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Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 04/11/2006 7:39 AM |
| @ Jffalaschi
You think Monk's can't hurt you much?
did I know you? send my an e-mail who you are. | | My Haves and wants: http://www.maxminis.com/hw_list.asp?user=Janos_M.
Champion of Elan Psions
Proud Owner of the "Aura of cursed dice" | |
| Lord_Raven Sergeant
 391 Posts




 | | 04/11/2006 7:53 AM |
| I offer up my "Quad Ho's" warband...
3x FB's Rikka 3x Xephs Elf Warrior
Rd 1 - I've been beating this kinda build on Teleport weekly. Easy for me to get to and hold key teleports. Lots of speed and charge lanes xephs can actually hit these guys. FB's base and things die. Rikka kills wardrummer in 2 swings. If still alive either goes back and heals an FB or kills the commander. Then either routes or dies. FB's mop up. Good news is FB's in this case will not need to check vs CE that will check and can fail.
Rd 2 - Using Rikka to stay back and heal first - then fly over and strike Shuluth in next round - hope for the girls to also take down a champ and get a shot on the commander before the end of the round.
Rd 3 - Rikka setup key to distraction and putting the battle on two fronts.
Rd 4 - Will have to play very stategicly to even have a chance. Very tough match-up.
Rd 5 - Rikka to beat down the commander and split the squad up - FB's try to penetrate into the back and finish the job.
Rd 6 - 50% chance to win all about the 3rd round init... I battle this band weekly, 1 FB can check a HGB in 2 rounds - that check is key to the game - if he runs he's gone but I must win that init or the FB dies that is basing him. If that FB misses the 2nd swing then another FB should move in and force the check (basicly get one off and then deal with the other) 2 FB's on one and Rikka and another FB get the second. Rikka's heal can be important in these matches...
| | Winter Fantasy, Wardrums Pre-release Champion
**Proud Member of Team Amish!** | |
| Urban Druid Warrior
 253 Posts




 | | 04/11/2006 8:49 AM |
| Okay, I'll give this a whirl...
Urthok Helmed Horror Efreeti Blood Ghost Berserker Duergar Champion Kobold Miner x2 Warrior Skeleton
Round 1 strategy: Try to eliminate the Champs first, as quickly as possible. Stagger the activations so that you can maximize the utility of the Blood Ghost, using him as a mop-up hitter. Lead with the HH and Duer, keeping the Efreeti as a ranged threat as long as possible (teleporting into the backfield if necessary). If a chance for commander assassination appears, it could help turn the tide.
Round 2 strategies to come if I pass Round 1... ! | | *This post was recorded before a live studio audience* | |
| jacksonm Warlord
 5560 Posts



 River City
 | | 04/11/2006 9:16 AM |
| Here's my attempt.
Aspect of Kord Brass Samurai Crow Shaman Nebin, Gnome Illusionist Graycloak Ranger Wolf Minion Aramil, Adventurer Elf Warrior Xeph Warrior
9 Activations, 200 Points.
Blur on the Kord and Samurai and Cat's Crace on Kord as well.
Round 1: Xeph for Tile points, wolf to hopefully stun the Wardrummer. Enfeable the Orc Champs with Aramil as the graycloak targers the ravagers. Then whirlwind away with the blurry kord on the orcs and who ever else gets in his way.
Round 2: Use Kords speed to get up and crush Shuluth and then take down the champs one by one.
Round 3: Let the Helmed Horrors get in on Kord and whirlwind away, snakes switness to help him beat them down.
Round 4: Breath on the monks for auto damage and then concentrate on teleporting minis to attack the young master, once he's gone the rest should crumble.
Round 5: Tough matchup.... try to avoid the Chralls as much as possible and get to the blackguard. Once he's gone it's game over.
Round 6: Make the enemy come to you, hold a defensable start area. Tackle one Giant at a time, weaken with Aramil and pincushion with the Graycloak. | | | |
| tallcar24 Sneak
 103 Posts




 | | 04/11/2006 9:46 AM |
| Wow, this is brutal. Studying this, I tried to find some kind of weakness. The best I could do was say there is not much in the way of magic weapons and there is a good bit of elemental damage. With that in mind, I looked for elemental resistance and DR. So I came up with this.
Couatl Warforged Hero Justice Archon Rikka, Angelic Avenger Sword of Heironious Lantern Bearer Standard Bearer Warforged Scout
Strategy Round 1 Try to stay together as much as possible with the scout grabbing tile points. The ogre ravengers should be reduced with their sub-par attack bonus and non-magic weapons. 2 attacks by a justice archon with retaliate will get a ravenger down to 10 hp so he can be taken out by anyone. The orc champs will be a problem no doubt, but he will have problems getting tile points the first round unless he uses an orc champ.
Round 2 Use the scout to block him from gaining tile points round 1 and then take the aoo and run away in round 2. The scout can either get me first round tile points in the shared area or the coualt can make it to the shared one depending on which side I start on. Then try to stay up on tile points and make him come to me. Keep the standard bearer safe to block the Shuluth commander effect. Lantern bearer removes conceal.
Round 3 The couatl and DR will take the helm horrors down to 5 dmg. Protect the commanders as much as possible. The horrors will probably go after them so use position to give the horrors as little opportunity as possible.
Round 4 Try to protect the standard bearer because the monks should really be targeting him. If I can manage that, my bonuses to hit should be good enough to hit the monks and kill them.
Round 5 DR and elemental resistance should mostly neuter the chraals down to 5 damage. No flight means they will have a hard time getting to the couatl. Then I think I can wear them down.
Round 6 Try to get Rikka to kill the Sergeant. Then hope for failed morale on the giants. DR will help some so that it will take 3 hits from the giant to kill Rikka or the hero.
| | trade reference: http://www.maxminis.com/forums/topic.asp?TOPIC_ID=12795 | |
| rhane Underboss
 1412 Posts




 | | 04/11/2006 9:49 AM |
| I'll go with Penta-gar...
Hobgoblin Sergeant Duergar Champion x5 Wolf Skeleton Warrior Skeleton
Round 1... A tough matchup right out of the gate. However, my magical 65 HP, AC 20 and Conceal should keep the DC's around long enough to have a very good chance of winning this one.
Round 2... I don't have the maps here, but I should get 1st round tile points, and he won't. At that point, its a matter of biding my time until the situation is good. With the lead, I can avoid any obvious Shuluth traps and then swarm his DC's 1 at a time.
Round 3... A very tough matchup...it will come down to the luck of the dice. A missed attack roll here or there will make all the difference.
Round 4... Its all about Conceal. Assuming that I avoid 1 Unavoidable Strike via conceal, I should survive the engagement round with 1 DC dead and 1 more stunned (for argument's sake). At that point, my AC's should be tough for the Monks to deal with...
Round 5... The +6/+3 initiative really kills me here. I have to assume he'll have the good side and will control the bridge. I'll have to avoid getting a bunch of DC's being hosed down by breath weapons...easily my hardest matchup.
Round 6... Once again, its all about conceal and AC, and the outcome of the engagement round. 5 DC's concentrating on a Hill Giant mean it will die quickly. | | Rhane "The focus is sharp in the city..." Have/Want List Reference thread Avatar Thread
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|  Vrecknidj Warlord
 10446 Posts


