loremaster Sneak
 105 Posts




 | | 10/20/2005 10:44 PM |
| | recovered topic 10152 | | | |
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loremaster Sneak
 105 Posts




 | | 10/20/2005 10:44 PM |
| | Tile placement is the most important thing. With all the ranged attacks, you will need to get half way across the board without him having LOS. With the Chraals I would line them up so that they can base Mordy and the HEBI. With the rest of the kruthiks I would go Renegade warlock hunting with snig for the extra damage. The warlocks can only hit for 10 each turn. Keep Urthok out of danger. | | | |
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warty_nosed_goblin Underboss
 1384 Posts




 | | 10/20/2005 11:10 PM |
| You're at a disadvantage versus Mordenkainen due to the amount of fodder in your band- also because scorching rays totally kill chraals, though they are immune to the cone of cold. If possible I'd drop some kruthiks for something a little beefier, since you know you're going to be facing Mordenkainen I'd actually skimp on activations since the cone of cold and Hound will kill them off anyway, basically handing your friend points. The one thing that you do have going for you is that your friend's band lacks melee screeners for Mordy, making him easy to get to and kill.
Using the band that you have I'd try to lead with one chraal, the designated "sacrifice to ranged stuff chraal" and try to keep the other one safe, I'd camp Urthok on assembly tile, and use Snig to keep stuff under command during the advance. The kruthiks will die very fast to the ranged, but if they can base the warlocks they have done their jobs- also send one to base Mordy. As long as you close to melee with an intact chraal you should be good, the fodder can die to ranged attacks to insure this, make sure to base the warlocks as they otherwise can go after Urthok and ruin your day.
Good Luck! | | Call me: W.N. Gobo! originally posted by grim: While he is clearly insane, he does have a point. | |
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Korhal_IV Sergeant
 852 Posts




 | | 10/21/2005 10:14 AM |
| I see that you have a Direguard or two in your collection, Daunte. With Cold Immunity, Fearless, and Conceal 11, the Direguard is an excellent foil to Mordy and the HEBI. I also see that you have a Spectre - the same arguments apply, except that the Spectre might be a more fearsome assassin against Mordy. Put either one in as a screen against his two big units - all you need is for both Chraals to reach Mordy and the HEBI reasonably intact. You may also want to consider using your Gravehound - he's fast and carries a good Stun attack. | | I now have a Have/Want list updated with all my rares! Stop by to take a look! Trade References: www.maxminis.com/forums/topic.asp?TOPIC_ID=8560 | |
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TruNutral88 Sergeant
 522 Posts




 | | 10/22/2005 9:53 AM |
| I would think that the beholder would kick butt
| | Champion of Bruenor Battlehammer | |
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Orion72 Underboss
 1917 Posts



 | | 10/22/2005 10:09 PM |
| | One thing I've learned time and time again with the HEBI - kill his Commander and he's useless. Try dropping Snig and some kruthiks in favor of skullcrusher ogre and hexblade. Hexblade's Curse takes away 15 points of HEBI damage and neuters that third attack. | | | |
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warty_nosed_goblin Underboss
 1384 Posts




 | | 10/23/2005 12:38 AM |
| quote: Originally posted by Orion72
One thing I've learned time and time again with the HEBI - kill his Commander and he's useless. Try dropping Snig and some kruthiks in favor of skullcrusher ogre and hexblade. Hexblade's Curse takes away 15 points of HEBI damage and neuters that third attack.
I'd not do that, the skullcrusher can't take a round of HEBI fire and not moral save- and the hexblade isn't likely to get a clear shot at the HEBI anyway, and then the HEBI has to fail a save, this also doesn't really do much to his third attack. Killing the HEBI's commander won't make him a less effective archer either.
If I were to drop kruthiks (which is not a bad idea) I'd go for something with a bit more resiliance or that could deal some ranged hurt- an efreeti might not be a bad choice. Another unit to consider is the ghostly consort, as long as she's within 6 spaces, anything targeting her with a ranged attack or spell is subject to her gaze attack. Sure she's not very tough, but she might be able to damage some stuff before dying.
I like the direguard idea as well, as they are tough to kill, can do some ranged damage, and are pretty good in melee. One nice trick is to hide them all behind a treasure room or similar, then use blink out to go straight through it to get to enemy squishies. | | Call me: W.N. Gobo! originally posted by grim: While he is clearly insane, he does have a point. | |
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Knight of the Round Table Thenameless Warlord
 11730 Posts



