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Subject: My Valor/Fear, Input wanted

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Gnolaum
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09/06/2006 8:17 PM  
Fear:
2x Cannibal Pariah 2M
1x Horrid Poltergeist 6MM
1x Fleshless Reader 8M
1x Thunder Sultan 8MMM
1x Voodoo Manipulator 8MMM
1x Dreadmorph Ogre 11MM

Valor:
1x Runetagged Brawler 3V
2x Pearlthorn Castle 3VV
1x Scarab Warcharm 4V
1x Knight of Strife and Joy 5V
1x Lunar Handmaiden 6VV
1x Hawkeyed Instigator 7VV
1x Whirlwind Dervish 8VV
1x Brighthammer Avenger 8V

I'm slightly concerned, I have *ALOT* of 8 spawn point pieces; however that is the most common spawn roll. But I also need to consider that I have up to 7 spawn points that I may want to spend on various spawn abilities.

Thoughts?

I'm considering dropping 1 Pearlthorn Castle.  What would you add in its place?

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XAos
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09/07/2006 4:10 AM  
2 Pearlthorn castles are a nice combo with the Brighthammer, you move it back & forth between them in the spawn phase. But you need to avoid playing these too early. They are fairly useless until you do have creatures worth moving. One of the easiest ways to loose in dreambalde is to spend early spawn points on units which can't actually fight (e.g. Locations)
My first choice of creatures to add would be a 3rd spawn-2 Fear creature {cannibal or barbstrider}
That lets you spawn 3 creatures on turn-1 on a low spawn roll. Which is usually a strong tactic.
An alternative would be a Carrion Spiker. Which can be awesome if you spawn it late in the game.
Failing that more Scarab Warcharms are always good.

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.

Gnolaum
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09/07/2006 7:31 AM  
I have enough skirmish abilities that I'm not worried about the Brighthammer Avenger (BA) being stuck.  I can also advance it with the Lunar Handmaiden (LH), and then pull it back with the Pearlthorn Castle (PC).  I mostly just included the second PC to possibly prevent my opponent from getting a location in the center, but I think the fleshless reaper does enough there.

I'm torn between addind another low spawn piece, and another fattie.  How strong is it to spawn 3 creature on the opening turn?  I look at how I would likely arrange then, and I can make that same arrangement with spawning 2 on the opening turn, and a third on the second...  The real reason why I'd 'like' 3 low spawn fear pieces is that this would mean that on a roll of 10+ for the second turn I could spawn and activate the Voodoo Manipulator, pushing a piece back to the spawn row, especially strong if I win initiative.  It gives me a 1 turn lead on placement, which is almost guaranteed to result in at least 2-0 lead.

The only fattie I would consider is the Eater of Hope.  I have enough blade abilties that I can avoid the drawback, and I don't mind having 2 fatties in the 10-11 range.  Having 2 in the 11-12 range (i.e. Noble Dragon), is too unlikely.

Another piece I'm seriously considering is the Genteel Husk.

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Orc Mage
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09/08/2006 12:08 AM  
Posted By XAos on 09/07/2006 4:10 AM
2 Pearlthorn castles are a nice combo with the Brighthammer, you move it back & forth between them in the spawn phase. But you need to avoid playing these too early. They are fairly useless until you do have creatures worth moving. One of the easiest ways to loose in dreambalde is to spend early spawn points on units which can't actually fight (e.g. Locations)
My first choice of creatures to add would be a 3rd spawn-2 Fear creature {cannibal or barbstrider}
That lets you spawn 3 creatures on turn-1 on a low spawn roll. Which is usually a strong tactic.
An alternative would be a Carrion Spiker. Which can be awesome if you spawn it late in the game.
Failing that more Scarab Warcharms are always good.


I can't agree with your position on the Pearlthornes being useless early on.
Currently I use the Castles to great effect and try to get one of them down third turn.
Depending on what else you're doing with your warband they are really usefull when played in B2, C2 or D2 (edited from non-proof read version ) as they bring your figures into the zone more quickly and give your oponent less easy options for Disrupting. Troop transport is what they are and anything that increases your options on the Battlefield is a good thing.

On top of this is the ability to vacate a cell that is about to be hit by something big, either forcing your oponent to Shift before striking, or taking things out of reach totally. Castles are useful for much more than just Brighthammer Avengers (although they are rather good with them)

One thing to try and avoid is the temptation to play them column shaped (C2,C3), you get the up and down the board thing going on but your oponent can disrupt to C1 and stop you reinforcing quickly if you were first player.

C2 and D3 are good options because you can bring two figures back to gang up on C3 or D1, with two Avengers, this can be bloody in the Shift Phase. B2 and D2 has a similar outcome but only on your 2 Row

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