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Chad the DragonLordofAiur
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11/30/2005 4:15 PM  
recovered topic 12139

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Chad the DragonLordofAiur
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11/30/2005 4:15 PM  
Welcome to the greatest strategy game on earth. I am glad you decided to join in the fun.

I haven't playtested the Slayer of Domiel at all yet so it is hard for me to say if she is worth the points or not. The other pieces are OK but you seem to have too much tech and not enough meat. The werebear is not so good for his cost. The Whirling Steel Monk should never be used in place of a Githzerai Monk which is so much better stat wise.

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elder_basilisk
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11/30/2005 4:48 PM  
quote:
Originally posted by Chad the DragonLordofAiur

Welcome to the greatest strategy game on earth. I am glad you decided to join in the fun.

I haven't playtested the Slayer of Domiel at all yet so it is hard for me to say if she is worth the points or not. The other pieces are OK but you seem to have too much tech and not enough meat. The werebear is not so good for his cost. The Whirling Steel Monk should never be used in place of a Githzerai Monk which is so much better stat wise.



I don't have a Githzerai monk but the justice archon is supposed to be a solid piece so I could put it in place of the whirling steel monk. What would you suggest in place of the werebear? The justice archon is almost the same point cost (and I only have one). Gold dwarf soldier or some of the other dwarves (caver or anvil of thunder, etc) would let me upgrade some of the fodder with the remaining points. If I shaved a few points off the fodder, I could also fit the Spiker champion in as a replacement. Would the reduced speed be a problem?

For the other bit, what kinds of meat would be good to replace tech in this band? I could replace the cleric of Dol Arrah with the half-orc paladin. That gives more hit points and better attack but fewer abilities. Other than that, the slayer of Domiel and the dwarf wizard in the first band look like the only figures that have odd abilities. Am I missing something?


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11/30/2005 4:48 PM  
welcome to minis man

i think that domiel is good in practice, but i would recommend replacing her if your new to the game. Like chad said the werebear really isnt worth its points. If you can, id also recommend replacing the dalelands militia. If you can, get gold dwarf soldiers for your warbands, they have good hp and damage, and are fearless with your commander.

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Kiddoc
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11/30/2005 4:50 PM  
Welcome to the game!

You'll have to forgive Chad for using all those crazy terms like "tech" and "meat." That's what happens when you get too good. Hehe.

The Slayer is a really difficult piece to use effectively if you're pretty new to the game. Once you have a good grasp on things, she can be surprisingly effective. Part of her power, though, is making the other player a little wary of her. So, in a sense, she has some intimidation potential. I myself am hesitant to use her, because I just haven't spent enough time playing warbands that use her.

I suggest you play whatever you feel like playing, the game's a ton more fun when you can enjoy the unique band you build.

On the other hand, if you have a particular warband concept you'd like to explore, or if you're working with limited pieces, I'd encourage you to post those.

It's really easy for very skilled players like Chad to post the best pieces to play, but unless we know what your warband concept is, or what pieces you have to work with, even the best suggestions can be for naught.

If you'd like, post a Faction or a warband concept you'd like to use, and then the pieces you have in that faction, and folks here will help you craft a really interesting and competitive band from those pieces.

Good luck!

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elder_basilisk
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11/30/2005 5:01 PM  
That seems like a good idea.

So, I think I'd like to use the LG faction and the slayer of Domiel's abilities look like a fun challenge to use. So, for now, I think I'd like to get a LG warband that uses the slayer. That said, my LG pieces are:

