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Subject: What to do against high AC?

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Vrecknidj
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03/17/2007 6:06 PM  
Last year at this time, all the rage was a Marut (AC 25), with a Shield of Faith (AC 27) in the woods (AC 31).  I don't know about pairing him with the Cleric of Syreth, where a flank gets you (AC 35).  But, think about that for a bit.  How much trauma would it cause you if your guy with a +15 attack needed a 20 to hit, and couldn't do a critical?

Even Kord needs a 17 to his AC 35.

Sure, sure, you'll go after Syreth first.  Whatever.  Still, that's AC 31 in the woods.

Marut
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Sacred Watcher x3
Bat Familiar
Aramil
Human Commoner

Syreth cast's Legion's Shield of Faith, and now he's got AC 23 (27 in the woods), as do all the Watchers, and the Marut is at a healthy 27 on regular terrain.  Syreth has a +5 commander rating, and lots of other folks love King's Road, so there's a fair chance you're fighting on it.  If the Marut is in the woods, his AC is 31.  Thanks to magic weapon, he's attacking at +21 for 20 magic + 10 sonic, so, basically, +21 (30).  He's hard to hit, but he rarely misses, and when he does hit, it hurts.  Aramil weakens a titan enemy, if there is one, and weakens as many smaller hitters as possible if there are multiple beaters.

If you're unlucky and don't have Countersong, and if the Sacred Watchers move to a flanking position with the Marut, then the Watchers have AC 31 (23 + 4 for woods + 4 for flank) in addition to being incorporeal.  So what if they're rarely hitting you?  They'll hit sometimes, they can leave whenever it's convenient and go after something else, and when they're flanking in the woods, they're basically impossible to hit.

Food for thought.

Dave

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03/17/2007 6:59 PM  
I don't know about the current metagame, but last year the answer was simple. First Korducopia and then Firebelchers showed up. Even if Marut could deal with the former, firebelchers shredded a Marut (even one protected by a Coautl) in two shakes of a lamb's tail. The FGFP sorta put a kabosh on Firebelchers, but I've started to notice that his time in the sun seems to be fading. That might very well leave a place for the return of the Firebelcher band.

I know my solution to the Marut craziness (often supported by Sacred Watchers) was Quad Zakya. Watchers run screaming to the Chill Touch and 4 near auto-hits drops the Marut to a piddly 15hp remaining (feeling lucky punk?).

Still, the answer to AC tends to be autodamage. And defending against autodamage is possible, but it takes resources. At 42 points, you need to drop two Sacred Watchers and the Bat Familiar from the above band to cover a Coautl. At 34 points, you still need to drop two Sacred Watchers to include the Dragonmark Heir of Deneith. And none of that helps against Storm or Bralani Eladrin (both of which are currently popular in the metagame). The new Beholder Lich would have a field day fighting the above army. It can turn the Watchers with every eye ray and deal 5 damage to the Marut with every shot (two shots a round). That kind of damage builds up quickly. Also, keep an eye out for Archmage, Ultraloth, or the new Bone Naga. Each of them have enough spell power to rip through a Marut in no time fast

Matchups are all the difference in this game. It is a big game of Rock, Paper, Scissors, Lizard, Spock (good old Spock, nothing beats Spock).

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03/17/2007 8:17 PM  
Another way to go is the Ultraloth. If you do it right he can drop the attack bonus by 5 and damage by 15 with his Heightened Ray of Exahaustion and Ray of Enfeeblement. After that he can sit there and hit with his unlimited use Schorching Ray.

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03/18/2007 4:30 AM  
Posted By Meljor on 03/17/2007 8:17 PM
Another way to go is the Ultraloth. If you do it right he can drop the attack bonus by 5 and damage by 15 with his Heightened Ray of Exahaustion and Ray of Enfeeblement. After that he can sit there and hit with his unlimited use Schorching Ray.

