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Subject: WBC X -- Round 2 Voting Thread

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Vrecknidj
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03/11/2007 5:15 PM  
Round 2 matchups are as follows:

Match 1) H v. F (Both are 1-0)
Match 2) G v. E (Both are 1-0)
Match 3) A v. B (Both are 0-1)
Match 4) C v. D (Both are 0-1)

Remember, when you vote, that the Captain is worth +20 victory points, the Sergeant is worth +10 victory points, and that the Sergeant gets Relay Orders and Willing to Follow.

Match 1: H v. F

H) Pit Fiend 4 / Red Hand War Sorcerer 3
Pit Fiend (Captain)
Red Hand War Sorcerer (Sergeant)
Chraal
Greenspawn Sneak
Timber Wolf
Kobold Monk
Blue
Azer Raider
Map: Drow Outpost

This band has several autodamage-effects in all shapes and different energy types. The Chraal runs forward to the bridge, blocks, fires the cone and be a possible Fireball target. RHWS fires of Snowballs or Lightning Bolts and must be protected by the fodder and the Pit Fiend.

Vs. invisible bands I would use fodder or the Chraal as targets for autodamage effects.

F) Human Blackguard 6 / Rakshasa 4
Human Blackguard (Captain)
Rakshasa (Sergeant)
Duergar Champion
Chraal
Zakya Rakshasa
Warrior Skeleton
Kobold Miner
Goblin Skirmisher
Map: Frostfell Rift

Strategy:  LE does not have countersong and in a multi-commander environment, that really sucks.  The solution is to try to take advantage of the multi-commander environment with the Rakshasa.  The Rakshasa has double the normal chance to provide a beneficial commander effect.  Any time the commander effect is useful, it should be abused as much as possible.  With a high commander rating (6), initiative should be common.  The map gives the Rakshasa a chance to be a "fourth hitter" by sliding enemies into pits.  The Blackguard should assure that all three hitters fight until their last
breath.  Biggest problems include Fire Giant Forgepriest and Storm.  In the former case, the Chraal needs to blast him early and base him before dying.  In the latter case, Storm needs to be a priority kill to get rid of countersong (this goes for any other countersong unit as well).  The multi-beater aspect of the warband is pretty standard and standard strategies apply.  Lead with the least susceptible to opponent's tricks or least important if all are equally susceptible.  Try to base opponent's figures with multiple beaters to make Slapping Hand more effective.  Avoid basing Chraal with own beaters when Chraal is near death.  Bring in Blackguard to be a 4th beater when other units have made morale saves already (or if it is otherwise necessary), but definitely AFTER Chraal has died (or is very near death).


Match 2: G v. E

G) Vlaakith the Lich Queen 3 / Lich Necromancer 2
Vlaakith the Lich Queen (Captain)
Lich Necromancer (Sergeant)
Ogre Ravager
Troglodyte
Orc Warrior
Gnoll
Warrior Skeleton
Twig Blight
Map: King’s Road

First of all, no fair being biased against Vlaakith just because she won the last challenge.  This band is no joke.  In testing, it's proven to be very tough in this format.  I chose this band for the following reasons: 1) Two tough commanders that can dish damage, 2) Lich Necro makes a mean sergeant – gets damage bonus and generates new followers who get the bonus, 3) no Swarm or Korducopia to worry about, 4) I have a soft spot for the Lich Necromancer, since he won me a qualifier.

Ogre Ravager – powerful hitter to capitalize on paralysis, tough blocker (the Ravager can often hold his own for a while against two 30+ point hitters), resilient against fire.  (I considered the Zombie White Dragon, but he just doesn’t lend enough offense.)  Even with just +10 on his first attack, the Ravager is a serious threat to most anyone.
Troglodyte – would have preferred a Cursed Spirit, but I felt it more important to maximize activations.  With max activations, I can force the opponent to make much tougher choices while waiting to see what Vlaakith will do.
Necro CE – will make Gnoll or Orc Skeletons (maybe even a rare Skeletal Archers) depending on the enemy.  Vs. 15+ damage hitters, Orcs, otherwise Gnolls.
King’s Road – I think the Liches operate best in the woods for the AC boost and spellcasting freedom (and the woods can split up the enemy), but they can handle wide open maps (los spells) and tight maps (blockers).

The strategy here is for the Liches to do a lot of damage with spells before engagement (including a fireball to reduce activations and/or inflict some damage on those 65-80 hitters—where they become more vulnerable to disintegrate—if I can).  If I can hold monster to paralyze a juicy target for the Ravager, I will (the Necro has two of those spells, and he can paralyze with a melee attack once engaged, so no point in holding on to the spells, unless it makes better sense to use magic missile first).  The Troglodyte might survive for a round or two, and his job will be to make it easier for the Ravager to hit and/or the paralysis to stick.  I realize the band will start behind by a round on assault points, but I expect to make that up with kills.