Slayer of Domiel x1
Half-orc paladin x1
Cleric of Dol Arrah x1
Caravan Guard x3 or 4
Dalelands Militia x3
Dwarf Wizard x1
Whirling Steel Monk x1
Werebear x1
Justice Archon x1
Dwarf Raider x2
Dwarf Mercenary x2
Sage x1
Man at Armx x3
Healer x1
Timber Wolf x1
Dire Bear x2
Mialee, Elf wizard x1
Jozan, Cleric of Pelor x1
Hill dwarf warrior x2
Sun soul initiate x1
Celestial Black bear x3
Celestial dire badger x3
Githzerai x1
Dwarf Axefighter x3
Cleric of Yondalla x1
Half-orc monk x1
Gold Dwarf soldier x1
Sword of Glory x1
Anvil of Thunder x1
Dwarf Caver x1
Human Dragonslayer x1
Spiker Champion x1
Cleric of St. Cuthbert x2
Barbarian mercenary x2
Medium gold dragon x1

quote:
Originally posted by Kiddoc
If you'd like, post a Faction or a warband concept you'd like to use, and then the pieces you have in that faction, and folks here will help you craft a really interesting and competitive band from those pieces.

Good luck!



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ChristopherGroves
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11/30/2005 6:04 PM  
Good advice Kiddoc. Many of us who are "super-involved" often can't see the forest for the trees.

Start with the Slayer. With a nice save she doesn't need a high commander rating, althought that's never a bad thing.


As I scan through the list, a few other things jump out as having nice little combinations or good-enough power.

32 Justice Archon - Fearless when under command, low to-hit but right-back-at-ya damage potential.
48 Half Orc Paladin - Fearless, commander 3 and boosts damage output of your followers. Survivable and can hold his own in combat.
70 Gold Dragon - Fast, multiple attacks with ok-enough to-hits. Bonafide tile grabber. If you include him you might want to make sure you've got a magic weapon source somewhere in the band.
45 Cleric of Dol Arrah - Great commander rating, nifty commander effect. To maximize that you'll want to think about including Axefighters and that Gold Dwarf as they all gain fearless.
14 Cleric of Yondalla - An exceptional secondary commander and magic weapon source.
06 Mialee - One magic missile and one magic weapon, a steal at 6 points.
03 Men at Arms - Essential. Put these to the side and use them to make sure you get to the max # of figures.
04 Hill Dwarf Warriors - Pretty much essential. Do the same as you do w/ the Men At Arms to ensure you get the max # of figures that you can.
09 Barb Mercs - Nice to have if you need base damage output and some speed.

Do you have any idea what format you're playing? Maps / tiles? 12 figures or 8? The figures above are your power-figures. Some combination of those would make a formidable enough band. One thing you kind of lack is a can-opener or way to hit really high ACs ... +12 is about the best you can muster.

I'd consider trying something along these lines to compliment the slayer:
Half Orc Paladin, Gold Dragon, magic weapon source
Cleric of Dol Arrah, Axefighters / Gold Dwarf

* The Dwarf Wizard could be handy with the Slayer, allowing you a second shot to hit a target and kill it with the Bigby's Slapping Hands.

* The Justice Archon is always going to be a decent choice to add. Most folks like to run two commanders with them though to ensure they remain fearless.

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TruNutral88
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11/30/2005 6:20 PM  
Welcome to minis man!

I'll second the Justice Archon. Your Cleric choice is very good for just starting. The werebear isnt much worth his pts. Maybe go for a kickbutt fodder slayer to clear the way for domiel's marked target SA, like the Gold Dwarf Soldier. They are awesome for there pts and highest hp for most fodder is 15 anyway. LG is a good faction to start with i'd definately have to say.

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elder_basilisk
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11/30/2005 6:34 PM  
I notice you don't mention the caravan guards here. They seem like fairly good fodder to me.

For one more point than the hill dwarf warrior and -1 to saves, I get an extra 5hp, +1 to hit, and bluster (which looks pretty good)--+2 to hit and +5 damage is nothing to sneeze at (unless of course I lose a figure before they get to mix it up). But even without bluster, aren't the extra hit points and attack bonus worthwhile?

quote:
Originally posted by ChristopherGroves

06 Mialee - One magic missile and one magic weapon, a steal at 6 points.
03 Men at Arms - Essential. Put these to the side and use them to make sure you get to the max # of figures.
04 Hill Dwarf Warriors - Pretty much essential. Do the same as you do w/ the Men At Arms to ensure you get the max # of figures that you can.
09 Barb Mercs - Nice to have if you need base damage output and some speed.