 The Fortress of Solitude
 | | 10/23/2005 3:17 AM |
| If you know that you will be facing Mord, then why not build against his strengths? I hope you have some of the following minis:
Orog - lots of HP, resistance to energy attacks Chraal - immune to cold (Mord's most powerful spell) Green Dragon - moves very fast and enables you to base his most dangerous ranged threat, the HEBI | | Over 270 successful online DDM trades. | |
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Gloom_ Sergeant
 583 Posts



 | | 10/23/2005 8:28 AM |
| | Run up and base Mordy. He doesn't have anything that can effectively block Mordy from being attacked. A couple of hits and he is toast. Chraals with the speed should be fine. Try some fodder to screen the chraals for a round or 2.. Gravehounds and Skirmishers (or whatever you feel like) should be fine, they just need to survive for a single round or 2 to allow the chraals to double move in (18 squares) and base HEBI's/ Mordy, Warlocks. From then on you should be able to mop up... Your Dread Guard should prove fine too.. 45 fearless hp, resist 10 fire and cold.. | | | |
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Daunte Sergeant
 518 Posts




 | | 10/23/2005 6:14 PM |
| Thanks for all the advice guys.
We played twice and here are the results.
First game i ran urthok 3 chraals skullchrusher ogre 2 direguard
he ended up running mord hebi 2 warlocks xeph warrior timber wolf
I started off pretty good. Got a bunch of tile points, he was holding back and not going for tiles at all. Things turned sour at that point. first chraal was killed. second failed morale. third was killed and ogre went next. This was over 2 rounds, he was rolling really well.
Second game he played the same but i changed things up some.
ran the following.. snig urthok barbed devil 2 direguard 4 hatchlings
This one went all my way. Tile placement really helped. Witht he speed of the hatchlings i was getting 30 tile points the first round. Second round i lost a hatchling, screening for urthok and the devil. think it was the 3rd or 4th round and i got the barbed devil on the warlocks and the hebi. Next round i used impale on the hebi and he routed after failing his morale save. At that point i was up high enough on tile points with the hatchlings just sitting on tiles under cover, although one failed morale. Only thing i ended up losing was snig, do to mord's 5 damage a round, and a hatchling before getting to 200.
But the day did bring up a lot of questions, which ill post in a seperate trhead a little later.
Thanks for all the advice though guys. | | Ha:19 of 80! De:43 of 60! Ar:24 of 60! GoL:60 of 72! Ab:59 of 60! Dk:58 of 60! Af:60 of 60 Complete! Ud:60 of 60 Complete! WD:60 of 60 Complete! Trade Thread Excel Trade Calculator Excel Price guide/Checklist | |
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warty_nosed_goblin Underboss
 1384 Posts




 | | 10/23/2005 8:49 PM |
| Dang, sounds like you had real bad dice that first game, but it happens. Glad you won the second game though, I'd think that with all of those humanoids the hold person must have been a beast for your opponant to deal with, even without getting hit, a ranged band can't afford to activate and not try to hit something. I'd love to hear details and questions, so post away! | | Call me: W.N. Gobo! originally posted by grim: While he is clearly insane, he does have a point. | |
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Feathers Underboss
 1140 Posts




 | | 10/23/2005 8:55 PM |
| quote: Originally posted by Daunte Witht he speed of the hatchlings i was getting 30 tile points the first round.
Did you play Plunder? If you were playing Assault, you'd be limited to 10 tile points per round, no matter how many tiles you had camped with your hatchlings. If it was Plunder, then all is kosher. | | Champion of Neogi
Completed Trades/Transactions: sttmxn, Krush, jgsugden, Ayrychx2, Venport, Tysac
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Daunte Sergeant
 518 Posts




