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Subject: Question about CG main hitters.....

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iluvxtina
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04/06/2006 6:19 PM  
-In my first times I had a clay golem and I have to say I think its one of the most powerful even nowadays.I have been using frenzied since aberrations.With the archmage release,I used him a lot and even won a local tournament.Then,I began using the goliath and the half ogre barbarian.And now I own a wemic and a warbound impaler.My question is.....are there another main hitters in CG who i forget?And....wich are the useful ratio of them?I think the number one is the frenzied but actually a lot of people play the half ogre and the goliath.

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Felagund
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04/06/2006 6:37 PM  
Celestial Pegasus and Rikka are both proven figures, and the Warforged Barbarian might be worth testing as well.

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Nate_666
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04/06/2006 7:35 PM  
Aspect of Kord is a real nice hitter, if you pair him up with a brass samuri he can do massive damage in 1 turn because of melee reach 2, an almost auto-hit attack bonus, whirlwind, and 30 damage per attack. Speed 10 isn't to bad either [:p]. He also does good when paired with Ryld so that he almost always is hittinf for 40 damage, but I would never put more than 1 in a warband beacuse both wont be able to benefit from aggression. He only does 1/2 to 2/3 the damage that the FB can do, and costs a few more points but with his survivability, melee reach 2, and aggresion, if played right he can end up being a way better peice over the length of the skirmish. And as a final bonus, with about 1/3 of all the warbands (or what i have seen) are running HGB, and he isn't a medium creature so he won't take the extra damage on hits.

I am a nerd, originality and strangeness are good. Blind conformity and stupidity are unforgiveable. All else said, DnD FTW!!

Lord_Raven
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04/07/2006 7:55 AM  
Brass Sam and Kord make a good combo - the problem is the number of attacks you would then have? If so many points are tied up in those 2 figs? You are getting "1" Whirlwind attack against maybe 2 creatures and do 30-40 pts of dmg to each enemy?

The Sam can't keep up with the big boy... and she is a decent hitter herself - but can die real fast! So you can't over extend her and take "no action" by the second round - you would want to get off her breath weapon typically toward the end of the round (that I have found out works best) Besides you want Kord to attack first if you won init! To get the extra 10 dmg? So he either hangs back for the Command Effect, or charges in and only gets one swing? Not good... So now you hope the fight "comes to you" ok if that is the case - you can bet the enemy is coming after the Sam. I dunno, seems like alot of planning to make it work right.

I have been running "Quad Ho's" (3x FB's and Rikka) + 3x xephs and an elf warrior. This has been winning 50% against CE beaters. The games usually comes down to the "Critical Init Roll" - this is the point in the game of which whoever wins this Init can usually win the game!

Good luck with the CG beaters - I hope you find something interesting.

LR

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lalato
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04/07/2006 12:04 PM  
What about something like this...

Champion of Eilistraee
Frenzied Berserker
Warforged Barbarian
Rikka, Angelic Avenger
Devis, Half-Elf Bard
Wild Elf Raider
Catfolk
Xeph Warrior

200 pts, 8 acts

I'm just thinking off the top of my head. I haven't really researched CG since I came back to the game from my hiatus so the above could be a really bad idea.

--sam

I'm in Urbana, IL

Helzapoppn
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04/07/2006 12:24 PM  
The Aspect of Kord is effective the more times you can attack with him. The Brass Samurai is a great commander for the Kordster, but I've seen where he can be even more effective with a Crow Shaman lurking in the background casting Snake's Swiftness.

Something I plan to try...

Brass Samurai
Aspect of Kord
Crow Shaman
Celestial Pegasus
Aramil
Timber Wolf
Xeph Warrior

200 points/7 acts.

Or, another option:

Brass Samurai
Aspect of Kord
Crow Shaman
Rikka
Mialee (or Devis, YMMV)
Elf Spearguard x 2
Xeph Warrior

199 points/8 acts.

The Spearguards are cost 6, speed 7 and melee reach 2, so are good fodder for the Brass Samurai.

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Nate_666
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Midwest

04/08/2006 1:19 AM  
Don't forget that FB dies in 1 turn to a HGB because of burn out.

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XenoZephyr
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04/08/2006 1:25 AM  
A friend of mine paired the Warforged Barbarian with the Champion of Eilistraee which worked out really good. She pumps the Barbarian up to AC 20 (plus DR 5) and then he's hitting at +16/+11 for 20 magic damage. And Bloody Rage is a nice added bonus.


Mortusbard
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04/08/2006 1:49 AM  
I think you have to include Ryld into your list a must have.

I agree with.

Rikka
Celestial Pegasus
Warforged Barbarian works real well for me as well.
Aspect of Kord can Be sick beater as well.

For beater tech i think Crow Shaman and wizard tactician as well as Nebin / Aramil

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JohnnyFive
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04/09/2006 2:01 AM  
quote:
Originally posted by lalato

What about something like this...

Champion of Eilistraee
Frenzied Berserker
Warforged Barbarian
Rikka, Angelic Avenger
Devis, Half-Elf Bard
Wild Elf Raider
Catfolk
Xeph Warrior

200 pts, 8 acts

I'm just thinking off the top of my head. I haven't really researched CG since I came back to the game from my hiatus so the above could be a really bad idea.

