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2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 04/15/2006 12:23 PM |
| WBC-IV Round 1—Let the Voting Begin.
For each of the following bands you are to vote YES if you think it has a favorable matchup/strategy for defeating the Gauntlet’s band for this round. For your viewing pleasure and to make voting easier I have broken the 70 entries down into factions and archetypes within those factions. The archetypes are mostly arbitrary and there for organization. You’ll also notice that similar warbands within an Archetype have been grouped together so that you can compare them better. Remember, even a small difference in figure choice can massively impact some matchups.
I have also included an “answer blank” at the end of the submissions. You can just copy and paste that into your reply. Remember all I need is a YES or a NO. You can explain your choices before or after the answer blank, but try not to do it in the middle.
Also remember, the 35 warbands with the highest YES percentages will advance to the next round (ties broken by a panel of experts). This isn’t a popularity contest, vote for the best warbands for the matchup with the best strategies for winning—regardless of who the author might be. Also, all warbands will be playing on the map for the Gauntlet Warband. They can’t have their own map choice—keep that in mind when reading over their strategies.
Oh, and I engaged in a major No-No here. I entered my own WBC. Wait until you see my incredible warband building skills. My entry is the undefeatable!!!!!!!
------------------- THE GAUNTLET WARBAND: CE Quad:
1x Tiefling Captain 2x Orc Champion 2x Ogre Ravager 1x Orc Wardrummer 1x Orc Warrior
MAP: Teleport Temple -------------------
The Challengers:
LG:
Marut Warbands
#1 Mortusbard
Couatl 42 Marut 74 Justice Archon 32 Justice Archon 32 WarForged Scout 8 Warforged Scout 8 Man at Arms 3
199 Pts.
Use the Marut/Couatl to bog down the big hitters while. Snakes Swiftness will help as well as Legion's Gravity later to deal with flyers. JA's Look for a Commander to assinate and use Justice Stikes Wisely. The Scout are for Victory points and to set up flanking later. MAn at arms is a target until he can sit safely somwhere for points. --------
#2 Nixlord
Couatl Cleric of Yondalla Marut Justice Archon Justice Archon Man-at-Arms Man-at-Arms
Played as a standard defensive Couatl-Marut band, but CoY will give magic weapon to Marut (against DR-heavy bands) and if needed - provide commander effect to justice archons against larger targets (like the HGB and Chraals). Commander rating of 3 will also give a decent chance of the band to win initiative. Finally, Justice Archons deal with CE high damage units, Couatl and DR 5 nerfs Helmed Horrors and Chraals, and Marut becomes wall against Shuluth and GAS. ---------
#3 Lynchpt
Coatl 42 Marut 74 Warforged Bodyguard 32 Justice Archon 32 Warforged Scout 8 Timber Wolf 5 Jozan, Cleric of Pelor 4 Man-At-Arms 3
The Coatl and Marut combine for 60 damage a round (no DR to worry about in this match). The Justice Archon gives the extra offense needed to make reasonably sure that the 60 damage is pushed to 85 or so, resulting in one kill of a CE hitter each round (you have to assume 3 or 4 of the CE hitters will make morale). ---------
#4 Ack
Couatl Marut Arcane Ballista Cleric of Moradin Warforged Scout Mialee Jozan Hill Dwarf Warrior 8/200
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. ----------
#5 Gnolaum
Cleric of Order Mialee, Elf Wizard Standardbearer Hill Dwarf Warrior Couatl Marut Warforged Bodyguard Warforged Scout
Round 1
I have the pieces and activations to control key teleporters. CoO casts major resistance on the Couatl, then acts as a teleporter blocker, attempting to keep the Couatl in command. Marut moves up to engage the enemy, and Couatl casts SS or ESO as appropriate. The SB attempts to be close by whenever an enemy makes a morale check, other than that he just blocks teleporters. Mialee hunts some fodder, Warforged Scout gets points in an out of the way location. WFB protects the Marut of course. I can go through this band in any order, but if an opportunity presents itself the OWD and TC are first and second on my hit list.
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#6 elder_basilisk
Marut 7x Sacred Watcher
Round 1 strategy: Kill the CE tilegrabbers, grab victory points yourself. Then methodically work through killing the wardrummer and the champs and the ogres. ----------
#7 jffalaschi
Half-Orc Paladin, 48 pts Marut, 74 pts 3x Sacred Watcher, 54 pts Dwarf Artificer, 21 pts Human Commoner, 3 pts
200 pts / 7 Activations / Your map
Always - Magic weapon on Sacred Watcher (except round 5) and Shield of Faith on the band. Marut now has AC 27, while the Watchers and the HOP have 23. The Marut can heal the Watchers when this is really necessary and there are at least 2 of them injured and within area of effect.
Round 1 The enemies will have a hard time trying to hit my band, specially the Ravagers. 5 of my minis are Fearless, so no problem with Intimidating Drumbeat and Aura of Fear. Secure the teleportes with Watchers, replace with Commoner and Artificer. Attack with everything, including the Paladin. ---------
#8 Janos M.
2x Marut 74 / 148 Dwarf Artificer 21 / 169 Aramil, Adventurer 13 / 182 Mialee, Elf Wizard 6 / 188 Timber Wolf 5 / 193 Jozan, Cleric of Pelor 4 / 197 Man@Arms 3 / 200
Round 1: I will loose map and side ini so it will take me two rounds to reach the teleporters. First round the artificer cast's legion's to make sure that the CE beater have a hard time hitting. Aramil should RoE on the champs because they had better then the Ogre Ravager. Mialee has the order to mw one Marut and then hunt the Orc Warrior. The Maruts will have no problem fighting the beaters. ----------
Aspect of Moradin Warbands
#9 Gunthar
Apect or Moradin 93 Justice Archon 32 125 Sacred Watcher 18 143 Sacred Watcher 18 161 Sacred Watcher 18 179 Standardbearer 10 189 Warforged Scout 8 197 Man-at-Arms 3 200
Vs. Chaotics, heck, vs everybody, the Sacred Watchers arre a buffer between the Aspect and his target. The hit okay, do 10 damage, and ar4e really annoying to get rid of. The Aspect's 23 AC should hold up pretty well against anything with reach and his attack bonus vs. teh non-monks should be good enough. ----------
#10 Slartibart
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. ---------- #11 loyce8869
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. ----------
#12 Turboman
Aspect of Moradin 93 Aspect of Moradin 93 Timber Wolf 5 Human Commoner 3 Man at Arms 3 Man at Arms 3
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Slayer Warbands
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#13 Prince o the Raven Banner
Cleric of Order - 24 (24) Justicator - 48 (72) Slayer of Domiel - 46 (118) Justice Archon - 32 (150) Sacred Watcher - 18 (168) Sacred Watcher - 18 (186) Warforged Scout - 8 (194) Mialee - 6 (200)
Round 1:If won I'd choose Side B and force the fight in the room across from the exit. The CoO will spend the first rounds buffing Justy/Slayer with Resistance. Shield of Faith will follow on Justy this match. Mialee Gives MW to Slayer then hunts an Orc Warrior. Try to tie up the OC's with watchers/Justy and single out a ORav. with Slayer/JA. If possible use the Justicator to assasinate the Tiefling or Watchers to kill the Wardrummer. CoO sits on a Portal to preserve my inititive adv. ----------
#14 ChristopherGroves
Village Priest Couatl Slayer of Domiel Warforged Bodyguard x2 Arcanix Guard Warforged Scout Standard Bearer
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. ----------
#15 grifter100
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. ----------
LG MIXED WARBANDS
---------- #16 Flint_Firestone
Couatl Justice archon X3 Dwarf wizard Sacred watcher x2 Timber wolf
8 activations 200 points
Couatl is in to give resistance and snakes to JA’s and possibly to ground the HH’sDwarf wiz will give MW to one of the watchers and cast the slaps in hopes of getting the JA some AoA’s Sacred watchers are in for flankers and commander hunters, ect Wolf is there for tile points Round 1 Wolf goes for tile points. Dwarf wiz cast mw on one watcher. Send the non-MW watcher after the drummer and Tiefling. Other watcher and JA’s prepare for the beaters. Once battle starts Couatl uses Snakes and dwarf wiz slaps this along with the Justice strikes of the JA’s should be enough to turn the tide.
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#17 IanB
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...) ----------
#18 Tallcar24
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. ---------
#19 Lynchdl
War priest of Moradin 49 Justice Archon x3 96 Sacred Watcher x2 36 Standardbearer 10 Warforged Scout 8
Total: 199
Because 4 out of 6 commanders are not that strong, I am hoping that I can make use of 5 medium fliers, two of which are incorporeal to kill the commander. Then the Warpriest's effect will come into play and hopefully I can force enough morale checks to kill as much ( or rout) as I can. ----------
#20 Phrank
Warpriest of Moradrin 2 Justicator Justice Archon Standard bearer 2 timber wolf MaA
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 ----------
#21 Rallingo
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. ----------
#22 Compasmasternecro
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. ----------
#23 Olan
Couatl Arcane Ballista Aspect of Kord Sword of Heironeous Jozan Cleric of Pelor Human Commoner X 2 Mialee Elf Wizard
200 pts, 8 activations.
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... ----------
#24 Geggo
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.
CG:
Brass Samurai Warbands
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#25 Helzapoppn
Brass Samurai Apect of Kord Crow Shaman Xen'drik Champion Graycloak Ranger Timber Wolf (Minion) Mialee Elf Spearguard Xeph Warrior
200 points/9 activations
Xeph and Timber Wolf are your tile grabbers; first round buffing (Mialee with MW, Crow Shaman with Cat's Grace); XC and GCR get in some potshots; Brass Samurai positions herself for breath weapon and to lend her CFx. Xen'drik Champ has Skirmish, which combined with a Whirlwind can be dangerous. The Spearguard has Reach 2, and can hurt fodder or block (and is speed 7 in case he has to plug a gap or go to a Victory Area). The Graycloak does extra damage to Giants such as the Ogre Ravager and HGB, and with Magic Weapon and Cat's Grace can be a reliable hit every round. Centerpiece of the band is the Aspect. With the Crow Shaman casting Snake's Swiftness and the Brass Samurai providing Whirlwind, he can dish out serious hurt even if he doesn't go first. Put Cat's Grace on him and he has a respectable AC of 21 (if it's not better spent on the GCR). -----------
#26 Jacksonm
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. -----------
#27 Pegasus Knight
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. -------------
Archer/Caster Bands
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#28 HidesFromHurricanes
Nentyar Hunter x2 (2x47 - 94) Xen'Drik Champion x2 (2x23 - 140) Steelheart Archer x2 (2x15 - 170) Satyr (15 - 185) Greycloak Ranger (15 - 200) Wolf (minion)
Round 1: General plan Nentyars are hitting Orcs for 15 a pop, using CE attacks to take down the Ravager, if based can take one AoO w/o morale check, hopefully conceal kicks in. Round 1 is setup and take the occasional pot shot, XC and Steelhearts setting up in screening roles. Satyr is finding a good hiding place for a while maybe behind the Wolf in a victory area. Round 2 is a chaos of attacks and counter attacks as screeners get mobbed and arrows are loosed in return. Round 3, we hope to use the Satyr's pipes to take initiative. -----------
#29 The_Duke
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). -----------
Berserker Bands
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#30 Void
Inspiring Marshal 2x Frenzied Berserker 2x Graycloak Ranger Wolf Timber Wolf Rikka 2x Xeph Warrior
Round 1 strategy: The Graycloaks seriously hurt the ravagers. I have the activation and speed advantage to block a lot of teleporters. My main hitters aren't affected by intimidating drumbeat. Rikka could probably take out the tiefling on the teleport temple unless it's very well hidden. There aren't a huge amout of eggs to kill the FBs, as in the old days of 12 activations IF vs CE quad. It would be a very close matchup though, with key initiative rolls and skill in using the teleporters making the difference. -----------
#31 Lord_Raven
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. ----------
#32 Legend
Frenzied berserker x3(156) inspiring marshal x1 (29) timberwolf (5) xeph warrior x3 (9) total 199 8 activations
Round 1 take out the ogres first 1 at a time. wolf for tile points xephs to powerful charge the low AC orcs. ----------
#33 YRM_DM
Frenzied Berserker CG 52 Ab 17/60 R Frenzied Berserker CG 52 Ab 17/60 R Frenzied Berserker CG 52 Ab 17/60 R Rikka, Angelic Avenger CG 31 Unique Ud 21/60 R Devis, Half-Elf Bard CG 6 Unique Ha 20/80 U Elf Warrior CG 4 Xeph Warrior CG 3 Af 30/60 C
Match One - Rikka goes after the Tiefling and Wardrummer (in round 2 probably) as the FBs move up and engage. You should have at least a reasonable chance of killing one or the other, and then the Aura of Fear balances out the morale saves quite a bit on the 3x FB vs the 4x Quad. The Elf Warrior has at least a chance of cleaning off a final pesky 5HP. Tough match, but with the exit being in the center of the Teleport Temple, routing any of the quad members early should turn the tide for you. Even fully save-buffed, it's not guaranteed to make the save while based by FBs.
