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Subject: Just for fun: Arcane Ballista and Teleport Temple

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Can of the Cave Beer
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04/13/2006 2:29 AM  
Having ended up with an excess of Arcane Ballistas, I've been thinking about possible ways to use them. Unfortunately, I'm hindered by the Slow Attack, the required spellcaster support, and the single ranged attack.

Still, I've been putting my (rather limited) skirmish knowledge to use. Unfortunately, I can't quite squeeze the Couatl into the band just yet (and I'd be petrified to run an actual match--even just for fun--without SOME sort of commander rating), but I thought this might be fun.
<br>Sword of Heironeous  = 29<br>Warforged Wizard (x2)= 38<br>Dwarf Artificer      = 21<br>Eberk, Adventurer    = 16<br>Arcane Ballista (x2) = 96<br>==========================<br>Activations 7  Points=200<br>

The Sword is there for map initiative. Getting the Teleport Temple is CRUCIAL to how this should work. The +1 AC ComFX is nice, too.

Speaking of adding AC, Eberk and the Dwarf Artificer are there to their things as well. I just wish that the Artificer had more "oomph" to him. Once his buff is gone, he's mostly just a pilot for an Arcane Ballista. I guess he might see some use against Helmed Horrors, but I doubt that he'll be much good for anything else.

Eberk does pretty much the same thing: he sets off his buff, then acts as a pilot for a Ballista. If he gets a chance, he throws his Spiritual Weapon into things, but at a +5...Well, I've seen it take half a game to wear down Snig for crying out loud.

The Warforged Wizards are included for a bit more damage (I keep thinking I should somehow work the Dwarf Wizard in for his unlimited spell) and to spread some threat around. There isn't much immune to Sonic Damage; but with such a low DC, I don't foresee a great number of legitimate targets missing that save. Still, with some skill/luck you might do a number clearing out some fodder.

Now, here's the fun part...It's also the riskiest. The idea is to spread your warband out so that it either encompasses the opposing warband (keeping it close in together) or spreads it out far enough that it's tough to keep everyone in LOS or under the influence of ComFX. After taking up positions, use the teleporters to bounce the Arcane Ballistas all over the map taking shots. That +16 to hit should suffice to tear some holes in SOMETHING. There won't be an easy way (short of eliminating your warband) to stop your threats, and if you control the majority of the Teleporters, that will hinder your opponent chasing the Ballistas.

Just keep bouncing the ballistas to strategic locations and try to land shots on the hitters. The +3 AC (+4 if under command--not realy probable here) should move most of the figs out of the "easily hit" catagory and hopefully buy SOME time to get the strategy working.

If worse comes to worst, with some skill using the teleporters you can try to keep the Ballistas out of range of your opponents hitters long after the crew have all been destroyed. That way you'll keep 96 points from being claimed, too.

I realize that this is Tier III (i.e. NOWHERE near competitive) but I thought it might be a fun exercise for the more talented/daring individuals out there.

And I don't think I'll be (intentionally) keeping the extra ABs. No matter how fun this warband sounds.[)]

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LeClaire
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04/13/2006 9:46 AM  
This is an interesting enough idea, but you might want to dig out the figures and place them on the map to see just what it is that you're getting yourself into. Even if you get the 'good' side, and with a +7 CR that's reasonably likely, those Balistas are still at least 2 rounds away from starting to fire. I for one just don't much like that wasted time. You're not getting any tile points either, so you're just falling further and further behind. Consider instead that you can use the Balistas as large ablative shields. With careful positioning, your emeny will frequently have no choice but to base (and/or attack) them rather than the fragile caster operating them. An interesting idea presented in the tournament section was to use a Marut as your operator. Why not do so indeed?


29 Sword of Heironeous
74 Marut
48 Arcane Balista
21 Dwarf Artificer
13 Aramil
08 WF Scout
04 HDW or Jozan
03 Man at Arms
8 @ 200 pts.

Or you could really cut some activations out to shoehorn in that Couatl:

42 Couatl
29 Sword of Heironeous
74 Marut
48 Arcane Balista
04 HDW or Jozan
03 Man at Arms
6 @ 200 pts.


It is I, LeClaire!

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djtool
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Crystal MN, USA

04/13/2006 10:03 AM  
ballista bands are best on the ToQP map

...my opinion

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DinoBen
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Based outta Games of Berkeley, CA

04/13/2006 12:59 PM  
There was a thread titled "Useless Arcane Ballista" a page or two back that has some great insights about using this mini effectively in skirmishes.

http://www.maxminis.com/forums/topic.asp?TOPIC_ID=18303

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Forums > Dungeons & Dragons Miniatures > D&D Minis Skirmish Discussion > Just for fun: Arcane Ballista and Teleport Temple



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