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evil_boy
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11/21/2005 8:19 PM  
quote:
Originally posted by Longbow

My 8 activation version of your warband:

Orog Warlord 71
Mountain Orc 0
Orc Warrior 0
Helmed Horror 45
Chraal 35
Duergar Champ 33
2 x Azer Raider 10 (or instead of one Azer = Blue)
2 x Kobold Miner 6

Really solid, IMHO.


Tough commanders like the orog is mandatory in chraal heavy bands, but would other pieces be better in a band that relies more on other LE hitters? The orog costs a hefty 71 points, and only has speed 4. I'm thinking that using urthok with its good commander effect plus another LE beater may actually turn out to be more efficient.


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11/21/2005 8:21 PM  
quote:
Originally posted by TruNutral88

quote:
not too many death slaad bands? whats the best slaads for his commander effect. do u need at least 2 for them to be effective and is it tier 1?


People NEVER use the slaads cmnder effect lol


Very true. It is better to use another death slaad then put a blue or red slaad in the band.

Multiple death slaads bands need more testing before saying its tier 1 or 2 or 3, but from what some people say on these forums, it does seem to have potential.


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11/21/2005 8:29 PM  
Run triple-Death Slaad + Tiefling sometime. It's a darn scary band. You've got to screen the Slaads a bit using your fodder to prevent REALLY crappy things happening to them at range but they can bring a world of pain.

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Tried
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11/22/2005 2:44 AM  
Double slaad plus Lich necro has the potential to be quite funny.
I have put it aside as an idea for the future....


Let it be.

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ChristopherGroves
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11/22/2005 7:51 AM  
Or for the truly insane, Lich, Lareth, Death Frog.

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monster_slayer
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11/22/2005 9:50 AM  
I played this band On Sat. and went 4-0.
Young Master
Gith Monkx3
Couatl
M@A
Azer Raider
Hill dwarf warrior

I know the 3 fodder are slow, but couldn't think what else to put in.

The first band I faced was-
Urthok
Skullcrusher Ogre
Duergar Champ
Duergar Warriorx2
Justicator

Next-
Half-Orc Paladin
Mercenary Sergeant
Iron Golem
Misc fodder

Then-
Death Slaad
Balor
Spider Swarmx2
Lolth Spiderx2

then again-
Half-Orc Paladin
Mercenary Sergeant
Iron Golem
Misc fodder

Most of the matches were over in 30 min. or less. The guys I played were absolutely stunned at how quickley the monks could move in and do damage. The high ac helped as well, I only lost 1 monk in all the matches. The Couatl was really only effective for LuG spell and a couple of 15 point sonic orbs, but I was perpared for all the Chraal bands I had been facing. I was Impressed with the performance of the band overall, but need to find better filler.

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11/22/2005 10:26 AM  
You basically don't have much of a choice as to what to use for filler (I've been runnning that band too.) Those are the best options you have available and it would be a mistake to change them for other forms of filler.

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11/22/2005 10:35 AM  
Thanks for the feedback.

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11/22/2005 11:56 AM  
are hunched giant, orc champs, ravagers good support pieces/complimentary pieces for death slaads

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11/22/2005 9:01 PM  
Death Slaad seems to be one of those rare units that will work relatively well with whatever you put with him. He's got no particular weakness for you to cover (aside from needing a better commander, but so does an Orc Champ), and he brings so much to the table for his cost. I've been trying several things with one or two D.Slaads, and they all work reasonably well at least.

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evil_boy
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11/23/2005 12:01 AM  
Well, I like the death slaad, but has to start getting used to the fact that his damage output is paltry compared to regular CE beaters for his cost.

As for good support for the frog, I personally don't think other pieces compliment it well. Including pieces like an orc champ with the slaad simply gives your opponent something softer to take out. Since I'm already paying for the death slaad's survivability (high AC and regen), I might as well capitalise on it and include pieces that is just as survivable (eg multiple death slaads).

In a death slaad + 3x orc champ band for example, the death slaad's survivability wouldn't prevent the opponent from simply racking up points by killing the orc champs. But in a multiple slaad band, no matter which piece the opponent tries to take down, he'll have to get through those high AC and regen first.

Just my $0.02...


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11/23/2005 12:25 AM  
It's the Chraal analogy ... don't use 2 Chraals and one non-Chraal instead of 3 Chraals because you think you've got too many eggs in one basket. You're going to lose the game if you lose the commander anyway ... "losing more" is still a loss.