 United States
 | | 04/11/2006 9:53 AM |
| I'll throw my hat in the ring, if I'm able.
Red Sam x3 Wardrummer Cursed Spirit Tiefling Captain Xen'drik Champion Timber Wolf
Round 1 Strategy I assume that my opponent will be using the teleporters to maximum advantage, as will I. The Wolf will be used to block a teleporter on that first round (but not in an early phase), the Cursed Spirit will be used to grab assault points (again, not in an early phase); after the first round, the Wolf will probably be dedicated to assault points and the Cursed Spirit to harrassing enemies and setting up flanks. I'm going to win on the combination of speed and assault points. The Orc Champions cannot remain dedicated to grabbing assault points, and the Orc Warrior will not stand as a grabber. By the time the enemy Wardrummer is being used to hold victory points, I'll have him.
Round 2 Strategy Some of the Duergar will fail saves to the fire cones, and despite the fire resistance from the map, the total damage will be sufficient to break up the defensive wall (and, I can do this at enough of a distance that the movement penalty isn't a penalty--I can make him come to me). Further, there isn't enough speed in the LE band to keep up with me on assault points. I bring more offense and speed and the +4 saves will keep me safe from Shuluth often enough to make it work.
Round 3 Strategy My fire cones will have to be used at the right time, but, the bridge serves as a nice bottleneck for me to get great advantage from them. It'll be close, but I'll win since those cones will spread a nice amount of damage across his hitters. The Wardrummer will be a key piece for me, and the Cursed Spirit can cause the Half-Orc Fighter some trouble.
Round 4 Strategy There's no Couatl, so, my fire cones are going to be useful. If I can place right, I can keep the Gith Monks from swarming any of my Samurais early on. Even if I can only get two Gith Monks per fire cone, I'm delivering enough damage to put them within a single strike of a morale save, and, with four of them, some will miss that roll (I might even use the Wardrummer to intimidate them). The Wardrummer's countersong can be used too, to prevent that +10 damage. I'd be more worried about the Couatl version--my band can handle this version of GAS.
Round 5 Strategy It's a beautiful thing. The Chraals are very fast, but they cannot afford to leave the Blackguard alone. Either it's cold v. fire, in which case the double damage from me is really going to shine, or it's Samurais v. Blackguard, in which case the Blackguard's speed and lack of damage is going to hurt. Either way, I win.
Round 6 Strategy The Barbarians aren't going to take much damage from the fire cones, because they'll probably make their saves. I've got to go after the other pieces first. I'll probably strategically sacrifice one of my Red Sams to gain an advantage on position (which is hard to do on this map). The Xen'drik, Cursed Spirit, and other two Sams will then take on the other pieces, going after the Sergeant and Wardrummer first. The HGBs will cream one of the Red Sams, and then probably another (after yet another sacrifice). At that point, I'll switch to Intimidating with my Wardrummer and try to get the point spread to go my way--one dropped HGB and I'm up on points at this stage.
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! | |
| jooquase Warrior
 272 Posts




 | | 04/11/2006 10:53 AM |
| Warrior Skeleton 2x3 Direguard 3x24 Shuluth, Archvillain 1x59 Iron Golem 1x61 8 creatures 200pts
Edit : (changed wartroll for an Iron Golem) The Iron Golem should survive the good with 23AC and the dire guards with conceal 11 (good against GAS). Shuluth can cone through everything. The Shuluth's commander effect should be good with the Iron Golem. | | | |
| jooquase Warrior
 272 Posts




 | | 04/11/2006 11:00 AM |
| quote: Originally posted by jooquase
Warrior Skeleton 2x3 Direguard 3x24 Shuluth, Archvillain 1x59 Iron Golem 1x61 7 activations
Edit : (changed wartroll for an Iron Golem) The Iron Golem should survive the good with 23AC and the dire guards with conceal 11 (good against GAS). Shuluth can cone through everything. The Shuluth's commander effect should be good with the Iron Golem.
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|  Ack Underboss
 1476 Posts




 | | 04/11/2006 11:17 AM |
| Couatl Marut Arcane Ballista Cleric of Moradin Warforged Scout Mialee Jozan Hill Dwarf Warrior 8/200 Map Dragon Temple
Warforged deploys forward to get round 1 tile points.. use Mialee to MW on Marut, then Cleric of Moradin to Shield of Fiath.. AC 27! Use the various casters to keep the ballista shooting and not based.. and use the Couatl to have it fire twice if possible... or move to base Marut. Im imagining a setup at the top of the board, and just bunkering down. | | Minis... Serious Business Completed Trades (18 ) | Pending Trades (0) Ebay seller to Avoid –Fantasy_Quest_Dist
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| bombur Sergeant
 362 Posts




 | | 04/11/2006 11:20 AM |
| Can't belive nobody's posted mine yet so here goes Helmed Horror x2 Deurgar Champ x2 Hob Sarge Dark Moon Monk Hobgoblin Warrior x2 ('cause they are speed 6 and I like to be different)
Round 1: Use the warriors to block Teleporters. The monk to grab tile points/kill the orc warrior if it is going for points. Deurgars vs Ravs (preferably with the DCs taking the ORs on one at a time), Horrors vs Champs (straight up one on one here).
Round 2: If he is on the fire side hold back and use the Horrors ranged attack to make him come to me, then slip the monk in to take out what ever was left to nerf the horrors attack. If I am on the fire side or after I get him to come out and fight, try and threaten his main force with My Deurgar while staying out of range of Shuluth and if he bite use both helms to try and take him out. Try and keep from being based by more than one champ at a time while range of his CE but if I can kill shuluth it's a straight beater beat down and I like my odds
Round 3: This is nigh on a mirror match, but I think I should try and deal with his hitters one at a time, hopefully my opponent will be dumb and use his helms ablity to fly over the pits to over extend himself but I Doubt it. In an odd change of pace the monk should MW the Deurgar over the horrors to up their secondary attacks chance of hitting.
Round 4: Kill the master with the horrors, and after that hope his dice don't go on fire while mine go in the toilet, and again the Monk MWs the champs.
Round 5: Again commander assassination sound like a good bet. I don't think my opponent really thought carefully about map choice here as I don't see a way he can realisiticly keep my horrors away from his blackguard. The horrors need the magic weapon here as this match boils down to my ablity to kill his commander before he can kill my horrors so I want ever blow to hit.
Round 6: Use the rest of my band to try and only have to face one giant at a time. If I think I can get away with hit I might try a little commander assassination with the monk, but she will probably be used to try and controll the tile point game | | Currently pending trades: Vrecknidj* What you need to know about trading with me. | |
| Phrank Warrior
 235 Posts




