lantern314 Sergeant
 684 Posts




 | | 03/16/2006 11:13 PM |
| Shuluth Archvillain 59 Efreeti 42 Duergar Champion x2 (66) Large Duergar 15 Wolf Skeleton 9 Blue 5 Duergar Warrior 4
8 Act 200 points. ------------------ I am toying around with a different version that swaps out the Efreeti and a Duergar Champion for a War Troll. To make up points it also has a second Duergar warrior. I think that it loses more than it gains by doing that.
I do have a Helmed Horror, but I like the ranged threat from the Efreeti. | | | |
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One_Wing Sergeant
 494 Posts


 London
 | | 03/17/2006 3:04 AM |
| | I rather like this band. It would suffer a bit VS the Horrors, due to shuluth being slightly dead weighty, but against most things they will be stunned eventually, and your stuff willl keep a high damage output. | | Thousands of Zulu's, behind You!
Proud member of PK's team low tier beasting; CG for ever!
Champion of the Dragon Disciple | |
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 Vrecknidj Warlord
 10446 Posts


 United States
 | | 03/17/2006 8:03 AM |
| I'm fond of the Efreeti, I think he's often underestimated. I like the band you've put together there. I think that it doesn't have any real worries against undead bands because in general those aren't tough enough to deal with everything else even though the leader is less effective in this case.
Strong Helmed Horror bands will give you some trouble, and some Marut bands could be a problem (but I don't think they'll be as rough as the HHs). But in general I like this band's chances.
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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True_Blue Underboss
 2386 Posts




 | | 03/17/2006 9:45 AM |
| | I know a few players have said when using Shuluth they would like to see more around 4 hitters than 3 because if not, you are banking on the opponents to fail their saves. And if they dont, you are going to have a real hard time. I think more and more people are adding 3-4 Duergar Champs to go with Shuluth because they are cheap enough to fit enough of them in. | | Champion of a Knight of Takhisis/Knight of Neraka | |
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Narcissus Warrior
 197 Posts




 | | 03/17/2006 6:25 PM |
| quote: Originally posted by lantern314
Shuluth Archvillain 59 Efreeti 42 Duergar Champion x2 (66) Large Duergar 15 Wolf Skeleton 9 Blue 5 Duergar Warrior 4
8 Act 200 points. ------------------ I am toying around with a different version that swaps out the Efreeti and a Duergar Champion for a War Troll. To make up points it also has a second Duergar warrior. I think that it loses more than it gains by doing that.
I do have a Helmed Horror, but I like the ranged threat from the Efreeti.
I would be inclined to swap the Efreeti for a Helmed Horror and play around with the fodder to allow it. I like the idea of having something through which to blast the stun cone. | | | |
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SneakyJoeKDB Sergeant
 593 Posts



 Utah
 | | 03/18/2006 12:56 AM |
| Shuluth Archvillain 59 Helmed Horror 45 Chraal 35 Duergar Champion x1 33 Large Duergar 15 Dire Rat X3 (12)
8 Act 199 points.
You can blast through HH and C the duegars can be used to protect or flank, The rats can take and clear tiles.
| | "Like a thief in the Night"
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Gloom_ Sergeant
 583 Posts



 | | 03/18/2006 12:10 PM |
| quote: Originally posted by Vrecknidj
I'm fond of the Efreeti, I think he's often underestimated. I like the band you've put together there. I think that it doesn't have any real worries against undead bands because in general those aren't tough enough to deal with everything else even though the leader is less effective in this case.
Yay! Another Efreet fan! I use them quite a lot, and yes I think they are underestimated a little. They matchup nicely against opposing horrors as autodamage to chip the extra HP away, and then your hitting them for 20 (mr as well) and they're hitting back for 10.
I did try the following as a core, mostly just to test how pieces work with shuluth.
Shuluth Archvillain Efreeti Duergar Champion x2 Large Duergar x2
Large Duergar aren't bad against the fodder heavy, and their large base ensures that shuluth has some protection, but I did regret taking two instead of something else. Efreet works nice with the bigger aoo potential, reach, and autodamage at range. Duergar work as I expected.
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IHawk Underboss
 1054 Posts



 Lisle, Illinois
 | | 03/18/2006 12:27 PM |
| Lantern,
do like the LE concept here, i too am fond of both the Shuluth and Ef'i. it might be a bit tough to get that cone off without ganking your own pieces.
Let us know how it holds up.
mark kelly - ihawk | | mark - Champion of the Goblin Worg Riders | anteblue_at_yahoo_dot_com IHawk's Have/Want List | IHawk's Trade List | Completed Trades - 214 | Pending Trades - 0
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Gloom_ Sergeant
 583 Posts



 | | 03/18/2006 12:35 PM |
| It's not massively hard, And since you have control over when the blast happens you're in better shape- It's easy to move shuluth ahead, blast, and move a piece up infront of him for example.. If one of your creatures is stunned, there is no harm in stuning though it again in the following turn before it activates, as a creature can only be stunned once at any one time.
Besides, if the main reason you're using Shuluth is for the Mind Blast, well.. you might as well use a Telepath or the Original Mindflayer instead. Shuluths main selling point is that Commander Effect (really nasty) and the fact that he can at least have a go at tackling weak stuff with his attacks (and indeed it's beneficial to do so for the DC boost). If you can angle a cone though your lines to stun-threaten just 1 or 2 enemy creatures, then thats points well spent.
Another point, is that like a Fireball, the mind blast is a HUGE threat (even bigger now that shuluth can boost it to dc 20, and is more resilliant than the other illithids), even if the potential effect of it won't realisticly live up to the actuality of using it. Like an Abyssal Blast, or a Fireball the potential does exist for a game swinging effect on opponents key creatures, and you can use that threat to force your opponent into a more cautious approach, thus being able to have some control over the flow of the game. It's like the players who use a Pyromancer, get enough use out of the energy resists & lesser damage spells, and leave the Fireball for a few turns (maybe not cast it at all) so the threat of the spell is perpetually hanging over the opponent. | | | |
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