| | You are not authorized to post a reply. |
| | Author | Messages | |
TruNutral88 Sergeant
 522 Posts




 | | 01/29/2006 8:49 PM |
| Many people have been giving this creature some thought, since he is one of the best beaters in LG. I'm getting a Cleric of Order tomorrow or tuesday (along with YM and some gith monks but lets not get into that :P) and I might wanna try this band out.
Couatl 42pts (resistance, snakes swiftness, sonic orb) Cleric of Order 24pts (cmnder 5, increae couatl's save + ac) Loyal Earth Elemental x3 102pts (beaters) Eberk 16pts (Increase bands AC) Barbarian Mercenary x2 18pts (tile grabbers/flankers)
200pts
I'm thinking of tying all the LEE's to the Couatl due to the +12 save, 25AC so it is more durable. +17 save when near the CoO and can easily be rallied if u roll crappy. If anyone tests it before me then tell me how it did. I'm trying it out tomorrow but not on maps, so not sure how it will do on tiles. Who knows? | | Champion of Bruenor Battlehammer | |
|  Vrecknidj Warlord
 10445 Posts


 United States
 | | 01/29/2006 9:14 PM |
| I've found that the Barbarian Mercenary is really only good in LG with the two Silver Dragons. If you're not paralyzing anyone, then the Barbarian Mercenary's attack is so low, he even has trouble hitting middle-AC pieces. As such, he doesn't really do that 15 damage very often.
And, worse, since he's level 1, if he's out there to grab assault points, it doesn't take much to make him route. The Celestial Black Bear is a better choice for 9 points if you're just grabbing points.
Otherwise, it looks like a fun band to try. Any map choices yet? I'm thinking the Mushroom one might be good.
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! | |
| TruNutral88 Sergeant
 522 Posts




 | | 01/29/2006 9:18 PM |
| quote: Any map choices yet? I'm thinking the Mushroom one might be good.
Been thinking of that map i'll try it there first. Comepletely forgot about the black bears [:D] thx for reminding me. I'll make that change and i can't wait to test it. Not as effective as GAS but what is? (Besides four horrors) | | Champion of Bruenor Battlehammer | |
| jos1-1 Sergeant
 829 Posts




 | | 01/29/2006 9:56 PM |
| quote: Originally posted by TruNutral88
quote: Any map choices yet? I'm thinking the Mushroom one might be good.
Been thinking of that map i'll try it there first. Comepletely forgot about the black bears [:D] thx for reminding me. I'll make that change and i can't wait to test it. Not as effective as GAS but what is? (Besides four horrors)
i think the 4 big bases is going to cause you some trouble. | | Poor student looking for minis =D | |
| warty_nosed_goblin Underboss
 1384 Posts




 | | 01/29/2006 10:06 PM |
| quote: Originally posted by jos1-1
quote: Originally posted by TruNutral88
quote: Any map choices yet? I'm thinking the Mushroom one might be good.
Been thinking of that map i'll try it there first. Comepletely forgot about the black bears [:D] thx for reminding me. I'll make that change and i can't wait to test it. Not as effective as GAS but what is? (Besides four horrors)
i think the 4 big bases is going to cause you some trouble.
I'm not sure, burrow is the most powerful movement enhancement in the game, and should allow some pretty flexible unit placement. The couatl has flight, which makes it pretty flexible as well, and since it's support and not a front-liner, it can be some distance from battle and remain effective. I'm not saying that things might not get a bit cramped, but I'd think with all the enhanced movement it would be significantly better then tri-chraal in terms of ease of unit placement. | | Call me: W.N. Gobo! originally posted by grim: While he is clearly insane, he does have a point. | |
| robbdaman Underboss
 2380 Posts