The other thing I like about the Death Slaad is that it has non-typical elimination capabilities. He's a sturdier Vamp Aristocrat that works against any unit even non-fearless ones (as long as he hits with both swings). He's got a good chance to kill some things out right making his damage output less of an issue.

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evil_boy
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11/23/2005 9:33 PM  
But when your opponent passes every single rend save, then its low damage output will begin to show...

To those with experience with the death slaad, how effective is the deadly rend ability? How many times have it been pulled off? And if it fails to go off, is the death slaad still able to win a match, or is it an uphill struggle from them on?


lynchpt
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11/24/2005 2:23 PM  
I won one small tournament (3-0) with Tri-Slaad, so I am pleased so far. I need more testing though. Against Lawful teams, you won't need any rends, since you should have softened them up with three well-placed hammers. Also, lawful damage output won't be tremendously higher than yours (especially if you are fighting a Marut - then you appreciate Immune Sonic). Against Chaotic (which I really need to test more), I suspect that the Slaads are in big trouble if the opponent passes all rend saves. Of course, the FB or Orc Champions you are facing could miss all of their secondary attacks against AC 22, so the luck cuts both ways. I'll report more as I know it, but right now, Tri Slaad seems a bit of a gamble that your competition will be well over half Lawful.

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11/24/2005 2:35 PM  
I've seen Slayer bands a bit more, and I am wondering if they are not better suited to 12 acts/Mats rather than 8 act/Maps (like we play here. Slayer bands tend to be a little weak on offense, but they can usually get one good kill for double points. That would work better in a 12 act/Map game where you get three or four rounds in, with perhaps only two of serious engagement. Then you might get one double point kill to one kill by the enemy.

In our 8 act/Map games, we tend to get 5-6 rounds in (unless we get a TPK), with 4-5 of engagment, which seems like plenty of time for a more powerful band to kill enough of the slayers' band to offset the double kill. The slayer bands are still good, but they don't roll through this format.

But one amusing story about a slayer band - My son ran one last night at our Battlegrounds tournament and went 2-1. One victory was against a Balor/Red Dragon fodder band. Declan killed the Balor and the fodder with other pieces (and got two rounds of tile points), while the the opponent fruitlessly spent all of his effort against the Slayer. The Slayer finally killed the Red Dragon with the Slayer to end the game with a score of 303 - 0 [:)].

Jaw dropping sub-story to the above match: the opponent hit the Slayer with the Balor five times in a row before the Balor died. Each of those five times, the Balor failed the Conceal 6 check - and also failed the Blind-Fight re-roll[:0]. He didn't see the humor in the situation till later.

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ChristopherGroves
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11/24/2005 2:45 PM  
Heh go Declan!

I think you're right on the Slayer perspective; or rather LG REALLY wants to get an activation advantage so they can properly plan her use. The Couatl is almost a must-use in my opinion as well, just so you can snakes swiftness the Slayer if you miss on its own swing.

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evil_boy
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11/27/2005 5:16 AM  
Finally had some chance to do some testing of my own...

The gith monks were great... to a certain extent. They, like any other high AC figures, really get hurt by lucky rolls. I've had monks run away from a single hit by a FB, and when they run, its usually off the board.

Also, being based by high AC constructs also hurt. There's only so many AoOs a monk can risk, and trying to beat down say a helmed horror is a tiring and rather fruitless job. And going against a marut is even more painful.

The monks are good, but playtest does reveal some significant weaknesses.

Marut is definitely fun to play. It trots around whacking stuff into the ground and being seemingly invulnerable... but every little hit on it hurts, and before long it may actually be a hit or 2 away from being destroyed. I'm too used to playing with the MP, and the inability to heal my titan seems weird to me... So I've learnt that the marut is something like a sledgehammer, but one made of glass and not to be carelessly used.

AoK, couatl, CoDA is a pretty lethal combo. It's easy pulling off aggression, the AoK is almost fearless, and can be healed. Going after the CoDA or couatl may not be wise when there's an AoK smacking you for 30, but going after the AoK is also rather fruitless with all the healing. Plays remarkably similarly to a MP, CoDA, couatl build, but the AoK is cheap enough to bring in a JA to guard against FBs. But still, FBs and JAs are likely to pose a serious threat to an otherwise very lethal build.