You still have to overcome the Marut's Spell Resistance, a 50/50 shot each time you cast a spell on him.Â

But still, not a bad idea.Â



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03/18/2007 4:36 AM  

I toyed with this idea before XP and came to the conclusion that the Marut's HP is just too low, no matter what else.  And that the Marut needed Snakes Swiftness (via Couatl) to cause useful damage as your only / main hitter in the warband.  And adding the Couatl was just too many points.Â

 

And I agree with SYB that dealing with Marut and Sacred Watchers via the Zakya was indeed the best route.  My strategy was a little different though - kill everything else BUT the Marut and win on VP's.  And it worked quite well.Â

 

So how do you deal with a high AC?  Ignore it, kill everything else but it, and score VP's every round and win by staying ahead.Â

 


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Vrecknidj
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03/18/2007 6:17 AM  
So, now we move beyond the Marut.

A friend of mine played this band the other day and did better with it than I would have expected.

Syreth
Kolyarut x2
Sacred Watcher x2
Eberk
Warforged Scout
Human Commoner

Syreth and Eberk get the ACs up pretty high from the start. So, both Kolyaruts and both Sacred Watchers have a new base AC 24. The Firegiant is reliable against this, as is the Marut and Kord. Duergar Champs are missing with their first swings once in a while, and often missing the second time around.

Then, of course, he plays on King's Road. So, in the woods, AC 28 is a bit harder for creatures with +15. Needing a 13 to hit isn't what I would call "reliable." Then, if he can, he gets Syreth into position and flanks with the Watchers. Now those guys have 32 AC.

So, of course, you go after Syreth. But, in the woods, he too has an AC of 28. If you're running Zakyas or Duergar Champs or Black Dragons, you aren't hitting. If those guys survive your line attacks and the like, then you're hoping for a lot of 20s.

In the meantime, the Kolyaruts have all your guys attacking and saving at -2 (and Hold Monster at DC 17 can be an issue for a lot of pieces with a -2 save).

I was playing a CE beater band and had all kinds of trouble hitting his pieces. I knocked Syreth down to a morale check (which he passed) and his cure spells kept him in the game. I finally took him out, but, I had lost one of my beaters and some fodder and he was able to maintain a point advantage just because I couldn't hit. (When I took out Syreth it was with a piece that needed an 18. I rolled a 19. Those aren't reliable odds. He should have beaten me a lot worse than he did.)

Dave

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03/18/2007 7:11 AM  
It is still basically the same style warband with different units. The Kolyaruts have the advantage over the Marut that they can potentially heal themselves, have a one shot disable spell, and can lower the attack/save value of the opponent's units. But, they have a relatively low attack bonus, making their attacks reasonably unlikely to miss an opponent in woods. Once again. I see spellcasters ripping the above warband apart. Just about any spellcaster has been put on their map of choice (King's Road is awesome for spellcasters) and the Kolyarut doesn't even have Spell Resistance to protect it (not that it protected the Marut that well since two of the three spellcasters I listed could all but ignore the SR). I suppose someone will come up with a counter example, but until I see it, autodamage continues to be the answer to High AC. Who knows? If FGFP becomes scarce enough, the Gauth may make a comeback.

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03/18/2007 12:48 PM  
Posted By Vrecknidj on 03/18/2007 6:17 AM
So, now we move beyond the Marut.

A friend of mine played this band the other day and did better with it than I would have expected.

Syreth
Kolyarut x2
Sacred Watcher x2
Eberk
Warforged Scout
Human Commoner

Syreth and Eberk get the ACs up pretty high from the start. So, both Kolyaruts and both Sacred Watchers have a new base AC 24. The Firegiant is reliable against this, as is the Marut and Kord. Duergar Champs are missing with their first swings once in a while, and often missing the second time around.

Then, of course, he plays on King's Road. So, in the woods, AC 28 is a bit harder for creatures with +15. Needing a 13 to hit isn't what I would call "reliable." Then, if he can, he gets Syreth into position and flanks with the Watchers. Now those guys have 32 AC.

So, of course, you go after Syreth. But, in the woods, he too has an AC of 28. If you're running Zakyas or Duergar Champs or Black Dragons, you aren't hitting. If those guys survive your line attacks and the like, then you're hoping for a lot of 20s.