 | | 01/29/2006 10:23 PM |
| Drop Eberk, he's not worth the points. Aramil is always the better choice and I'd almost go for a Xorn to really scare the opponent with burrowing factor.
R~ | | Champion of the Titan ****************************************************************************************************************************************************** Successful trades with: Tickparasite, Iyceman, Faragdar The Wise's friend, avrivah, Drakkengi, brucemc, Krush, maniacal_mini_monger, hung4treason, Gandy, NarlethDrider, Kunimatyu, etc, etc, blah, blah, blah..... | |
| elder_basilisk Sergeant
 410 Posts




 | | 01/30/2006 4:35 AM |
| I briefly discussed this kind of a band with Derry. He likes the idea of tying the three LEEs to a half-orc paladin:
advantages: sturdy (70hp+20hp heal) and with a commander effect that really kicks in for the LEEs: +5 damage on creatures with more hit points. And, he can hold his own against most any single mini that is likely to base him.
disadvantages: only commander 3. He can't hold out against more than one creature. If two Gith monks get to him, he's toast (unless they're down one unavoidable strike or not able to use the YM's commander effect). Two helmed horrors will also toast him and on a lot of maps it would be hard to both defend him and keep a dark naga from sending lightning bolts through both the LEE and paladin. Those would add up quickly.
I've given some thought to the coatl myself and I think it's more viable than it might appear.
Advantages: Legion's Undeniable Gravity, energy resistances, snake's swiftness, empowered sonic orbs, cure moderate wounds. Energy resistance is very significant in defending the LEEs from autodamage and cutting down on the effectiveness of ranged attacks and autodamage. Two castings of legion's undeniable gravity is likely to ground at least some of your opponent's fliers making commander assassination more difficult and making the earthbound limitation less signficant.
Disadvantage: Only 60 hit points; at commander 0, you need another commander.
Now, on to the LEE's themselves: Their three biggest weaknesses are their slow speed, lack of magic damage, and earthbound.
Burrow somewhat mitigates the speed disadvantage, but only somewhat. The coatl can help with earthbound, but neither commander can help with the lack of magic damage.
If you go half-orc+3x LEE, you have 50 points left. If you go Coatl+3x LEE, you have 56 points left.
Either way, you want to get 4 activations out of those points as well as a source of magic weapon, and in the Coatl version, a secondary commander.
Secondary commander choices: Cleric of Yondalla 14 points, commander 3, magic weapon, and 2x CLW (enough to give a LEE a one-extra hit lease on life if hit by 15, 25, or 35 damage attacks).
Regdar: 20 points, commander 2 and a ranged attack
Village Priest: 21 points, commander 3, bless, magic weapon, cure moderate wounds, and a commander effect that could boost one or two minis.
Mercenary Sergeant: 23 points, commander 2, and +2 to hit. The sturdiest secondary commander in this point range too, not that it's saying much.
Dwarf Caver: 24 points, commander 4 and that's about it unless you're facing CE quad, or Rask.
Cleric of Order: 24 points, commander 5, major resistance, shield of faith, command
Cleric of Lathander: 27 points, commander 4, 3x magic weapon, 3x cure moderate wounds, 2x searing light, 3x turn undead, and a commander effect that might actually do some good since speed 4 LEEs won't get too far.
Cleric of St. Cuthbert: 29 points, commander 3, deific vengeance and cause fear; damage boost after you lose your fodder.
Sword of Heironeous: 29 points, commander 7, +1 AC, and cure moderate wounds.
32 points: Human Dragonslayer--not really a commander, but since all of the commander points seem to be adding tech to the band and he can actually dish out a punch or two, a foolishly daring player might try parking him behind whatever earth elemental was taking a beating at any given time and using him as an excuse for a hitter when things got desperate.
For Magic Weapon, you have: Mialee: 6 pts, 1 casting, +1 magic missile Cleric of Yondalla: 14 points, 1 casting+commander Eberk: 16 points, 1 casting+divine protection+spiritual weapon Earth Shugenja: 17 points, 3 castings, plus bull's strength or cure moderate wounds. Aasmar favored soul: 20 points, 4 castings, plus bless, CLW, sound burst, and illuminator Dwarf Wizard: 21 points 1 casting plus cold orbs and slapping hands Village Priest: 21 points 1 casting+commander 3 Cleric of Lathander: 27 points 3 castings+commander 4
For the half-orc version, you will need to go with the cleric of order if you want a significant improvement in commander rating (though the cleric of Lathander gives a good chance to rally fleeing LEEs). Shield of faith and major resistance could also up either the paladin or lead LEE's survival chances. That's not going to leave many points for magic weapons and secondary hitters though. Alternatively, you could go without a secondary commander, pick up an aasmar favored soul for magic weapon and illuminator, then add a gold dwarf soldier, hill dwarf, and celestial dire bear/celestial dire badger.
Another possibility would be HoP, 3x LEE, 2x gold dwarf soldiers, Mialee, Celestial black bear/royal guard/standard bearer.
It's probably really lame, but I think HoP, 3x LEE, human dragonslayer, Mialee, celestial black bear, man at arms might be fun to try once.
Another thing I'd be tempted to try is HoP, 3x LEE, earth shukenja, 2x celestial dire badger, dwarf axefighter. Bull's strengthed celestial dire badgers would be mean and doubly so with the half-orc's commander effect.
For the coatl version, I think I like the cleric of Lathander as both a secondary commander and magic weapon source. He nicely combines a magic weapon source with a good commander rating and a good line of sight attack in his searing light spells. He would also leave 29 points for the other three activations. That's a gold dwarf soldier, hill dwarf warrior, and sun soul initiate, or gold dwarf soldier, celestial black bear, and man at arms, or 3 of some combination of celestial dire badgers and celestial black bears.
Coatl, 3x LEE, Cleric of Lathander, royal guard, celestial dire badger, celestial black bear | | | |
| elder_basilisk Sergeant
 410 Posts