Toughest matchups I’ve envisioned are vs. Cadaver Collector or an LE quad with Maug, Helmed Horror, Zakya Rakshasa, and Duergar Champion.  (Sure, a Storm band can shut down the Necro’s CE, but that’s not the end of the world.)  The latter will have soft commanders.  I’d paralyze and eliminate the ZakRak, engage the other hitters with the Ravager and, if possible, smack down the commanders for a commanding lead.  Vs. Cadaver Collector, the Liches avoid the construct while the Ravager ties him up and then go after the commanders and support.  I'd keep fodder clear of the construct, if possible without exposing the Liches, to avoid boosting the guy's AC too much.  The Liches would only try to duke it out with the construct if the Ravager managed two hits before dieing.  Then electric orbs plus melee hits have a reasonable chance to finish him.

E) Shuluth, Archvillain 5 / Half-Orc Fighter 3
Shuluth, Archvillain (Captain)
Half-Orc Fighter (Sergeant)
Zakya Rakshasa
Chraal
Duergar Champion
Greenspawn Sneak
Kobold Monk
Blue
Map: Drow Outpost

The idea of the warband is to stack two Disorienting Presences, doubling the area covered. Beyond that, its a pretty regular LE-triad warband. The Chraal tries to hold the bridge and protect the commanders. Meanwhile the Duergar and Zakya try to slip to the other side of the bridge to hunt opposing pieces, placing first priority on ranged and fire damage dealing targets.

Shuluth himself stays on the Bridge victory area as long as possible, using Stun Cones and Halt Mind. If something suitable comes along, it tries to eat them. The Half-Orc Fighter is more expendable and tries to stay near the Zakya and Duergar offering the attack bonus and Disorienting Presence. Greenspawn Sneak is for grabbing VP's. Kobold Monk Screens against ranged attacks with its AC of 22 against them and the Blue hunts other fodder.


Match 3: A v. B

A) Urthok 5 / Snig 0
Urthok (Captain)
Snig (Sergeant)
Goblin Skirmisher minion
Goblin Warrior minion
Fire Giant Forge Priest
Duergar Champion
Large Duergar
Acheron Goblin
Greenspawn Sneak
Map: Hailstorm Tower

Strategy: Set the Greenspawn in the Victory Area thats not a Sacred Circle. Melee in a formation to protect my sneak inside the building. Kill Stuff

B) Inspiring Marshal 4 / Free League Ranger 2
Inspiring Marshal (Captain)
Free League Ranger (Sergeant)
Archmage
Gnome Trickster
Graycloak Ranger
Wolf (minion)
Xeph
Gnome Recruit
Map: King's Road

GENERAL TACTICS: In the first couple rounds, put magic fang on the wolf and move into a good firing position while the wolf tile-grabs, supported if necessary by the Xeph and ultimately the Gnome Recruit. This warband has three ranged threats (Archmage, Free League Ranger, Graycloak Ranger) which can do significant damage at range. When the time is right (usually once the enemy approaches or crosses the center of the map), use the Gnome Trickster to make the Archmage and other nearby pieces invisible; the Archmage then moves in (using the Inspiring Marshal's GMA if necessary), puts the mordy's swords on one or two key enemy pieces, then flees the next round. The Free League Ranger's initiative surge significantly boosts the chance of the Archmage going first in a key round and fleeing, possibly doing further damage first.
 
Assuming this band plays on its map (or another map with Forest), the Archmage can keep to the trees, allowing it the benefit of cover while not affecting its mobility. Once the swords are off, the rest of the band plays point denial while they do their work, hammering the enemy into a pulp.
 
SPECIFIC MATCHES:
Vs. Archmage (mirror match) - the Gnome Trickster's invisibility should give this band the ability to get the first strike in against the enemy Archmage, which hopefully should be enough of an advantage to win the battle more times than not.
 
Vs. Titan builds (CODA/Marut, Marilith, Fire Giant Forgepriest, Ghaele Eladrin, etc.) - Titans are highly vulnerable to Mordy's swords, even with Spell Resistance. With the Grant Move Action, the Archmage should be able to find an opportunity to get them on the desired target and get out of there. Again, invisibility means the Archmage should be able to get his swords off before the enemy can respond effectively.
 
