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Subject: Inspired Magi

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TruNutral88
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01/04/2006 5:09 PM  
Here's an Archmage band that i've used a couple times and won each time:

Inspired Magi

Archmage 98pts
Inspiring Marshal 29pts
Goliath Barbarian 31pts
Graycloak Ranger 15pts
- Wolf Minion 0pts
x2 Wild Elf Raiders 12pts
Medium Astral Construct 10pts
Xeph Warrior 3pts

198pts

It works well (so far) but any positive changes to the band would be greatly appreciated. Thx

Edit: Took out one graycloak due to being over by 13 (by accident [B)]) Sry. i played with only one graycloak each match tho :)

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Lord_Raven
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01/04/2006 5:33 PM  
"Where's the beef?"

That band will be crushed - it is like a fat jelly doughnut - soft in the middle!

You need another threat, if anyone played it they would all out target the Archmage or send everything up the middle for the squishy archers and commander... one Goliath can't stop everyone and dosen't hit hard enough to make a difference. IMHO

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kgradert13
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01/04/2006 5:38 PM  
If this is for 8 limit, you are 1 over. If for 12, you are 1 short. You really don't want to be outactivated if possible with an Archmage.

If it's for 12figure, I prefer the Pyromancer to the Goliath and more Wild Elves to Greycloaks. The greycloak is a personal preference, but the Pyro just seems to work better. You can clear out activations with a fireball, make the mage immune to an energy type and resist another (I believe these 2 stack, just not 2 immunities)

If it's for 8 figure, I prefer the Half-Ogre Barbarians to Goliaths. They are cheaper and have a large base to block access to the mage.


Aramus
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01/04/2006 5:45 PM  
I agree potentially not enuff threats to keep mage alive

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Vrecknidj
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01/04/2006 7:53 PM  
quote:
Originally posted by kgradert13

If this is for 8 limit, you are 1 over.
The minion won't count against the limit.

You'll have to keep the Archmage busy, because you absolutely have to keep him alive in order to win. With the GMA, you have the interesting choice of using it to get away instead of using it to get involved. And, since the Archmage can zip pretty far across the board all at once, you might be able to pull it off. I might make a few trades.

Archmage 98pts
Inspiring Marshal 29pts
Goliath Barbarian 31pts
Graycloak Ranger 15pts
- Wolf Minion 0pts
Graycloak Ranger 15pts
- Wolf Minion 0pts
Xeph Warrior x2 6 pts
Mialee 6 pts

Now you've got 10 activations. The Medium Astral Construct has some nice advantages, but with two wolves, you can cover a lot of turf. Mialee can give one of the Graycloaks the ability to overcome DR, and then still be useful for one more round.

Dave

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PatEllis15
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01/04/2006 8:30 PM  
Archmage bands are about the archmage, not the fluff. Of course the IM is required, so your left with about 70 points of activation control, and tile grabbing.

To say "where's the beef" goes against what I've seen (9-0 in the grinder with my Archmage band against 3 different Chrall bands, and 4 Orc Horde bands).

Pat E

"Games evolve. Otherwise we'd still be pushing rocks around the dirt. What do you think the cavemen said when some dude showed up with sticks?" - Chairman7w

doranur
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01/04/2006 8:42 PM  
i've played a variant of this band with the pyromancer instead of the goliath in 12 act tournaments with a mixture of sucess. basically the key is to never get behind in points, and it can do very well, especially if you put a "timer" on the game with a couple mordy's swords. what this band can do is force the opponent to decide which half of your band he is going to focus on, either the "rest of the band" or the archmage. i've lost more times when the opponent took easy points rather than going after the archmage, but with the archmage more often than not it came down to dice rolls against his conceal. the band has some seriously difficult matchups and depends on how it will do a lot on your skill level in finding that hole to wail on the opposing band with the archmage and the local meta where you will be using it. it's a fun one, good luck.

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eMpTy Kay
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01/04/2006 9:19 PM  
I have to agree with Pat, Archmage bands need to be played differently than most bands are played. It may be the first to require a different play style entirely! That is why most people can't play it well, it takes a different play style an people are stuck in the "Heavy hitter" or Beater bands.

I played a varient of Pat's band from the grinder and went 4-0 in the local tournement.

As for the warband. It would be interesting.


evil_boy
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01/04/2006 9:41 PM  
Is including the GCRs to hit 10 activations worth the 30 points? GCRs don't do much in the current environment, and they cost a fair bit. For 30 points I could include another hitter in the form of the GB, or a blocker in the form of the half ogre barb.

I personally want to try
IM
Archmage
2x half-ogre barb
2x xeph
MAC
Mialee/devis/wild elf


kgradert13
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01/04/2006 11:08 PM  
quote:
Originally posted by Vrecknidj

quote:
Originally posted by kgradert13

If this is for 8 limit, you are 1 over.
The minion won't count against the limit.


I know that, it's been edited to remove 1 greycloak and wolf (it was 13pts over the 200 mark as well originally).

The reason I like the Astral Construct is that he is a 10pt fearless 30hp tile grabber. Greycloaks are definitely a personal choice, one I rarely if ever make. They are really only good for fodder clearing and activation control with the free wolves. They aren't really a threat to creatures the Archmage worries about (fast hard hitters), like a HO Barb could be. It probably comes down to what your local game is like. (Too many Helmed Horrors here for me to get to play the Archmage much now.)

I am still torn as to whether or not Devis works with the band I play. He's great as a 6hp countersong, but is Countersong neccessary?



Vrecknidj
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01/05/2006 7:52 AM  
quote:
Originally posted by kgradert13

quote:
Originally posted by Vrecknidj

quote:
Originally posted by kgradert13

If this is for 8 limit, you are 1 over.
The minion won't count against the limit.


