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Subject: Your Best Dual Clay Golem Band

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Vrecknidj
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03/23/2007 6:29 AM  
One of Faragdar's posts in the Tiefling Warlock thread got me to thinking about a pair of these again.

Vlaakith
Clay Golem x2
Orc Warrior x3

Obviously, it's a point denial band.  You have the horrible problem of not getting first round assault points, and, probably, the problem of not getting them ever.  But, your fireball cannot hurt the Golems, so you're free to blast away at them.  And, if you paralyze anything, it's going to be turned into putty by the Golems.



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03/23/2007 9:17 AM  

I got nothing for 200pts.

It's tough to shoehorn TWO of them into a 200pt. band. I like the idea of some combination of Storm, Branali, Clay Golem(s) and a lightning bolt thrower like Silver Sorcerer etc. Such that the Lightning caster can blast through the Clay Golem (or Golems) and possibly heal Storm in the process.

>> shrug <<

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03/23/2007 9:41 AM  
I've been testing with a Clay golem, just casually, and I have a few ideas. Hopefully, I'll have some info to post soon.

I don't know about double Clay, though. Seems a tad overboard.

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03/23/2007 10:52 AM  
Posted By Vrecknidj on 03/23/2007 6:29 AM
...You have the horrible problem of not getting first round assault points, and, probably, the problem of not getting them ever.Â
I disagree.  Yes, you probably don't get first round assault points, but on many maps, you can get them from round 2 on.  I used to play a lot with the Clay Golem--I never found his mobility to be as much of a handicap as most others think.  I love him, especially with a Lich.   I'd switch at least two of the fodder to Warrior Skeletons.  With their immunities, they're more survivable.  They don't hit as accurately, but Vlaakith helps them do about as much damage.  Plus, if you go up against someone with a significant turn undead capability, the skeletons can run interference for Vlaakith.

Of course, if the meta has changed enough (SWarm not so prevalent?), you could reconsider the Lich Necromancer with dual golems.  With hold monster, he can paralyze targets for the golems without risking himself, which is nice.  He also gives you better activation control and room for a tile grabber:

64 Lich Necromancer
112 Clay Golem x2
11 Troglodyte Thug
06 Orc Warrior x2
04 Hyena
03 Warrior Skeleton

You could swap out the Troglodyte Thug for a Cursed Spirit, but I think stench is nicer to help the golems in melee against high AC opponents.  You could also downgrade to a Troglodyte to upgrade the other fodder, but I always have tons of trouble keeping the cheaper Trog around long enough to do any good.

And Storm is worth serious consideration (confusion can actually be saved for close quarters fighting, since the golems are immune, and her healing makes it difficult, at best, to take her out of the picture before you have to just deal with the golems):

57 Storm
112 Clay Golem x2

+

15 Steelheart Archer
12 Elf Warrior x3
03 Xeph Warrior

or

18 Wild Elf Raider x3
09 Wild Elf Warsinger
04 Elf Warrior

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Vrecknidj
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03/23/2007 11:44 AM  
Posted By Teflon Jeff on 03/23/2007 9:41 AM
I've been testing with a Clay golem, just casually, and I have a few ideas. Hopefully, I'll have some info to post soon.

I don't know about double Clay, though. Seems a tad overboard.
Agreed.  I'm just playing around, since everyone is being pretty serious about qualifier testing.

Dave


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03/23/2007 3:03 PM  
Since I've abandoned the idea as not very fun, I'll leak what i was playing, at it's core...

Lyrandar Sky Captain
Clay Golem
Rat swarm x2
Bat
Steelheart archer

some other various fillers.

Drow Outpost, basically, the swarms have an excellent chance of starting on one of your VA's, and they block long enough for the Golem to get to the bridge. Give him the extra melee attack and the extra damage. Hopefully, the swarms last a few rounds (depends on elemental damage capabilities of the opponent, either way, if they waste them there, they don't have them for later.)

Then sit back with the archers (I think Storm Archer was the last piece) and shoot away. Not a great build, but I think it would give fits to some warbands, especially titan builds.

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The Fortress of Solitude

03/23/2007 3:16 PM  
Posted By Teflon Jeff on 03/23/2007 3:03 PM
Since I've abandoned the idea as not very fun, I'll leak what i was playing, at it's core...

Lyrandar Sky Captain
Clay Golem
Rat swarm x2
Bat
Steelheart archer

some other various fillers.

Drow Outpost, basically, the swarms have an excellent chance of starting on one of your VA's, and they block long enough for the Golem to get to the bridge. Give him the extra melee attack and the extra damage. Hopefully, the swarms last a few rounds (depends on elemental damage capabilities of the opponent, either way, if they waste them there, they don't have them for later.)

Then sit back with the archers (I think Storm Archer was the last piece) and shoot away. Not a great build, but I think it would give fits to some warbands, especially titan builds.


Teflon, you can't buff the Clay Golem with Lyrandar.

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03/23/2007 4:19 PM  
Posted By Thenameless on 03/23/2007 3:16 PM

Teflon, you can't buff the Clay Golem with Lyrandar.
Doh!!

Yeah, that would be yet another reason it wouldn't work. I guess if you buff out the storm archer, but it doesn't really seem worth it, does it?

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03/24/2007 4:22 AM  
If we are talking about just ONE Clay I think the following would work well.