The slayer of domiel is very tricky to use. The map I've had the most success with it is the drow enclave, where the open central space allows good positioning. The slayer absolutely hates 2 wide corridors. Another problem with the slayer is its rather low attack bonuses. Against chaotic factions, the marked target is easier to pull off with more consistency, but against high AC pieces, it is not very reliable. Had a match where the slayer is poised to take out a half-orc paladin. Both attacks missed, and I'm forced to kill off the paladin with another piece, wasting all the work and risks I've taken trying to set up the slayer's marked target ability.

But the ability does hurt if you can pull it off successfully... Once killed an AoK to rake 130points... sweet...

The half-orc pally, most people hate it, but I find it rather nice. The combination of fearlessness, high AC, 70hp and lay-on hands make it a great commander for any requires commander creature. Some complain about it's paltry damage output, but its CE more than makes up for it. It's better to grant its followers +5 damage than have the pally do +5 damage itself, as it is the last piece you'll want to push into the fray when there are creatures tied to it. It's CE allows it to hide safely behind a wall of followers while still contributing to the fight. I'm not saying its tier 1 material, but it sure is a nice piece for casual, less competitive games...


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11/27/2005 1:29 PM  
I like the Half-Orc Paladin with the Medium Silver Dragon. If your units aren´t fearless the +2 morale bonus really helps with the not so high commander rating of the Pally. And the MSD can really use the damage bonus.

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Kyuketsuki
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11/27/2005 4:02 PM  
Come on anybody have to love the Balor i do he is gooood and ill never stop saying that hes gooooood and after i won a tourney with it i am very happy:

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Balor
Red Samurai
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Fly spd 8 in almoste every match i killes oponents comander and the best thing is that that day everyone was using a single comander +16 +16 the best multi-atack bonus of CE it noly hits 35 but with the +8 of orc champ and the +10 +5 of the ravager im used to only do like 25 dmg per miniatures blind fight is just too good and DR5 is awsome in my metagame and the sculp o the sculp is just too good to be true

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Augusta, GA

11/27/2005 8:40 PM  
I'd like to jump in on the defense of the Death Slaad for a while as well. Whereas his damage is lower than typical CE beaters, it isn't bad. Two attacks at 15 magic, with reasonably high attack bonuses, will get the job done. Especially when your AC is that much better than typical CE critters. Flight and a powerful Law specific AoE are the real selling points of the Death Slaad. The Rend isn't always that useful, but it does often change your opponent's tactics, which is pretty useful. Anyone willing to allow a full attack from a death slaad on a Orc Champ, justice Archon, goliath barbarian, or even Frenzied Berzerker, is making a serious mistake. The regeneration isn't bad either.

Personally, I'm still of the mind that a faster CE hitter is a more useful addition than a third Death Slaad, but, then again, I haven't won any tournaments. Death Slaad x2 + Red Samurai works wonders for me, anyway.

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11/27/2005 8:50 PM  
Well, really if you want to improve on 2 Death Slaad I think you need to pick a piece that helps against other CE beaters and I think the best options there are the Ravager (w/ a Tiefling as a morale boosting commander) or the Lich Necromancer. Just my opinion though.

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11/27/2005 9:24 PM  
hunched giant with 2 death slaads?

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11/28/2005 7:19 AM  
Im glad I read this before the NE Open......

Im really wondering whats gonna be strong against all these bands and the traditional tier 1 / 1.5.. thats a broad spectrum to cover.

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11/28/2005 7:54 AM  
quote:
Originally posted by Ack

Im glad I read this before the NE Open......

Im really wondering whats gonna be strong against all these bands and the traditional tier 1 / 1.5.. thats a broad spectrum to cover.



Darn, I was hoping you'd miss this thread, Ack! All my scheming gone to waste. Seriously, the beauty is that nothing seems to be strong across the entire spectrum (other than the secret band I've been practicing with, of course [)]), so you just have to pick your poison. With Underdark, I think we are finally close to a Golden Age of balance.

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11/28/2005 8:28 AM  
which map goes best with which tier 1 underdark band

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11/28/2005 9:49 AM  
that is going to depend greatly on your playstyle. I play IF very differently than Fenris does for example.. tho we have agreed on a specific map that it works quite well with.

Alot of people prefer Fane of Lolth because they have played with it alot and it seems fairly balanced. I like Hellspike ALOT because of the smoke and the challenges it brings to the game.

