Kithmaker Commander
 3926 Posts




 | | 03/27/2006 11:36 PM |
| I've been wracking my brain for solid hitters that could reliably take on HGBs, and the Hill Giant from Archfiends struck me as a possibility.
It has a reasonable chance to hit. It would force a morale check on the HGB in two hits (and vice versa, but the Hill Giant has +4 on the save to begin with). The Difficult 5 puts a kink in the works, but he -can- be put under command if you work at it.
Orc Druid for Snake's Swiftness, and you're in business.
Or am I just reaching here? | | My H/W list is not current... Trade Reference List OLD Trade references (191) | |
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BoloBaby Sergeant
 640 Posts



 Fort Mill, SC
 | | 03/28/2006 12:12 AM |
| I wouldn't go that way, but I'm practically a n00b, so you can ignore me! :)
I think the counter to HGB lies in wasting the Orc Wardrummer as early as possible. Since they are so expensive, there isn't much room for a decent commander, and CE has sucky command ratings anyway. I've seen several reports were Drow Sergeant was the commander of choice. That's another squishy target.
It's hard to take down the support when you've got 800lb gorillas bearing down on you, but I think that's what you need to do. After that, the HGBs can't save for squat. Flight helps in this respect.
After the support troops go down, the HGBs aren't saving so well and can be subject to any number of effects that make their day miserable...
I can't help but wonder if G.A.S. would do OK in this respect - but those HGBs move just as fast as the monks. Still, once you autokill the commander and Orc Wardrummer, the HGBs are up for potential stuns.
Just my 2 cents. | | Champion of the Cleric with Raise Dead | |
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 Wrackspawn ChristopherGroves Warlord
 6093 Posts




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BoloBaby Sergeant
 640 Posts



 Fort Mill, SC
 | | 03/28/2006 12:26 AM |
| quote: Originally posted by ChristopherGroves
Given the fact that one of the HGBs is going to eat 90 damage and 3 DC 18 stun saves, you're looking at a whole mess of saves to be stunned or run away. Once stunned, I could easily see a stun loop ...and if it routs, even better.
But then, that giant is MCing the monks in one hit, so the monk player is going to have to be VERY careful with placement. The giants have reach which puts them at an advantage in the engagement distance arena.
Yes, it screams G.A.S. with Dwarf Artificer, so you can get that AC up to 27. | | Champion of the Cleric with Raise Dead | |
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Kithmaker Commander
 3926 Posts




 | | 03/28/2006 12:31 AM |
| quote: Originally posted by BoloBaby I think the counter to HGB lies in wasting the Orc Wardrummer as early as possible.
So, in other words, "Githyanki Fighter!" Dimension Door and 20 magic damage attacks! [)] | | My H/W list is not current... Trade Reference List OLD Trade references (191) | |
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BoloBaby Sergeant
 640 Posts



 Fort Mill, SC
 | | 03/28/2006 12:43 AM |
| Githyanki Fighter is a decent option for CE, but I'd be a little wary. Why?
I noticed a bunch of reports that had HGB on the teleport map. If that's the case, you *know* the Orc Wardrummer is going to stay tucked away in its room when he sees the Githyanki Fighters.
The other problem with Dimension Door is that you won't get the attack off on the turn that you base the Wardrummer. This is problematic since you should expect one of the HGBs to the immediate rescue. Your Githyanki Fighter has a high likelihood of becoming toast before it even gets off the first attack.
In ANY case, GAS or otherwise, it will take some clever manuevering to get in range of that Wardrummer without a beatdown from the HGBs.
I see another potential option as Aspect of Moradin/Couatl, but it seems you are looking at CE mainly. | | Champion of the Cleric with Raise Dead | |
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Tried Sergeant
 501 Posts




 | | 03/28/2006 12:52 AM |
| welcome welcome bolobaby.
Kithmaker was making a sly reference to an earlier thread about the viability of including anti-wardrummer units in your band.
You've got good insight. Your takes on things seem pretty close to true. [:)]
@KM - ravagers are a reasonable counter to HGB. aura of fear and similar damage output ( and for slightly less than 1/2 cost) make them interesting. The aura of fear is good, and the resistance to fire works vs HH bands. Too bad they don't meta as well against some of the other units - like GAS. :) | |
Let it be. | |
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Olan Skirmisher
 25 Posts




 | | 03/28/2006 2:11 AM |
| | Call me dense, but GAS??? | | | |
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BoloBaby Sergeant
 640 Posts