Vs. LE and CE mixed quad hitter bands - The placement of the swords depends on the threat level of the various enemy hitters. Priority threats are those that are highly mobile (speed 8+, or those that fly 6+), those that have a decent attack bonus for lots of damage (e.g., Ogre Ravager), and those that have Blindsight. The commander also might be a viable choice, particularly if most of the hitters are not fearless and have saves of under 8 or 9 (including any bonuses from other sources).

No matter which warband is faced, consideration should be given to putting a sword on the enemy Captain if possible, as +20 victory points may well be worth it.

Match 4: C v. D

C) Rakshasa 4 / Red Hand War Sorcerer 3
Rakshasa (Captain)
Red Hand War Sorcerer (Sergeant)
Duergar Champion
Mezzoloth
Chrall
Greenspawn Sneak
Dire Rat
Goblin Skirmisher
Map: Frostfell Rift

Strategy: Use the Chrall's Breath and/or the Mezzoloth's Cloudkill to eliminate fodder and gain Activation control. Once engaged, keep the Red hand close enough to drop bombs on my immune troops and give the enemies -2 save making Bigby's slapping hand effectively DC22 and just pound anything into oblivion with tons of AoO's in a Commander effect stealing beatdown frenzy. Dire rat and Goblin can provide flanks of backup tile grabbers if the greenspawn goes down. Frostfell provides some pits for sliding folks into as well.


D) Storm Silverhand 4 / Free League Ranger 2
Storm Silverhand (Captain)
Free League Ranger (Sergeant)
Valenar Nomad Charger
Bralani Eladrin
Half-Ogre Barbarian
Steelheart Archer
Elf Warrior
Xeph Warrior
Map: Dragondown Grotto

Some notes on the warband
This at first seems like a fairly standard Storm and Friends type warband, with a few changes to accommodate for the new rules of WBC X. However, the rules of this WBC really play into the strengths of the new pieces that CG has to offer. The commander effect of the Free League Ranger is much more useful, as with two commanders in each warband the likelihood of an enemy figure being under command is very likely. The +2 attack bonus that he provides will be huge for the ranged attacks of the Bralani, Steelheart Archer, and the Elf Warrior. The Elf Warrior now has a respectable chance of hitting enemies at +5. The Valenar Charger and Half-Ogre barbarian will also benefit once the enemy closes. The FLR has other positives going for him in this format as well. With the elevated value of commanders, you need sturdy commanders to avoid giving up points easily. We already know Storm is a very solid figure, however, when subject to her commander effect, the FLR also has 40 fearless hit points. This makes it more difficult for the enemy to gain those bonus points. The initiative surge will also be key as the FLR will help this band get their map of choice. On Dragondown Grotto, this warband can use its maneuverability, flight, and ranged attacks to really give the enemy some fits.

Strategy
Storm Silverhand can give fly to the Valenar and the Half-Ogre Barbarian. These two will effectively become my commander hunters. This format should have a lot of lower cost commanders, worth an extra 10 points, that can be routed or killed rather quickly by these two figures. In a pinch, the Bralani Eladrin can also do some damage with that line attack to finish off a commander. Storm, Bralani, FLR, Steelheart, and Elf Warrior will lay down ranged fire until time for melee engagement. The line attacks of Storm and Bralani will be able to help clean up any damaged pieces once they have closed. The Xeph Warrior will act as my tile grabber, with the VNC being able to do some grabbing as well, if needed.



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!

Vrecknidj
Warlord
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03/11/2007 5:15 PM  
Warbands are described in the previous post.

Match 1) H v. F (Both are 1-0)
Match 2) G v. E (Both are 1-0)
Match 3) A v. B (Both are 0-1)
Match 4) C v. D (Both are 0-1)


Please vote in the following way.

1) Winner
2) Winner
3) Winner
4) Winner

Please give your reasons why you think the winner will win. Remember that, in this format, killing the Captain gains +20 victory points, killing the Sergeant gets +10 victory points. And, the Sergeant has Relay Orders and Willing to Follow.

We'll give this one a week as well.  Voting is over at 8pm (New York time), Sunday, March 18.

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!