Other/Mixed CG bands
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#34 robbdaman
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. -----------
#35 ickthegreat
Ryld Aspect of Kord Crow Shaman Lonstrider Ranger Elf Warrior Grayclaok Ranger Timber Wolf (Minion)
7 Activions/198 Points
Round One: This army should do well on the teleports map. The trick is use the Timber Wolf and the Longstider for victory points. Based on the movement of the two pieces they should just about be able to go any where on the mape they want. Use Ryld to go frist most rounds. Have the AoK go frist hit things and make them hurt. Use the Shaman to hit thing agian with AoK. Repeat. -------------
LE:
HH bands
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#36 Low Key
Rakshasa, 41p Helmed Horror x3, 135p Dark Moon Monk, 15p Kobold Miner x2, 6p Goblin Skirmisher, 3p
200p, 8 activations.
Round 1 I'll try to ignore the Ravagers as long as possible since they have problems hitting me. I'll try to Slide OC's away from my Horrors to avoid full attacks.. Horrors gang up on one OC at a time and take them down. After that go I'll get the Thiefling and Drummer. ----------
#37 LeClaire
41 Rakshasa 135 HH (x3) 15 Lg. Duergar 09 Kobold Miner (x3) 8 @ 200 pts.
Round 1: Use HH to hunt down the Tiefling Capt. and then perhaps the Wardrummer. With them dead the OC's and OR's are much more likely to run. The Rakshasa will try to avoid combat (boviously) while using the Slides to get HH's out of trouble, or to move enemies off of their guarded teleport pads so that a HH can pop in. The Lg. Duergar is a not unreasonable combatant here, while at the least serving as a tubby blocker. Kobold Miners fullfil their usual role of tile point grabbers, although here they can block teleport pads and actually connect with the enemy hitters, as need. ----------
#38 XAos
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. ----------
#39 Chad the DragonLordofAiur
Helmed Horror x4 Timber Wolf x4
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. ----------
#40 Beer Baron
Helmed Horror x 4 Wolf Skeleton Kobold Miner x 2 Blue
Match 1: Quad Vs Quad. I Can Hit You, Can You Hit Me? I Stay Around, Will You If Tiefling / Drummer Gone? :) ----------
#41 synecdoche
4x Helmed Horror (180) Dark Moon Monk (15) Kobold Miner (3) ------- 198 points, 6 activations
1. The 4xHHs have the advantage here because (a) Ogre Ravagers will have difficulty hitting high AC and (b) Tiefling commander effect useless since HHs can't be critted.
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Tri/Quad Mixed Hitters
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#42 taliesin
Urthok the Vicious Blood Ghost Berserker x 4 Gravehound Kobold Miner x 2
A very reliable warband. I reliably hit, and everything else reliably hits me back! Tactics Round-by-Round: (If I survive round 1, I'll post my tactics for the later match-ups) Round 1- Low AC enemies means I don't have to stick near Urthok. I'll send him to sit on a teleporter, to protect him and keep my +5 to init. The berserkers stay together, until the oportunity presents itself to pounce (preferably on a ravager) or until my enemy moves in to attack, in which I fold my hitters in around and anihilate before moving on to other targets.
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#43 EldrichSoul
Urthok 34 Blood ghost x2 74 deurgar champs x2 66 t-wolf 5 miner 3 bugbear footpad 16
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#44 Urban Druid
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. ----------
#45 CTSparky
41 Rakshasa 45 Helmed Horror 66 Deurger Champion x 2 36 Zakya Rakshasa 05 Blue 06 Kobold miner x 2
Round 1 Use the miners to clog some victory area teleports, Have the blue chase the wardrummer, use the HH to flank and/or commander assassin, and have the zaky and 2 Dc's to lay a beat down on champion's and ravagers. -----------
#46 Azuretide
half-orc fighter 21 (awsome commander +2 to attacks with these beaters really helps) duergar champ 33 helmed horror x2 90 efreeti 42(cause alot of problems for horrors) wolf 5 blue 5 goblin skirmisherm 3
very versitile skirmish band probably toughest matchup will be quad chraals but efreeti should make them hurt so i can assasinate the commander -------------
#47 Bombur
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).
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#48 Psistef
Dark Naga Gauth Duerger Champion x3 Gravehound Timber Wolf x2 ----------
#49 Rhane
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.
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#50 Richard II
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. ----------
#51 Teflon Jeff
Rakshasa 41 Chraal x2 70 Efreeti 42 Duergar Champion 33 Timber wolf x2 10 Kobold miner 3
8 act's 199 pt's
Round 1 Tactics (more rounds to come later) Wolf's stun the wardrummer, dual chraal wall, Efreeti hangs back until out of spells/guard the Rak. Kobold hopes to get one round of VP's. Rak uses slide to mitigate multiple attacks from OC's/cause AoO's. focus on OC's, then ravager's. ----------
#52 BigGeorge
Orog Warlord Orc Savage (minion) Orc Savage (minion) Chraal Chraal Helmed Horror Goblin Skirmisher Goblin Skirmisher Goblin Skirmisher
I liked it all the other times i played it, why not now??? Lets see.
Against Quad, i would definatly use my smaller activation types (Savages and Skirmishers) to block teleporters, and at first do nothing but protect my orog from swift teleportation death. after successful portal blocking i would focus on getting my chraals to the front, to soak up damage and force morale on anyone they could see, Helmed Horror position and possibly porter blocking, with his flight. once Chraals are mostly, or totaly exploded, Orog comes up to clean out the rest, hopefully a few failed morale saves by the Quad and hopefully their dice won't measure up to my armor classes, but thats what we want to happen everyday. ----------
Shuluth bands
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#53 Rolland
Shuluth 59 Chrall 35 Chrall 35 Duergar 33 Dark Moon Monk 15 Large Duergar 15 Blue 5 Kobold Miner 3
miner and monk for victory assualt, blue for miner/grabber killer/router I went with Chralls over Champs for more survivability vs HGBs and the ability to throw down area effects. Should be able to be aggressive enough with them to not worry as much about commander assasination. Also Shuluth is tougher than most give him credit for and can cone directly through the Chraals
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#54 jooquase
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. ----------
#55 Cholo
Gauth 39 Gauth 39 Shuluth 59 Helmed Horror 45 Kobold miner 3 Kobold Miner 3 Kobold Miner 3 Fiendish Dire Weasel 8
The purpose of the band is to stop the enemy on its tracks while completely weakingin it with 30 fire damage from both gauths. While paralyzing and stunning them accordingly. This will allow the HH, Shuluth to pick the enemies that are helpless. ----------
Other/Mixed LE bands
----------
#56 ShadowLord XT
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. ----------
#57 Juice
Half-Orc Fighter Efreeti X4 Timber Wolf Skirmisher X2 7 Activations 200 Points
Round 1 - CE Quad Ravager would prove more challenging bec of its resist 10 fire but because of its large size and speed 6, Orc Champ would invariably be the vanguard for the CE Quad. With an arrays of fire dam spell, flight, MR 2 and 20 dam per attack (15 dam against the Ravager), the Efreetis would be used to hurt the Orc Champs first. If possible, an Efreeti would kill the tile grabber (orc warrior) using produce flame while the wolf goes for tile. Extra skirmishers would be used to occupy teleporters. As soon as opening presents itself, an Efreeti would be dispatched to "dispatch" the Orc Wardrummer and later Tiefling. This would be possible as Efreeti has flight. ----------
#58 Voltarion
Snig the Axe (Gob Skirmisher x3) Beholder Helmed Horror x2 Duergar Warrior Gob Skirmisher
Round 1: Helmed Horrors start off by going for the tiefling captain and then the wardrummer. Once those targets are down they start forcing morals on the ravs and then champs with support from the duergar warrior as well as the Beholder who is using the transporters to get cheap shots on any of the exposed hitters throughout the match thanks to dual activation and the ability to teleport in 1 activation - use an ability, then on second activation use another ability and then teleport out. Keeping the skirmishers away from the fight and making them focus on victory points and taking out the orc warrior should lead to a quick activation and tile advantage which will make the game that much easier to win.
CE:
QUAD Hitters
---------
#59 Kypdurron
Tiefling Captain 21 Orc Wardrummer 19 4x Red Samurai 160
Those four breath weapons should turn the tide in most match ups ---------
#60 Sulaco
Skurmsh's Scrappers Eye of Gruumsh Orc Champion (x3) Orc Wardrummer Mountain Orc Orc Spearfighter Orc Warrior
Round 1 Strategy: Attack! ---------
TRI Hitters
---------
#61 Vrecknidj
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. ---------
#62 The Bullock
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.
---------
#63 Doninator
Ogre Ravager CE 38 Ogre Ravager CE 38 Ogre Ravager CE 38 Tiefling Blademaster CE 27 3 Drow Arcane Guard CE 25 Orc Wardrummer CE 19 Troglodyte Thug CE 11 Hyena CE 4 Difficult 20
although if you could focus fire with the ravagers on one gith with the trog thug and lose init, you would have a 45% chance to hit on the first attack... ---------
Hill Giant
---------
#64 Lantern314
Tiefling Captain Hill Giant Barbarian Red Samurai Orc Druid Orc Wardrummer Quaggoth Slave Timber Wolf
Round 1: I think that staying together is key for this band. I'd like to place them on a defensible teleporter, and focus my attacks on a single creature at a time to maximize effort. ---------
LRD
---------
#65 Lalato
Orc Druid Large Red Dragon Red Samurai x2 Hyena Orc Warrior x2
200 pts, 7 acts
Round One If, however, I lose Map Initiative (which is far more likely likely) [Note to Sam—You did :p] the key to beating this warband is failed Morale Checks by Orc Champs so killing the WD or TC early without overextending is something that needs to be looked for. Teleport Temple is not the best map for this band, but I figure, this band has a fighting chance... and most likely it's the breath weapons that will make the biggest difference. Good placement without overextending is the rule of the day. ---------
#66 BoloBaby
1x Large Red Dragon 1x Zombie White Dragon 2x Drow Mounted Patrol 1x Drow Sergeant 2x Orc Warrior 1x Hyena
8 Activations/200 points
Strategy
Consistent - the Hyena will always tile-grab for assault points. I don't concern myself with MY commander getting wasted since the ZWD is Fearless, the LRD has a good save already, and the DMPs can hopefully operate from a safe position. I'm not saying I'd throw him away, I just don't panic if he goes down.
Round 1
Use my DMPs in assassination mode. First go for the Wardrummer, hoping to eliminate by turn 3, then the Tiefling Captain. If the Wardrummer goes down by turn 3, that'll help my LRDs breath attack on turn 3. A decent breath attack could put several enemies within 10hp of a morale check. If possible, I will try to soften up the Tiefling Captain with the OWs so that I can assassinate him with any remaining DMPs by turn 4. Try to suck up as much damage as possible with the ZWD in the early game. ---------
Other CE
---------
#67 Newtoncain
Edit: Penta Umber Hulk x 4 120 OWD 19 CS x 2 22 Orc Champ 39 8/200
Its all about permanent confusion from the Umberhulks.
UHs slowly burrow forward for +12 on saves (normally). Burrow allows for flanking or using reach or tile grabbing or war drummer(defending mine or hunting yours). Confusion (DC15) is used as needed (depends on the situation in the game). Reach 2, +11/+11 for 15 ---------
#68 Raland
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 ---------
#69 Zaukrie
Death Slaad x2 Cursed Spirit Orc Champion Red Samurai (should be considered for every CE warband - Chraal's are hit hard by this guy's breath, monks have low saves and take damage, and even the HH's take damage) Hyena
In every round but 1 the hyena is used for tile grabbing. The Cursed Spirit always stays near 1 Death Slaad to reduce the saves of my opponents.
Round 1: The hyena blocks the nearest teleporter. Red Sam goes after the wardrummer, as I need to reduce saves. The Orc champ protects the Slaads. Make sure that no more than two of my opponent's creatures can hit any one Slaad at a time - not easy. ---------
#70 Kiddoc
GAZE ALL DAY
(Gaze All Day) (Medusa) 62.Points=Harbinger (Troglodyte Captain) 53.Points Underdark (Half-Elf Hexblade) 33.Points= Aberrations (Grim Necromancer) 35.Points= Death Knell (Troglodyte) 7.Points=Dragoneye (Goblin Skirmisher) 3.Points=Dragoneye (Goblin Skirmisher) 3.Points=Dragoneye (Warrior Skeleton) 3.Points Archfiends
Summon undead (Cursed Spirit) 11 Points Archfiends (Skeletal Dwarf) 6 Points Death Knell --------
Sample Answer Blank:
---- LG
1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. ---- CG
25. 26. 27. 28. 29. 30. 31. 32. 33. 34. 35. ---- LE
36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. ---- CE
59. 60. 61. 62. 63. 64. 65. 66. 67. 68. ----
Edit: 4/15, 2:00pm EST for numerical correctness :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... | |
|  Avatar of the Tank Newtoncain Commander
 2985 Posts