 Fort Mill, SC
 | | 03/28/2006 2:22 AM |
| quote: Originally posted by Olan
Call me dense, but GAS???
Githzerai Assassination Squad. Uses Githzerai Monks and the Young Master to deal serious auto-damage. | | Champion of the Cleric with Raise Dead | |
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bshugg Underboss
 1833 Posts




 | | 03/28/2006 7:49 AM |
| quote: Originally posted by Olan
Call me dense, but GAS???
Could we stop with the acronyms that have nothing to do with the figures involved and does nothing but spawn dozens of people asking about them? It takes 3 more seconds of typing to spell Gith monk band .
| | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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RRedlund Sneak
 54 Posts




 | | 03/28/2006 8:13 AM |
| quote: Originally posted by Olan
Call me dense, but GAS???
Yes, Gas prices need to drop again. | | | |
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Tactician Sergeant
 888 Posts




 | |
 Wrackspawn ChristopherGroves Warlord
 6093 Posts




 | |
 Vrecknidj Warlord
 10446 Posts


 United States
 | | 03/28/2006 10:40 AM |
| quote: Originally posted by Kithmaker
I've been wracking my brain for solid hitters that could reliably take on HGBs, and the Hill Giant from Archfiends struck me as a possibility.
It has a reasonable chance to hit. It would force a morale check on the HGB in two hits (and vice versa, but the Hill Giant has +4 on the save to begin with). The Difficult 5 puts a kink in the works, but he -can- be put under command if you work at it.
Orc Druid for Snake's Swiftness, and you're in business.
Or am I just reaching here?
So, we're looking at Hill Giant + Drow Cleric of Lolth + Orc Druid (taking into account all your considerations). You can still fill out the band, putting in one heavy hitter plus activations. But, I see the Hill Giant as a liability against everything except other Chaotic bands. And, against other Chaotic bands, your lower number of heavy hitters is going to be a drawback.
I think that you could, in fact, end up with a counter to the HGB with your idea, but you end up sacrificing too much to go after the HGB and end up with a band that doesn't have the goods against most of the Lawful bands out there.
That said, with a DCoL and an Orc Wardrummer, you could fairly reliably keep the Hill Giant on the board. I still think it's too many points for not enough oomph though.
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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DinoBen Sergeant
 412 Posts



 Based outta Games of Berkeley, CA
 | | 03/28/2006 12:56 PM |
| Has anyone considered Rikka as a counter to the HGB band? Not vs. the HGB themselves, but vs. the Wardrummer. Scenario: You waylay the Wardrummer (or at least move to base it with WayLay). An HGB may be on the way, would you have a chance to kill the wardrummer before help arrived?
My thought was perhaps in conjunction with a Warpriest of Moradin. Once you assassinate the Wardrummer w/ Rikka, eliminate his drow seargent w/ your Sacred Watcher and now the HGB needs to roll morale each time it's hit. Of course even with a +12 w/ the Wardrummer it the HGB is bound to fail a morale save.
You'd have to hope your Commander Rating 6 gets allows you to choose a map other than the Teleport Temple. Thoughts? | | Champion of all things Athasian "Don't sing it - Bring it!" | |
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BoloBaby Sergeant
 640 Posts