--sam



Well, I've never been a particular fan of pairing the CoE with the Frenzied Berserker. Sure, her CFX does help the FB hit better, but you're not really getting the most out of that +2 to AC she also gives (don't get me wrong, both IMHO are good- and in the case of the FB, great- pieces, just not together. If you want to run a similar warband and keep the FBs, I'd throw Ryld in there instead of the Champ and redo your fodder. Champ plus Warforged Barbarians is an idea I've been toying with for a while now- it works well enough, but the right support pieces aren't in place to make it seriously competitive.

As for CGs main non-commander hitters:

-Clay Golem: Might see new life with a Mephling/Clay Golem combo, giving the Golem a speed of F8. Construct abilities with decent damage are great. Being confused when out of command isn't so great. Especially on the Teleport Temple.

-Frenzied Berserker: great piece, but succeptable to gang tactics and disabling conditions such as stun and paralysis.

-Goliath Barbarian: Has seen better days. Low attack bonuses and save in a metagame full of high ACs and high damage figures (such as the Hill Giant Barbarian), almost doesn't make him worth it anymore (with the possibly exception of being used with Ryld).

-Celestial Pegasus: Extremely mobile, DR, decent resistances, good save for its cost, good HP. Suffers from generally low damage output, AC, and a mediocre attack bonus.

-Rikka, Angelic Avenger: High attack bonus for good magic damage, good mobility, DR, decent resistances, and Waylay provides numerable strategic options. However, only a single attack (in non-epic form) and a very, very low save combined with a mediocre AC can cause problems for the lovely Rikka.

-Half-Ogre Barbarian: Fast, cheap, Melee Reach 2, decent attack bonus and HP for its cost, and modest non-magic damage are the good points. Low save and AC are the drawbacks.

-Wemic Barbarian: Fast, decent attacks, good damage, and Bravado are its strong points. The fact that Bravado isn't always guaranteed to work before you really need it and that it costs more than the generally superior Frenzied Berserker may keep some players away.

-Warbound Impaler: Plant immunities, decent attack bonuses, paralysis at a reasonably high DC, decent AC, and a ton of HP for its cost make it an attractive piece. Very low save for its cost and the fact that paralysis doesn't work on the increasing number of large creatures are considerable red flags.

-Warforged Barbarian: Warforged immunities, decent damage and attack bonuses, decent AC, and Bloody Rage make the Warforged Barbarian an interesting option. A low save for its cost and nothing to help it with morale checks (such as Fearless or Bravado) and a relatively slow speed hold it back.

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Feathers
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04/09/2006 2:12 AM  
quote:
Originally posted by JohnnyFive
-Clay Golem: Might see new life with a Mephling/Clay Golem combo, giving the Golem a speed of F8. Construct abilities with decent damage are great. Being confused when out of command isn't so great. Especially on the Teleport Temple.



If only...

SR All means the Clay Golem can't benefit from ally spells. Regular SR can be "turned off" for ally spells, but SR ALL is always on, whether you want it or not.

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robbdaman
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04/09/2006 2:13 AM  
I think people should look over the Gulgar as a possible beater for CG in the current meta. It's attacks and damage are not bad including a funky breath weapon and ranged attacks, albiet lousy bonuses for them but 10 damage a shot. Can add to a ranged threat warband. Making the opponent come to you. In a faction where magic weapon and blur are easy to come by it can be even more buffed up. Used with the Inspiring Marshall you can get some extra movement to offset the speed 4 and get into battle sooner. I think it makes a reasonable compliment for CG with it's AC 21, level 10 and HP 75 plus DR. Something to think about.

R~

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Feathers
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04/09/2006 3:00 AM  
I'll second that opinion. In designing some Nentyar Hunter warbands, I even thought about putting Gulgars in there. They can benefit from the Nentyar's commander effect and still be decent blockers and hitters against enemy hitters that try to close with you.

Something to think about as robbdaman says.

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JohnnyFive
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04/09/2006 8:04 PM  
quote:
Originally posted by Feathers

quote:
Originally posted by JohnnyFive
-Clay Golem: Might see new life with a Mephling/Clay Golem combo, giving the Golem a speed of F8. Construct abilities with decent damage are great. Being confused when out of command isn't so great. Especially on the Teleport Temple.



If only...

SR All means the Clay Golem can't benefit from ally spells. Regular SR can be "turned off" for ally spells, but SR ALL is always on, whether you want it or not.



I completely forgot. [:D] Goes to show how long its been since I broke out the Clay Golem. :)

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robbdaman
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04/09/2006 10:48 PM  
quote:
Originally posted by Feathers

I'll second that opinion. In designing some Nentyar Hunter warbands, I even thought about putting Gulgars in there. They can benefit from the Nentyar's commander effect and still be decent blockers and hitters against enemy hitters that try to close with you.

Something to think about as robbdaman says.



There's a lot of ideas to throw out there using a Gulgar. This one might have merit:

Inspiring Marshall
Gulgar X2
Xendrik Champ X2
Greycloak Ranger X2
Timber Wolf X2

You actually get a small bonus from the IM's almost never used CFX. Lots of ranged and somewhat reasonable melee threat. It's about the strongest thing I can come up with for CG to compete.

Another might be:

Inspiring Marshall
Gulgar X2
Rikka
Wand Expert
Mialee
Lidda
Xeph

or

Inspiring Marshall
Gulgar X3
Greycloak X2
Timber Wolf X2

or

Inspiring Marshall
Gulgar X3
Nebin
Mialee
Xeph X2

It works in quite a few combinations and you can always swap in various commanders as well. I have one variant that uses a Warchanter in addition to help with saves. Again it might not make CG top tier again but it gives CG players an option to put something down on their maps that can be stronger and tougher than a lot of other options.

R~

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