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Subject: i need a good archmage build

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wicked cool
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03/25/2006 7:41 PM  
i have 1 arch mage and i am looking for a complete/competitve 200 point band around him. any thoughts? i have access to another archmage but id rahter build around 1. i also have multiples of rares/etc to build around him

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Aravis
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03/25/2006 8:02 PM  
quote:
Originally posted by wicked cool

i have 1 arch mage and i am looking for a complete/competitve 200 point band around him. any thoughts? i have access to another archmage but id rahter build around 1. i also have multiples of rares/etc to build around him



Archmage is dead. Not worth playing him competativly anymore. Teleporter map kills him, Hill Giant Barbs kill him.

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bshugg
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03/25/2006 9:32 PM  
The archmage actually gains a heck of a lot from the teleport map. With his sight ranged spells a teleporter can make him virtually immune to slower attackers. Spd 10 guys will still be trouble, but you may be able to tackle them.

You need a decent commander rating to have a chance of winning your map and keeping the archmage safe at the beginning of turns. so I would start with:

Inspiring marshal
Archmage
Celestial Pegasus (tile grabber and metagame choice)
Goliath Barb (cheap hitter)
Elf warrior
2 Xeph Warrior

You could also try to maxamize your odds of map init and winning init each turn:

Ryld
Archmage
Goliath Barb
Elf Warrior
4 Xeph Warrior

Just use the archmage to crack high AC's and play a controlling game rather than an aggressive one. There will still be some bad match ups with these. Still you should get a lot of wins with it.

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JohnnyFive
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03/26/2006 6:11 PM  
Other pieces you might want to consider are:

-Rikka (can be instant support in some situations)
-Half-Ogre Barbarian (Cheap, decent hitter. Can block for your Archmage reasonably well for their cost against most mid-range hitters)
-Satyr (for key init. wins, Countersong)
-Graycloak Ranger (activation control, extra blockers, ranged support)

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ChristopherGroves
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03/26/2006 6:28 PM  
Two Archmages ... :-) but you won't often get the Teleport Map, which you want.

Really your two best commander options are exactly what bshugg suggested.

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wicked cool
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03/26/2006 6:30 PM  
thanks for any input on this. i like the piece but CG is hard now to build a decent band

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Frost-Bitten
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03/26/2006 6:36 PM  
anyone tried Elm/Archmage...gives you iniative and all the archmage spells once more (triple mordy swords :)

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Pegasus Knight
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03/26/2006 7:17 PM  
Not enough damage output between 100 Point Elminster and 1 Archmage. That's like fielding 1 and a half Archmages (Magi?).

You'll take down something, but will run out of spells and likely get cornered in short order.

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03/26/2006 9:09 PM  
quote:
Originally posted by Frost-Bitten

anyone tried Elm/Archmage...gives you iniative and all the archmage spells once more (triple mordy swords :)



Even though 3 Mordenkainen's Swords sounds intimidating, your opponent will be killing you faster than you will be killing him. I've playtested against this a couple of times using various warbands, and eventually I get to the mages. The problem is, they almost have to sacrifice themselves in order to get off the Mord Swords.

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Feathers
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03/27/2006 1:35 AM  
Elminster is way too squishy for 100 pts. AC 18 is easy for any tier 1 hitter to hit. And neither the Archmage or El can do dmg fast enough to get rid of your opponent's hitters if they swarm him.

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