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Temysry Sergeant
 512 Posts




 | | 11/09/2006 8:28 PM |
| The Bloodwar is upon us and the Thursday knights take up the call to test their mettle yet again. With demons and devils, battles of epic proportion took place. With 8 players, we played 3 rounds. At the end of it all when the dust had cleared, only the pit fiend was left standing...
The bands:
Zak_X
Epic Vlaakith Drow Cleric of Lloth Orc Druid Githyanki Dragon Knight Orc Wizard Orc Wardrummer Cursed Spirit Hyena Map: Hellspike
Orcdoubleax
Rakshasa Epic Iron Golem Firegiant Forgepriest 2x Dragonmarked Heir of Denieth Thayan Knight Greenspawn Sneak Kobold Monk Map: Hellspike
Grubbis
Shuluth Snig Epic Artemis 2x Horned Devil Dragonmarked Heir of Denieth Greenspawn Sneak 3x Goblin Warrior (minions) Map: King's Road
Clockwork
Epic Pit Fiend Horned Devil 2x Mezzoloth 2x Greenspawn Sneak Lemure Map: Tomb of Queen Peregrine
Bonelock
Epic Vlaakith Githyanki Dragon Knight Marilith Orc Wizard Orc Wardrummer Timberwolf 2x Orc Warrior Map: Hellspike
Pumpkin King
Tiefling Blademaster Demonic Gnoll Archer Sorcerer on Black Dragon Warduke Boneclaw Dire Bear Blackspawn Exterminator Witchknife Map: Field of Ruin
Zuran Alda
Epic Storm Silverhand Epic Storm Archer Elf Warmage Warweaver 2x Shadowdancer Combat Medic Xeph Warrior Map: Field of Ruin
Tem
Ryld Argith Epic Marilirh Fomorian 2x Orc Wizard Orc Wardrummer Hyena Map: Teleport Temple
Round 1:
Clockwork def. Zuran Zak X def. Orcdoubleax Pumpkin King def. Bonelock Grubbis def. Tem
Round 2:
Clockwork def. Pumpkin King Zak X def. Grubbis Tem def. Zuran Orcdoubleax def. Bonelock
Round 3:
Clockwork def. Zak X Tem def. Orcdoubleax Grubbis def. Pumpkin King Zuran def. Bonelock
Ok - I have to admit I wasn't too happy with the band I had put together since I think the dual epic storm archer band I have would be much better. I really wanted to try out some of the new pieces though and was really close to bringing a Vlaakith/Fomorian band but instead opted to try out the epic marilith instead. I had a feeling people would be bringing Hellspike as a map so the marilith seemed a good choice since it could still make use of its reach in the smoke.
So - in the first round I lost map initiative and had to play against Artemis on King's Road. I'm already worried because failing a stun or disorienting presence save would severly cut down on my damage output. On the up side, Artemis has few enough hit points that I can potentially take him out with a pair of activations. I make an aggressive move in the second round to base him and take some punishment in return. I win the important initiative but rolled two 1s with the marilith. Following with this bad luck, I rolled low enough to have the marilith, fomorian and ryld all stunned with one orc wizard routing. By the time I had them unstunned, both of my hitters were almost dead. He won the next important initiative and finished them both off. Oh how I wish I had won map initiative...
Second round I won my map and played against Zuran's Storm band. I also won my side and we both started by moving towards the teleporters. I won initiative in the second round and I noticed that the teleporter near is victory area was open. I teleported the Fomorian in and walked him up to kill a Xeph on the teleporter near the rest of his band. I cleaved into the Storm Archer then teleported the Marilith in and unloaded all 6 attacks into the Storm Archer and Storm. At the time, we forgot that the Archer was fearless, but in the end, it wouldn't have really made that much difference since the Marilith would have killed it either way. We added up that in that pair of activations, I dealt 240 points of damage in total. That's just sick. There was little that he could do at this point since both of my hitters were at full hitpoints. Since the Marilith is immune to both electricity and fire, his warmage was fairly useless as well. After winning initiative on the next round, Storm went down and the game was over.
In the third round I lost map again and I was playing against the epic iron golem on Hellspike. I got my side and managed to position well on the first turn so that if I won initiative in round 2, I could step the marilith up 2 spaces and unload a full attack on the firegiant who did not have a bodyguard next to him. This is exactly what happened and I dropped the Firegiant to 10 hp and he made morale. He quickly ran his bodyguards up to protect him and tried to surround the fomorian as best as he could. Luckily I passed the slapping hand save. I won initiative in the 3rd round and with a full attack from both the fomorian and the marilith, enough damage was dealt to kill both bodyguards and the giant. I also used both orc wizards to push the Thayan knight into the lava, but he made his save to avoid falling in. At this point, I figured I could just run away for long enough to win but he charged the marilith with the golem. With more hitpoints and greater damage output, it was pretty clear that the marilith was going to win in a toe-to-toe fight. Once it went down the game was over.
Overall, I was actually quite pleased with how my band did. Looking around I noticed that during the 3rd round, one Vlaakith band was 2-0 while the other was 0-2. I was honestly quite suprised that the Pit Fiend did so well but with improved initiative 8 and playing on Tomb of Queen Peregrine he can make great use of his spells. The mezzoloths make for excellent blockers and were well worth their points.
Lots of great info gathered tonight which I'll have to put to good use when making my next Epic warband... | | A Proud Gelatinous Dude
www.gelatinousdudes.com
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