In the meantime, the Kolyaruts have all your guys attacking and saving at -2 (and Hold Monster at DC 17 can be an issue for a lot of pieces with a -2 save).

I was playing a CE beater band and had all kinds of trouble hitting his pieces. I knocked Syreth down to a morale check (which he passed) and his cure spells kept him in the game. I finally took him out, but, I had lost one of my beaters and some fodder and he was able to maintain a point advantage just because I couldn't hit. (When I took out Syreth it was with a piece that needed an 18. I rolled a 19. Those aren't reliable odds. He should have beaten me a lot worse than he did.)

Dave
I have a friend playing a warband very similar to the above, and it is a real pain to deal with.  He actually uses Aramil in the build.  I have gone back to using Korducopia recently, and have to be very careful to lead with my fodder in order to avoid the enervation rays.  I usually go after his tile grabbers, and try to make one quick, but significant, kill with Couatl/Kord.  Once I do this, Kord gets nerfed twice, so I just play for point denial until time runs out.


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03/18/2007 1:09 PM  
Use *snicker* the Sand Giant.

OK, maybe I had a hard time saying that with a straight face, but he's not a horrible match-up against Marut. Good to-hit and enough hit points to soak up a bit of damage. Couple him with the Dwarf Artificer and (with GMW and Rust Construct), your chances of hitting increase but another 6. If the Sand Blaster goes off, Marut becomes easily hittable. Throw in a Dragonmark Heir and protect the Sand Giant from Sonic to nerf Marut further.

I believe that if the Sand Giant had a base damage of 20 instead of 15, lots of people would use him a lot more often.

I once had Epic Marut nerfed to 5 damage a hit. Couatl, Dorf Artificer, Aramil, and my big guns had DR. Ohhhh... Marut wasn't so scary then! ;-)

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03/18/2007 1:14 PM  
Posted By BoloBaby on 03/18/2007 1:09 PM
Use *snicker* the Sand Giant.

OK, maybe I had a hard time saying that with a straight face, but he's not a horrible match-up against Marut. Good to-hit and enough hit points to soak up a bit of damage. Couple him with the Dwarf Artificer and (with GMW and Rust Construct), your chances of hitting increase but another 6. If the Sand Blaster goes off, Marut becomes easily hittable. Throw in a Dragonmark Heir and protect the Sand Giant from Sonic to nerf Marut further.

I believe that if the Sand Giant had a base damage of 20 instead of 15, lots of people would use him a lot more often.

I once had Epic Marut nerfed to 5 damage a hit. Couatl, Dorf Artificer, Aramil, and my big guns had DR. Ohhhh... Marut wasn't so scary then! ;-)


I love it when I see original solutions like this.  The Sand Giant is completely off of my radar, but if my friend keeps bringing high AC warbands, I just might give this a try.  The synergies you pointed out above, all look pretty solid.

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Zyla
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03/18/2007 2:13 PM  
A dwarf artificier will give any construct band a hard time.


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03/18/2007 3:03 PM  
Posted By Zyla on 03/18/2007 2:13 PM
A dwarf artificier will give any construct band a hard time.


Espically with a bat to deliver the construct hate.

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03/18/2007 3:13 PM  
Posted By BoloBaby on 03/18/2007 1:09 PM
Use *snicker* the Sand Giant.

OK, maybe I had a hard time saying that with a straight face, but he's not a horrible match-up against Marut. Good to-hit and enough hit points to soak up a bit of damage. Couple him with the Dwarf Artificer and (with GMW and Rust Construct), your chances of hitting increase but another 6. If the Sand Blaster goes off, Marut becomes easily hittable. Throw in a Dragonmark Heir and protect the Sand Giant from Sonic to nerf Marut further.

I believe that if the Sand Giant had a base damage of 20 instead of 15, lots of people would use him a lot more often.