 | | 10/23/2005 11:10 PM |
| Well here are some of my questions.
1. Do you only get 10 tile points playing assault? (pointed out in the thread and i didnt know this)
2. How exactly do gaze attacks work? This question is cause i dont really under stand this statement (Glad you won the second game though, I'd think that with all of those humanoids the hold person must have been a beast for your opponant to deal with, even without getting hit, a ranged band can't afford to activate and not try to hit something.)
3. If i base something and it casts do i get an AoO? Can it cast from the space adjacent to my mini? Are there 5 foot steps in mini's like in rpg?
4. When an effect causes a creature to make a morale save and it fails does that creature immediatly activate and route or does it do it on its turn? (this comes up from his HEBI failing the morale save. We didnt know if it activated and routed right then or if he should wait til his turn to make the save and see if he routes or what)
Thanks all. | | Ha:19 of 80! De:43 of 60! Ar:24 of 60! GoL:60 of 72! Ab:59 of 60! Dk:58 of 60! Af:60 of 60 Complete! Ud:60 of 60 Complete! WD:60 of 60 Complete! Trade Thread Excel Trade Calculator Excel Price guide/Checklist | |
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Feathers Underboss
 1140 Posts




 | | 10/23/2005 11:26 PM |
| quote: Originally posted by Daunte
Well here are some of my questions.
1. Do you only get 10 tile points playing assault? (pointed out in the thread and i didnt know this)
In Assault, you get 10 tile points per round if one of your figs is on a tile that is completely on the opponent's side of the board. You can only gain 10 tile points, no matter how many figs sit on that tile and no matter how many tiles you are currently sitting on.
quote:
2. How exactly do gaze attacks work? This question is cause i dont really under stand this statement (Glad you won the second game though, I'd think that with all of those humanoids the hold person must have been a beast for your opponant to deal with, even without getting hit, a ranged band can't afford to activate and not try to hit something.)
If your creature is targeted by a ranged spell, ranged attack, or ranged special ability, then that triggers your creature's gaze attack. Note that the target still has to be within the range of the gaze attack to be affected. i.e. a Gauth being attacked from 7 squares out by a HEBI wouldn't be able to stun the HEBI. But if the HEBI shot at it from 6 squares out, that would trigger the Gauth's gaze and the HEBI would have to make its save against the stun gaze attack.
quote:
3. If i base something and it casts do i get an AoO? Can it cast from the space adjacent to my mini? Are there 5 foot steps in mini's like in rpg?
A spellcaster can't cast spells if it is adjacent to an enemy fig. So if you base your opponent's spellcaster, it can't cast spells. The exception is touch spells. These can be cast while based. And there are a few exceptions that specifically override this rule (such as fireburst). These exceptions are written on the card itself. There are no 5 foot steps in DDM. That's in the RPG.
quote:
4. When an effect causes a creature to make a morale save and it fails does that creature immediatly activate and route or does it do it on its turn? (this comes up from his HEBI failing the morale save. We didnt know if it activated and routed right then or if he should wait til his turn to make the save and see if he routes or what)
If a creature fails its morale check it must immediately move at double its speed towards the exit. This does not count as an activation for the routing creature. But it happens immediately, even if the creature has already gone. It's basically a "free action." Oh, I forgot to mention: If the routing creature is unable to move, because it is stunned or paralyzed, then it can't move. It is still considered routing, though.
| | Champion of Neogi
Completed Trades/Transactions: sttmxn, Krush, jgsugden, Ayrychx2, Venport, Tysac
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Daunte Sergeant
 518 Posts




 | | 10/24/2005 8:25 AM |
| Thanks for the answers, and it brings up a couple more questions.
1. Can a ranged figure fire if it is based?
2. AoO, do you get one for a fig entering an adjacent square and do you get one for leaving? Ask this cause for some reason we thought it was jsut for leaving the adjacent squares. | | Ha:19 of 80! De:43 of 60! Ar:24 of 60! GoL:60 of 72! Ab:59 of 60! Dk:58 of 60! Af:60 of 60 Complete! Ud:60 of 60 Complete! WD:60 of 60 Complete! Trade Thread Excel Trade Calculator Excel Price guide/Checklist | |
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Korhal_IV Sergeant
 852 Posts




 | | 10/24/2005 3:19 PM |
| quote: Originally posted by Daunte
Thanks for the answers, and it brings up a couple more questions.
1. Can a ranged figure fire if it is based?
2. AoO, do you get one for a fig entering an adjacent square and do you get one for leaving? Ask this cause for some reason we thought it was jsut for leaving the adjacent squares.
You cannot use ranged attacks if based. You only get AoOs for a creature leaving a threatened square. | | I now have a Have/Want list updated with all my rares! Stop by to take a look! Trade References: www.maxminis.com/forums/topic.asp?TOPIC_ID=8560 | |
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