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Subject: Rarely considered Shadowdancer hate options

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Faragdar the Wise
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Albuquerque, NM, USA

04/06/2007 2:06 PM  
Okay, thank you. You're right. This is good to know. Now I'll have to look at my maps to see how many are in that situation where the map edges count as walls for shadow jump.

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GelatinousChicken
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04/10/2007 12:25 AM  
With regards to the dancers, a particular warband came to my mind the other day; one that stirred up some discussion last year for its high variance, but I was thinking that maybe it might be less of a factor this year since those LG ACs are not as popular. The band I have in mind is the good ol' two Hill Giant Barbarian band:

Hill Giant Barbarian x2   156
Drow Sergeant   16
Orc Wardrummer   19
Orc Warrior x3   9
------------------------------------
200 points, 7 activations


My first obvoius observation was the plain damage output--even with their avoid attack, that's a lot of damage to dodge not to mention even with their sneak attacks, there's a lot of hit points there (assuming morales can be made). What do you guys think? Could last year's relic make a comeback?



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Sirohk
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USA

04/10/2007 3:18 AM  

More Rock Papaer Scissors.Â

 

Yes, IMO the HGB could ruin a Shadowdancer warbands day.  They are fast enough to chase the Shadowdancers down and have enough HP to withstand the first invisible attack wave.  I just don't like the having only 7 activations and no real VP grabber.Â

 

Of course the Shadowdancers will try to take out the Commander and Orc Wardrummer, then run and hide.  It will likely come down to a MC by the Giants to win or loose.Â

 

 


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Fort Mill, SC

04/11/2007 12:43 PM  
You may now consider the Thieves' Quarter the *ultimate* anti-Shadowdancer option - NO WALLS!

(Unless they rule that the border between rooftopand ground squares count as walls to the ground squares.)

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Sirohk
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USA

04/11/2007 3:24 PM  
Posted By BoloBaby on 04/11/2007 12:43 PM
You may now consider the Thieves' Quarter the *ultimate* anti-Shadowdancer option - NO WALLS!

(Unless they rule that the border between rooftopand ground squares count as walls to the ground squares.)

Woot!Â

Sounds good to me.  I can't wait to get my hands on those maps.Â





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Sector 2814

04/11/2007 3:30 PM  
Posted By GelatinousChicken on 04/10/2007 12:25 AM
With regards to the dancers, a particular warband came to my mind the other day; one that stirred up some discussion last year for its high variance, but I was thinking that maybe it might be less of a factor this year since those LG ACs are not as popular. The band I have in mind is the good ol' two Hill Giant Barbarian band:

Hill Giant Barbarian x2   156
Drow Sergeant   16
Orc Wardrummer   19
Orc Warrior x3   9
------------------------------------
200 points, 7 activations


My first obvoius observation was the plain damage output--even with their avoid attack, that's a lot of damage to dodge not to mention even with their sneak attacks, there's a lot of hit points there (assuming morales can be made). What do you guys think? Could last year's relic make a comeback?



I've been toying around with the same idea as hate for Smirnoff (Triple black) bands. Seems like the lower AC's nowadays will make for a return to prominence of the HGB.

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Adelaide

04/11/2007 4:33 PM  
Posted By BoloBaby on 04/11/2007 12:43 PM
You may now consider the Thieves' Quarter the *ultimate* anti-Shadowdancer option - NO WALLS!

(Unless they rule that the border between rooftopand ground squares count as walls to the ground squares.)


Any area on the map without gridlines counts as a wall. (see new errata and before that I asked in previous guy question)
Its hard to make out (using pic via hordleings link: http://i15.photobucket.com/albums/a356/venport/ThievesQuarter.jpg) but the angled rooftops look like impassable terrian or what counts for DDM walls.
Baring any special description of rooftops, it will be a very nice map for shadow dancers. Perhaps as should be for a thieves quarters ....

~

Hmmm.. now having read the description (via WoTC board) I'm 99.9% sure I'm wrong. It sure doesnt 'sound' like angled roof is impassable terrian.