 Land of 10,000 taxes
 | | 04/15/2006 12:46 PM |
| LG
1.y 2.y 3.n 4.n 5.n 6.y only because the CE quad fails multiple incorprel rolls 7.n 8.n 9.y 10.n 11.n 12.n 13.y 14.n 15.y 16.y 17.y 18.n SoH????? 19.y 20.y 21.n 22.n needs dwarf caver for -8 moral save on PDKs cone 23.n 24.n ---- CG
25.n 26.n 27.n 28.n 29.n 30.y 31.y 32.y 33.y 34.n 35.n ---- LE
36.y 37.y 38.y 39.y 40.y 41.y 42.n 43.n 44.n 45.y 46.y 47.y 48.y 49.y 50.y 51.n 52.n 53.n 54.n 55.n 56.n ---- CE
57.y 58.n 59.n 60.y 61.y 62.n 63.n 64.y 65.y 66.n 67.abstain 68.n 69.y 70.ya right, great sticker in the sideΖD]
Hope I got this right after several edits.[:I] | | They just don't know what's good in life...Conan, tell them what is good in life. To rip the boosters. To count the minis spilled out before you, and to hear the indifference of the women... | |
| robbdaman Underboss
 2380 Posts




 | | 04/15/2006 1:05 PM |
| You have two number 48 listed, Kiddoc.
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..... | |
| 2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 04/15/2006 1:42 PM |
| quote: Originally posted by robbdaman
You have two number 48 listed, Kiddoc.
R~
Aye. And two number 40's. They've been corrected. Sorry Newt, gonna have to edit your answers :p
Anyhow, there are 70 entries, we'll cut down to 35 for round 2, then even it out from there.
Answer blank and numbering now 100% correct. | | 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... | |
| Low Key Underboss
 1231 Posts