 | | 01/30/2006 5:18 AM |
| One thing to think about: comparing these bands, what are their good and bad matchups? I'm not the world's best eyeballer, but here are my guesses:
Ryld+3 red sams: even-HoP version, favorable-Coatl version
Classic CE Quat: favorable HoP version, even-coatl version
4x helmed horrors: highly unfavorable: HoP version, unfavorable-coatl version. In either case, the helmed horrors probably win, but the coatl takes less damage from them, can run away from them, and has a chance to ground some of them. Either way, though, you're probably going to lose if more than one of them can find a landing spot near your commander.
GAS: either version on a map where you can block access (mithral mines, drow outpost, possibly magma keep: favorable with a standardbearer, even without. On a map where you can't block access easily (such as hellspike): unfavorable. The LEEs are not very vulnerable to the monks since they're immune to stunning and crits and I'm not sure whether the HoP's increased damage and extra sturdiness (in case a mistake allowed a single gith monk through) or the coatl's autodamage would be more effective against them.
Dual large red dragons: half-orc versions: highly unfavorable, coatl version: even (I say this because I would anticipate grounding at least one dragon with the two legion's undeniable gravities and even with earthbound taken into account, I don't think I'd like the idea of parking the one flying large red in the middle of 3 LEEs.
Dark Naga+gauth+duergar champs: HoP-even, coatl-favorable. Having stun and paralysis immune beaters helps, but I would expect the coatl's energy resistances to really kick the gauth in the teeth. Even on a relatively open map, I favor the coatl version's chances. The half-orc version would face a lot of autodamage on the way in.
Beholder: this would be highly dependent upon map choice--either way, the bands are slow enough that a good LoS for the beholder is probably but I think the HoP version would have the edge since it doesn't rely upon spells and deals more damage.
Inspiring Frenzy: I think this is probably favorable for the half-orc version and may be even for the coatl version. A FB will kill an LEE in three hits (aramil and any healing or 25 points of healing in between attacks would be necessary to change this). The first attack will hit reliably and the secondary attack may miss, but you'd be foolish to count on it. In the half-orc band, it probably takes the LEEs four hits to kill a FB. In the coatl band, it will take five or six hits, but the coatl can contribute one hit's worth of damage either from a snake's swiftness or an empowered sonic orb. Since burrow doesn't provoke AoOs and the LEEs have melee reach 2, an LEE could extend its lifespan against a FB and avoid deathstrike by burrowing one square back and making a single attack. Either version of the band can also afford enough secondary hitters/eggs to take down the FBs, but a good initiative for triple FB and a little bit of luck, could take down two LEEs before they had a chance to do much damage in return.
Inspiring Pyro frenzy: This version is probably even for the half-orc and favorable for the coatl version.
Overall, it looks to me like the Coatl version has fewer bad matchups, but it may be that Derry saw something I didn't see. Granted, there's no chance that the half-orc will route, while the coatl only reaches 70% stick around rate by including the cleric of Lathander. Similarly, if the LEEs die and the rest of the band needs to dish out some punishment, the half-orc bands are in better shape since they still have the equivalent of a mid-range beater in the paladin and any remaining fodder will be punching above their weight.
The half-orc also doesn't have to worry about Rikka as much. (With her SR, there's only about a 44% chance that even the two Legion's Undeniable Gravities) will ground her and while the paladin can take her (assuming no crits, etc, he's likely to MC her in two rounds and kill her in three with only five points of damage from somewhere else; even if she gets all three attacks in and hits every time, she only deals 60 damage to the half-orc) the Coatl can't. | | | |
| Wayne Underboss
 1371 Posts