Thieves’ Quarter
Narrow building and back alleys provide a multileveled skirmish battleground, as your creatures battle between and atop the buildings.
If a creature is on a rooftop, that creature has line of sight to other creatures on the same rooftop. When determining line of sight between creatures on different rooftops, or when one creature is on a rooftop and the other is on the ground, line of sight is blocked if it crosses two edges of the same rooftop square (or a corner of such a square). Line of effect is similarly blocked.
For melee attacks, rooftop squares are not considered adjacent to ground-level squares. This means that moving along a rooftop past a creature on the ground would not provoke attacks of opportunity. Likewise, a creature on a rooftop square cannot use a melee attack against a creature on a ground square, and vice versa.
Moving up : There are nine ladders on the map. A creature in a ladder square can use 2 squares of movement to move to an adjacent rooftop square.
Moving Down : A creature on a rooftop and adjacent to a ladder square can use 2 squares of movement to move into that ladder square. A nonflying creature that movesfrom a rooftop to an alley square in any other fashion takes 10 points of damage (unless crossing a bridge).
Bridges : Wooden planks serve as bridges linking the buildings. A creature can move from one end of a bridge to the other, but cannot end its movement on a bridge. The creature’s path must include the rooftop squares at the endpoints of each bridge.
Flying creatures can move over rooftop and ground squares interchangeably. A Large flying creature must end its movement entirely on rooftop squares or ground squares. A flying creature with the ability to make an attack while moving must be entirely in ground squares to attack a creature on the ground, but can make such attacks against creatures on rooftops even when in ground squares.

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Sirohk
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USA

04/11/2007 4:45 PM  

Nice catch of yourself Bert.  I was going to write the same thing, having just read the description of the map.Â

But ya, it would make sense for Shadowdancer "thieves" to be able to jump around on a map with a name like 'Thieves Quarter'


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Adelaide

04/11/2007 5:06 PM  
It also amuses me that walls holding up roofs wont be classed as walls, but bricks/catapults/etc are walls.

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BoloBaby
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Fort Mill, SC

04/11/2007 7:41 PM  
Well, it's really just a game mechanic. When you put aside what you expect from the pretty pictures, the map itself is going to be groundbreaking for skirmish.

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Kypdurron
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Broken Hill

04/11/2007 11:52 PM  
Helmed horrors work pretty well against shadow dancers!


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Sector 2814

04/12/2007 9:43 AM  
I wonder what they will rule for walls on the map. I would bet the no walls approach will be taken. If there is a grisd on the roof, it's not counted as a wall. Interestinger and interestinger.

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Valter
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Berlin, Germany

04/14/2007 12:46 PM  
I would surely have fun with Vlaakith, Thrall of Blackrazor and 2 Grimlock Barbarians, + fodder.
I would try to send some "turbo fodder" in front and place all others behind a wall. That way hopefully everything would be set to cast Vlaakith's fireball on the nearest "turbo fodder" and with it at least injure some enemy pieces. Grimlock Barbarians hit better then and they deal 20 Magic damage per hit - also great for paralyzed opponents. They have Blindsight.

This is probably nothing anyone would win a tournament with - but it could be fun.

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froffenhoffer
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04/15/2007 5:26 AM  
I beat 2 dancer bands at the UK nats with FGFP and 2x Helmed Horrors.. THe high AC means even if 4 blink/attack the fgfp, he still doesnt often take MS, and can force a MS per hit on dancers, and horros can take out other ones fast..

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Dordledum
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Netherlands

04/15/2007 8:23 AM  
Posted By froffenhoffer on 04/15/2007 5:26 AM
I beat 2 dancer bands at the UK nats with FGFP and 2x Helmed Horrors.. THe high AC means even if 4 blink/attack the fgfp, he still doesnt often take MS, and can force a MS per hit on dancers, and horros can take out other ones fast..

fgfp -84
HH x2 -90

174/3

What commander did you use for that?

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froffenhoffer
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04/15/2007 9:22 AM  
Snig, FGFP failed all his morales bar 2.. but rallied on teh second time all the times except 1.. this was in a 7 round tourney.. he didnt take MS in 2 rounds.

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Forums > Dungeons & Dragons Miniatures > D&D Minis 2.0 Skirmish Discussion > Rarely considered Shadowdancer hate options



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