 | | 04/11/2006 11:24 AM |
| i would probably try : Warpriest of Moradrin 2 Justicator Justice Archon Standard bearer 2 timber wolf MaA Map: Dragon shrine
Main strategy against weak cmdr : go after the cmdr with either a justicator or the JA, after he is kill it Moral Check party
RDS1: i would probably try to take the tiefling asap but other than that my main target would be the Orc champion since they hit a little better, i'm still unsure if i wouldnt pick is map since it easy to get someone OoC on Teleport temple
RDS2: That would be probably a tough matchup pretty much head to head and unless my opponent make the mistake of overextending Shuluth i dont got a good chance at killing him still with save +11 on my two main beater and great bonus it would be realy close
Rds3: All on the map if i can get my map, it gonna be a realy fair game for both of us, i can probably hope to cmdr hunt so that the duergar wont need more than two hit before runing, but still 3 HH is awfully lot of HP to go through
Rds4: That match would also be realy tough, two thing might help a bit the Close wound spell and the standard bearer i think it will come down to a few MC and roll in the end
Rds5: I think it a realy good matchup for me and also on that one i'm not sure i wouldnt take is map just for getting those giant OoC and provoke MC, With two justicator at 23 AC the Giant player need 11 or more to hit and the drow sergeant is a and easy prey for a single JA | | Complete set: hummm all Jaraxle: Do keep ever present in your thoughs, my friend, than an illusion can kill you if you believe in it. Entreri: And the real thing can kill you whether you believe in it or not. — Jaraxle & Entreri, Servant of the Shard | |
| XAos Underboss
 2403 Posts



 London
 | | 04/11/2006 11:59 AM |
| Warband 4HH Kobold Sorcerer.
Strategies; 1) Use kobolds spells as magic missiles. With all the 3 wide corridors on this map, try to force the melee so that only one Ogre can be in reach (large bases in 3 wide corridors are a bad matchup) This is not a good map for Ogre Ravagers. Don't be tempted to fly a HH past the frontline to kill the commanders, that will just allow the 2nd Ogre to fight.
2) Head for the A&B victory area close to the exit. If melee occurs there a rout will eliminate Duagar with no chance to rally. Use ranged attacks if opponent just sits in their own VP area.
3) Nearly a mirror match. So tactics will dominate the result. Cast magic weapon on 2 HH, save one spell to magic misile the Duagar. Head entire force streight for the A&B Victory point area to avoid defeat in detail. And rout the half Orc if it gets careless.
4) Only one startegy, Kill the Young master.
5) Opposite strategy to (3) even though it's the same map. There are 3 paths of attack for non flyers on this map & they each bottleneck repeatedly in 2/3 wide corridors. So block each with a single HH and use the 4th(with MW) for ranged attack, and to swap out for badly damaged figures. Main problem is the "logistics" issue of getting all 3 magic weapons cast. But the ease of blocking large non-flyers should make that possible. Do not mass multiple helmed horrors against a single Chrall, it makes breath & deathburst too effective. And don't forget the Kobolds fireburst once all the magic weapons are cast. If Chraals advance too fast (leaving the speed:4 blackguard behind) consider fyling all the HH behind the Chraals and then block the chraals attempts to get back to protect their commander.
6) As per (1) large figures in 3 wide corridors. Except you need to be more carefull of the HGB using their high speed to flank you from a distant teleport entrance. Most tactics depend on how agressive the HGB's are. If they are agressive you hardly get time to deploy. If they are not agressive, they take 5 damage a turn from "Furious spirit". Main tactic is to use flight to mob 1 HGB with 3 or 4 helmed horrors while the other is out of reach. If that requires expending the Kobold as a speed bump, it's 20 points well spent. | | Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything. | |
| The_Duke Sneak
 158 Posts




 | | 04/11/2006 12:01 PM |
| Archmage Devis Elf Ranger Graycloak Ranger x5 Timber Wolf minion x5
200 points, 13 activations
I have a wall of Timber Wolves who can stun/block advancing hordes/teleporters. These wolves will be buffed by the Graycloaks. Archmage rules the skirmish with Mordenkainen's Swords and Magic Missile. Graycloaks are hitting often, dealing 30-60 ranged per round (total).
When Wolves are downed in first rounds, Graycloaks become blockers for Archmage. Archmage could survive to end, denying many points... ;) | | Alfred O. Cloutier -Trading History - BLAULB!
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| Compasmasternecro Skirmisher
 22 Posts




 | | 04/11/2006 12:24 PM |
| Large Bronze Dragon Paladin of Torm Purple Dragon Knight Sacred Watcher Warforged Scout Mialee, Elf Wizard Man-at-Arms Man-at-Arms 199 points/200 8 activations, Map: Drow outpost
Since the majority of the warbands to fight are evil this makes the Paladin of torms CFX much stronger for his point cost he also give teh band a stron anchor to cast the fear cone throught.The inclusion of teh Draong was a last miniute decision after toying with playing with 3 or so PDK but ultimatly decided to make the two solid comanders more consistent and at teh same time give a large bases blockers with a few hp to hold off assautls when nessecary.
Against the first band the warforged and the watcher first go wardrummer hunting then comander hunting the overall low saves will mean they should break on one of teh two fear cones or at 50% and due to the location of the exit on their map and the poorer line of sight on the Outpost that should really maek this a difficult game for them, also due to teh overall durability of my pieces verse that band.
The second warband the Fear trick will probably not be so effective, but is still worth going for since they will under no circumstances only through 1 champ at a time at my guys making it a better then 1 for one on the cones, but still take out the comander then use the comraderie to get around the conceal on the champs, my damage output is slightly higher then theirs so If all goes well I should eb able to win on points before time is called.
The thrid warband is my worst match-up, but can be won just kill the little stuff and try to avoid the HH for as long as possible this is where the dragon will really shin since I can block my flanks andforce him to run around to get to me, bascially try to not get bogged down on a horror, but if it happens just concentrate on each one and kill it.
The forth warband will be tuff but they are not fearless so try to fear them off teh board my damage goes down slightly but still not into a completly nerfed state. again make sure teh young master is never close and just kill him also good use of teh man at arms for blockers willl be key to this fight.
The fith warband is a bit easy since I can try for 3 moral tests pdk, dragon and 1/2 hp there is a higher chance to get the chraal to break and to give the chraal the bonuses from the Blackguard exposes it to the watcher and to the fear cones as well.
Finally round 6 is teh easyiest Kill the sergeant the wardrummer then fear the giants off the board, teh ability to keep the bottelnecked with crappy fodder will really win teh day here also depending on how 1 or 2 incorporial rolls go as well. | | | |
| ralingo Skirmisher
 17 Posts