 | | 04/15/2006 2:46 PM |
| Oh boy, typing this is gonna take a moment...
LG 1. Yes 2. Yes 3. Yes 4. No 5. Yes 6. No 7. No 8. Yes 9. Yes 10. No 11. Yes 12. No 13. Yes 14. Yes 15. Yes 16. Yes 17. Yes 18. No 19. Yes 20. Yes 21. Yes 22. No 23. No 24. No
CG
25. No 26. No 27. Yes 28. No 29. No 30. Yes 31. Yes 32. Yes 33. Yes 34. No 35. No
LE
36. No vote, my warband. 37. Yes 38. No 39. No 40. No 41. No (I just dont think x4 Horror is going to work.) 42. No 43. Yes 44. Yes 45. Yes 46. Yes 47. Yes 48. Yes 49. Yes 50. No 51. No 52. No 53. No 54. No 55. Yes 56. No 57. Yes 58. Yes
CE
59. Yes 60. Yes 61. Yes 62. Yes 63. No 64. No 65. Yes 66. No 67. Yes 68. No 69. No 70. Shoot this down, quick! No!
Whew, that was nasty to type. I'd assume Im mostly wrong, but with so many warbands it would be a pain to analyze each. So I went mostlyy with gut feeling. | | Champion of the Sarrukh | |
| Urban Druid Warrior
 253 Posts