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Kiddoc
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11/30/2005 7:08 PM  
quote:
Originally posted by elder_basilisk

That seems like a good idea.

So, I think I'd like to use the LG faction and the slayer of Domiel's abilities look like a fun challenge to use. So, for now, I think I'd like to get a LG warband that uses the slayer. That said, my LG pieces are:

Slayer of Domiel x1
Half-orc paladin x1
Cleric of Dol Arrah x1
Caravan Guard x3 or 4
Dalelands Militia x3
Dwarf Wizard x1
Whirling Steel Monk x1
Werebear x1
Justice Archon x1
Dwarf Raider x2
Dwarf Mercenary x2
Sage x1
Man at Armx x3
Healer x1
Timber Wolf x1
Dire Bear x2
Mialee, Elf wizard x1
Jozan, Cleric of Pelor x1
Hill dwarf warrior x2
Sun soul initiate x1
Celestial Black bear x3
Celestial dire badger x3
Githzerai x1
Dwarf Axefighter x3
Cleric of Yondalla x1
Half-orc monk x1
Gold Dwarf soldier x1
Sword of Glory x1
Anvil of Thunder x1
Dwarf Caver x1
Human Dragonslayer x1
Spiker Champion x1
Cleric of St. Cuthbert x2
Barbarian mercenary x2
Medium gold dragon x1

quote:
Originally posted by Kiddoc
If you'd like, post a Faction or a warband concept you'd like to use, and then the pieces you have in that faction, and folks here will help you craft a really interesting and competitive band from those pieces.

Good luck!





I'd try something like:

1x Cleric of Dol Arrah
1x Slayer of Domiel
1x Justice Archon
1x Dwarf Wizard
1x Gold Dwarf Soldier
2x Barbarian Mercenary
2x Caravan Guard
2x Hill Dwarf Warrior
1x Man at Arms

More strategy later. :)

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ChristopherGroves
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11/30/2005 10:23 PM  
quote:
Originally posted by elder_basilisk

I notice you don't mention the caravan guards here. They seem like fairly good fodder to me.

For one more point than the hill dwarf warrior and -1 to saves, I get an extra 5hp, +1 to hit, and bluster (which looks pretty good)--+2 to hit and +5 damage is nothing to sneeze at (unless of course I lose a figure before they get to mix it up). But even without bluster, aren't the extra hit points and attack bonus worthwhile?

quote:
Originally posted by ChristopherGroves

06 Mialee - One magic missile and one magic weapon, a steal at 6 points.
03 Men at Arms - Essential. Put these to the side and use them to make sure you get to the max # of figures.
04 Hill Dwarf Warriors - Pretty much essential. Do the same as you do w/ the Men At Arms to ensure you get the max # of figures that you can.
09 Barb Mercs - Nice to have if you need base damage output and some speed.




Don't read too much into me not mentioning the Caravan Guards. How about I say they are the best 5 point piece you've got? What's really important is getting to 12 (or 8 if thats the limit) figures or as close to it as possible. If you've got 4-5 big units you might have to include Mialee, both Caravan Guards and all Hill Dwarves and Men at Arms to get to 12 ... and that makes them worth while.

I'd never START with the Caravan Guards, but I'd put them in absolutely if I needed a body and had 5 points left.

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11/30/2005 11:59 PM  
Im a big fan of the Healer as a piece in the army. It adds alot of survivability to your band.

Beyond that, I agree strongly with the advice already given by the elder statesmen of the game.

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12/01/2005 2:39 PM  
When using the slayer you need the flanking so go flying (justice archon) or fast (gith monk)or both. just think
FLANK!!!
FLANK!!!
FLANK!!!
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