I once had Epic Marut nerfed to 5 damage a hit. Couatl, Dorf Artificer, Aramil, and my big guns had DR. Ohhhh... Marut wasn't so scary then! ;-)


Yeah, his 15 Damage is a killer. If LG had something like the Lyrandar Skyfire Captain to give him even 5 Fire Damage, he'd be much better. Maybe word it something like: Tap Resistance (Touch; Target creature gains +5 Energy damage of type they are resistant or immune to). I really like th e guy otehrwise and use a few of them for Fire Giant proxies in RPG as well.

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03/18/2007 3:54 PM  
Ah yes, but, are people really running that many Dwarf Artificer or Sand Giant bands?

I think that auto-damage is the way to go. But, the next question becomes, how well does an auto-damage band do against the other stuff out there?

Dave

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03/18/2007 4:45 PM  

Posted By Bert the Troll on 03/18/2007 3:03 PM
Posted By Zyla on 03/18/2007 2:13 PM
A dwarf artificier will give any construct band a hard time.


Espically with a bat to deliver the construct hate.

I didn't even consider the bat. That's actually a great combo since it allows you to get the dorf's three mains spells out that much faster.

Here's the question (and I haven't researched this to get the answer), but is the bat's attendant ability determined during construction or set up? In other words, could I switch the bat's master during set up if I faced a band that had no constructs?

Back to the Sand Giant - now you just have to couple him with something that bumps damage. 'Cause 15 stinkaroos.

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03/18/2007 8:33 PM  
I did some testing tonight. Auto-damage is the way to go against high AC. I destroyed the high-AC band this time (even on King's Road).

The next issue is whether my band has enough oomph to take on some of the other bands out there.

Dave

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03/18/2007 11:18 PM  
Another thought that came to my mind is that GAS (standard one w/ 4 Gith Monks) still obliterates both of the above warbands (Marut version or Kolyarut version). The four giths team up on either the Marut or one of the Kolyaruts and kill the offending unit in one round. For the rest of the match, they can play keep away with their superior speed and the woods send their AC up to a frighteningly high 29 (even the Marut misses that 40% of the time). What is good for the the goose....

I think I'll stop for now. I've used enough old fashioned phrases in this thread that even I'm beginning to think I might be old.

-SYB


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03/19/2007 1:35 AM  
What did your autodamage warband looked like Vrecknidji?

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03/19/2007 3:15 AM  
Posted By Janos M. on 03/19/2007 1:35 AM
What did your autodamage warband looked like Vrecknidji?

Yea Dave, what auto damage warband did you use?  Belchers?  Something with the Bat?  Something with the Warmage?Â

Please not another NOST warband.Â



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03/19/2007 9:24 AM  
Posted By Janos M. on 03/19/2007 1:35 AM
What did your autodamage warband looked like Vrecknidji?
It wasn't the band I played against you on Vassal, that's for sure.

And, it wasn't the band you played against me either.



Otherwise, I'm being tight-lipped about it, because, well, I'm going to practice it for a while and see if it's tournament worthy.

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03/20/2007 6:49 AM  
With the Blacks, Belchers, Warmage, Cormyrean, Monks, Bralani, Storm, Asura, Archmage, and many more. It's easy to get warbands together that don't need to roll much in a game. And every dice you have to roll less, gives you a lesser chance of failing something. So I think auto-damage is the way to go in the future. (like last Championship Belchers and Monks).

@ Vrecknidji you can set me a pm/e-mail with your warband. I don't tell it anyone. And I know we won't meet before GenCon

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03/21/2007 3:14 PM  
Posted By Vrecknidj on 03/17/2007 6:06 PM
Last year at this time, all the rage was a Marut (AC 25), with a Shield of Faith (AC 27) in the woods (AC 31).  I don't know about pairing him with the Cleric of Syreth, where a flank gets you (AC 35).  But, think about that for a bit.  How much trauma would it cause you if your guy with a +15 attack needed a 20 to hit, and couldn't do a critical?

Even Kord needs a 17 to his AC 35.

Sure, sure, you'll go after Syreth first.  Whatever.  Still, that's AC 31 in the woods.

