Chad the DragonLordofAiur Underboss
 1085 Posts



 Southeast PA
 | | 11/30/2005 4:15 PM |
| | recovered topic 12139 | | Member of Team Amish 3rd Place in 2007 Constructed World Championship My combined DDM Skirmish record of all games ever played in all formats. 486 - 188 - 4 | |
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Chad the DragonLordofAiur Underboss
 1085 Posts



 Southeast PA
 | | 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. | | Member of Team Amish 3rd Place in 2007 Constructed World Championship My combined DDM Skirmish record of all games ever played in all formats. 486 - 188 - 4 | |
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elder_basilisk Sergeant
 410 Posts




 | | 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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TroglodyteWizard89 Warrior
 346 Posts


 USA
 | | 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. | | Champion of Troglodytes! Guy Who Cant Get Anything Exact (called uncommon displacer beast for Unhallowed Squire of Runic Guardian, gets shield Guardian) | |
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2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 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! | | POST DISCLAIMER: Above post may contain humor. Now with micro scrubbing bubbles. Do not operate heavy machinery. Take with food. Use only as directed. Contents may settle during shipping. No user-servicable parts inside. Void where prohibited. Beware of dog. This side up. Do not fold, spindle, or mutilate. No salt, MSG, or artificial coloring or flavoring added. Actual cash value of this post is 1/100th of a cent. Avoid contact with skin... | |
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elder_basilisk Sergeant
 410 Posts




 | | 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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 Wrackspawn ChristopherGroves Warlord
 6093 Posts




 | | 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. | | Triangle DDM Skirmish Group | My Email | 45-ish trades and counting | Stuff for Trade * * * Show your brother some love and click here * * * | |
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TruNutral88 Sergeant
 522 Posts




 | | 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. | | Champion of Bruenor Battlehammer | |
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elder_basilisk Sergeant
 410 Posts




 | | 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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2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 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. :) | | POST DISCLAIMER: Above post may contain humor. Now with micro scrubbing bubbles. Do not operate heavy machinery. Take with food. Use only as directed. Contents may settle during shipping. No user-servicable parts inside. Void where prohibited. Beware of dog. This side up. Do not fold, spindle, or mutilate. No salt, MSG, or artificial coloring or flavoring added. Actual cash value of this post is 1/100th of a cent. Avoid contact with skin... | |
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 Wrackspawn ChristopherGroves Warlord
 6093 Posts




 | | 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. | | Triangle DDM Skirmish Group | My Email | 45-ish trades and counting | Stuff for Trade * * * Show your brother some love and click here * * * | |
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 Ack Underboss
 1476 Posts




 | | 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. | | Minis... Serious Business Completed Trades (18 ) | Pending Trades (0) Ebay seller to Avoid –Fantasy_Quest_Dist
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SquirrelBoy Skirmisher
 17 Posts



 | | 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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