Pat - does TJ carry those massive Map sleeves? and if you want to practice, shoot me an email and we can get together on Vassal and play a round or 3. Im hoping to be on most nites for the next 2 weeks (that Im not playing in person at least). We know what the archetypical bands are going to be and can see how they play out fairly quickly. Plus, Ive got some ideas for spoiler / denial bands that might be viable..

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11/28/2005 3:22 PM  
I went 3-0 at the Titans tournament at GenCon (8 fig limit, no speed 2 ooc, roll for map choice) with this:

Duergar Champion x3
Rakshasa
Gauth
Gravehound
Blue x2

Alternate build would be swapping the rakshasa for a dark naga and shuffling the fodder/tile grabber pieces.

I was very pleased with how well this worked out. I managed to beat Derry's triple slaad band with it, although I probably should have lost that one, as he missed about twice as many attack rolls due to conceal than he should have - something like 8 out of 16 attacks with the slaadi were concealed away, when it should have been around 4. Still, that's one of the great things about having conceal on your hitters; sometimes it will win games for you even when you get outmaneuvered or have a bad matchup. (3 chaos hammers is definitely a bad matchup.)

The duergar are very strong, with a good chance to hit just about everything. The gauth is obviously useful, and his autodamage and paralysis are both great for setting up cleaves, especially with selective targeting.

To me the main choice to be made here is commander. They both offer the slapping hand spell, which is really nice with the possibility of 3 duergar AOOs at +15 and cleave. The rakshasa gives you hold person, slide, a higher commander rating, and the possibility of commander effect theft, which was great when I ran up against a Battle Plate Marshal in round one. You can do all sorts of fun stuff with slide, especially on maps with pits or chokepoints. The naga gives you +2 for the gauth's DCs and the excellent lightning bolt spell. Lines are really troublesome to defend against for most players. They're similar in their level of survivability with speed 8, similar hp totals, and DR 5/spell resistance for the rakshasa and conceal 6 for the naga. I think in the end they're pretty equivalent in usefulness.

I think that I could probably tweak the gravehound + blue x2 points to something a little better as well; blues aren't as exciting when there isn't a ton of fodder running around (although that does open up more chances to use their confuse spell.) I didn't have my whole collection with me when I built the band, so I kind of had to go with what was available.

A couple other options for those 21 points (assuming rakshasa, you only get 20 with the naga):

barbarian mercenary (or wolf skeleton in place of one)x2, goblin skirmisher or warrior skeleton

- This assortment gives you a little more hitting power, especially on paralyzed guys, and 2 tile grabber options rather than one. Swap out a barbarian for a wolf skeleton and you have the possibility of turn one points no matter what map and side you get stuck with.

Snig + minions

- This is the least effective from a tile grabbing standpoint, but gets you up to 9 activations.

Gravehound (or wolf skeleton), Azer Raider x2

- This is similar to the original build but gives you the ability to screen against opposing gauths.

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Augusta, GA

11/28/2005 3:53 PM  
About the Naga/Rak debate. I prefer the Naga when running a gauth. I've tried both builds of that WB, and the Lightning bolts + DC increase are worth it.

As for the Ravager with the Death Slaads, it works reasonably well too. I just prefer the extra speed and BW. To be fair, the Orc Champ would work well there too, but I don't own one. It's nice to have something that can hit hard and has a speed better than 6.

And yes, the tiefling is the secondary commander of choice for sure.

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11/28/2005 4:47 PM  
Naga / Rakshasa really depends on what the other pieces are.

Naga / Helmed Horror is a great combo, but has weaker fodder.

Rakshasa / another Duergar or Efreeti has more small guys and better things to benefit the paralysis and slappy hands plus one more on the commander rating.


I tend to lean towards the Naga / Horror for the lower melee output and higher elemental damage output (lbolts galore).

Then again I want to play Rakshasa/Deurgar x4. Me likey.



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11/29/2005 1:01 AM  
I've played about four matches now on Vassal using triple death slaad, tiefling, cursed spirit, orc warriorx3. All the games I've lost with it I attribute to mistakes and poor strategic play. That and I almost always face CE with it which is their worst matchup.