 | | 01/30/2006 5:45 AM |
| Speaking as somebody who has trumpeted the virtues of the LoEE since the prerelease ...
If you don't get your opponent's flyers with undeniable gravity -- and that's hard to do, with flyers like the Justicator or Helmed Horror, you're flat out gonna lose. (You're looking at 14s to hit either of those guys.)
That said, I agree with elder_basilisk that the Couatl is a better tie-commander than anything else in LG, simply because you at least have a chance of grounding an opponent's flyers.
The Mushroom Cavern is, by far, the best map for Burrowers. Being able to plug that top choke-point with three fairly durable beaters is huge. However, even with Burrow, expect to run into some trouble getting all three LoEEs in the fray, especially with a savvy opponent who will carefully space to deny to room to surface. The Mushroom Cavern also punishes slow speed much less than other maps, especially for a band with a Burrower or three.
Honestly, much as I love LoEE, I'd remove one from this band. The Couatl gives you access to one of CG's better pieces, Rikka, who gives you speed, a high attack bonus, and a looming threat to disrupt opponents' plans. And Eberk really isn't worth playing outside of a theme-band.
So I'd do something like:
Couatl (42) 42 Cleric of Order (24) 68 LoEE x2 (68) 136 Rikka (31) 167 Aramil (13) 180 MEE (13) 193 Mialee (6) 199 Mushroom Cavern
199 points, 8 activations.
Why Mialee and the MEE? I am not one of those people who think magic weapon isn't very important. There are just too many common efficient pieces with DR. Against Justice Archons, for instance, without magic weapon your LoEE is swinging needing 11s, and doing only 10 points per hit. Expected damage of only 10 points per round is just unacceptable in a front-line hitter. Mialee can fix that for one LoEE, and then save her magic missile for that crucial 5 points that will force a morale check. The MEE is a flanker, pure and simple, although he could go after particularly squishy commanders or hunt VP grabbers.
There are a few other two-piece combos to round out that last 20 points, of course. | | Jeff "Wayne Laredo" Wilder | Email | Have/Want List | Trade Policies | Are You an Ethical Trader?
| |
| Xander99 Skirmisher
 21 Posts




 | | 01/30/2006 9:15 AM |
| | I think my fave thing about running a LEE coautl combo is that it pretty much renders HH useless.. DR + resists fire make it so HH only do max 10 damage per round. I held off two HH with LEE and coautl while Rikka killed Lord soth and justice archon took are of fodder.. good times | | | |
| Draxle Sneak
 127 Posts