 | | 04/11/2006 12:28 PM |
| Justicater x2 Cleric of Doh Arrah Dwarf artificer Aramil Lantern bearer Warforged scout Timber wolf
Round 1: Basic turtle strategy while gaining tile points. Would be very difficult for any of the quad beaters to hit the justicaters. AC 26 next to the CoDA. _2 to hit from Lantern beare and -2 hit from Aramil. Leaves a 15% chance to strike with the first hit from orc champ. 5% from the ravager. Thekey would be finding an ideal defensible postion. | | | |
|  Wrackspawn ChristopherGroves Warlord
 6093 Posts




 | | 04/11/2006 1:43 PM |
| So, the fun thing about this is that you could have some fun with plenty of the less-used pieces.
Gauth x4 (or x5 if you are really insane)
Steel Predator + Gauth
Soth + Beholder
All of these would do reasonably well with only a single poor-ish matchup in them ... but they'd also require just a tad bit of luck.
It also surprises me how little CG there is in this mix. Come on folks! Get cracking on the CG front!
So I had three options to explore ... two were LG and one was CG ... and I'm going to go with LG
Village Priest Couatl Slayer of Domiel Warforged Bodyguard x2 Arcanix Guard Warforged Scout Standard Bearer
So, with a bless and magic weapon the Slayer gets up to a reasonable to hit. I'm playing a points game and I'm practically fearless (bold on the bodyguards, +15 on the Slayer and +13 on the Couatl). I also have some little pieces of healing-tech from the Couatl, Standard Bearer, Village Priest etc. to keep folks alive.
The beauty of it is that if you're avoiding the slayer and hunting commanders like the Couatl, I'm going to flank / gang-up on someone. I think I can punk something in each match with the Slayer pretty easily. If you decided to back away and take tons of AoOs ... I'll take the free swings gladly.
In the matchups where I need to really protect the VP, SB, etc. I'll tightly pack folks in to ensure there is no path to these targets AND that they are adjacent to at least one Bodyguard.
Match One In match one, the Bodyguards are taking hits for the Slayer; the Couatl is using Snake's Swiftness on the Slayer to help w/ the kill or Sonic Orbs on the others to soften them up for the rout or kill. Standardbearer provides me with protection from the overkill crits from the Tiefling ... and folks will need to get through the conceal on the Slayer before the Bodyguards take the damage. Gotta love Evil Foe and Sneak Attack on the meat dudes. Timely flank w/ the Couatl and *pop* ... 78 points for a kill. If she gets a flank, that's 25/swing on evil dudes.
Match Two Bodyguards are partial hitters here (+14/+9 ain't bad) and even though I'll lose more pieces eventually, I'm still pretty sure I'll be up on points. If I drop 3 DCs (one with the Slayer) I can lose both the Bodyguards and Slayer and still be ahead on points. Priest makes the Bodyguards have a reasonable save as well (+10).
There is no sonic resistance on the temple, so plenty of fun with the Sonic Orbs running around. Conceal could be problematic for sure ... but the same holds true for anyone swinging on the Slayer ... and swinging on the bodyguards for 10/swing will take 6 hits to drop one (and are swings not on the Slayer, which is fine with me).
Match Three 10/swing on the Slayer (woohoo go Couatl) or 5/swing on the Bodyguards suits me fine. If you go after one of the commanders, I'm going to wager I can eliminate a horror and likely do so with the Slayer since you won't be routing. Dropping just a single Horror with the Slayer wins me the game ... and if the avoid the Slayer I'm going to head hunt someone else.
Match Four Dang. You've stunned and put a bunch of damage on Warforged Bodyguards (although not 30/hit because you've got no YM commander effect thanks to countersong ... just 20/hit if the swing was on someone else, 15/hit if the swing was direct at the bodyguard initialy). Countersong nerfs these guys pretty well, I just make sure I can protect the VP and Standard Bearer inside my little core of folks and swing away.
Match Five Again, I like my odds. Chraals can't fly, so they'll have a hard time putting any serious pain on my squishier units and instead will back up on the chokepoints for this map. As it turns out, their fear (protecting their commander from the auto-loss) and my fear (protecting my squishier commanders to keep the CFX up) mesh well together.
Match Six This will be over quickly, one way or the other. If I get a flank, I'm in like Flynn and win. This may be a hard matchup, but I can lose both Bodyguards and Slayer on the path towards dropping a giant. If the Slayer drops one, I win in the 5th round on that one single kill + assault points.
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| Chad the DragonLordofAiur Underboss
 1085 Posts