I was contemplating swapping out the tiefling for something else. I hate wasting points on commander effects that are never used for all the slaads and the tiefling. It seems slightly inefficient to me. The tiefling doesn't do anything during the matches except provide his commander rating to init and MC. So in the end I am basically fighting the opponent with three slaads and a cursed spirit. I'm not sure if that is enough. I could put in another cursed spirit to increase the chance of a rend but giving up the +4 to init is probably not worth it.

What do you guys think?

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11/29/2005 8:07 AM  
The problem seems to be CG / CE matchups; that's been my experience as well. With that I'd consider dropping the 3rd Slaad for some sort of strong-against-CE piece. I've played once with a Lich and did reasonably well but also have been thinking about a Ravager and a messload of orcs (brutes, savages, mountain orcs whatever)

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11/29/2005 10:21 AM  
Hey, has anyone tried the Death Slaad x2 plus a Hezrou? Maybe throw in a curse spirit and a Orc warrior to fill out. Yeah, it's low on activations but lead with the Hezrou and see what happens. I got a sneaky suspicion that it'll be fun. Makes the Slaad's rend more potent.


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11/29/2005 11:16 AM  
Triple Death Slaad Band:

Death Slaad x3
Tiefling
Cursed Spirit
Orc Warrior x3

The other issue with this build is everyone is speed 6 which is weak on grabbing victory points. I almost always start from behind. The Cursed Spirit is the best piece in this band for grabbing points but he is needed to help the slaads, so to use it to grab VP is less efficient. This is another reson I have considered dropping the Tiefling. I was thinking that a Hezrou would be a good pairing but maybe just for 500pt games. Let me think about that idea for 200pt.

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11/29/2005 11:24 AM  
Back to the triple Githzerai Monk\Young Master\Couatl build -

When the speed 2 rule goes away I was thinking of using a Timber Wolf instead of the Azer. So the build would be this:

Githzerai Monk x3
Young Master
Couatl
Timber Wolf
Hill Dwarf Warrior
Man at Arms

Too bad the Timber wolf is still wild and can't benefit from the Young Master's commander effect. But the wolf has 20hp and speed 10 compared to the Azer's 10hp and speed 6. Of course the Azer also offers a fire immune piece to be used as a gauth/efreeti/fireball screener. But with the Couatl already in the band, I think the TWolf will do just fine and can grab VP and thereby relieve the monks from having to perform that role as well.

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wicked cool
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11/29/2005 12:56 PM  
with 2 dath slaads and 1 hezrou you dont have much room for fodder

2 deaths
1 hezrou
1 curse spirit
1 warrior skeleton

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Kissmykiester
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11/29/2005 1:03 PM  
quote:
Originally posted by wicked cool

with 2 dath slaads and 1 hezrou you dont have much room for fodder

2 deaths
1 hezrou
1 curse spirit
1 warrior skeleton



Yeah. But do you know how tiring and exhausting it is to take down a Hezrou...those things are pains in the you know where to kill. [:D]

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ChristopherGroves
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11/29/2005 1:18 PM  
I beat a Hezrou+2 Death Slaad band with a Lich + 2 Death Slaad and a 3x Death Slaad band handily. I'm not sold on the Hezrou as a commander; he doesn't increase your offense at all (which is your problem with the Death Slaad vs other chaotics).

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Southeast PA

11/29/2005 2:01 PM  
I think I got it -

I made an adjustment to the triple slaad band to shore up the speed weakness. This of course only applies when the speed two rule goes away.

Death Slaad x3
Tiefling
Cursed Spirit
Timber Wolf
Hyena

Only 7 activations but you gain two speed 10 critters with good hp for tile grabbing and eliminating tile grabbers. They'll last longer than three orc warriors anyway. I'll have to give this try.

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One_Wing
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London

11/29/2005 2:22 PM  
Once we get to maps and 8 figs I would quite like to try the following:

Tiefling Captain 21
Xen'drick champion x 5 115
Zombie white dragon 37
Mounted Drow patrol 27
8 activations 200 pts

Play with the Drow outpost, park the Dragon on the bridge, and use the ranged attacks on the Xens and the MDP's hit and run to take out the enemy. On other maps, just try to block a corridor and then do the same thing.

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Southeast PA

11/29/2005 3:14 PM  
@One_Wing

Sounds good in theory but the ZWD isn't fast enough to reach the bridge in the first round. Your opponent will be able to slip through before you can seal him off. Not to mention that flying opponents can circumvent the bridge by flying over the pits.

I'll take my triple death slaads against that band.

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