 | | 01/30/2006 10:34 AM |
| I don’t' really care for putting all of my eggs in one basket. Having all three hitting tied to one commander is begging for Commander Assassination, tie that to the fact your not really fast enough to chase anyone if your tile grabber is killer early (good chance) you will more then likely have to play chase as the other player sits on tiles and avoids you making you come to them. That makes it much harder to protect your commander Vs faster bands like GAS, although short of a dwarf band nothing is really slower.
I did put together a LEE band (well just a band with an LEE in it.) and think this would be fun to play.
Couatl x2 (x4 Legions if needed, 4 Sonic Orbs or lots of Snakes) LEE (tied to 1 Couatl of course) Kord (real damage esp with a Snakes Swiftness or 2) Mialee (Now LEE is Magic damage) Caravan Guard (fodder) M@A x2 (fodder)
8 Activations / 200 Pts
I'd run this band on Magma, Mushroom or even Outpost. With the 2 commanders and the 10 speed of the Kord you could plug the middle with the LEE and do an end around in blazing speed with the Kord. With Legions other flyers would not be able to hop over the chasms to flank you, making the Outpost a viable option. Magma would be good as you would actually take SideA (I believe the left side is A) and split the band North and South making your opponent show his hand while you could rejoin your band in the large area or come through the center with 1 half and flank them with the other half. With Mushroom you'd be able to clog the center area camp on points and run the Kord around or over the top. With only 2 large bases, Legions, healing, Auto damage, good damage and speed this is a pretty versatile band.
Drax
| | Have/Want List: http://www.maxminis.com/hw_list.asp?user=Draxle
| |
| TruNutral88 Sergeant
 522 Posts




 | | 01/30/2006 7:01 PM |
| | I don't happen to have a Cleric of Lath so i'll be forced to stick with the CoO. I'll definately try out the Half-Orc version too depending on wardrums... Maybe that Inspired person in the preview may work? Who knows? But i don't have a huge thing for Magic Weapons but i'm not saying they're not useful. I just don't feel like wasting alot of points for 3 of them. Maybe i'll try the shugenja with them and that might work. I'll stick with the couatl for my first tryout because i'll be bound to face some chraals + helmed horrors. | | Champion of Bruenor Battlehammer | |
| TruNutral88 Sergeant
 522 Posts




 | | 01/30/2006 7:04 PM |
| | Thx for the feedback [:)] | | Champion of Bruenor Battlehammer | |
| robbdaman Underboss
 2380 Posts




 | | 01/30/2006 8:13 PM |
| I think better options for commanders to tie the LEEs to are Half Orc Paladin and Battle Plate Marshall. They are tougher and pretty much fearless. Couatl could rout and that'd end your game rather quickly. Granted I realize you'll be dumping the CoOs spells on the Couatl but still a 24-25 AC and 60HP isn't as good an option. Maybe something in War Drums will be better. LG really needs a commander that has brutally high HP for a change instead of a good AC and lousy HP.
R~ | | Champion of the Titan ****************************************************************************************************************************************************** Successful trades with: Tickparasite, Iyceman, Faragdar The Wise's friend, avrivah, Drakkengi, brucemc, Krush, maniacal_mini_monger, hung4treason, Gandy, NarlethDrider, Kunimatyu, etc, etc, blah, blah, blah..... | |
| Balrog Sneak
 169 Posts




 | | 01/30/2006 8:20 PM |
| quote: Dual large red dragons: half-orc versions: highly unfavorable, coatl version: even (I say this because I would anticipate grounding at least one dragon with the two legion's undeniable gravities and even with earthbound taken into account, I don't think I'd like the idea of parking the one flying large red in the middle of 3 LEEs.
the dragon's will not fail, they need 3's. | | I <3 Orcs.... what does that say about me? Champion of Raistlin Majere with Epic card
| |
| elder_basilisk Sergeant
 410 Posts