 Southeast PA
 | | 04/11/2006 2:05 PM |
| Helmed Horror x4 Timber Wolf x4
Round 1 CE Quad:
1x Tiefling Captain 2x Orc Champion 2x Ogre Ravager 1x Orc Wardrummer 1x Orc Warrior
MAP: Teleport Temple
Wolves eliminate the tile grabbers. Ravagers can't hit the HH. After wolves kill VP grabbers they can attempt to attack / stun the wardrummer. HH should be able to outlast the hitters and win on points.
Round 2 Champions of Shuluth
1x Shuluth 4x Duergar Champion 3x Goblin Skirmisher
MAP: Dragon Shrine
This is a tough match on the Shrine. However, the opposing warband has no VP grabber. So kill the enemy VP grabbers and keep the enemy off the VP areas. Keep scoring VP yourself and don't dive in needlessly. Now the opponent can't protect the fire area and score VP. So whichever one he leaves open you capitalize on. Go after Shuluth if the opportunity arises, otherwise win by killing or routing the duergars who aren't as durable as the HH.
Round 3 Triple Horrors
1x Half-Orc Fighter 3x Helmed Horror 1x Duergar Champion 1x Timber Wolf 2x Goblin Skirmisher
MAP: Drow Outpost
A good mirror match but definetly winnable. The enemy has a weak killable commander and you can outlast the Duergar Champion. You have a slight advantage with the extra HH over the Duergar. There is no guarantee the Duergar will make the morale save. Your wolves can harass the HOF and/or move in to create flanks and give your band a +2 attack bonus just like his.
Round 4 G.A.S. Quad Gith Monks
1x Young Master 4x Githzerai Monk 1x Warforged Scout 2x Timber Wolf
MAP: Teleport Temple
This should be a relatively easy victory. The monks can't stun or crit you. Your attack bonuses and damage output is higher. Win.
Round 5 LE Quad Chraal
1x Human Blackguard 4x Chraal 2x Timber Wolf 1x Dire Rat
MAP: Drow Outpost
This one can be tough too but the HBG has a huge bullseye. The HH can fly in and land anyway so the enemy is foced to hide. The Blackguard takes full damage from the HH so if you base him he is done and the game is won.
Round 6 Dual HGB
1x Drow Sergeant 2x Hill Giant Barbarian 1x Orc Wardrummer 3x Orc Warriors
MAP: Teleport Temple
You are fearless, HGB are not. Could go either way but the enemy is more vulnerable to bad luck than you are. You should win 60% of the time. Plus after you kill the Orc Warriors you can continue building a VP area point lead.
| | Member of Team Amish 3rd Place in 2007 Constructed World Championship My combined DDM Skirmish record of all games ever played in all formats. 486 - 188 - 4 | |
| 2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 04/11/2006 2:28 PM |
| quote: Originally posted by Chad the DragonLordofAiur
Helmed Horror x4 Timber Wolf x4
Strategy to follow. I just wanted to get this submitted before someone beat me to the punch.
Round 1 CE Quad:
1x Tiefling Captain 2x Orc Champion 2x Ogre Ravager 1x Orc Wardrummer 1x Orc Warrior
MAP: Teleport Temple
Wolves eliminate the tile grabbers. Ravagers can't hit the HH. After wolves kill VP grabbers they can attempt to attack / stun the wardrummer. HH should be able to outlast the hitters and win on points.
Round 2 Champions of Shuluth
1x Shuluth 4x Duergar Champion 3x Goblin Skirmisher
MAP: Dragon Shrine
This is a tough match on the Shrine. However, the opposing warband has no VP grabber. So kill the enemy VP grabbers and keep the enemy off the VP areas. Keep scoring VP yourself and don't dive in needlessly. Now the opponent can't protect the fire area and score VP. So whichever one he leaves open you capitalize on. Go after Shuluth if the opportunity arises, otherwise win by killing or routing the duergars who aren't as durable as the HH.
Round 3 Triple Horrors
1x Half-Orc Fighter 3x Helmed Horror 1x Duergar Champion 1x Timber Wolf 2x Goblin Skirmisher
MAP: Drow Outpost
A good mirror match but definetly winnable. The enemy has a weak killable commander and you can outlast the Duergar Champion. You have a slight advantage with the extra HH over the Duergar. There is no guarantee the Duergar will make the morale save. Your wolves can harass the HOF and/or move in to create flanks and give your band a +2 attack bonus just like his.
Chad, I think Xaos beat you to the punch. Sorry!
" Warband 4HH Kobold champion. "
I think he meant Kobold Sorcerer there. See like 7 posts above.
| | POST DISCLAIMER: Above post may contain humor. Now with micro scrubbing bubbles. Do not operate heavy machinery. Take with food. Use only as directed. Contents may settle during shipping. No user-servicable parts inside. Void where prohibited. Beware of dog. This side up. Do not fold, spindle, or mutilate. No salt, MSG, or artificial coloring or flavoring added. Actual cash value of this post is 1/100th of a cent. Avoid contact with skin... | |
| Chad the DragonLordofAiur Underboss
 1085 Posts



 Southeast PA
 | | 04/11/2006 2:31 PM |
| | You said my band needs to differ from his by at least 10 points. I use TWolf x4 to his Kobold Sorcerer. Thats 20 points on my calculator. | | Member of Team Amish 3rd Place in 2007 Constructed World Championship My combined DDM Skirmish record of all games ever played in all formats. 486 - 188 - 4 | |
| robbdaman Underboss
 2380 Posts




 | | 04/11/2006 2:35 PM |
| Okay I'll throw down a CG warband just because Chris asked for them. Of course the reason they weren't included in the Gauntlet in the first place is because CG isn't competative anymore. Plus I mostly find this to be something of a futile attempt at seeing what other concepts beyond the top tier warbands out there people can come up with. But it's impossible to make variations on some of them as stated not within 50 points or 10 points of another warband submitted. I have doubts that any warband that isn't in the gauntlet can actually beat the gauntlet. So that said I would likely never play this in an important tourney but it'd be fun to try otherwise.
Inspring Marshall Gulgar X2 Xendrik Champ X2 Greycloak (w/ Timber Wolf) Astral Construct Mialee 200 points, 9 acts
Enough ranged threat to be annoying and make the opponent come to you. Plus a few interesting pieces that are fairly strong for CG at their point costs.
Tactics: Use ranged attacks to get activation advantage. Filler die easily when faced with multiple ranged attacks. Round 1 - Turtle in a VA and make them come to me. Beat them down before they beat me down. Greycloak can shine plugging the slow Ogre Ravager for 20 each turn. Round 2 - Put holes in Duergars making them come to me and then beat them down before they beat me down. Round 3 - Basically same as above. Make the HHs chase my Xendriks. Round 4 - Same as round 1 for the most part. Monks are low on HP so if I can hit I can wear them down. Round 5 - Same as most rounds. Make them come to me. Try and kill the Blackguard and hope the player isn't too slow for me to get a chance to do much. Round 6 - Same as round 1 for the most part.
R~ | | Champion of the Titan ****************************************************************************************************************************************************** Successful trades with: Tickparasite, Iyceman, Faragdar The Wise's friend, avrivah, Drakkengi, brucemc, Krush, maniacal_mini_monger, hung4treason, Gandy, NarlethDrider, Kunimatyu, etc, etc, blah, blah, blah..... | |
| Beer Baron Sneak
 106 Posts




