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Subject: Nentyar Hunter warband

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Teach
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12/17/2005 4:24 PM  
So, i've been working on a Neyntar Hunter/HEBI warband. The expectation is to be a solid Tier 2 band. I know it's not going to be tier 1 and will have some very bad matchups, but I'd like it to be fairly competive against a lot of warbands.

So far I have This...

Neyntar Hunter
2x HEBI
Xendrik Champ
Graycloak w/ wolf
Devis
Wild Elf Raider
Talenta Halfling

My map of choice is Magma Keep, and to start on the B side, because the lower right corner gives you line of sight to both victory areas.

I played a friends drow warband last night, and just decimated it because it didn't have the speed to base my figures quickly enough. I feel like the band I have will be very strong if the band i face doesn't have heavy hitters that are speed 8 or so (by spacing out my archers/nentyar so no 2 can be based by 1 hitter), but I'd like to have a band that can resist fast hitting bands at least somewhat.


Also, with the commander I have, I only have a CE of 2 and so won't normally win map initiative. Do you have recommendations for an additional Commander (maybe an IM?). It feels like I need another hitter as well, but I'm not sure what to throw in there. So perhaps this would be a pretty good warband...(remember just tier 2, doesn't have to be tier 1).

⎩] IM
⎻] Nentyar Hunter
⎷] HEBI
⎣] Xen'drik Champion
⎛] Graycloak Ranger+wolf
⎫] Goliath Barbarian
⎒] Devis
⎒] Wild Elf Raider

This band offers a bit of hitter screeners. However, with this band, there are less archers to take advantage of the Nentyar hunters bonus. I like the champion because they are decent at both ranged and melee in a pretty cheap little package. The only problem with this band is that I also really like using two HEBI and the Nentyar Hunter, just because I think they are really cool. [:D]

Anyways, do any of you guys have any ideas on how to improve the band?


HidesFromHurricanes
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12/17/2005 6:06 PM  
I don't have much experience with HEBIs, but you need some stronger melee support. The Xen'drik is good, but only the first turn it comes into combat. Trading it for another Talenta halfling (has synergy with Nentyar also) and maybe throw in another the wild elf raider. If your trying to stay at eight activations maybe take Devis out and upgrade to a Satyr with spare points going to a Xeph warrior.

Even so I think this band falls to the fast melee bands, because of too many points in archers. Maybe trade out a HEBI for a strong hitter or two.

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Orion72
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12/17/2005 6:34 PM  
Mithril Mines also has direct line of sight from one starting area to the other. In this case you want to lose the second initiative roll, and set up after your opponent's pieces are already in place.

I LOVE HEBIs, but there's not much room to build around 2 of them with a Nentyar. What you might consider doing, is just accept that your cause is lost vs Chaotic beaters, and build toward strengthening your position against other band types.

BudLeiser
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12/17/2005 6:49 PM  
quote:
Originally posted by Orion72

Mithril Mines also has direct line of sight from one starting area to the other. In this case you want to lose the second initiative roll, and set up after your opponent's pieces are already in place.

I LOVE HEBIs, but there's not much room to build around 2 of them with a Nentyar. What you might consider doing, is just accept that your cause is lost vs Chaotic beaters, and build toward strengthening your position against other band types.




You need to actually lose it, winning doesn't give the option?

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Orion72
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12/17/2005 7:24 PM  
The map rules state that the winner of the second initiative roll sets up his warband, not that he chooses who sets up first. I'm hoping this gets fixed in the War Drums rules.

Teach, I wish we'd played each other on Friday. I had a GFD w/Pyro band on the Mithril Mines map, and an Orc band on the tiles.

TroglodyteWizard89
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USA

12/17/2005 7:46 PM  
No one in my group has tried this but me, but i think its fun.

I like this band, not sure how good it is, but it was fun to use the one time i did use it

nentyar hunter 47
HEBI 43
Centuar hero 78
Medium Astral Construct 10
Xeph warriorx2 6
Graycloak ranger with minion 15

199 points, 7 activations, 8 with minion

i like the centuar for a 15 damage range then pretty good melee


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12/17/2005 8:08 PM  
quote:
Originally posted by TroglodyteWizard89

No one in my group has tried this but me, but i think its fun.

I like this band, not sure how good it is, but it was fun to use the one time i did use it

nentyar hunter 47
HEBI 43
Centuar hero 78
Medium Astral Construct 10
Xeph warriorx2 6
Graycloak ranger with minion 15

199 points, 7 activations, 8 with minion

i like the centuar for a 15 damage range then pretty good melee





This warband should fair a little better against most competition, because after the free round of shooting, the Centaur Hero can engage the enemy, and maybe buy a little more time for the Nentyar Hunter and the Half-Elf Bow Initiate to shoot.

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Orion72
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12/17/2005 9:08 PM  
Most CG bands work best with one or two solid ranged support pieces - Elf Pyro, HEBI, Wand Expert, GCRs/Stalkers. If you use the Nentyar, it's tempting to go overboard on other rangers, leaving your front line weak.

