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Subject: An Awesome Cheap Wall?

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Ladic
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03/27/2006 11:32 AM  
2 Dwarf Phalanx Solider, with their AC Boost each would have 25 AC, then put a Cleric of Dol Arrach and their AC becomes 27.

So for 24pts + Cleric of Dol Arrah, you get 2 soliders with 27AC and 45hp.

Why isn't this used more for defensive purposes?


ShadowLord XT
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Plane of Shadow

03/27/2006 11:33 AM  
I can get they're AC up to 34 I think. Maybe higher.

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Ladic
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03/27/2006 11:34 AM  
yeah, you can get em even higher with dwarf artificer etc.
But I mean, we only have a limit of 8 creatures, so I dont wanna fill the whole warband with tiny creatures that are not gonna fight.


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Plane of Shadow

03/27/2006 11:42 AM  
quote:
Originally posted by Ladic

yeah, you can get em even higher with dwarf artificer etc.
But I mean, we only have a limit of 8 creatures, so I dont wanna fill the whole warband with tiny creatures that are not gonna fight.



It would still be funny against a CE melee oriented band on Teleport Temple. All you have to do is have two of them sit on a victory area for the entire match and your oppoent could never hit you.
"Fear my tiny shield!"

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Fry
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03/27/2006 5:25 PM  
quote:
Originally posted by ShadowLord XT

quote:
Originally posted by Ladic

yeah, you can get em even higher with dwarf artificer etc.
But I mean, we only have a limit of 8 creatures, so I dont wanna fill the whole warband with tiny creatures that are not gonna fight.



It would still be funny against a CE melee oriented band on Teleport Temple. All you have to do is have two of them sit on a victory area for the entire match and your oppoent could never hit you.
"Fear my tiny shield!"

Right up until their Orc Champ crits on a 19-20 due to the Tiefling standing behind him.

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kgradert13
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03/27/2006 5:31 PM  
No...that would still be funny just for the opposite person

:)


MightyEinherjar
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03/27/2006 9:33 PM  
quote:
Originally posted by ShadowLord XT

I can get they're AC up to 34 I think. Maybe higher.



How would you go about that?

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Rolland
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03/27/2006 11:07 PM  
OK I'll bite. Yes they can get up to 34 ac, but the bonuses are highly situational.(except for the buffing spells) With ac 23 on each phalanx soldier, next to each other it goes to 25 ac, next to cleric of dol arrah against evil creatures it goes to 27 ac, with eberk it's up to 28 ac, with dwarf artificer it goes to 30 ac, and finally against evil enimies that moved this turn within range of the dwarven defender's commander effect and after buffing, their ac is temporarily 34 ac, for the moment, but back to 30 ac next round (if the evil creatures attacking it moved to base it).


LargeMarmot
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03/28/2006 12:39 AM  
The phalanx soldiers and the CoDA make a great pairing. I used them with the Stone Giant and may try them out with the Sand giant.

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Caustic_Mouse
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Tooele, Ut

03/28/2006 2:35 AM  
When using the phalanx I always include eberk and the artificer to buff the AC. I see the fearless granted by the CODA much more valuable than the AC buff.

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Caustic_Mouse
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Tooele, Ut

03/28/2006 2:37 AM  
I have also found that a Earth Shug is a nice compliment to the Phalanx soldier.

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maijstral
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03/28/2006 7:17 AM  
Back when the Anglefire set was released some people posted a point denial warband:

Mounted paladin
Cleric of Dol Arrah
Dwarf Phalanx fighter x3
Dwarf Artificer (defence) Dwarf wizard (offence)

using the treasure room tile you would block the entrance with the Phalanx soldiers buff them up to AC 27 with the artificer, 29 against evil. Then just sit there and have the paly do ride by attacks and return to be healed by the cleric. You could use a similar stratagy with a victory room on the maps today.

I thought this was an interesting band but with a drawback mentioned before, a couple of good to hit rolls and the stratagy crumbles. Especially with some of the newer figures that have a much better to hit and plenty of damage. It would also be vulnerable to ranged attacks (ac still helps here) and spells (ac doesn't help). A couple of fireballs could hit the entire party and do some serious damage

Janos M.
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Hamburg / GErmany

03/28/2006 8:28 AM  
...a couple of fireballs...

Are you serious?

All Fireball caster lacks something (often HP and AC) and due to a figure with the immunity to fireball and the reducing to 8 figures, the firball comes less to the table then before. And you're talking about a couple...

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jacksonm
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River City

03/28/2006 8:47 AM  
I've had a little success using them with the Battle Plate Marshal as well. Waiting for the enemies to swing and miss on them and then they're doing 10 damage for their attack, although at a +6 to hit they still miss a lot of things. Stil for 12 points each they can be very effective in certain situations and matchups.