I know that, it's been edited to remove 1 greycloak and wolf (it was 13pts over the 200 mark as well originally).

Ah, I didn't catch that. Sorry.

Dave

Knowledge Arcana editor issues 5-9, Phoenix Lore Magazine editor, assistant editor for Rite Publishing;
My Trade Thread and My Reference Thread; Winner of WBC IV, IX and XIII; Rule #0: bshugg is always right!

Lord_Raven
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01/05/2006 10:32 AM  
quote:
Originally posted by PatEllis15

Archmage bands are about the archmage, not the fluff. Of course the IM is required, so your left with about 70 points of activation control, and tile grabbing.

To say "where's the beef" goes against what I've seen (9-0 in the grinder with my Archmage band against 3 different Chrall bands, and 4 Orc Horde bands).

Pat E



Pat my problem is there is nothing else in this band to distract the opp. from just flat out chasing the Arch down and killing him! Giths/FB's would swarm him and he would go down quickly!

Arch can def deal damage and some top players know how to play that - but there simply aren't enough threats here to distract the enemy from not just all out targeting the Archmage... With some sort of wall of Beef he could retreat behind & pick junk off!

Maps are too short and most activations are using pieces that have good saves and high HP's. It is just too tough to run a decent Arch warband right now.

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TruNutral88
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01/05/2006 2:55 PM  
Pat - What exactly was your band? I would love to try it out if i had the right pieces but i think it was hinted that there is a pyro in it (which i don't own. Don't wanna spend 50 bucks on one either :P).

Only one player in my playgroup uses giths effectively but i have yet to face his band. Our group doesn't buy a huge amount of packs (about 7 for each set except for the earlier sets we only have a few) so i am currently the only player with dual frenzied and IM (advantage heh). But a lot of them all own multiple chraals so i almost ALWAYS go commander hunting. Some play golem bands but again i commander hunt. Eventually my strat won't always work but i'll keep trying to use the mage more effectively. Only used twice but i want to find a decent-to-good band that i can practice with each time.

Thx for all the suggestions people. They aren't going to deaf ears!

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01/05/2006 4:07 PM  
I think the Celestial Pegasus would be a better choice for a single "solid" beater with flight, DR, magic damage by default, more hit points, large base, etc. All that for 1 point more. Its not perfect, but its pretty damn good.

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doubtofbuddha
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01/05/2006 4:17 PM  
I agree with Ack. The Celestial Pegasus is the blocker of choice when running CG spell or archer based bands. Its tough, resistant, and has lots of manuverability.

I am not gone.

PatEllis15
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01/05/2006 4:53 PM  
My Archmage band was designed for 12 activations and tiles.

Archmage
Inspiring Marshall
Halfing Ranger
2x GreyCloak
2x Wolf
4x Xeph
2x Elf Warrior

The Halfing ranger ravaged fodder, insuring I had activation control, and collected tile point. My opponents either had to ignore him (leaving me 12 figures with which to dance with), or pursue him with a non-fodder piece, as with his ranged attack and 50 H.P.'s, he'd survive any attempt by Orc Warriors and the like to eliminate him.

Pat E

"Games evolve. Otherwise we'd still be pushing rocks around the dirt. What do you think the cavemen said when some dude showed up with sticks?" - Chairman7w

TruNutral88
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01/06/2006 4:51 PM  
Ohhh. I think i remember reading your report. It was good :)

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Tried
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01/06/2006 9:26 PM  
I hate to say it Pat, but I think those days are gone.

Tiles are going (well, gone really), activations (blockers) are going (well, gone, really) and the maps are simple getting smaller.

I have tried to put together some bands, and tend to use Rikka as my (distraction) hitter, Inspiring Marshal, Greycloak/wolf and then something like 3 elf raiders + Mialee. (I wish I had the guts to replace the last 4+1 with the evermeet, but alas, I really don't).

I would, of course, play the band on the hellspike map...


Let it be.

PatEllis15
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01/07/2006 8:28 AM  
quote:
I hate to say it Pat, but I think those days are gone.



What tiles and 12 activations? Well yea... though it DOES still keep conversation complicated, doesn't it!

I have not yet found a 8 activation Archmage that I'm thoroughly happy with, i'll admit to that!

Pat E

"Games evolve. Otherwise we'd still be pushing rocks around the dirt. What do you think the cavemen said when some dude showed up with sticks?" - Chairman7w

Vrecknidj
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01/07/2006 9:06 AM  
quote:
Originally posted by PatEllis15

[quote]I have not yet found a 8 activation Archmage that I'm thoroughly happy with, i'll admit to that!

Pat E

There are many challenges to the 8-figure limit. I was wondering about adding the Evermeet Wizard, in order to boost activations, but she's too juicy a target.

I've also thought of a Clay Golem, but I haven't tried the band yet.

Archmage
Clay Golem
Inspiring Marshal
Elf Warrior x2
Xeph Warrior x3

Another shot at activations is this one:

Archmage
Fire Genasi Dervish x2
Inspiring Marshal
Elf Warrior
Xeph Warrior x3

Nobody uses the Fire Genasi Dervish. With both the GMA and their ability to dual-activate, you can get them on a mid-power enemy figure very quickly so that your opponent has to deal with them and the Archmage at the same time. They are outsiders, and so face some danger from banishment, but, for example, against a GAS band, they have a chance to get to the Young Master or Couatl early enough to alter the way that the GAS player pilots the band.

Dave

Knowledge Arcana editor issues 5-9, Phoenix Lore Magazine editor, assistant editor for Rite Publishing;
My Trade Thread and My Reference Thread; Winner of WBC IV, IX and XIII; Rule #0: bshugg is always right!
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