Bard6361615
dk19Greenfang Druid c4501082170
uh20Lyrandard Skyfire Captain c355861845
uh26Wild Elf Warsinger9381620
ha37Wolf52101415
ha37Wolf52101415
ha37Wolf52101415

Total Cost: 200

The Greenfang is a decent hitter, good AC and HPS.  great for giving Kord the Regen.  Plus, the benifit to the wolves is good.  Still only a 4 for commander though.

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calvar
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03/13/2007 10:16 AM  
I like

Skyfire Captain
AoK
HEBI
Crow Shamman
Timber Wolf
Xeph Warrior x 2

The idea is to give HEBI +5 fire damage and shoot 2 to 4 times per round with him as well as with SFC. Kord gets 2 attacks (or 3 with ss) and whaits until the enemy is somewath diminished to enter the fray with possible devastating effects .


Lord Namalk
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03/13/2007 2:07 PM  
Posted By calvar on 03/13/2007 10:16 AM
I like

Skyfire Captain
AoK
HEBI
Crow Shamman
Timber Wolf
Xeph Warrior x 2

The idea is to give HEBI +5 fire damage and shoot 2 to 4 times per round with him as well as with SFC. Kord gets 2 attacks (or 3 with ss) and whaits until the enemy is somewath diminished to enter the fray with possible devastating effects .


I like your idea Calvar. Though I did think about using the centuar hero for ranged attacks and then using him to get in the way and attack anything that got through the hail of arrows. Playing on the Grotto is a must.

DM

calvar
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03/14/2007 10:39 AM  
Playing on the Grotto is a must.


Drow outpost is also a good map for this band


Lord Namalk
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03/15/2007 10:08 PM  
Posted By calvar on 03/14/2007 10:39 AM
Playing on the Grotto is a must.


Drow outpost is also a good map for this band
Calvar, I decided to go with the Kord/Shaman option the other night. One because I loved the potention damage output by Kord in one round, and two because Kord's speed can be very usefull on the Grotto. I went 3-0 and never got off Kord's second attack. Playing against a FGFP on the outpost, I was able to  do 30 damage and lost int. the next round and Kord went down quick. I ended up winning but decided that putting the extra attack would be better served on the HEBI. The next two games were on my style of plaly the Grotto. With 3 attacks at +16/ 10magic +5 fire I unleashed holy hell with the HEBI. And when needed I SS him to. Perhaps the Centuar Hero would have ben a better choice, he can do just about the same amount of damage as Kord, but he has two very nice ranged attacks for 15 damage, which really softens up creatures before the melee begins. Unfortunately no crow shaman with this variation.


DM

Meljor
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03/17/2007 10:40 PM  
I know this is all about Kord here but why not drop him, add the Cleric of Sune and 2 Shadowdancers with HEBI, Skyfire Captain, Bat Familiar and a wolf?
Give HEBI the Cat's Grace, and Speed Weapon, Bat Familiar does the Fiery Weapon Aug, then Legions Magic Weapon from sune gives HEBI a +17/+17/+17/+12 for 15 damage and use the shadow dancers to their full extent!

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The Fortress of Solitude

03/17/2007 11:15 PM  
It's still not easy to get the max out of the HEBI, because once he is based, he first has to move before he can shoot (unless in forest). A lot of pieces recently released have very high mobility, or a trick that enables a melee piece to get a across the board quickly.

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Meljor
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03/18/2007 3:46 AM  
Hopefully the Shadowdancers can slow any big hitters down and, now granted this is a long shot with low cmdr rating, you win map and use either Kings Road or Dragondown Grotto. Plus with Cat's Grace HEBI ac is a 21, 25 in the forest, not real easy to hit without a big hitter. But I do see your point, still think it could be fun one to play.

"Here's everything I know about war: somebody wins, somebody loses, and nothing is ever the same again."
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