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Subject: extreme duergar

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Mr_Nived
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04/16/2006 6:52 PM  
Here are a few warbands I thought of that I think would be intristing to try. With the popular 4 helmed horrors that are often run comanderless why not try it with other LE beaters. Here are a few versions of what I think would be fun to try. I havent tried any of them but let me know what you guys think. These are just for fun.

Extreme Duergar v.1.0

6x duergar champions
6 activations 198

This is the most "extreme" version. With 6 beaters it reduces the "weak" targets. Its a numbers game and with your 6 beaters against the normal 4 you should be able to overpower them. As one gets injured just bring up the healthy ones to take his place. The main prblem with this (outside of the fact that there is no comander) is that it doesnt have a tile graber and it is low on activations.

Extreme Duergar v2.0

5x duergar champions
2x large duergar
1x wolf

8 activations 200pts

This version still leaves out a commander but you gain some activations and a tile grabber. Same strategy as the other band.

Extreme Duergar v3.0

5x duergar champions
Urthok the Vicious

6 activations 199pts

Again same strategy but with a commander. This one doesnt have a tile grabber either.


Nobody Important
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04/16/2006 8:17 PM  
The first two are crazy since you fail morale as often as not.

The last is acceptable (for a fun warband) but a slight downgrade of one DC so you get a VP grabber and/or additional activations. While not something you see often, a Destrachan provides some benefits and opens enough points for a Timber Wolf and 3 pointer.

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Sector 2814

04/16/2006 11:52 PM  
extreme duergar v 4.0

Urthok
Duergar champ x4
Large Duergar x2
Kobold miner

199 points, 8 acts

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Thenameless
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The Fortress of Solitude

04/16/2006 11:56 PM  
I guess v. 1.0 would be one of those high variance warbands. If you pass all of your morale checks, then you'll probably beat the snot out of your opponent. Of course, failing all of them, on the other hand, would be catastrophic.

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Zippy
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Whitewater, WI

04/17/2006 1:01 AM  
quote:
Originally posted by Nobody Important

The first two are crazy since you fail morale as often as not.



Actually at level 10, Duergar Champions would fail 45% of morale checks (rolling 10-20 on the d20 saves, which is 11 of 20 pips).

As bad as failed morale saves is lost initiatives (unlikely to choose the map, and you will lose a lot of key combat initiatives). So adding a commander, even a cheap one, is a good thought.

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Luisjoey
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Caracas Venezuela

04/17/2006 1:26 AM  
This makes me think that we need a duergar commander maybe a duergar chieftain!

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Wayne
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04/17/2006 3:49 AM  
quote:
Originally posted by Mr_Nived
With the popular 4 helmed horrors that are often run comanderless why not try it with other LE beaters.
Because Helmed Horrors don't run away 45 percent of the time after taking 35 points of damage.

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iluvxtina
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Spain

04/17/2006 7:19 AM  
I think being commanderless is an autokill action.In adition to this,I have to say that the helmed horror can be surely combined with the duergar champion and large duergar and even with one chraal, making not only a versatile and fun ban,even a much more effective warband.But three helmed are a very attractive choice,indeed.Oh....maybe you,ll need a dark moon monk surely.

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Wayne
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04/17/2006 7:35 AM  
quote:
Originally posted by Luisjoey
This makes me think that we need a duergar commander maybe a duergar chieftain!
Because ... Duergar Champions aren't good enough pieces already?

Jeff "Wayne Laredo" Wilder | Email | Have/Want List | Trade Policies | Are You an Ethical Trader?
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