 | | 04/11/2006 3:27 PM |
| Helmed Horror x 4 Wolf Skeleton Kobold Miner x 2 Blue
Still Different By 10 ^_^ I Think That Quad Horror Has Best Chance Against The Gauntlet Although I Really Wanted To Use Red Wizard + 3x Efreeti :D
Will Post Match Ups Past 1 If I Make It
Match 1: Quad Vs Quad. I Can Hit You, Can You Hit Me? I Stay Around, Will You If Tiefling / Drummer Gone? :) | | - Got Greed? | |
| Pegasus Knight Sergeant
 896 Posts




 | | 04/11/2006 4:15 PM |
| Well, this is interesting, since it's somewhat similar to what I already do in making my bands. As a proud pegasus fanatic and member of Team Low Tier, I'd like to offer what I think is a solid choice for CG in this situation:
Brass Samurai Celestial Pegasus Celestial Pegasus -- Yes, two of them. Rikka Steelheart Archer Graycloak Ranger Aramil Devis Wolf (Minion to GCR). 200 points, 9 activations.
In all cases, the Wolf is my main VA-grabber, with Aramil as a backup if he runs out of other useful things to do. Aramil also helps against a lot of the beaters in these bands, and Devis protects me from some mean commander effects.
Round 1: Speed benefits me as much as it benefits this Quad Beaters band. I can easily flit around the map picking the fights I want due to high flight speed and ranged support that can also protect itself if based. The Steelheart should contribute some good damage on both accounts, and I can go commander/wardrummer assassinate fairly easily. This'll be tough, but I think it's possible for my CG band to win this.
Round 2: A hard match, but I'm willing to play a dual-paced match by first hunting down his Skirmishers so my Brass Samurai's power isn't negated, and just run away from the Duergars in the meantime. Range-plink with my archers if he won't give me an opening to do this. To be honest, this would probably be my hardest match until I get the Skirmishers down and then drag the fight elsewhere; that enables me to use the Breath Weapon and offensive power of the Brass Sam Rye. Given the multi-Duergar nature of this, my whirlwinds should come into play.
Round 3: This should be easy; my front-line has DR5 or Resist Fire 5 and this band has no Magic Weapon. Aramil gets his Nerfium Beams in and those Horrors won't be doing much damage at all, and what damage they actually do, Rikka can cure. Even if I don't get a chance to commander-assassinate, I'd consider this nearly an auto-win since I'll be doing more damage.
Round 4: My best shot is to flock-beat the Young Master down, then hope I get enough flanks going to reasonably hit AC 25. This isn't unreasonable for Rikka and the Brass Samurai, but the Pegasi'll have a tad of trouble here. If I can weather the initial storm however, and Aramil gets his nerfs in, I have a shot of winning a slugout. This is a bit of a trouble match but I think it's possible to win.
Round 5: Presuming I even make it this far? I call auto-win; the Chraals can't do much to my team, so it should be a simple task to fly over to the Blackguard and kill him. Or if I can't do that, then I win by beating down Chraals with DR5, Resist Cold 10 pieces; pegasi do not fear overgrown smurfs!
Round 6: If this were on Broken Demongate, I'd have a chance. It's not, so I'm in trouble. Taking out the Drow Sgt. and Wardrummer won't be hard; outdamaging the 2x HGBs will be. My best guess is to run in, get the kills I can, then try to disengage and play the VP game, but that's a big 'if.' Really, this is the only match I'm outright not confident I have a chance to win in...but if the band actually gets to round 6, I'd say my CG showing did pretty well for itself. | | - Irrationally Fanatical Champion of Pegasus-mounted cavalry - Proud member of Team Low Tier Beasting: I play CG as my main faction! - Garland, TX 2006 Qualifier Champion My trading thread: http://www.maxminis.com/forums/topic.asp?TOPIC_ID=19725 | |
| thebullock Sneak
 79 Posts




 | | 04/11/2006 4:25 PM |
| Here I go, first time in one of these,
21 Tieling Captain 44 Eye of Gruumsh 39 Orc Champion 38 Ogre Ravager 27 Mounted Drow Patrol 19 Orc Wardrummer 11 Cursed Spirit 199 points
The first round is going to be a good ole fasioned beatstick match. With only 3 beaters to 4 I will have to finess the matchup to use the big bases of the Ravagers against themselves. The wall walking of the Drow will help with tile points and tracking down the orc warriors. Cursed spirit will help with tile points and harraaing the wardrummer and tiefling if needed. | | succesful trades with: aluvial, that daveguy,iseelba | |
| Olan Skirmisher
 25 Posts




 | | 04/11/2006 4:55 PM |
| Edit : hit reply too fast...
Couatl Arcane Ballista Aspect of Kord Sword of Heironeous Jozan Cleric of Pelor Human Commoner X 2 Mialee Elf Wizard
200 pts, 8 activations.
For the record, I'm sorry if the strategy part is a bit naive, I don't have too much experience playing the game yet... (not mentionning I don't know the maps too well either)
Round 1 : The plan here revolves around using the Teleporter's mobility to a maximum by parking the Ballista on it and use Kord as a bodyguard against creatures trying to reach the Ballista. Thanks to Couatl's Snake Swiftness I can either get double shots off the Ballista or off the Aggressive Kord...
Round 2 : With the help of Couatl (and a bit from lady luck as well), either of the Ballista or Kord can kill a Doogie in a single round, or force a MC. Meanwhile, Mialee can take out a Skirmisher, and Jozan Stun another to give me some degree of activation advantage while the commoners go for Victory areas and rest act as blockers...
Round 3 : Basically, the whole point here is to slow the Horrors down, and in this regard, the Couatl helps a lot by reducing the damage done by the HH... Basically, this band will outgun the HHs with the Agression (likely scenario with a +4 ini advantage) along with the Ballista (obviously, if I can shoot twice at HHs before they start engaging me, I'll be in a very good position). The Heals from Jozan and the Sword should help me eventually win the damage race...
Round 4 : The whole point here is to prevent a gang up of more then 2 monks on one of the beaters... Otherwise, it's gonna be all about keeping the Monks out of CFX radius with the help of the Arcane Ballista and teleporters.
Round 5 : Again, Couatl will probably be the MVP here as he'll allow me to both kill stuff faster and keep my guys on the field longer. Hopefully, this will allow me to take out a whole Chraal before they start engaging my guys. I'm also plannig on sending the commoners to my Victory area in hopes of diverting a Chraals for a turn or 2...
Round 6 : Ballista + Couatl should be my slavation here. Thanks to the Teleporter's mobility, and Snake Swiftness, I've got some amazing damage potential on the HGBs...As for the rest of the army, it's mostly meant to act as screen to slow down the HGB's charge and give me enough time make at least one of them manageable. | | | |
| grifter100 Skirmisher
 48 Posts




