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Subject: The State of Chaotic Good

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JohnnyFive
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04/17/2006 6:31 PM  
For some time now, I've heard numerous comments about how bad Chaotic Good is. For your consideration, I've compiled a brief list of reasons why, in my humble opinion, Chaotic Good has suffered in popularity and in perceived competitiveness in the post-War Drums (and pre-WotDQ) metagame.

Reason #1: Not enough miniatures!!

Does anyone know how many CG miniatures were in War Drums? 12. 13 if you count the Gulgar. That's 20% in a four faction game. CG needs more pieces. That's not to say that CG's woes couldn't be solved by one or two miniatures in the short-term, but in the long term, fewer miniatures equals a more stagnant metagame, such as the one CG is experiencing right now.

Solution:

Time. Call me crazy, but if I'm not mistaken, WotC developed War Drums for 14 months before its release. They're aware of the problem, I'm sure, and they probably knew about it long before the rest of us. Last year, LE wouldn't have been the pick for most people to be the dominant faction at Gen Con. Enter the Chraal. The year before that, it was the Drider Sorcerer. Point being? There's been a trend of significant metagame shifts with the last expansion before Gen Con each year (though this could generally be said of every expansion set). I expect this year to be no different.

Reason #2:Untapped Potential

In the current competitive CG metagame, there are several pieces which have great potential, but the pieces just don't exist right now for that potential to be met. This exists to some extent in every faction (such as LE's Inspired Lieutenant, whose CFX gives followers atk. +2, and atk. +4 to creatures with Psionics), yet in CG, a piece that had great synergy with one of these potential Tier-1 pieces could change the metagame drastically.

My stock example of this would be the Champion of Eilistraee. She has, frankly, what I beileve to be one of the best Commander Effects in the game (followers with swords gain +2 to melee attack and AC). The problem is, there just isn't a decent mid-costed piece to make the most of this ability. Hypothetically speaking, of course, a CG piece similar to a Duergar Champion or Zakya Rakshasa wielding a sword would likely push the CoE into competitive play.

While the Champ isn't the only such piece, it's merely an example of how the right piece could open up the CG metagame.

Solution:

See solution to Reason #1, as it applies here as well.

Reason #3:The Orc Wardrummer

No, this isn't some CE bashing piece- it's merely indicative of the problem. Why in the world would CE get a more effective bard than the generally more Bard-friendly CG? Am I really supposed to be satisfied with the Voice of Battle now that I have the Orc Wardrummer sitting in my miniatures collection? Faction griping aside, the fact is that, at the time of this writing, Wardrummer bands now have a decisive advantage over non-Fearless CG pieces, due to CGs generally poor saves across the board, which is only furthered by CGs also generally average-at-best commander ratings.

Solution:

While it's true that many pieces in CG would benefit greatly from a drastic increase in saves, a Wardrummer-type piece isn't the only soultion- a tier-1 piece with bless or some type or greater bless spell would also improve the situation. To make a long story short, saves are becoming increasingly more important in the competitive environment, and CG lags beind the other factions in this respect.

Conclusion:

While the current metagame isn't favorable to Chaotic Good, the situation is far from hopeless. As expansion sets are relased, new figures will improve CGs competitiveness in the metagame, and there will always be clever and creative players out there to further the CG metagame in ways previously unthought of.

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Daunte
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04/17/2006 8:11 PM  
Just a few things that i observed about your post.

Your first reason. CG only got 12 or 13 mini's in Wardrums. Count them up, all CG mini's from all sets as well as cg/lg and cg/ce and mini's available in any faction. 154, which is roughly 29% of all the mini's ever made. Kind of defeats reason 1. As well as the fact that underdark had 13 LE mini's. The numbers are never going to be completely even, but i think there really close to it now.

Reason number 2. Every faction has peices that could be beefed up by new peices. Dont really see it as valid either. Im sure tons of people could come and pick out a mini and post how it could be made better by a new mini. Its every faction.

Reason number 3. Your putting one single peice out from another faction and saying its one of the reasons CG needs help. Nothing personal but if your basing everything off the wardrummer then maybe you should play a band with the wardrummer in it instead of CG. Other factions have thigns similar. LE can put in a blackguard and any figure level 8 or higher only fails morale on a 1. Try to get CE or LE up the the AC some LG bands have, CG for that fact too. SHow me one peice in any faction that can give you the same bonus as the couatl? All the factions have there star peices.

Ha:19 of 80! De:43 of 60! Ar:24 of 60! GoL:60 of 72! Ab:59 of 60! Dk:58 of 60! Af:60 of 60 Complete! Ud:60 of 60 Complete! WD:60 of 60 Complete!
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04/17/2006 8:30 PM  
I'm very nearly convinced that the (only) reason CG can't compete right now is because it's the weakest faction.

In other words, it doesn't get much more balanced than it is right now, but if you rank the factions in order, one of them is going to get ranked 4th. Far more often than not, the faction ranked fourth won't have more than one or two spoiler bands that are really tournament worthy. That's the case in CG right now. I mean, 3 FBs with Inspiring Marshal is really very good! It's just that other factions have better warbands that are more robust in the current metagame. Someone has to be fourth, bummer for CG that it's them.