 | | 04/15/2006 3:24 PM |
| Okay, I'll give this a whirl:
LG
1.Y 2.Y 3.Y 4.Y 5.N 6.N 7.N 8.N 9.Y 10.N 11.N 12.N 13.Y 14.N 15.Y 16.Y 17.Y 18.N 19.Y 20.Y 21.N 22.N 23.N 24.N ---- CG
25.N 26.N 27.N 28.N 29.N 30.Y 31.Y 32.Y 33.Y 34.N 35.N ---- LE
36.Y 37.Y 38.N 39.N 40.N 41.N 42.N 43.Y 44. Abstain 45.Y 46.Y 47.Y 48.Y 49.Y 50.Y 51.N 52.Y 53.N 54.N 55.N 56.N 57.Y 58.N ---- CE
59.Y 60.N 61.Y 62.Y 63.N 64.N 65.Y 66.N 67.N 68.N 69.N ----
70.*smacks Kiddoc's wrist* Shame on you...! [)] | | *This post was recorded before a live studio audience* | |
| Beer Baron Sneak
 106 Posts




 | | 04/15/2006 3:30 PM |
| Good Thing I Have The Time For This :S LG
1.Yes 2.Yes 3.Yes 4.No 5.Yes 6.No 7.No 8.Yes 9.Yes 10.Yes 11.Yes 12.Yes 13.Yes 14.Yes 15.No 16.No 17.No 18.Yes 19.Yes 20.No 21.Yes 22.No 23.No 24.No ---- CG
25.No 26.Yes 27.No - lol 28.No 29.No 30.Yes 31.No 32.Yes 33.No 34.Yes 35.No ---- LE
36.Yes 37.Yes 38.Yes 39.Yes 40.I Assume We Cant Vote For Own 41.Yes 42.Yes 43.Yes 44.Yes 45.Yes 46.No 47.No 48.Yes 49.Yes 50.Yes 51.No 52.No 53.No 54.No 55.No 56.No 57.No 58.No ---- CE
59.Yes 60.No 61.Yes 62.No 63.Yes 64.Yes 65.No 66.No 67.No 68.No 69.No 70.No ---- Phew! | | - Got Greed? | |
| lynchdl Skirmisher
 22 Posts




 | | 04/15/2006 3:33 PM |
| LG
1.y 2.y 3.y 4.y 5.n 6.y 7.y 8.n 9.y 10.n 11.n 12.n 13.y 14.y 15.y 16.y 17.y 18.n 19.abstain(whatever that means) [:)] 20.y 21.n 22.n 23.n 24.n
CG
25.y 26.y 27.y 28.n 29.n 30.n 31.n 32.n 33.n 34.n 35.n
LE
36.y 37.y 38.y 39.y 40.y 41.y 42.n 43.n 44.y 45.y 46.y 47.y 48.n 49.y 50.y 51.y 52.y 53.n 54.n 55.n 56.n 57.y 58.y
CE
59.y 60.y 61.y 62.y 63.y 64.y 65.y 66.n 67.n 68.n 69.n 70.definitely no
My hands aren't supposed to hurt, it's vacation[:)]
| | Soul Patrol | |
|  Vrecknidj Warlord
 10446 Posts


