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Subject: Caller in Darkness bands

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Vrecknidj
Warlord
Warlord
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United States

06/29/2008 7:05 PM  
So, tonight I played a couple of matches with this:

Caller in Darkness x2
Wild Mage x2
Merchant Guard x4
Farmer
Flooded Ruins

The first match was against a band with two Skyfire Captains, Eternal Blade, and fodder.  The second match was against H7W + quad Spectral Panther.

Both matches were pretty lopsided.  I played a little too aggressively both times; I think if I'd been a little bit more careful, I'd have won each match a little easier.

I'm liking the Caller a lot; except against things with Resist Necrotic 20 or Immune Necrotic, it's a very powerful piece.

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!

Boldar_Blood
Skirmisher
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06/30/2008 10:02 AM  
Posted By Vrecknidj on 06/29/2008 7:05 PM

I'm liking the Caller a lot; except against things with Resist Necrotic 20 or Immune Necrotic, it's a very powerful piece.

Dave


I would have to Agree.  The Caller is sweet.  Incorporeal and 27 AC makes them difficult to kill.

I actually played

2x Caller
2x Spectral Panther
6x Darkamantles.

I am sure you can see the idea here.  Use the callers to daze the targets and the panthers to do 50 damage.  When the panthers fade out, the callers are more than able to handle things themselves until the panther fade back in for another charge.


First battle was against my son and his death knight, some chillborns and other stuff.  It was not even close.

Second battle was very interesting though.  I faced:
Thrall o' B-Razor
Raksasha BaronÂ
Harpies x2
3 Goblin Picdor
Hobgoblin marshal

Thrall seemed to gain lots of life and haste, and recharge haste and the baron was staggering my guys like crazy.  Fade out with the panthers worked fantasttic for a charge on the fade-in.  It all came down to 1 caller and the Baron.  It was a very fun game.

I played the Caller alot in 1.0 and I think he/she will get lots of play from me in 2.0 if the stats stay the same.

The_Entropic_Wizard
Sneak
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St Paul, MN

06/30/2008 3:54 PM  
Speaking of which, here's a fun (and hideously expensive) combo:
Caller in Darkness
Frost Giant Jarl

Good times, man. Good times. Of course, you're left with next to no points for your other activations, but with the Jarl Bloodying/Stunning anything with 75 hp or less... which is quite a bit. Any ideas on the best filler?

My friend and I were playing some experimental bands, and he's the one who rocked the Jarl/Caller band with 2 Howling Hags for the rest (yep, a four act warband). I was playing a 10 act all good band.. and I got completely rocked.

Champion of the Kruthik Hivemaster!

Adorable?? You wouldn't know 'adorable' if it ripped your throat out with it's teeth!!

Vrecknidj
Warlord
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06/30/2008 8:15 PM  
The Skullcleave Warrior (or whatever his name is) might rain on this parade. Since he can auto-crit, he can cut through the Caller's hit points rather quickly.



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!

Cottondonkey
Skirmisher
Skirmisher
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Milton, ON

07/04/2008 8:15 PM  
Although a little expensive on points, I was gonna try out a

Mind Flayer Scourge
Caller in Darkness
Large Chaos Beast
Kolbold Trapmaker
Deep Legionnaire x3


Besides the MFs breath weapon, focus mind blast can dmg and stun an enemy in one activation and use steal essence for your second activation for 60 points of dmg in 2 activations.Â
The chaos beast can mess things up with impart instability and the KTM can lay down a couple of traps to help.  The blockers/Fodder have conceal 6.  Not great but thats fodder for you.

Not quite sure of the right map to use yet.

Vrecknidj
Warlord
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United States

07/04/2008 8:27 PM  
The Large Chaos Beast is usually pretty easy to eliminate. I haven't found him to be worth his points.

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!

tundrin
Sergeant
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Randolph, NJ

07/08/2008 7:56 AM  
With any titan band, a bodyguard woudl be invaluable - and especially if the auto crits are back (the new Git Monk?)

Jarl, Caller - then add militia archer
3 x Merchant Bodyguard
2 x Farmer
199/8 acts.

you want decent act # so that caller cna position for best use of his blast on preferred targets.
The Militia archer can double the range of the Caller's other ranged attack.
Yes - with Jarl stunning something, it will take enough damage to probably be bloodied, then the caller comoes in for a 40 point auto hit and probably dead. Either way, the piece has to unstun and the caller will get another auto hit for 20 net round also.

The archer can also try to pick off fodder that is screening against the Caller's nearest blasts.

Champs 2007 Top 16, Team Amish Class of 2007
Seeking Northern NJ DDM'ers - "There can be only one" (I hope not)
Champion of the Doppleganger
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