ShadowLord XT
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Plane of Shadow

03/28/2006 10:32 AM  
quote:
Originally posted by MightyEinherjar

quote:
Originally posted by ShadowLord XT

I can get they're AC up to 34 I think. Maybe higher.



How would you go about that?



Eberk --------------- +1
Dwarf Artificer ----+2
Phalanx Fighting-- +2
Dwarf Sergeant -- +4 (Originally this is as high as I could go with my knowledge of minis)
Dwarven Defender- +4
Cleric of Dolarrah +2
Dwarf Phalanx = AC 38 against evil giants whove moved this turn.
"Higher, they must get higher! Higher AC! I need more, precious AC."

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jooquase
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03/28/2006 11:01 AM  
quote:
Originally posted by ShadowLord XT
Eberk --------------- +1
Dwarf Artificer ----+2
Phalanx Fighting-- +2
Dwarf Sergeant -- +4 (Originally this is as high as I could go with my knowledge of minis)
Dwarven Defender- +4
Cleric of Dolarrah +2
Dwarf Phalanx = AC 38 against evil giants whove moved this turn.
"Higher, they must get higher! Higher AC! I need more, precious AC."



The sergent is only +2 (+4 against giants) and the commander effects on the same stat do not stack, so you would only count either +2 from sergent or +4 from defender depending on if the attaquer moved or not.


maijstral
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03/28/2006 12:37 PM  
quote:
Originally posted by Janos M.

...a couple of fireballs...

Are you serious?

All Fireball caster lacks something (often HP and AC) and due to a figure with the immunity to fireball and the reducing to 8 figures, the firball comes less to the table then before. And you're talking about a couple...



two words Mephling Pyromancer.

But no I wasn't serious, my point was that point denial bands like that can get into serious trouble from spells that ignore AC. I merely used twin fireballs as an example, it could have easily been twin lightning bolts form the Dark Naga or the Archmages swords or any of the many breath weapons floating around. They all bypass AC and require you to leave your nice safe room to hunt down the offending mini.

Heck the Sand Giants breath weapon does no damage but puts a serious crimp in the dwarf phalanx wall.

Ack
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03/28/2006 2:47 PM  
crits will ruin your day

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DinoBen
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03/28/2006 2:59 PM  
quote:
Originally posted by Ack

crits will ruin your day


Crits ruin everyone's day.

And even with the Tiefling Captain's commander effect, only a natural 20 is an auto success. So, rolling a 19 that would be a crit only to be denied due to hight AC... now that would be funny! ΖD]

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striderlotr
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03/28/2006 3:10 PM  
But a crit is not something you can factor into a band. Yopu can adjust the odds some by adding in a teifling, but you cannot bank on getting them at the point in time you need them. Using the above to boost the AC, you can plan out your move and cast your buffing spells and get the AC up.

Why limit the response to fireballs, how about a couple of lightning bolts from a dark naga...

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IanB
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03/28/2006 3:19 PM  
quote:
Originally posted by DinoBen

quote:
Originally posted by Ack

crits will ruin your day


Crits ruin everyone's day.

And even with the Tiefling Captain's commander effect, only a natural 20 is an auto success. So, rolling a 19 that would be a crit only to be denied due to hight AC... now that would be funny! ΖD]



Actually - all crits in DDM are auto-hits, regardless of the die roll you needed. The tiefling does indeed make followers auto-hit 10% of the time.

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md3
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03/28/2006 4:49 PM  
Good AC buffing ideas, but as it is pointed out there are plenty of painful figures that would love to face this little wall.

Chraal = run up, breath, stand next to dwarves and attack, probably misses, soon dies.. then explodes... dwarves probably save but are weakened.

Drow Arcane Guards = burning hands... melee reach chain... unlikely to hit, but possible.

Mephling = 2 fireballs

Anything with flight... hopping over the wall to kill buffing figures.

2 Gith monks = 1 stunned then dead Dwarf Phalanx automatically in 2 hits with only the dwarf rolling dice, the Gith don't have to roll

Dark Naga = mentioned above

Gauth = 1 eye ray to burn, the other paralyzes his buddy dwarf - someone on the Gauths warband gets his auto hit in... 2 burn eye rays later and we have another dead Dwarf Phalanx

Dragons = dead grouped up dwarf warband

Grell = at range paralyzes those dwarves - weak goblins could slip in to finish the job without worrying about AC

The list can go on and on




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The Fortress of Solitude

03/29/2006 2:29 AM  
And it's because this list is so large that the Dwarf Phalanx Soldier is not tier 1. The effective list against a Helmed Horror is a lot shorter.

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jacksonm
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River City

03/29/2006 8:29 AM  
Something has to be said for their effiencancy though. They only cost 12 points and if you have a lot of those options above going after them they are easily paying for their points.

That high AC can be a tempting threat to have to deal with and while the opponent is your other figs are free to focus on other things. It doesn't always play out like that but I've seen it happen.
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