 | | 01/30/2006 8:40 PM |
| I forgot about that. I was thinking of huge reds with their save=10. But even with them saving on threes, the odds of making all four saves are 65.61%. (There's only a 3% chance to get both of them though--even with both of them rolling two saves). Definitely not good odds, but easily within the realm of possibility. Still, probably the only way to keep the commander safe is to make sure there are no spots for a dragon to land and base him. This is probably not practical for the half-orc version because it would mean bunching up into breath weapon formation. For the coatl version, it's still difficult but a little more managable.
Either way, you want aramil to take the teeth out of their non-breath weapon attacks, but even that probably isn't enough. (Unless, you're crazy enough to run the coatl AND the half-orc or PDK, two options I didn't consider in writing the summary). I'll revise it to pretty highly unfavorable either way.
quote: Originally posted by Balrog the dragon's will not fail, they need 3's.
| | | |
| elder_basilisk Sergeant
 410 Posts




 | | 01/30/2006 8:49 PM |
| If you're bringing the cleric of order in, I wouldn't bring any more than mialee in for magic weapon. Too many points on nift tech is likely to leave you short on stuff that can actually use the tech.
I would only consider the more expensive magic weapon sources when it's not their main contribution (dwarf wizard), or I'm getting it as a bonus on my secondary commander (cleric of Yondalla, village priest, cleric of Lathander) or my commander is really a beater himself (half-orc paladin) in which case I can afford to think about more expensive sources of magic weapon like the favored soul and earth shugenja.
quote: Originally posted by TruNutral88
I don't happen to have a Cleric of Lath so i'll be forced to stick with the CoO. I'll definately try out the Half-Orc version too depending on wardrums... Maybe that Inspired person in the preview may work? Who knows? But i don't have a huge thing for Magic Weapons but i'm not saying they're not useful. I just don't feel like wasting alot of points for 3 of them. Maybe i'll try the shugenja with them and that might work. I'll stick with the couatl for my first tryout because i'll be bound to face some chraals + helmed horrors.
| | | |
| Monsoon28 Underboss
 2313 Posts



 Toronto
 | | 01/30/2006 9:45 PM |
| One band I was working on was:
LEE x3 (102 pts.) PDK (45 pts.) LEE would be tied to him. Aasimar FS (20 pts.) Standardbearer (10 pts.) Protectar (7 pts.) Aramil (13 pts.)
8 Activations (197 pts.)
The Aasimar has MW for all three LEE and Bless, the weakness being the four rounds required to pull that off unless my option B is used. Plus he has illuminator to avoid that pesky conceal some bands rely on. The Standardbearer for his Countersong to weaken GAS bands and to put some space between the commander and the Frontlines if you wish. The Protectar is fodder and with flight a great piece to move in for flanking opportunities. Aramil for his ray of enfeeblement to slow down the damage output of enemy beaters. The PDK is a good commander with decent AC and HP can fight if you need him and if you can pull it off that fear cone of his can be a great disruptor that instantly changes a game. Add to that a fairly handy Commander effect/rating and you have a band that can win many a crucial initiative.
Option B: for a full 200pts drop out Aramil put in Eberk for Divine Protection and to get a MW in place a round sooner.
Now keep in mind this band isn't designed for tile grabbing but for to-the-death matches. Without a Couatl energy attacks are something to be wary of. The glaring weakness is flight, HH's will be a definite menace to the PDK and his Earthbound minions.
One other concern that I see is possibly too much tech. | | "I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield Sales/Trades Bad (1): Ironfist Boulderbender Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana. Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.
| |
| Wayne Underboss
 1371 Posts




