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RJCarrot Skirmisher
 32 Posts




 | | 04/13/2006 1:18 PM |
| Warband1 - LG (199 Points/ 7 Act)
1x Aspect of Moradin 1x Spiker Champion 1x Combat Medic 2x Axe Soldiers 2x Dwarf Mercinaries
I use the Spiker/Axes in one set of three and the Aspect/Dwarfs in another. Keeping the Medic in the back to do the 10 point group heal / 30 point heals when needed. Its 7 activations but the AC/Levels arent too bad.
Warband2 - CE (199 Points/8 Act)
1x Warduke 1x Bugbear Champ of Erythnul 2x Orc Mauler 3x Trog Thug 1x Quag Slave
This one is more cut and dry. Using the Trogs to make the AC's harder to hit, swarm, fear with Champ or Intimidate with the Duke to get Crazy Attacks of Opertunity. Between stench and flanking and the big damage from the beaters this usually works out.
Warband3 - LE (Still in progress of building) (199 pts/ 8 act)
1x Barbed Devil 3x Goblin Blackblade 2x Goblin Underboss 2x Hobgoblin Impailers
This one still needs alot of work. Basically planning ot use the Devil to charge and then position the backstabbers around to get max damage from them. Using the Blackblades sidestep to nagate the activation for the turn to get the most attacks possible.
I am sure none of these are turnament ready but they work rather well for the home game (me and the 3 guys that play have been playing for all of 2-3 weeks)
Thanks for any pointers -RJC
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| johnny.quest Underboss
 1360 Posts




 | | 04/13/2006 1:23 PM |
| | Have you read the thread stickied at the top of this page and entitled "Compiled Competitive Toolkit v. 2.0"? The articles in that thread will give you a good idea of the figures that are currently considered competetive. You might find some ideas for tweaking your warbands. | | | |
| RJCarrot Skirmisher
 32 Posts




 | | 04/13/2006 1:26 PM |
| I tend to try not to jump directly into the meta. I like to get a feel for the pieces and my playstyle before I look to the more common tier 1 type stuff with any game I play.
Just trying to get a check to see if I am making any of the common "newbie flaws" with any of the bands I am selecting. This game seems pretty interesting as there does not seem to be too many "have to's" when playing provided you have the correct support. | | | |
| Low Key Underboss
 1231 Posts




 | | 04/13/2006 1:54 PM |
| Considering that fact that you havent read the toolkits and other articles... You seem to have a good grasp of synergy.
Even if the warbands arent tier 1 stuff (lack of good units, really) you are going to the right direction. All have full, or near full activations, every band has a decent commander/beater/fodder ratio, etc.
I'd still recormend taking a look at the toolkit to see what to pieces are considered the best, if only to see what to prepare against and what to get at a later date. | | Champion of the Sarrukh | |
| doranur Warrior
 180 Posts




 | | 04/13/2006 2:13 PM |
| all these bands are fun, and you know none of em are tier 1, so i'm not sure 100% what you're asking so i'll just toss out a few things.
all your bands are 7/8 activations, but the first one often drops to a 6 activation band with the axe soldiers since they all move at once (at least i think they do, isn't that the model that has squad activation?)
other big problem with this band is speed 4, since you'll be taking longer to get to the combat you have the choice of either moving your aspect out ahead and letting him get isolated from his support staff or you hold back and show up 30 victory points down due to assult.
the second band suffers from poor synergy. the warduke pays a lot for intimidate, while i think he's a bad figure i'm gonna have to include something with aura of fear or with other morale effects if i am gonna toss him in. also i'm gonna want something that clears large amounts of fodder, like a red samurai (hard to get if you're new to the game) or similar. the trogs are a bit of save lowering tech, and everything in the band hits for decent damage, especially with the champ around, but you'll have morale problems and if the warduke goes down your whole band kinda sits around with thier thumbs strategically placed.
the final band is a LE titan band based around the rather nifty barbed devil. i don't have the card in front of me but i believe he has unlimited hold person spells, which contributes in large factor to his cost. hold person is limited to humanoids and right now people are playing lots of constructs, elementals, outsiders, and giants. so what you are getting for that rather large chunk of points is one frightful impale (very nice), the damage when he's hit, a good ac and hp, and very accurate 15 damage hits. 15 damage with a single swing is not good enough for a titan unfortunately, so you have to make up damage from the rest of your band. the rest of your band depends on creatures to be vulnerable to sneak attack (a lot that are popular right now aren't), that you get better positioning than your opponents (sidestep helps but your speed is still not particularly good), and that they don't have any breath weapons (read chraals, red sams, dragons) to instantly morale your troops.
so good tries at the begining, i liked the warduke band the best out of the ones you presented. if you're interested i'd happily play with you on vassal sometime so we could run through a couple different of your bands and i can always use practice :)
| | -Doranur
join the revolution! down with round/turn fascism! viva la resistance! | |
| RJCarrot Skirmisher
 32 Posts




 | | 04/13/2006 2:31 PM |
| Thanks guys, Like you said im not really looking for anything huge just more of a "you have the concept not the pieces" type of reassurement like you said.
You hit the problems I have had right on the head.
Warband1 - Positioning/Speed - Activations has not really hurt me yet but like I said im playing home games and I have still yet to figure out the advantage to having more activations than your opponent, save the ability to mabey swarm a unit with 4 guys.
Warband2 - Saves are a killer. I also wouldnt mind getting some lower level range into the group but I do not have the pieces yet. Generally I work to flank cheracters with an orc and a thug to get a +2 to hit and a -2 on thier ac for a +4 bonus. Generally the orcs do not miss at that point. I do agree that there are probably better titans for this group out there I just dont own any yet.
Warband3 - This one definately could use some more work but my tools to work from are very very limited. I really like the Barbed Devil and with what I had available to me, this was the best synregy I could get from the pieces I have. Any suggestions on lower level support for the devil would be appreciated as I may be looking to buy out of a different set than Angel/Drums soon and would like to know where to look.
Thanks for all the help, RJC | | | |
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