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Syreth
Sacred Watcher x3
Bat Familiar
Aramil
Human Commoner

Syreth cast's Legion's Shield of Faith, and now he's got AC 23 (27 in the woods), as do all the Watchers, and the Marut is at a healthy 27 on regular terrain.  Syreth has a +5 commander rating, and lots of other folks love King's Road, so there's a fair chance you're fighting on it.  If the Marut is in the woods, his AC is 31.  Thanks to magic weapon, he's attacking at +21 for 20 magic + 10 sonic, so, basically, +21 (30).  He's hard to hit, but he rarely misses, and when he does hit, it hurts.  Aramil weakens a titan enemy, if there is one, and weakens as many smaller hitters as possible if there are multiple beaters.

If you're unlucky and don't have Countersong, and if the Sacred Watchers move to a flanking position with the Marut, then the Watchers have AC 31 (23 + 4 for woods + 4 for flank) in addition to being incorporeal.  So what if they're rarely hitting you?  They'll hit sometimes, they can leave whenever it's convenient and go after something else, and when they're flanking in the woods, they're basically impossible to hit.

Food for thought.

Dave

I'd probably drop as much auto-damage as I could with something like:

Storm Silverhand
Bralani Eladrin x2
Dromite Wilder
Aasimar Favored Soul
Mialee
Timber Wolf
Xeph Warrior

Storm and the Bralani are immune to the Dromite's energy burst (which also heals Storm), your main hitters get the benefit of bless and magic weapon from the Aasimar, and you have four different sources of auto damage.  Best case scenario for the Marut has him still taking 55 points in one round from Storm, the Bralanis, the Dromite, and a magic missile from Mialee.  One or two missed saves, or if you decide to take a gamble on a first round K.O. and roll for the Dromite's Wild Surge ability, and your titan goes away pretty fast.

Still, AC 35 is nothing to sneeze at.


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03/21/2007 4:29 PM  
Posted By JohnnyFive on 03/21/2007 3:14 PM
I'd probably drop as much auto-damage as I could with something like:

Storm Silverhand
Bralani Eladrin x2
Dromite Wilder
Aasimar Favored Soul
Mialee
Timber Wolf
Xeph Warrior
I'm actually thinking of something similar:

Storm Silverhand
Bralani Eladrin x3
Cormyrean War Wizard
Xeph Warrior x3

I believe this has real potential.  With Storm next to the War Wizard, if an enemy closes, it will likely be dealing with a 25 damage ray of either cold or fire, and the capacity to fire 30-damage lightning bolts, though Storm is particularly appealing.

A problem, of course, is that lines are not as flexible as we'd like, and either high-speed or high-hp units will either avoid or live through the lines and then pound the crap out of the low saves and low ACs of the band.  It will be difficult to stay alive against many of the currently strong bands.

Dave


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03/21/2007 5:16 PM  
Doesn't Marut have spell resistance? A large portion of "auto-damage" would fail. Like Dromite Wilder, magic missile... ok, that's only 2, but it does punch a hole in the autodamage theory.


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03/21/2007 5:20 PM  
Spell resistance is a problem for several auto-damage pieces. The Bralanis and Storm, however, have special abilities that ignore spell resistance. The War Wizard ain't so lucky, but, there are enough pieces in the current meta that don't have spell resistance that he has a chance against plenty of bands.

A horde of Xen'driks is, however, a problem--trust me.

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03/21/2007 5:24 PM  
Oh absolutely, Storm's silverfire is certainly nothing to underestimate.


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04/10/2007 6:06 AM  
Posted By Vrecknidj on 03/18/2007 8:33 PM
I did some testing tonight. Auto-damage is the way to go against high AC. I destroyed the high-AC band this time (even on King's Road).

The next issue is whether my band has enough oomph to take on some of the other bands out there.

Dave
Well, I was right about the auto-damage thing.  Black Dragons have totally decended upon the tournament scene.  The band I dreamed up a while back gets hammered by Triple Black.



Dave


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04/12/2007 3:14 AM  
Posted By Vrecknidj on 04/10/2007 6:06 AM
Posted By Vrecknidj on 03/18/2007 8:33 PM
I did some testing tonight. Auto-damage is the way to go against high AC. I destroyed the high-AC band this time (even on King's Road).