 | | 01/30/2006 10:12 PM |
| quote: Originally posted by Monsoon28 One band I was working on was: LEE x3 (102 pts.) PDK (45 pts.) LEE would be tied to him.
I've been trying to do something with exactly the same core. I haven't been able to get it to work to my satisfaction primarily because I really think you need to be able to fear-cone through your hitters without a 25 percent chance of losing them.
I've also been trying to do something with the PDK and the Iron Golem. There's some band in Underdark that will bring the PDK back into ass-kicking status, I just know it. But it's been tough to find.
On another subject, Aramil is ... well, he's more or less infinitely better than Eberk in this (or almost any) band. Also, the situations in which you'll want distance between the PDK and the LoEEs are gonna be very rare ... mostly you'll want him nearby, so the LoEEs can deny Large bases any place to stand or land, and punish any Medium bases that try to take on the PDK. So I'd drop the Standardbearer. You have a lot of options for the 13 points you'd have then ... the MEE is a solid choice. (If you could find Aramil's twin brother Limara, that would be an even better choice ... ) | | Jeff "Wayne Laredo" Wilder | Email | Have/Want List | Trade Policies | Are You an Ethical Trader?
| |
| Monsoon28 Underboss
 2313 Posts



 Toronto
 | | 01/30/2006 10:37 PM |
| quote: Originally posted by Wayne I've been trying to do something with exactly the same core. I haven't been able to get it to work to my satisfaction primarily because I really think you need to be able to fear-cone through your hitters without a 25 percent chance of losing them.
I've also been trying to do something with the PDK and the Iron Golem. There's some band in Underdark that will bring the PDK back into ass-kicking status, I just know it. But it's been tough to find.
On another subject, Aramil is ... well, he's more or less infinitely better than Eberk in this (or almost any) band. Also, the situations in which you'll want distance between the PDK and the LoEEs are gonna be very rare ... mostly you'll want him nearby, so the LoEEs can deny Large bases any place to stand or land, and punish any Medium bases that try to take on the PDK. So I'd drop the Standardbearer. You have a lot of options for the 13 points you'd have then ... the MEE is a solid choice. (If you could find Aramil's twin brother Limara, that would be an even better choice ... )
Thanks for the feedback, agreed Aramil is a better overall choice but the Standardbearer I mostly bringing in for the countersong, I also liked the MEE but if you can deny your opponent's CMX this could be quite beneficial (mostly meant to weaken GAS bands but not bad against those Dark Naga -Beholder/Gauth bands either.)
I've also been looking at a PDK/Iron Golem band but just haven't been happy with anything yet. Love to see what you come up with. | | "I was sittin' here eatin' my muffin, drinkin' my coffee, replayin' the incident in my head, when I had what alcoholics refer to as a moment of clarity." - Jules Winnfield Sales/Trades Bad (1): Ironfist Boulderbender Trades/Sales completed (8.): Danthl, Dafrca, Garyaxe, qillan_dvra, realmaster, Vandal_Savage, cavedweller, unearthed arcana. Champion of Gem Dragons, VINDICATED Squire of Duergar Commander, Knight of the Astral Stalker.
| |
| Wayne Underboss
 1371 Posts




 | | 01/30/2006 10:54 PM |
| quote: Originally posted by Monsoon28 if you can deny your opponent's CMX this could be quite beneficial (mostly meant to weaken GAS bands but not bad against those Dark Naga -Beholder/Gauth bands either.)
Well, you've already got a great defense against GAS ... your beaters can't be critted or stunned. Honestly, that's the real danger of GAS. Since you've got three Burrowing Large bases protecting your commander, there should be no way for one Gith to get to the PDK without going through the Wall of Elementals, much less the two or three it would take to seriously endanger him.
(I've given this a lot of thought. My primary goal in trying this design was to neuter GAS and Helmed Horror bands.)
And the Naga primarily likes to hang back with her Eyeball buddies. The Standardbearer is very unlikely to deny a Naga's commander effect, until the very end game ... if he survives that long.
Anyway, just my analysis. As always, YMMV.
quote: I've also been looking at a PDK/Iron Golem band but just haven't been happy with anything yet. Love to see what you come up with.
If I come up with anything, I'll share it ... via email. Heh. | | Jeff "Wayne Laredo" Wilder | Email | Have/Want List | Trade Policies | Are You an Ethical Trader?
| |
|
| | You are not authorized to post a reply. |
|
| |
ActiveForums 3.7 | You must be signed in to participate in the
games. |