KitKat Skirmisher
 1 Posts




 | | 08/10/2006 12:14 PM |
| I pulled a Heartblood Temple and 3 Rainforest Shamans out of the starter and boosters I bought. That got me thinking of building a warband featuring them. The idea is to gain spawn point advantage and spawn bigger or more critters than the opponent and also use pieces with spawn point activated abilities. Here's where I need help. Which Aspect(s) should I include in the warband other than Passion? I'm starting it out with Valor as I have more top end guys in that Aspect:
Warband: Mega Spawn Points
Hearblood Temple Rainforest Shaman x 3
Axemorph Demon Flame Harrower Bloodthirsty Redcap x 2 Boneclan Hunter
Noble Dragon Whirlwind Dervish Knight of Tomorrow x 2 Twilight Scout Ardent Zungar x 2
What is the best way to capitalize on the spawn point advantage? Thanks. | | | |
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Ridureyu Underboss
 1622 Posts




 | | 08/10/2006 9:07 PM |
| I did a test with a mega spawn point warband. It went well, but you REALLY need meaty figures to take advantage of the spawn points.
The side lost, by the way - just based on dice rolls. | | Owner of The Original Rust Monsters! DDM: Harbinger: 76/80 Dragoneye: 60/60 Archfiends: 56/60 GoL: 72/72 Aberrations: 60/60 Deathknell: 60/60 Angelfire: 60/60 Underdark: 60/60 War Drums: 60/60 War of the Dragon Queen: 60/60 Blood War: 60/60, Unhallowed: 60/60 Night Below: 60/60 Desert of Desolation: 60/60 Dungeons of Dread: 60/60 Against the Giants: 60/60 Dreamblade: All | |
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Ridureyu Underboss
 1622 Posts




 | | 08/10/2006 11:51 PM |
| I did two other tests. The mega spawn point army, after some tweaking, won the other two.
mind you, i don't have all of the massive figures you do - I just went with the basic idea. Rainforest Shamans will be your friend if they last long enough, but they also die fast. I'd try two instead of three; you'll still be pulling the Noble Dragon in like round 3 or 4 at most. | | Owner of The Original Rust Monsters! DDM: Harbinger: 76/80 Dragoneye: 60/60 Archfiends: 56/60 GoL: 72/72 Aberrations: 60/60 Deathknell: 60/60 Angelfire: 60/60 Underdark: 60/60 War Drums: 60/60 War of the Dragon Queen: 60/60 Blood War: 60/60, Unhallowed: 60/60 Night Below: 60/60 Desert of Desolation: 60/60 Dungeons of Dread: 60/60 Against the Giants: 60/60 Dreamblade: All | |
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Lachlarlan_the_Mad Sergeant
 470 Posts




 | | 08/11/2006 9:45 AM |
| Why not Eater of Hope + Greenlife Dryad
Sac the Dryad to Appease the Eater. | | Champion of the Mimic; Knight of the Caryatid Column Called Shots: Unhallowed - Tomb Mote Vindicated Called Shots: Blood Wars - Solar Aberrations 60/60, Deathknell 60/60, Angelfire 60/60, Underdark 60/60, Wardrums 60/60, WotDQ 60/60 | |
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Ridureyu Underboss
 1622 Posts




 | | 08/11/2006 2:18 PM |
| | The dryad costs a lot of spawn points, and does good damage in a fight. Also, its ability is useful. You want to sack something cheap for the Eater of Hope. | | Owner of The Original Rust Monsters! DDM: Harbinger: 76/80 Dragoneye: 60/60 Archfiends: 56/60 GoL: 72/72 Aberrations: 60/60 Deathknell: 60/60 Angelfire: 60/60 Underdark: 60/60 War Drums: 60/60 War of the Dragon Queen: 60/60 Blood War: 60/60, Unhallowed: 60/60 Night Below: 60/60 Desert of Desolation: 60/60 Dungeons of Dread: 60/60 Against the Giants: 60/60 Dreamblade: All | |
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Ridureyu Underboss
 1622 Posts




 | | 08/11/2006 10:51 PM |
| Let me say this:
Rolling an 11 for initiative and then getting +7 from two shamans, a heartsblood temple, and a greenlife druid means that you can spawn the Eater of Hope (and sacrifice a heavily-surrounded cannibal) and a Thunder Sultan. At once. | | Owner of The Original Rust Monsters! DDM: Harbinger: 76/80 Dragoneye: 60/60 Archfiends: 56/60 GoL: 72/72 Aberrations: 60/60 Deathknell: 60/60 Angelfire: 60/60 Underdark: 60/60 War Drums: 60/60 War of the Dragon Queen: 60/60 Blood War: 60/60, Unhallowed: 60/60 Night Below: 60/60 Desert of Desolation: 60/60 Dungeons of Dread: 60/60 Against the Giants: 60/60 Dreamblade: All | |
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XAos Underboss
 2384 Posts



 London
 | | 08/12/2006 4:15 PM |
| Good combo with Dryads are Imperial Samurai (bodyguard) to keep them alive, since they do have to sit on a scoreing cell. Also blade-expel or blade-skirmish to get maximum use from their power-5. As for how you spend all those spawn points. There are lots of big hitters in the game. I'd try playing everything with teleport & reinforce.
The Heartsblood temple, should use different strategy in a different warband. For one thing. It has no need for "Bodyguard". And secondly it's hard to place more than one in a cell where it will regularly gain spawn points (impossible if you opponent wins initiative & places a location first)
| | Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything. | |
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Ridureyu Underboss
 1622 Posts




 | | 08/12/2006 5:10 PM |
| I honestly see3 no need for more than one Heartsblood Temple. Chances are, one temple, two druids, and a dryad will give you more points than you need.
And besides that, you don't want to waste too much of your army on "tech" pieces. Remember that Noble Dragons, Eaters of Hope, and Axemorph Demons die just like everybody else. | | Owner of The Original Rust Monsters! DDM: Harbinger: 76/80 Dragoneye: 60/60 Archfiends: 56/60 GoL: 72/72 Aberrations: 60/60 Deathknell: 60/60 Angelfire: 60/60 Underdark: 60/60 War Drums: 60/60 War of the Dragon Queen: 60/60 Blood War: 60/60, Unhallowed: 60/60 Night Below: 60/60 Desert of Desolation: 60/60 Dungeons of Dread: 60/60 Against the Giants: 60/60 Dreamblade: All | |
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