The next issue is whether my band has enough oomph to take on some of the other bands out there.

Dave
Well, I was right about the auto-damage thing.  Black Dragons have totally decended upon the tournament scene.  The band I dreamed up a while back gets hammered by Triple Black.



Dave



I hear ya on this one.  Three Line 12 Acid BW for 25 damage each is brutal.  It wipes out a lot of your activation contro / fodder pieces.  And Bralani's are not immune or resistant to Acid damage.Â

Tri LBD's is making me re-think warband selection and map choice.Â

But here we go again, if I make too many changes to compensate for Tri LBD's then I'm hammered by another type of warband.  Argh....Â

Still, it gets me a thinking about the Couatl and high AC LG warband ideas that might fair well versus the current CE darlings and still have a chance versus a greater number of warbands that the current meta is seeing.Â

Rock, Papaer, Scissors.  Here we go again.Â



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Vrecknidj
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04/12/2007 6:09 AM  
Something like this, perhaps?

Arcane Ballista
Couatl
Sword of Heironeous
Sacred Watcher x3
Aramil
Bat Familiar
Warforged Scout

The Couatl/Ballista combo gets you two shots for +20 (35 magic + 10 elemental) near the beginning of the game against LBDs and FGFPs (of course, the FGFP is going to have a Dragonmark, and so it's +20 (35 magic) to the bodyguard...). The Sacred Watchers are excellent screeners against things, and are nice clean-up pieces to remove enemy VA grabbers (especially if they're undead ones, thanks to fear of Thrall and Werewolf Lord bands). The Bat can deliver a Cure spell from the Couatl if it has to, Aramil will probably use a magic missile or two, and then get one enervation ray off before death; but, serves as another spellcaster in case you need it. All Heironeous does is gets you your map and then waits around to die. But, the extra activation, the fact that she's a spellcaster, and the ability to take a swing when the enemy closes isn't irrelevant.

The problem is, you will lose your map eventually, and fighting Triple Black on Hellspike with this will be a nightmare.

Dave

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04/12/2007 7:33 AM  
Lord Soth FTW!


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04/12/2007 7:55 AM  
On Hellspike, Lord Soth isn't too bad. Put a couple of Greenspawn Sneaks in there to Scout out to the victory areas, and then you have suicide bomber targets so that you know you can get into your opponent's start areas, independently of your opponent trying to send out a screener.

The abyssal blast is a lot of up-front damage.

Give Soth a bodyguard, and now he's also immune to acid...

Still, he's too many points for me to risk.

Dave

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04/12/2007 8:19 AM  
How about a bone naga to nerf the SR and and ultroloth to nerf the marut.  Then your 2x doogies can try and beat him down.  You at least have the scorching rays from the ultroloth to help out.

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04/12/2007 8:29 AM  
Posted By Vrecknidj on 04/12/2007 7:55 AM
On Hellspike, Lord Soth isn't too bad. Put a couple of Greenspawn Sneaks in there to Scout out to the victory areas, and then you have suicide bomber targets so that you know you can get into your opponent's start areas, independently of your opponent trying to send out a screener.

The abyssal blast is a lot of up-front damage.

Give Soth a bodyguard, and now he's also immune to acid...

Still, he's too many points for me to risk.

Dave


That only works if Soth no longer can see any of his other allies, not easy to do on Hellspike on the first activation. Unless you put yourself in one of those forward start areas - which is pretty risky since soth is rather slow.

Dungeon of blood and tomb of perergrine work well for this method, I used Vlaakith's fireball targeted on either a kobold miner or a very speedy small fire elemental to good effect. These two maps have walls next to start areas that a well placed piece can swing around and no longer see most of the same starting area. (upper left for ToQP and lower right for DoB are what I used).

Its too bad that unlike the red and blue spawns, the Blackspawn does not have Tiamat's blessing to make adjacent spawn immune to an energy type. (especially since Blackspawns are pretty sucky otherwise - +9 for first attack - puleez!)