 | | 04/11/2006 4:58 PM |
| Slayer of Domiel Couatl 2x Justice Archon Warforged Bodyguard Warforged Scout 2x Hill Dwarf Warriors
The Archons and Bodyguard are Bold, I just have to make sure to keep the Couatl save (the Bodyguard should probably stay adjacent most of the time) or my band falls apart. The Slayer is kept back until the time to take something big out has come. All except one band are evil, so his Evil Foe will come in handy.
1. Justice Archons where (literally) created for this kind of matchup. The funny thing is, if the opponent fails his morale saves, great, if he doesn´t, also great, as my Slayer goes in for the double-point kill.
2. Tough, but if I can take out Shuluth early, I stand a chance. Again, if the Duergars route it´s good for me, if not it´s just as well.
3. The Archons will outdamage the Horrors, the Fearless and immune to sneak attack just make it easier to calculate when to use the Slayer.
4. Ok, tough one. I think I can kill the YM before he can kill the Couatl though, so maybe I´d have a decent fighting chance at least after that.
5. I have to throw everything at the Blackguard, of course. I think with the Archons and the Couatl going after him, it could be done, but ot would be incredibly tough.
6. The Hill Giants I can handle. I can take down one Giant (finishing him off with the Slayer, oc), then go after the support and ignore the second one completely.
I think this WBC will probably finish without a winner, or with the "band that everyone´s going to play for the next month or so" winning. Dunno if this is a good thing or not.
| | | |
| Richard II Commander
 3663 Posts




 | | 04/11/2006 4:58 PM |
| My submission:
Human Blackguard Chraal x2 Duergar Champion Efreeti Kobold Miner x3
Not sure if I like the efreeti+miner or zakya rakshasa+wolf skeleton though.
I think the first matchup would be the toughest, but the chraal's can hit the low acs reliably and I've got at least 4x 10 cold damage between two breath weapons and explosions of the chraals.
I'll come up with more detailed plans later. | |
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| Geggo Skirmisher
 3 Posts




 | | 04/11/2006 4:58 PM |
| First post, w00h00. I read some, but haven't posted until now. Great challenge!
I'm gonna go with a somewhat new (I think) warband that I call, ehm... hmm... 'Kill the Couatl!' ..or... well... I don't think it's the best warband ever, but I think that it can be stronger than it first looks when played well. ..or perhaps it sucks horses ass [:D]
Couatl Cleric of Order Loyal Earth Elemental x2 (both tied to the Couatl(!)) Arcane Ballista Warforged Scout Mialee Hill Dwarf Warrior 200 points, 8 activations
The general strategy is to block the access to the Arcane Ballista and the Couatl with the elementals. Buffing on the Elementals from Cleric of Order and Mialee.
Round 1 - CE Quad They are fast, but if the ballista gains access to a teleport it could rock some orc butt. Earth Elementals killing whatever gets in their way (as they are too slow to move around the whole map back and forth easily even with the teleporters). Decresing their activations as early as possible is a plus.
Round 2 - Champions of Shuluth Duergar Champions are not that fast and should be fairly simple to get rid of with the ballista/couatl with some blocking from the elementals. Elementals are immune to stun, so shuluth doesn't pose _that_ much of a problem. He will have to try to get to me.
Round 3 - Triple Horrors Ground the buggers. If the couatl manages to ground at least two of them, the match can be handled. If not, there is a good chance of my warband opening some cans of whopass. Placement of the ballista well out of range of the horrors. Let them pound on the elementals as much as they want (they're gonna do som poundin' anyway).
Round 4 - Quad Gith Monks These fast maniacs are gonna be running all over. Block them, hurt them, place the couatl REALLY defensive (block it in with other pieces or something). The Ballista really needs to get to a teleporter faster than the monks can say Trinitrotoluene. The guy playing the gith monk band is probably smiling by now.
Round 5 - LE quad chraal In this match, the warband could be played defensively from start. One shot from the ballista is 55 damage on a chraal. That hurts. Then ss the ballista for the kill. Just get more points than the opponent. Block with Hill Dwarf Warrior whenever possible.
Round 6 - Dual HGB Think they'll make it this far? ehm... anyway, placing the ballista on a teleporter is vital. Try to get one of the HGBs to morale check as early as possible. Double-move the ballista and move the Couatl + ss. Keep the Couatl away from the HGB as much as possible. Preferably on the map of the players next to you whenever the HGB player does his activations. If the HGB miss a little in the beginning, it is not that hard to make one moral check quite quick.
Now, after thinking of meeting these six crazy band I don't think my band is that strong anymore. I bet it is sh...truckloads of fun to play it though. I think I need to exchange the blockers/beaters later. Not now though. Gotta study. [xx(] | | | |
| Raland Sergeant
 916 Posts




 | | 04/11/2006 4:59 PM |
| Zombie White Dragon 37 Mounted Drow Patrol x 4 108 Orc Wardrummer x 2 38 Drow Seargent 16
Tie up hitters with ZWD, avoid combat with MDP's and take out commanders, fodder and tech pieces | | Champion of the Kender ckissee - "providing TPK's since 2007" Albert Einstein never once said that if the bees disappeared, "man would have only four years of life left" but the theory is a scary prospect. | |
| 2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 04/11/2006 5:02 PM |
| quote: Originally posted by Chad the DragonLordofAiur
You said my band needs to differ from his by at least 10 points. I use TWolf x4 to his Kobold Sorcerer. Thats 20 points on my calculator.
Duh!
Me gots brains. Me do good maths. [:o)]
Obviously it was uh... my calculator :p | | POST DISCLAIMER: Above post may contain humor. Now with micro scrubbing bubbles. Do not operate heavy machinery. Take with food. Use only as directed. Contents may settle during shipping. No user-servicable parts inside. Void where prohibited. Beware of dog. This side up. Do not fold, spindle, or mutilate. No salt, MSG, or artificial coloring or flavoring added. Actual cash value of this post is 1/100th of a cent. Avoid contact with skin... | |
| Sulaco Underboss
 1605 Posts




 | | 04/11/2006 5:34 PM |
| My submission:
Skurmsh's Scrappers Eye of Gruumsh Orc Champion (x3) Orc Wardrummer Mountain Orc Orc Spearfighter Orc Warrior
Round 1 Strategy: Attack!
Round 2 Strategy: Attack!
Round 3 Strategy: Attack!
Round 4 Strategy: Attack!
Round 5 Strategy: Attack! | | Champion of the Gelatinous Cube. Nemesis of Gnomes and Dinosaurs.
Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. ~ Terry Pratchett | |
| IanB Commander
 3112 Posts




