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Subject: HGB + Ogre Ravager

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Gristlemane
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04/11/2006 8:57 PM  
I haven't been to a qualifier before, but I'm thinking of the following warband:

Giants Inc.
78 Hill Giant Barbarian
38 Ogre Ravager
38 Ogre Ravager
21 Tiefling Captain
19 Orc Wardrummer
03 Orc Warrior
03 Orc Warrior
200 pts., 7 activations

Too many large sized creatures? Is it sub-optimal to go with both the ravagers and HGB? Should I just play Orc Champ x4 and forget the HGB?

It's deja vu all over again.
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Thenameless
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The Fortress of Solitude

04/11/2006 9:00 PM  
You said it. Too many large creatures. One, it's hard to position them all when fighting a titan or two. Two, the Ravagers don't move fast enough to get their large bases around corners. Support the HGB with a fast-moving Orc Champion, and a Red Samurai to threaten with its area of effect.

Over 270 successful online DDM trades.

Vrecknidj
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United States

04/11/2006 10:44 PM  
The basic idea is good--move fast, hit hard.

If you want to keep both the Tiefling and the Wardrummer, you are kinda limited in your choices for alternate hitters. In some respects, having two Ravagers instead of another HGB is a nice option.

But, like Thenameless said, it's going to give you some trouble too, with the Ravagers being so much slower than the HGB.

That said, I'd recommend you give it a try. Test it against some of the currently favored bands and see how it goes.

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!

doranur
Warrior
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04/12/2006 4:08 AM  
this band is a fun one, and can be devastating. if you can prove to yourself you can handle the 3 large bases as opposed to two with just two hg's, it can do extremely well. the problem with this band is that most people are meta'ing against hg's, and all that applies equally well to the rav's.

-Doranur

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XAos
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London

04/12/2006 4:27 AM  
Choose a map with big open spaces near the victory areas.
{Hellspike, Dragon Temple, Drow Enclave}. That should make the 3 large figures viable.

I do see a problem with having HGB & Ravagers in the same warband.
The HGB (usually) wants to engage early to reduce damage from "Furious spirit" And the Ravagers can't engage early. Ζ]
That should be OK against some warbands;
e.g. Against Dual HGB, a delay in engageing is worse for your opponent than for you.
And against some players your HGB may get a first turn attack on a "tile-grabber".

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.

iluvxtina
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Spain

04/12/2006 6:17 AM  
I like the hill giant very much,but I think you can easily replace him for two orc champions,but you can keep him in your warband and surely it works very well.the ogres are not so powerful like they used to be,but very nice nowadays indeed but its better you remove one of them.You can add a red samurai because hes one of the best.

LOVE THIS GIRL

lynchpt
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04/12/2006 8:15 AM  
I've actually played around with this warband a bit. If you expect to face a lot of Chaotic opposition, this is about as good a band as you can devise. The band is weaker against Lawful teams, although not totally hapless. But if half or more of your opponents run Lawful (as happens in many local metagames), this band may not get a chance to shine for you.

Pat Lynch

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LeClaire
Warrior
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04/13/2006 8:21 AM  
I'm a sucker for potential. I like to have... at least the threat of, the chance for, the possibility of _____. If your one and only early tile grabber is housed in a 78 point, Furiously Spirited ticking frame, then you'll often be in a bit of a dilema. The goad of the Furious Spirit will have you running your HGB into combat pretty quick, even in suboptimal conditions. You expect him to be tough enough to take it, but what about those assault points? Decisions, decisions. Answer: Get another tile grabber.

Question two: Why two Ogre Ravagers? For my taste they are too slow and inaccurate in many matches, but therein lies a hidden strenght; You opponent may see it that way too. This means that they'll prefer to focus their attentions on other "more dangerous" pieces. Use this. The OR is no paper tiger. He's a bunker more than a tank. But you don't need too many bunkers like him around, especially when they're as nimble as this. Trade in that second OR for something else... anything else. Here are a couple of ideas :

78 Hill Giant Barbarian
38 Ogre Ravager
37 Zombie White Dragon (or Blood Ghost Beserker)
21 Tiefling Captain
19 Orc Wardrummer
04 Hyena
03 Orc Warrior
7 @ 200 pts.

I took it as a given that you wanted to maintain the heart of your band concept of HGB (bigbad) + OWD (versitile save finangler) + OR (tough, morale save lower-er). The ZWD is a damage sponge with an AC quite comparable to your bigbad. He's resistant to most things and can fly to plop down in blocking/flanking/caster basing position. His puny cone is, well... puny, but his bite is nicely accurate and that is something that your band needs. Plus he gives you that needed extra point to hire yourself a Hyena.
The BGB is a reasonable substitute, in that he grants more finesse at the expence of durability. If you enjoy fencing, then he's for you. If you're more like me, a "It never hurts to kick a little harder than you have to" kinda guy, then maybe go for something else.

_________________________________

78 Hill Giant Barbarian
38 Ogre Ravager
27 Drow Mounted Patrol
21 Tiefling Captain
19 Orc Wardrummer
10 Quagoth Slave
04 Hyena
03 Orc Warrior
8 @ 200 pts.

Just be aware that the DMP isn't a mini-titan. He's fast but the Conceal 6 and SR don't really keep him all that safe and a +10 AB is nothing to write home about. He's a skirmisher and caster-baser, and sometimes your MVP, but never a MBT (main battle tank).
___________________________________

78 Hill Giant Barbarian
38 Ogre Ravager
27 Drow Mounted Patrol
16 Drow Sgt.
19 Orc Wardrummer
10 Quagoth Slave
07 Lolth's Sting
05 Timber Wolf
8 @ 200 pts.

Here we have a fast moving outflank suitable for threatening soft underbellies and clearing tile grabbers. Or just have them slip into flank position against bigbads, as you all need that to hit bonus. Many scary sorts don't want to 'waste' blows on such dweebs... more fools they.
___________________________________

78 Hill Giant Barbarian
39 Orc Champion
38 Ogre Ravager
16 Drow Sgt.
19 Orc Wardrummer
04 Hyena
06 Orc Warrior (x2)
8 @ 200 pts.

The OC has cleave... that's almost like a fodder clearing cone, right? [)]
________________________________________

78 Hill Giant Barbarian
40 Red Samurai
38 Ogre Ravager
16 Drow Sgt.
19 Orc Wardrummer
05 Timber Wolf (or Abyssal Maw or Gnoll Skeleton)
04 Hyena
7 @ 200 pts.

Ahhh, a real cone, and one that the OR is reasonable resistant to, especially if the music is right. Could be crucial and his AB is the best in your band. The loss of an activation hurts, but since 40% of your band moves as one, it's far from fatal. Use it wisely and hope like the dickens to win initiative next round! [:D]


It is I, LeClaire!

So we have to champion something? Alright, I pick the mighty Flumph!
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