What CG needs are scaled-down versions of the Centaur Hero - beaters who also have a ranged attack. Something like a Barbarian with a spear, even a one-off deal. The Nentyar could then get off her CFX before the hitters are out of her range and locked in battle.

Gorgasim
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12/17/2005 10:35 PM  
How about the half-ogre barbarians? For 50 points you can get two decently beefy, hard hitting large base figures to plug up some tunnels. With only a 2 commander though they may flee.


Urban Druid
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12/17/2005 11:33 PM  
quote:
Originally posted by Gorgasim

How about the half-ogre barbarians? For 50 points you can get two decently beefy, hard hitting large base figures to plug up some tunnels. With only a 2 commander though they may flee.

As a matter of fact, I ran a warband featuring just that tonight:

IM
HEBI x2
Half-Ogre Barb x2
Satyr
MAC x2

I defeated a CE Quad (though mostly through my opponent's goof; he left me -way- too much LOS during his approach). Two great tile-grabbers that double as effective blockers + 2 okay beaters. It did better than I thought

*This post was recorded before a live studio audience*

Vrecknidj
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12/21/2005 9:10 AM  
quote:
Originally posted by Urban Druid

quote:
Originally posted by Gorgasim

How about the half-ogre barbarians? For 50 points you can get two decently beefy, hard hitting large base figures to plug up some tunnels. With only a 2 commander though they may flee.

As a matter of fact, I ran a warband featuring just that tonight:

IM
HEBI x2
Half-Ogre Barb x2
Satyr
MAC x2

I defeated a CE Quad (though mostly through my opponent's goof; he left me -way- too much LOS during his approach). Two great tile-grabbers that double as effective blockers + 2 okay beaters. It did better than I thought

This is an interesting build. I wonder, though about the IM. I mean, you kinda don't need the GMA as much as you would with other bands.

How about this?

HEBI x2
Half-Ogre Barbarian x2
Elf Ranger
Graycloak Ranger x2
Wolf Minion x2
Aramil

Dave

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evil_boy
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12/21/2005 10:59 AM  
I've been toying with

Nentyar
2x HEBI
2x half-ogre barb to block access and for melee support
MAC for tile points
2x xeph warrior

I know the commander rating sucks, but nothing much I can do about it, no? [)]


Lord_Raven
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12/21/2005 11:11 AM  
I'm afraid there are too many maps that block LOS and alternate routes that can be traveled...

I was one that lived on Ranged when I first started playing - but with maps and shorter boards and blocked LOS - too much stuff can get across the board in the first round and base your ranged guys...

example: you win inits and allow your opp to go first - he moves crap out and gives you a chance to shoot - great you move and shoot some junk pieces - his Monks or FB's move out at the end of the round and make it almost across the board in the first round! ok you get lucky enough to win inits again - you shoot again - his turn now - poof you are based and no more shooting without AOO's first and if they are FB's - your dead!

Sorry guys - the Centar is a decent blocker/hitter for CG to hide behind - but just not enough "Beef" to sit behind and get 2 to 3 shots at before you die!

I love Ranged but the best you can hope for a 1 to 2 ranged guys in a band - with high AC's and high lvl's alot of stuff stays on the board and requires Melee to kill and clean the board - to get you wins.

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ChristopherGroves
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12/21/2005 12:18 PM  
quote:
Originally posted by Vrecknidj

quote:
Originally posted by Urban Druid

quote:
Originally posted by Gorgasim

How about the half-ogre barbarians? For 50 points you can get two decently beefy, hard hitting large base figures to plug up some tunnels. With only a 2 commander though they may flee.

As a matter of fact, I ran a warband featuring just that tonight:

IM
HEBI x2
Half-Ogre Barb x2
Satyr
MAC x2

I defeated a CE Quad (though mostly through my opponent's goof; he left me -way- too much LOS during his approach). Two great tile-grabbers that double as effective blockers + 2 okay beaters. It did better than I thought

This is an interesting build. I wonder, though about the IM. I mean, you kinda don't need the GMA as much as you would with other bands.

How about this?

HEBI x2
Half-Ogre Barbarian x2
Elf Ranger
Graycloak Ranger x2
Wolf Minion x2
Aramil

Dave



I can never seem to use the Elf Ranger. With Redgar and Vadania in the same point bracket, I seldom see the Elf Ranger as useful.

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Urban Druid
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12/21/2005 12:58 PM  
Actually, the IM helps much more than you might think in ranged bands. More activation control would be nice, of course, but the idea is that one GMA can put all your noteworthy archers within LOS to a piece that's already moved. Then, you blow your pipes to try winning the next init and drop another two HEBI full attacks.

It doesn't work every time, but it can be devastating when it does. Hell, if nothing else, you can use your GMA to run the hell away; each basing figure only gets one AoO and your archers can still full attack afterward (provided they're still present and accounted for).

*This post was recorded before a live studio audience*
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