A blackspawn between two redspawn would have been interesting to see against LBD's.

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nycfarmkid
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04/12/2007 8:48 AM  
What about:

Sword of Heironeous
Coautl
Arcane Ballista
Cormyrean War Wizard x2
Sacred Watcher
Timberwolf

OR

Coautl
Arcane Ballista
Cormyrean War Wizard x2
Cleric of Order
Sacred Watcher
Timber Wolf
Jozan, Cleric of Pelor

These builds have Auto Damage, one pesky screener, high CR rating, major ragned threat with SS, elemental resistance, and a speedy tile grabber. Heck I may have to give this a try. And to think I had almost decided on a band already. Back to the drawing board.

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04/12/2007 9:09 AM  

And wouldnt you love to see the look on someone's face if a couple of their Large Black Dragons failed the Legion's Undeniable Gravity save? With speed 10 they are going to get somewhere pretty fast anyway (but might save you an attack round if they are crawling through the forest), but would come close to a RW confusion spell.


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04/12/2007 3:20 PM  
Posted By simage on 04/12/2007 8:19 AM
How about a bone naga to nerf the SR and and ultroloth to nerf the marut.  Then your 2x doogies can try and beat him down.  You at least have the scorching rays from the ultroloth to help out.

Your base:

Bone Naga 62
Ultraloth 62
DC 33
DC 33

That's 190 points in 4 pieces and 10 points left.  I'm not convinced that the Bone Naga is a very good piece.  Once based his spells are useless as he can't cast them.  And LBD's will base him quickly and fairly easily with fly.Â

I'd tend to run the better hitters that LE offers against the high AC LG pieces.  Such as more DC's, Zaks, Efreeti.Â



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04/13/2007 8:12 AM  
My only worry about your bands, nycfarmkid, is that the War Wizards, Couatl, and Arcane Ballista really have to stay packed together, and in the woods. If you lose the map roll, you could be in serious trouble. I've thought about a band like that, but then I imagine trying to win with it on Hellspike and I just sigh.

Sirohk's suggestion of the Efreeti isn't a bad one. He's a decent piece against the LBDs because he's likely to hit and do 20 damage, and he can probably get in one ranged fire attack before melee ensues. But, those 65 hp will be gone in a flash. And, though the FGFP is only doing 20 per hit to the Efreeti, if they're in melee, the FGFP will almost certainly do 40 damage in a full round of attacks, and that could be the end for the Efreeti if he misses morale. (And protecting against that will requrie a high commander rating, and, if that's Urthok or the Human Blackguard, those pieces are at risk due to their speed, and if it's the Ultroloth, that piece is not so effective against the FGFP.) So, I'm at a loss on that piece right now as well.

Dave

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04/13/2007 9:06 AM  
Posted By tundrin on 04/12/2007 9:09 AM

And wouldnt you love to see the look on someone's face if a couple of their Large Black Dragons failed the Legion's Undeniable Gravity save? With speed 10 they are going to get somewhere pretty fast anyway (but might save you an attack round if they are crawling through the forest), but would come close to a RW confusion spell.



Very nice catch, tundrin.  I almost never use legion's undeniable gravity, but in this case it is more than worthwhile to try twice (especially on grotto).

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04/13/2007 10:40 AM  
Posted By Vrecknidj on 04/13/2007 8:12 AM
My only worry about your bands, nycfarmkid, is that the War Wizards, Couatl, and Arcane Ballista really have to stay packed together, and in the woods. If you lose the map roll, you could be in serious trouble. I've thought about a band like that, but then I imagine trying to win with it on Hellspike and I just sigh.

Dave

I played one game with this on Vassal and that was sort of my conclusion as well. I played on Keep of the Fallen Kings which has great LOS for the Ballista into the only victory areas on the map. The biggest problem I had though was with trying to keep my opponent's hitters from smishing my War Wizards. The ballista really needs a blocker or three and the single Sacred Watcher didn't get it done. on the other hand, I had some impressive ranged damage out of the ballista. It easily did over 140 points of damage throughout the match.


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