Storm Silverhand
Silver Sorcerer
Clay Golem
Crow Shaman

Use the Clay as a pivot point. Let a blured and slying Strom manuver around the Clay. Blast lightning through the Clay and Storm with a blured Silver Sorcerer.

You might opt to drop the Crow Shaman in favor of 38pts. of Ranged and melee support.

Good Luck

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fritz
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03/27/2007 5:53 PM  
Storm + bat
Clay GOlem
Cormyrean War wizards X2
Gray CLoak + TW
Ialdabode
Xeph


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Broken Hill

03/27/2007 6:43 PM  
there are some really good ideas here guy's! now im off to play with clay golems! I love em


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The Fortress of Solitude

03/27/2007 10:55 PM  
The Clay Golem is definitely still a playable piece, especially now that we have some survivable and well-costed commanders such as Storm Silverhand. One thing though is that I like to get the max out of my pieces, and Storm's commander effect is one of the best in the game. Perhaps, pairing her with a fearless Clay Golem makes for a sub-par team unless you can think of squeezing out other synergies. The Silver Sorcerer idea above works nicely if your enemy lets it happen, but our local meta has way too many Shadowdancers right now for something like this to work.

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Vrecknidj
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03/28/2007 5:08 AM  
One reason why the Clay Golem is good with Storm is that if you face other Storm bands, your own Humans and Elves aren't going to get your commander effect thanks to the other Storm's Countersong. So, fearlessness can still be good.

Something like this could be cool.

Storm Silverhand
Clay Golem
Bralani Eladrin
Steelheart Archer x3
Xeph Warrior x2

You will want to park the Steelheart Archers behind the Clay Golem (they ignore his cover, so, no minus to their attack) and have them fire away. The Bralani and Storm will probably start out lobbing arrows as well, but eventually move up to pick off victory area grabbing pieces and then to engage bad guys. As the enemy approaches, you move the Golem forward to engage, and then use Storm's and the Bralani's line attacks to quickly push the damage down to morale save territory if possible.

The problem, of course, is that the Clay Golem cannot chase enemy pieces, and Storm and the Bralani are not as effective as a titan or some other solid hitters.

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Teflon Jeff
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03/28/2007 9:34 AM  
True. I think the best map would be one of the choke point maps that makes the enemy come to you.

Drow Outpost, Kings road, both of those could be good. Personally, Drow outpost would probably be the best map, as you can park the clay golem on the bridge, and make other's come to you. How about this?

Storm
Clay Golem
Inspiring Marshall
Rat Swarm
Steelheart x2
Timberwolf x2

use the rat swarm and timberwolves to slow the enemies advance, and possibly get some early tile points. This, combined with the GMA will allow the Golem to take the bridge. Steelhearts shoot from behind, and Storm can bolster as necessary.

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03/28/2007 6:58 PM  
Last night I played

Sky Captain
Storm Archer
Clay Golem
Virtuous Charger
Wild elf raider
tavern Brawler
Bat familiar

I extra hit, + 5 fire damage and cats grace via bat on storm round 1
And from there commenced firing on the enemy for whole game while blocking with clay golem and using virtuous charger to finish off and also block .
At one stage with both Sky captain and storm archer getting full attacks off its 3 attacks doing 20 damage and 2 doing 15 which cut the enemy down pretty quick on its way across the board. Now I'm sure that this band will run into some trouble against quite a few bands. But after trying to get archers to work since Archfiends this is probably the most promising/fun and combo ive used!


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03/29/2007 5:49 AM  

What about the following:

 

Cleric of Sune 34

x2 Clay Golem 112

Gnome Trickster 27

Graycloak Ranger + Wolf 15
Barbarian Mercenary 9
Xeph 3

200 pts 8 activations

I would use an open type map, maybe Kings Road so that invisible Xeph, Barbarian Merc, and Gnome Trickster can get flanks for the Clay Golems.Â

Cleric of Sunes CFX - "Allies and enemy Humanoids get melee attack +2 and melee damage +5", and affects the Clay Golems so they attack at +16/+16 for 25 (non magic) damage.  Anything to improve their hitting power.  Get her invisible asap as Golems are confused whem to nearby.Â

Use the CoS spells to buff the Greycloak or Barbarian Merc.Â



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03/29/2007 6:05 AM  
Posted By Sirohk on 03/29/2007 5:49 AM

Cleric of Sunes CFX - "Allies and enemy Humanoids get melee attack +2 and melee damage +5", and affects the Clay Golems so they attack at +16/+16 for 25 (non magic) damage.  Anything to improve their hitting power.  Get her invisible asap as Golems are confused whem to nearby. 



Actually, the Cleric of Sune's CFX is "Allied and enemy Humanoids..." which means it will not affect the Clay Golems since they are constructs.

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03/29/2007 6:42 AM  
Posted By Temysry on 03/29/2007 6:05 AM
Posted By Sirohk on 03/29/2007 5:49 AM

Cleric of Sunes CFX - "Allies and enemy Humanoids get melee attack +2 and melee damage +5", and affects the Clay Golems so they attack at +16/+16 for 25 (non magic) damage.  Anything to improve their hitting power.  Get her invisible asap as Golems are confused whem to nearby. 



Actually, the Cleric of Sune's CFX is "Allied and enemy Humanoids..." which means it will not affect the Clay Golems since they are constructs.

Argh.  Never mind.  I was looking at the Miniatures Data Base here on Maxmini's.  It must be incorrect and I don't have the card in front of me.Â

Affecting only Humanoids sounds more correct to me though.Â





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