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Subject: WBC-VI--Round 1 VOTE

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Kiddoc
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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!!!!!!!

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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.
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#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.
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#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).
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#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.
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#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.
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#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.
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#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.
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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.
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#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.
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#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.
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#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.
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#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.
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#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.
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LG MIXED WARBANDS

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#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...)
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#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.
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#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.
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#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
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#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.
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#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.
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#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...
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#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).
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#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.
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#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.
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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.
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#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).
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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.
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#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.
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#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.
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#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.
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#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.
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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.
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#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.
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#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.
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#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.
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#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? :)
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#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.
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#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.
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#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
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#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).

----------

#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.

----------

#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


----------

#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

----------

#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

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Avatar of the Tank

Newtoncain
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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
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04/15/2006 1:05 PM  
You have two number 48 listed, Kiddoc.

R~

Champion of the Titan
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2004 D&D Miniatures Champion
Kiddoc
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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.

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Low Key
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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

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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
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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
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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
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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;
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Pegasus Knight
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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!
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Raland
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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"
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rhane
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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
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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.

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04/15/2006 8:00 PM  
I vote for Cholo warband


HidesFromHurricanes
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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)
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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
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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.

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From Birth unto the Dust,

jacksonm
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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
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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
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My combined DDM Skirmish record of all games ever played in all formats.
486 - 188 - 4

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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..

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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
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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.

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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
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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!!!

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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!

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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. [)]

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HidesFromHurricanes
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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.

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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

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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.

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04/16/2006 11:01 AM