 United States
 | | 04/15/2006 3:42 PM |
| This is totally unfair, Gaze All Day is going to win it all. [:(]
LG 1. N 2. N 3. Y 4. N 5. Y 6. N 7. N 8. N 9. Y 10. Y 11. Y 12. Y 13. N 14. Y 15. Y 16. Y 17. Y 18. N 19. Y 20. Y 21. N 22. N 23. N 24. N ---- CG
25. Y 26. Y 27. N 28. N 29. Y 30. Y 31. Y 32. Y 33. Y 34. N 35. N ---- LE
36. Y 37. Y 38. Y 39. Y 40. Y 41. Y 42. N 43. N 44. Y 45. Y 46. Y 47. Y 48. N 49. N 50. Y 51. Y 52. Y 53. Y 54. N 55. N 56. Y 57. Y 58. Y ---- CE
59. Y 60. Y 61. Abstain 62. Y 63. Y 64. Y 65. Y 66. N 67. Y 68. N 69. Y 70. N | | 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! | |
| Pegasus Knight Sergeant
 896 Posts




 | | 04/15/2006 3:54 PM |
| ---- LG
1. Yes 2. Yes 3. No 4. No, but only because of the map. 5. No 6. Yes, but it would be close. 7. Yes 8. Yes 9. Yes 10. No 11. Yes 12. No 13. Yes 14. Yes, and this is a fascinating idea. 15. Yes 16. Yes, but going to have problems in later matches. 17. Yes 18. Yes 19. Yes 20. Yes, but going to have problems in later matches. 21. No 22. No 23. No, mostly due to the map. 24. No
Summary: LG has a major edge here due to Justice Archons. ---- CG
25. No 26. No 27. Abstain: The pegasi in my head tell me I can't vote on this. 28. No 29. No 30. Yes 31. Yes 32. Yes 33. Yes 34. Yes 35. No
Summary: Aspect of Kord is a red herring in 200/8. Dividing the workload between two 30-ish point hitters is usually more effective. ---- LE
36. Yes 37. Yes 38. No 39. Yes, but going to have problems in later matches. 40. Yes, but will have problems in later matches. 41. Yes, but problems in the future. 42. No 43. Yes 44. Yes 45. Yes 46. Yes 47. Yes 48. No 49. Yes 50. No 51. No 52. Yes 53. No 54. No 55. No 56. No 57. Yes 58. No, due to improper strategy.
Summary: Normally multi-Chraal would be strong, but not against that many potential commander-killers on Teleport Temple. The Doogie Champs work out better in this specific case. ---- CE
59. No 60. Yes, but close call. 61. Yes 62. Yes 63. No 64. Yes 65. Yes 66. No 67. No 68. No 69. Yes 70. I will vote No for this, All Day. Heheh. ---- | | - 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 | |
| Raland Sergeant
 916 Posts




 | | 04/15/2006 4:57 PM |
| LG
1.y 2.y 3.y 4.n 5.n 6.n 7.n 8.n 9.n 10.n 11.n 12.n 13.n 14.n 15.n 16.y 17.y 18.n 19.y 20.y 21.n 22.n 23.n 24.n ---- CG
25.n 26.n 27.n 28.n 29.y 30.n 31.n 32.n 33.n 34.n 35.n ---- LE
36.n 37.n 38.n 39.n 40.n 41.n 42.n 43.n 44.n 45.n 46.n 47.n 48.n 49.n 50.y 51.n 52.n 53.n 54.n 55.n 56.n 57.n 58.n ---- CE
59.n 60.y 61.n 62.n 63.n 64.y 65.n 66.n 67.n 68.n 69.y 70.y ----
| | 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. | |
| rhane Underboss
 1412 Posts




 | | 04/15/2006 7:05 PM |
| Wow! What a daunting task...Here goes:
There were some close warbands that simply didn't have an effective way of getting tile points throughout the skirmish. Thats why I thought some would make it and very similar others may not. The other biggie was when there was alot of fire damage on the other side. The Ravagers resist 10 fire nerfs Red Sams pretty badly. Anyway:
---- LG
1.y 2.y 3.y 4.n 5.n 6.n 7.n 8.y 9.y 10.n 11.n 12.y 13.y 14.n 15.n 16.y 17.y 18.n 19.y 20.n 21.n 22.n 23.n 24.n ---- CG
25.y 26.y 27.n 28.n 29.n 30.y 31.y 32.y 33.y 34.n 35.n ---- LE
36.y 37.y 38.n 39.y 40.y 41.n 42.y 43.y 44.y 45.y 46.y 47.y 48.y 49.abstain 50.y 51.y 52.y 53.n 54.n 55.n 56.n 57.n 58.n ---- CE
59.n 60.y 61.y 62.y 63.y 64.n 65.n 66.n 67.n 68.n 69.n 70.ummmm....er....nope ----
EDIT: Missed the last 2 somehow...nothing exciting.... | | Rhane "The focus is sharp in the city..." Have/Want List Reference thread Avatar Thread
| |
|  Avatar of the Tank Newtoncain Commander
 2985 Posts



 Land of 10,000 taxes
 | | 04/15/2006 7:08 PM |
| What no love for the UmberHulk?[:I]
That war drummer is going down, then the DC17 confusion will insue. | | They just don't know what's good in life...Conan, tell them what is good in life. To rip the boosters. To count the minis spilled out before you, and to hear the indifference of the women... | |
| Ladic Skirmisher
 26 Posts




 | | 04/15/2006 8:00 PM |
| | I vote for Cholo warband | | | |
| HidesFromHurricanes Warrior
 289 Posts




 | | 04/15/2006 8:41 PM |
| ---- LG
1.N (needs second commander to keep JAs fearless) 2.Y 3.Y 4.Y 5.Y 6.Y 7.Y 8.Y 9.Y 10.Y 11.Y 12.Y 13.Y 14.Y 15.N (waiting for the band is not the strategy) 16.N 17.Y 18.Y 19.Y 20.Y 21.Y 22.Y 23.N (Kord Dies quickly guarding the Ballista) 24.Y (LEE burrow saves the day) ---- CG
25.Y 26.Y 27.Y 28. Abstain 29.Y 30.Y 31.Y 32.Y 33.N 34.Y 35.N (too few activations, Kord goes down first and then the rest of the band) ---- LE
36.Y 37.Y 38.N (Activation control) 39.Y (see above) 40.Y 41.Y 42.N 43.Y 44.Y 45.Y 46.Y 47.Y 48.Y 49.Y 50.N 51.N 52.Y 53.Y 54.N 55.N 56.N 57.Y 58.N ---- CE
59.N (ravagers lead the charge, take down the Samurais) 60.Y 61.N 62.Y 63.Y 64.N 65.N 66.Y 67.Y 68.N 69.Y 70.N ---- | | Champion of Savage Bard (Unearthed Arcana: Bard Variant) Bloodwars Called shot (vindicated) Demonic Gnoll Adept/Priestess Old Jagermonster Saying: Any Plan vere you luz your hat iz a BAD Plan. | |
| Slartibart Skirmisher
 36 Posts