 Fort Mill, SC
 | | 03/28/2006 1:06 PM |
| The Warpriest is actually a good call, imo. The HGB has low enough AC that it is going to get hit fairly often, and once you eliminate the commander, even the Wardrummer can't save these things from failing a morale check eventually.
In this case, you need something to wax that commander as quickly as possible - be it an AE spell or highly manueverable piece that can base the commander and kill it quick. Then, I'd fill out with figures that get multiple attacks so that you have more chances to break the morale of the HGBs. | | Champion of the Cleric with Raise Dead | |
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forkedmoon Underboss
 1305 Posts




 | | 03/28/2006 2:26 PM |
| | Keep in mind with the teleporter map the HGB if he fails morale will probably make it off the map, few if any rallies will be attempted. On the teleporter map high speed and low saves can really ruin your day. Keep the shared center exits, I love 'em. | | Champion of Cyclops
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 Vrecknidj Warlord
 10446 Posts


 United States
 | | 03/28/2006 3:07 PM |
| Rikka has a 5% chance of eliminating an unwounded Wardrummer with one hit. Given the HGB's speed, he can get very close in one round, and, the round after Rikka kills the Wardrummer, he can base her if he can't hit her.
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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kgradert13 Sergeant
 909 Posts




 | | 03/28/2006 3:33 PM |
| Rikka has just a good a chance at eliminating the Wardrummer in 1 swing as she has of missing him entirely with that swing.
With 35 fearless hps on the wardrummer, she is still one of the better choices to hunt him down, needing only 2 hits to take him out, and it may be worth a 19 for 31/32 pt trade if it means a better chance of one of the HGBs running. | | | |
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2005 D&D Miniatures Champion Fenris Sergeant
 974 Posts




 | | 03/28/2006 4:51 PM |
| I think if you're trying to beat HGB with oldskool Hill Giants, you need to do it without the Drow Cleric of Lolth. Difficult isn't much of a drawback nowadays, and your morale save is already +16 with the Wardrummer alone.
So you could try to outnumber the HGB, like this:
Hill Giant x 3 Wardrummer Orc Warrior x 4
But that's a little silly, because you won't win many games against anything with AC20+ really.
So maybe:
Hill Giant x 2 Orc Druid x 2 Wardrummer (old) Troglodyte x 2 Orc Warrior
Now you've got a fighting chance against a lot of stuff, with each Hill Giant hitting at +12(40) with pushback & cleave, twice a round, if you can get a flank on a living enemy with the Trogs.
Still very high variance though. High AC is still a bummer. I have to admit, I just want to use my old Hill Giants again. [:)] | |
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Knight of the Round Table Thenameless Warlord
 11768 Posts



 The Fortress of Solitude
 | | 03/28/2006 8:00 PM |
| | I get excited whenever anything about the old Hill Giant gets mentioned, but unfortunately, it's very hard to fix its single attack at +8. It's just not good enough when the other guy is swinging at you twice a round. | | Over 270 successful online DDM trades. | |
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Dagni Sergeant
 870 Posts




 | | 03/30/2006 6:25 PM |
| quote: Originally posted by Fenris
I think if you're trying to beat HGB with oldskool Hill Giants, you need to do it without the Drow Cleric of Lolth. Difficult isn't much of a drawback nowadays, and your morale save is already +16 with the Wardrummer alone.
So you could try to outnumber the HGB, like this:
Hill Giant x 3 Wardrummer Orc Warrior x 4
But that's a little silly, because you won't win many games against anything with AC20+ really.
So maybe:
Hill Giant x 2 Orc Druid x 2 Wardrummer (old) Troglodyte x 2 Orc Warrior
Now you've got a fighting chance against a lot of stuff, with each Hill Giant hitting at +12(40) with pushback & cleave, twice a round, if you can get a flank on a living enemy with the Trogs.
Still very high variance though. High AC is still a bummer. I have to admit, I just want to use my old Hill Giants again. [:)]
I don't know that the band can really afford the second Orc Druid, either. Or rather, it might be slightly better to take out, and get a ton of Cursed Spirits / Trog Thugs.
Specifically:
2 Hill Giants Orc Druid Wardrummer 2 Cursed Spirits 2 Trog Thugs
The prior band would get maybe one +12 swing all game, perhaps several at +10, but after the opponent wisely kills the trogs with little effort, all the remaining attacks at +8. This band could +10 easily in many ways, often get +12, and is in no real danger of losing the support that makes that possible.
- Dagni | |
Proud member of the GRUUMSH fan club! | |
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RRedlund Sneak
 54 Posts