 | | 04/11/2006 5:37 PM |
| Couatl Rikka Justice Archon x3 Warforged Scout Cleric of Yondalla Lidda, Adventurer (hey, I had 9 points left, and there's still some fodder to shoot...)
MAP: broken demongate
Strategies here are pretty straightforward. Matchups as I see them:
Good matchups: Rd 1, 5, 6 Average matchups: Rd 3 Potentially bad matchups: Rd 2, Rd 4
The bad matchups aren't so bad that I would feel demoralized going into them. In Rd. 2 for example, Shuluth can die early with so much flying firepower, removing a major part of the problem with the matchup. In Rd 4, removing the Young Master reduces the matchup to a slugfest, and I have the advantage of autodamage via the couatl's orb spells, and Rikka has a fairly reliable chance to hit the monks with flank. | | Anson on WotC boards | |
| ShadowLord XT Commander
 2637 Posts



 Plane of Shadow
 | | 04/11/2006 6:32 PM |
| Aspect of Hextor Human Blackguard Helmed Horror Snig Goblin Skirmisher x3 (Minions) Blue x2 (It rhymes, wierd) Deurgar Warrior
Round 1: Stand AoH and HH on teleports then next round teleport in and shoot off 60 dmg then 30 if I can pull it off. The Blues are hopefully going to confuse at least one Orc Champ. It shouldn't be so bad. I think I can pull it off.
Round 2: High saves and blind-fight make this game go by fast, for me. It'll be my game to win.
Round 3: I'm able to take out a HH a turn. After that it's just clean up. Possibly with just a Human Blackguard.
Round 4: Send in HH first to take beating and AoH attacking from the back. After HH falls the AoH won't have much problem with 60 dmg a round at +14/+14/+14/+14 because they have to get next to him to attack.
Round 5: HH flys over to Human Blackguard while AoH keeps most Chralls busy. This might be a hard match.
Round 6: Hill Giants will never kill the HH. They'll hit him twice and the AoH (With the rest of the band) run around killing the Wardrummer, commander, then help HH with Giants. | | Disipline is the only way to overcome chaos. Champion of Half-Golems Knight of Golems "This world is made for love and peace" - Trigun "anyway..shadow..you've figured women out. KUDOS." - raye_kino16 | |
| Slartibart Skirmisher
 36 Posts




 | | 04/11/2006 7:20 PM |
| Aspect of Moradin 93 Couatl 42 Loyal Earth Elemental 35 Aramil 13 Warforged Scout 8 Human Commoner 3 Man at Arms 3 Man at Arms 3 200/8 Activations
All about the AC here. Most of these bands have poor hit numbers, so you hit every time, they need a little luck. Throw in the Nerfium Beam and some large blockers to keep Aramil alive till he has time to use them, and the defence gets even better.
Round 1 Move to cover key Teleporters while the scout scores victory points. LEE teleport burrows to base Wardrummer/Commander. Ravagers go down fast to Moradin; can't avoid the walls, and they are giants. Orc Champs get stalled by fodder, then beat up.
Round 2 Fodder hides or hunts skirmishers, LEE and Couatl deal with Shulluth while Moradin deals the Beats. Use reach to maximum advantage. Try to protect Aramil until 3 Duergar are weakened.
Round 3 2 undeniable Gravity should seriously hamper the HH's and help out the LEE. Then its just beats time, with the couatl and DR crippling the HHs. Any HH that gets across the bridge gets Weakened for his efforts.
Round 4 Teleporting Burrowing LEE goes after the Master, with the Couatl as backup if possible. Aspect stays in narrower corridors, so that at least one attacking monk is adjacent to a wall. Monks crumble if you kill the master, if he doesn't commit, monks have a much tougher fight, and very poor morale saves.
Round 5 Warforged Scout starts on the leading edge of the victory area to prevent the Chraals from getting on. Couatl protects from the bulk of the Chraal damage, and Moradin uses scout and fodder to keep Chralls back and swings over their heads for the ac bonus. If he overextends Couatl/LEE go after the blackguard, otherwise hold the bridge and kill Chraal. Aramil goes to the side where he can RoE, but not be caught in Breath of nearest.
Round 6 LEE on the Wardrummer/Commander while Moradin punishes the Giant/wall adjacent HGB's. Once again use fodder to stand between and provide AC/absorb hits, while Aramil does his stuff from safely behind big blockers. | | Champion of the Gnome Hook Hammer
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| loyce8869
49 Posts




 | | 04/11/2006 8:07 PM |
| Here's my entry
Aspect of Moradin Iron Golem Aramil Lantern Bearer Warforged Scout Azer Raider x2 Man at Arms
Round 1 The aspect makes life difficult for the Ogre Ravager's. Move the Aspect up to cover up a teleporter. Make them come to you. Aramil will nerf one hopefully two of there beaters and the Lantern Bearer will make it even worse off for them to him the higher AC.
Round 2 The Lantern Bearer is key in this match up. Make sure when you engage the champs the first time to take advantage of there lack of reach. Then just beat them into the ground. Shuluth is a pain but if you can maintain that one space gap on the first round it severely limits the damage output of the champs.
Round 3 With this one you need to make sure that they have to go through/around the Iron Golem. Aramil needs to nerf two helmed horrors. They will try to completely avoid the Iron Golem. The golem is all kinds of trouble for them with the DR and immune to fire.
Round 4 The Lantern Bearer is useless in this match up. Run him out and force the monks to have to go around him. You need to make sure that all 4 of the monks don't get off there Unavoidable strikes on the Aspect or that is game. Positioning of the Iron Golem will be crucial in this match up.
Round 5 Nerf 2 of the Chraal's with Aramil and combined with the Lantern Bearer will almost take them out of the fight. Make sure to position the Iron Golem and Aspect of Moradin so that they cannot caught in the same breath weapon.
Round 6 Again the Aspect of Moradin is a killer in this match up. Nerf them with Aramil and the Lantern Bearer and it will push the match up even more in your favor. | | | |
| legend Skirmisher
 36 Posts




 | | 04/11/2006 11:27 PM |
| Frenzied berserker x3(156) inspiring marshal x1 (29) timberwolf (5) xeph warrior x3 (9) total 199 8 activations Map:teleport temple
Round 1 take out the ogres first 1 at a time. wolf for tile points xephs to powerful charge the low AC orcs.
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| Zaukrie Underboss
 2007 Posts




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