 | | 04/15/2006 10:02 PM |
| LG
1.Y 2.Y 3.Y 4.N 5.N 6.Y 7.Y 8.N 9.Y 10.Abstain 11.Y 12.Y 13.Y 14.Y 15.Y 16.N 17.N 18.N 19.Y 20.N 21.N 22.N 23.N 24.N ---- CG
25.N 26.N 27.N 28.N 29.N 30.N 31.N 32.N 33.N 34.N 35.N ---- LE
36.Y 37.Y 38.Y 39.Y 40.Y 41.Y 42.N 43.N 44.N 45.Y 46.Y 47.Y 48.N 49.N 50.Y 51.Y 52.Y 53.Y 54.N 55.Y 56.N 57.N 58.Y ---- CE
59.N 60.Y 61.N 62.N 63.Y 64.Y 65.Y 66.Y 67.N 68.N 69.N 70.Y ----
| | Champion of the Gnome Hook Hammer
| |
| Mortusbard Sergeant
 427 Posts



 North Carolina
 | | 04/15/2006 11:12 PM |
| Heres my take
LG
1. Y 2. Y 3. N 4. N 5. N 6. N 7. Y 8. Y 9. Y 10.Y 11.Y 12.N 13.Y 14.Y 15.Y 16.Y 17.Y 18.N 19.Y 20.Y 21.Y 22.N 23.N 24.N ---- CG
25.N 26.N 27.Y 28.N 29.Y 30.Y 31.Y 32.Y 33.Y 34.N 35.Y ---- LE
36.Y 37.Y 38.Y 39.Y 40.Y 41.Y 42.Y 43.Y 44.Y 45.Y 46.Y 47.Y 48.N 49.Y 50.Y 51.Y 52.N 53.N 54.N 55.Y 56.Y 57.Y 58.Y ---- CE
59.Y 60.Y 61.Y 62.Y 63.Y 64.N 65.Y 66.Y 67.N 68.N 69.Y 70. Now thats the best band hear really i man it it can be beat it the best thing ever. | | Unto Death We Strive,
From Birth unto the Dust, | |
| jacksonm Warlord
 5560 Posts



 River City
 | | 04/15/2006 11:15 PM |
| LG
1. Yes 2. Yes 3. Yes 4. No 5. Yes 6. No 7. Yes 8. Yes 9. Yes 10. Yes 11. Yes 12. Yes 13. No 14. Yes 15. Yes 16. No 17. Yes 18. Yes 19. No 20. Yes 21. Yes 22. No 23. No 24. No ---- CG
25. Yes 26. I want to say yes but since this is me I'll abstain. [:)] 27. No 28. No 29. No 30. Yes 31. No 32. Yes 33. Yes 34. No 35. No ---- LE
36. Yes 37. Yes 38. No 39. Yes 40. Yes 41. Yes 42. No 43. Yes 44. Yes 45. Yes 46. Yes 47. Yes 48. No 49. No 50. Yes 51. Yes 52. No 53. Yes 54. No 55. No 56. Yes 57. No 58. No ---- CE
59. No 60. Yes 61. No 62. Yes 63. No 64. Yes 65. Yes 66. Yes 67. No 68. No 69. Yes 70. No | | | |
| Chad the DragonLordofAiur Underboss
 1085 Posts



 Southeast PA
 | | 04/16/2006 12:23 AM |
| ------------------- THE GAUNTLET WARBAND: CE Quad:
1x Tiefling Captain 2x Orc Champion 2x Ogre Ravager 1x Orc Wardrummer 1x Orc Warrior
MAP: Teleport Temple -------------------
---- LG
1.y 2.y 3.n 4.n 5.n 6.n 7.n 8.n 9.n 10.n 11.n 12.n 13.n 14.n 15.n 16.n 17.n 18.n 19.n 20.y 21.n 22.n 23.n 24.n ---- CG
25.n 26.n 27.n 28.n 29.y 30.y 31.y 32.y 33.y 34.n 35.n ---- LE
36.y 37.y 38.y 39.y 40.y 41.y 42.n 43.n 44.n 45.y 46.y 47.y 48.n 49.y 50.y 51.y 52.y 53.n 54.n 55.n 56.n 57.n 58.n ---- CE
59.n 60.n 61.n 62.n 63.y 64.n 65.n 66.n 67.n 68.n 69.n 70.n ----
| | 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 | |
|  Ack Underboss
 1476 Posts




 | | 04/16/2006 12:51 AM |
| Daunting was a word used earlier.. and definately appropriate.
LG
1.y 2.y 3.y 4. 5.n 6.n 7.n 8.y 9.n 10.n 11.y 12.n 13.n 14.y 15.y 16.n 17.n 18.n 19.y 20.y 21.n 22.y 23.y 24.n ---- CG
25.n 26.y 27.y 28.n 29.y 30.n 31.y 32.n 33.y 34.n 35.n ---- LE
36.y 37.y 38.y 39.y 40.y 41.y 42.n 43.n 44.y 45.y 46.y 47.y 48.n 49.y 50.y 51.n 52.y 53.n 54.n 55.n 56.n 57.n 58.n ---- CE
59.n 60.y 61.n 62.y 63.n 64.n 65.n 66.n 67.y 68.n 69.y 70.y
some random thoughts - Chraals with a weak commander are not winning bands IMO. Same with Iron Golems. Lots of fire damage was good overall.. but ravagers are resistant.. | | Minis... Serious Business Completed Trades (18 ) | Pending Trades (0) Ebay seller to Avoid –Fantasy_Quest_Dist
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| Compasmasternecro Skirmisher
 22 Posts




 | | 04/16/2006 1:02 AM |
| LG
1.no 2.yes 3.no 4.yes 5.no 6.no 7.no 8.yes 9.no 10.yes 11.no 12.no 13.no 14.no 15.no 16.no 17.no 18.yes 19.no 20.yes 21.yes 22.Abstain 23.no 24.no ---- CG
25.no 26.no 27.no 28.no 29.yes 30.no 31.no 32.no 33.no 34.no 35.yes ---- LE
36.yes 37.no 38.no 39.no 40.no 41.yes 42.yes 43.no 44.no 45.no 46.no 47.no 48.no 49.no 50.no 51.no 52.no 53.no 54.no 55.no 56.no 57.no 58.no ---- CE
59.yes 60.yes 61.yes 62.no 63.no 64.no 65.yes 66.no 67.no 68.no
| | | |
| Chad the DragonLordofAiur Underboss
 1085 Posts