Faragdar the Wise
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03/11/2007 9:17 PM  
1) F: As long as F is careful to avoid having lots of its pieces suffer AoE blasts, H's auto-damage spells won't give them a clear advantage as with the last fight. The Chraal could take out the RHWS before it blows (and maybe takes something with it). The Zakya will get a commander effect stealing damage boost (and protection from the Pit Fiend's fireballs), and that should tip the final melee into F's favor
2) G: The Chraal can't do much to the Liches (immune cold), and Shuluth's stun cones will be mostly ineffective. G mentioned focusing on eliminating an enemy Zak Rak, which they should be able to do--chill touch could be a factor, but not if it fails paralysis first (only level 7). In the woods, the Liches will be able to move around easily, avoiding AoOs and focusing on taking out enemy commanders. On Drow Outpost, they'll have time to fire ranged spells to whittle away at the enemy while the Ravager holds the bridge. Once the Ravager drops, Shuluth's band won't have enough left to take on the two Liches.
3) B: The Archmage should be able to drop a Mordy's sword or two on the FGFP and then hunt commanders while waits for the giant to die, especially if they get the King's Road. The soft commanders should just stay invisible to avoid getting killed. The Graycloak Ranger should do some extra damage to plink fodder or drop the FGFP faster. I don't know the hailstorm tower map, though, so I don't know if the story would be different on that map.
4) D: I just think it's a slightly stronger, well rounded band that will have the advantage over C. Stealing commander effects won't help much, and the Rakshasa and RHWS are somewhat vulnerable to commander hunting (which D has).

"Before God we are all equally wise - and equally foolish." - Albert Einstein
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Winner, WBC X

Longbow
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03/12/2007 7:34 AM  
1. F wins. Chraal and Zak Rak are fast enough to get to RHWS. The Chraal from H is not very effective against the Zak Rak, enemy Chraal and Raksha because of DR, the Pit Fiend alone cannot win. The commanders of F are not easy to kill.

2. G wins. Shuluth is too weak against the Liches, Chraal ineffective and the Duergar too slow. The Zak Rak is the greates threat, but he has the lowest save. The Ravager cannot be ignored.

3. B wins. A is too slow to get the Archmage. Spells and ranged attacks whittle activations down or is hurting the beaters if they lead. Mordys Swords together with GMA at the right time do the rest.

4. D wins. They have a formidable commander hunter together with ranged attacks and two lines.

German championship 12.05.07 in Berlin
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Longbow
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03/12/2007 7:45 AM  
@Faragdar: You mean that B wins in the third game, right?

German championship 12.05.07 in Berlin
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Faragdar the Wise
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03/12/2007 9:39 AM  
Posted By Longbow on 03/12/2007 7:45 AM
@Faragdar: You mean that B wins in the third game, right?
Yes.  That's what I meant.  Fixed.

"Before God we are all equally wise - and equally foolish." - Albert Einstein
Champion of Myopic Half-Orcs
Winner, WBC X

Damien the Bloodfeaster
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Portland, OR

03/12/2007 10:35 AM  

1. F

This is an interesting matchup. In the early game, H has a definite advantage with all the ranged threats from the Pit Fiend and Red Hand War Sorcerer. But what this basically amounts to beyond range 12 is fireballs and snowball swarms, and F can protect from the first by putting the Zakya up front and having the Rakshasa commander steal the Pit Fiend's CFX to make it fire-immune. The Pit Fiend band also has to worry about not getting slid into the pit by the Rakshasa. Once range is closed, F's hitters are fast enough to be able to base the Red Hand War Sorcerer and take him out, and with the Human Blackguard should make most morale saves. While Drow Outpost favors H enough to swing that battle in its favor, the relative commander ratings make Frostfell the more likely battle map to see play.

 

2. G

The liches' immunity to stun, coupled with the fact that the E's warband is vulnerable to the liches' spells, gives G an early advantage. Drow Outpost actually favors G more than E, to my mind. E does have more hitters, but they don’t do the kind of damage needed to take down the liches fast enough before a failed paralysis save will doom them.

 

3. B

Warband A has no ranged threat, which gives B an early advantage. Warband B should be able to get swords off on the FGFP; once it is gone the rest of the warband won’t be able to chase the Archmage down. Again, the invisible commanders will be hard to chase down and take out before the FGFP is lost from Mordy's swords. Hailstorm Tower is slightly more likely, but I don’t think it favors A enough to make a difference.

 

4. C

The Red Hand War Sorcerer and Mezzoloth between them can do enough damage against the archer band to hold their own even on Dragondown Grotto. Once battle is joined, C has a definite hitter superiority; even with the Valenar and Bralani using their mobility to move back and take out the RHWS, the hitters should be able to mob and kill them, then sweep up the remaining warband. On Frostfell Rift, C also has the option of trying to slide enemies into pits, or basing an enemy and hitting them with a Bigby's slapping hand.


Vrecknidj
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03/18/2007 3:55 PM  
Voting is over.

Match 1) F wins 3-0
Match 2) G wins 3-0
Match 3) B wins 3-0
Match 4) D wins 2-1

I believe three votes is the least we've ever had.Â

I'm assuming that WBC is dying, and this may be the last.Â

Ah well, perhaps it's because we all have better things to do?Â

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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