 | | 03/30/2006 7:00 PM |
| How about this.
Hill Giant Barb Hill Giant Orc Druid Orc Wardrummer Cursed Spirit Trog Orc Warrior
Only 7 activations, but more HP between the 2 beaters. Still can fit in the CS and Trog for the - to saves and ac. The only problem I see with this is the one HG can't keep up with the other, but that might not matter as much on the Teleporter map. | | | |
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2005 D&D Miniatures Champion Fenris Sergeant
 974 Posts




 | | 03/31/2006 11:00 AM |
| quote: Originally posted by Dagni
I don't know that the band can really afford the second Orc Druid, either. Or rather, it might be slightly better to take out, and get a ton of Cursed Spirits / Trog Thugs.
Specifically:
2 Hill Giants Orc Druid Wardrummer 2 Cursed Spirits 2 Trog Thugs
The prior band would get maybe one +12 swing all game, perhaps several at +10, but after the opponent wisely kills the trogs with little effort, all the remaining attacks at +8. This band could +10 easily in many ways, often get +12, and is in no real danger of losing the support that makes that possible.
- Dagni
Yeah, you're right. I think your version is better. I think that's about the best you can do with old Hill Giants these days.
I haven't seen many people using the Sacred Watcher, but it'd suck to face a band with a Marut + Sacred Watcher... Cursed Spirits ain't what they used to be, which is a shame IMO. | |
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Hero of Skirmish doubtofbuddha Commander
 3371 Posts




 | | 03/31/2006 11:10 AM |
| ::coughs:: Since I have 3 friggin months until my Qualifier, I've been using my free time to test various new pieces and combinations. For the next two weeks I am experimenting wiht multi-sacred watcher builds. I've found some interesting ones. Probably not tier one, but still interesting. | | I am not gone. | |
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 Wrackspawn ChristopherGroves Warlord
 6093 Posts




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2005 D&D Miniatures Champion Fenris Sergeant
 974 Posts




 | | 03/31/2006 12:01 PM |
| Hmm... DR means 3 hits to kill the Lich... 3 hits to kill each Golem... hmm.
I hadn't looked at Lich/Golem in a while, but these days you can fit a Trog Thug & Hyena and still get to 8. Not bad.
Still slow as hell, tho. | |
Read my championship tournament report. Successful trades: xBrendanx | Cha0tic G0od | ThatOneGuy | BrazenWood | Finley | Arris | Drift x2 | Neonmage | Cthulu's Librarian | Kalvos | PatEllis15 | Paradox1995 | Rhane | Gildogg | Darthrau | Vrecknidj x2 | erian_7 | Octavius Drowslayer x2 | stheis | Garate | thenameless | Lucky_ksu | ckissee | Corim Danex | Schooly_D | Username | |
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 Wrackspawn ChristopherGroves Warlord
 6093 Posts




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2005 D&D Miniatures Champion Fenris Sergeant
 974 Posts




 | | 03/31/2006 1:12 PM |
| Heheh. Well, if we're gonna get silly:
Orc Wolf Shaman Dire Bear x 2 Chimera Orc Warriors / Hyenas
[)] | |
Read my championship tournament report. Successful trades: xBrendanx | Cha0tic G0od | ThatOneGuy | BrazenWood | Finley | Arris | Drift x2 | Neonmage | Cthulu's Librarian | Kalvos | PatEllis15 | Paradox1995 | Rhane | Gildogg | Darthrau | Vrecknidj x2 | erian_7 | Octavius Drowslayer x2 | stheis | Garate | thenameless | Lucky_ksu | ckissee | Corim Danex | Schooly_D | Username | |
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