 Southeast PA
 | | 04/16/2006 1:05 AM |
| Additional thoughts -
Speed 6 is not enough to get to teleporters on round one unless you start on the correct side so saying you can block key teleporters with speed 6 creatures is doubtful. Sure you can get there by round 2 but that just might be too late.
Bands that need to stick together suffer somewhat on the teleporter.
The CE quad will be getting MCs at +15 and +17 so unless you get the tiefling or drummer the enemy will pass morale and then out damage most bands.
Many of these bands suffer in overall damage output per round and will lose because of it. | | 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 | |
| Master of the Awesome Sauce Teflon Jeff Warlord
 7675 Posts



 Sector 2814
 | | 04/16/2006 3:29 AM |
| ---- LG
1.N 2.Y 3.N 4.N 5.Y 6.N 7.Y 8.Y 9.Y 10.Y 11.N 12.N 13.Y 14.Y 15.Y 16.Y 17.Y 18.N 19.Y 20.N 21.N 22.N 23.N 24.N ---- CG
25.N 26.N 27.N 28.N 29.Y 30.N 31.N 32.N 33.N 34.N 35.N ---- LE
36.Y 37.Y 38.N 39.N 40.N 41.N 42.N 43.N 44.Y 45.Y 46.Y 47.Y 48.N 49.N 50.N 51.ABSTAIN 52.Y 53.Y 54.N 55.N 56.N 57.Y 58.N ---- CE
59.Y 60.Y 61.N 62.Y 63.N 64.Y 65.N 66.Y 67.Y 68.Y ---- | | Official Delegate, Wizards of the Coast Icons Called Shot: Gargantuan Prismatic Dragon "Rejoice, for bad things are about to happen." | |
| Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 04/16/2006 5:37 AM |
| 1.y 2.y 3.y 4.n 5.n 6.y 7.n 8.abstain 9.y 10.n 11.n 12.y 13.y 14.n 15.y 16.y 17.y 18.n 19.y 20.n 21.n 22.n 23.n 24.n ---- CG
25.n 26.n 27.n 28.n 29.n 30.y 31.n 32.y 33.n 34.y 35.n ---- LE
36.y 37.y 38.y 39.y 40.y 41.y 42.y 43.y 44.n 45.y 46.y 47.y 48.n 49.y 50.n 51.n 52.n 53.n 54.n 55.n 56.n 57.y 58.n ---- CE
59.n 60.y 61.n 62.n 63.y 64.n 65.n 66.n 67.n 68.n 69.n 70. hhhhmmmm... NO!!! | | 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" | |
| Janos M. Underboss
 1015 Posts



 Hamburg / GErmany
 | | 04/16/2006 5:39 AM |
| May I'm to dumb but why does no.8 will loose in this round?
Please enlight me! | | 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" | |
| Low Key Underboss
 1231 Posts




 | | 04/16/2006 6:17 AM |
| | You know, if we think that typing our votes is hard, imagine what its like to count the results. [)] | | Champion of the Sarrukh | |
| HidesFromHurricanes Warrior
 289 Posts




 | | 04/16/2006 8:41 AM |
| quote: Originally posted by Janos M.
May I'm to dumb but why does no.8 will loose in this round?
Please enlight me!
Double Maruts are not terribly manueverable, and can be forced to a less optimal position. They don't have the added speed from burrow like Loyal Earth Elemental and the big bases hinder them. This match could come down to CE Quad taking down one Marut and most of the rest of the band, then using VA points to win, while running from the remaining Marut. | | Champion of Savage Bard (Unearthed Arcana: Bard Variant) Bloodwars Called shot (vindicated) Demonic Gnoll Adept/Priestess Old Jagermonster Saying: Any Plan vere you luz your hat iz a BAD Plan. | |
| lalato Underboss
 1546 Posts



 Urbana, IL
 | | 04/16/2006 9:58 AM |
| quote: Originally posted by Low Key
You know, if we think that typing our votes is hard, imagine what its like to count the results. [)]
Actually counting is very easy. I just copied everyone's answers into Excel and did a formula that counted all the yes votes.
So far the top vote getter is #2 with 17 out of 18 votes. There are three tied for second with 16 out of 18 votes. If no one else votes, the lowest score to move on to the next round would be a 9. :)
Oh... and that took about 10 to 15 minutes to do while reading the news this morning. ;)
--sam | | I'm in Urbana, IL | |
| 2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




 | | 04/16/2006 10:59 AM |
| quote: Originally posted by HidesFromHurricanes
quote: Originally posted by Janos M.
May I'm to dumb but why does no.8 will loose in this round?
Please enlight me!
Double Maruts are not terribly manueverable, and can be forced to a less optimal position. They don't have the added speed from burrow like Loyal Earth Elemental and the big bases hinder them. This match could come down to CE Quad taking down one Marut and most of the rest of the band, then using VA points to win, while running from the remaining Marut.
It's worse still. I've been testing double Marut bands lately, and I've been very disappointed. I played a version with a commander rating of 3, magic weapon, the cleric of moradin, and aramil. My maruts both effectively had an AC of 29! Yikes.
But, I was lured into the old trap of over-rating high AC's. You know what folks, high AC still isn't any better than it used to be. When you only have 75hp, it takes just 3 hits for most CE pieces to kill you. After the first round, 4 hitters are taking 8 swings a piece. Remember, all they need is 3 hits. Not good odds, even at 29 AC. Worse still, my damage output was only 60 a round. One hit isn't good enough to force the MC--two hits won't kill (and CE pieces are sticking around with the Wardrummer out there). If I concentrate all my firepower for 2 rounds, I can only kill one CE piece. In 2 rounds, every time, I lose one Marut. With so many hitters, it was impossible to prevent flanking, but even without flanking, when you roll the die enough times, 14's-20's come up. Again, all they need is 3.
We even played "experimentally" testing out different positions and setups, talking through the best plays. We wanted to minimize the impact playskill had--and we did a fair job of it. Truth is, the Marut still got hit. It was just too easy to bring one of them down. And after I lose one, my damage output dropped to 30 a round, which just wasn't enough to win.
Double Marut is going on the shelf for me for a while. It needs more damage output, and more staying power. If a 13 point LG piece comes out that can give blur, I'll be taking it back off the shelf. | | 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... | |
| 2004 D&D Miniatures Champion Kiddoc Underboss
 1797 Posts




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