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robbdaman
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04/17/2006 8:39 PM  
I see CG as too many bells and whistles. There's almost no focus on one thing. This in turn makes everything cost so much that it can't create competitive warband concepts anymore. CG needs three things to make it work again (if it every really did before the Frenzied Berserker and Inspiring Marshall combo).

1. More cost effective melee beater units. By this I mean something that isn't 1/4 of your warband with a save lower than almost every other creature in the game with a similar cost. Looking at the current possibilities there isn't a single one in CG that is very solid and can hold it's own against most of the concepts in all the other factions. This is something that is how it's always been but if it's not changed CG just will not be a truly playable faction. What I'm waiting for at the moment is a solid Elf unit that can be paired with the Cleric of Corellon Larethian. One that is in the high 30s to low 40s range point cost and can do some reasonable damage in melee and perhaps have a limited ranged attack just because that's an elf thing. Basically an Elf Champion to be a counterpart of the Orc Champion or Duergar Champion.

2. Less fluff pieces that are almost useless. For an example I'll take a look at the Lion of Talsid. The first beastmaster CG gets since Deathknell and it's beastmaster ability won't even let it command a Dire Bear or a Dire Lion. Out of the past 3 sets there are only a few pieces that are even seen as being remotely competitive. In part Johnny is right that they tend to not get a lot of minis per set. But the ones they get fall in the low level or not better than Frenzied Berserker territory.

3. More creativity is required to make CG stronger. So much simple expected D&D stuff is put into the minis for CG. It's a faction that is overhwlemed with medium sized and rather bland medium figures at that and the larges it does have are some of the worst. Why does this matter? Because the variance of figures in other factions allows for certain abilities that CG doesn't have much of. Melee reach for one. If you count the competitively useable figures CG has very few that have Melee reach. Yet there are still many a large creature in the faction. Making manueverability hard in tight spaces. 3 Dire Bears sounds cool but when they can't all engage an enemy at once it's lousy.

R~

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04/17/2006 8:43 PM  
quote:
Originally posted by Daunte

Just a few things that i observed about your post.

Your first reason. CG only got 12 or 13 mini's in Wardrums. Count them up, all CG mini's from all sets as well as cg/lg and cg/ce and mini's available in any faction. 154, which is roughly 29% of all the mini's ever made. Kind of defeats reason 1. As well as the fact that underdark had 13 LE mini's. The numbers are never going to be completely even, but i think there really close to it now.

Reason number 2. Every faction has peices that could be beefed up by new peices. Dont really see it as valid either. Im sure tons of people could come and pick out a mini and post how it could be made better by a new mini. Its every faction.

Reason number 3. Your putting one single peice out from another faction and saying its one of the reasons CG needs help. Nothing personal but if your basing everything off the wardrummer then maybe you should play a band with the wardrummer in it instead of CG. Other factions have thigns similar. LE can put in a blackguard and any figure level 8 or higher only fails morale on a 1. Try to get CE or LE up the the AC some LG bands have, CG for that fact too. SHow me one peice in any faction that can give you the same bonus as the couatl? All the factions have there star peices.



Certainly viable criticisms. Allow me if I may to clarify.

As for the total number of CG pieces, yes, I am aware that quantity isn't necessarily the issue, but moreso recency. As sets go on, the metagame evolves and pieces become less significant. The point I was making was, at this point in time, the lack of a significant influx of new CG minis in recent sets has somewhat stagnated CG's metagame.

Secondly, I believe I said as much that all factions experience symptoms of Untapped Potential. It's simply that there a lot of pieces (especailly ranged ones) that simply aren't useable in competitive play, despite the best efforts of the Nentyar Hunter or Valenar Commander.

Moreover, as to your criticisms to #3, my point was not that the Wardrummer is the scapegoat for CGs woes, but I was merely using it as an example to illustrate CGs general lack of saves or significant buffs to saves, Warchanter notwithstanding.

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JohnnyFive
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04/17/2006 8:45 PM  
quote:
Originally posted by Dagni

I'm very nearly convinced that the (only) reason CG can't compete right now is because it's the weakest faction.

In other words, it doesn't get much more balanced than it is right now, but if you rank the factions in order, one of them is going to get ranked 4th. Far more often than not, the faction ranked fourth won't have more than one or two spoiler bands that are really tournament worthy. That's the case in CG right now. I mean, 3 FBs with Inspiring Marshal is really very good! It's just that other factions have better warbands that are more robust in the current metagame. Someone has to be fourth, bummer for CG that it's them.

- Dagni



I see your logic here, but with all due respect, it doesn't quite add up for me. If the factions are "balanced" as you say, then no one faction should be 4th. It should rely simply on the skill of the players competing, as opposed to the faction you play.

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04/17/2006 9:07 PM  
No, no, the point is that there's no such thing as perfect balance. The only way to do that is make everything identical. Sure, it's theoretically possible to have a couple viable bands from every faction. But... talk about unlikely! I mean, it's probably never going to happen at one time. The normal case will be that one faction will be noticably less desirable than the other factions. To this point, that has been true of at least one faction throughout the history of DDM.

That said, sure, one can look at the specific things holding CG back right now. Personally, I don't see much there other than... "hmm, this stuff is good, but piece X in faction Y is amazing!"

In other words, I think the three problems with CG right now are: CE, LE, and LG. I guess the other big one is ranged. Especially the change to maps, which at this point seems to weaken ranged somewhat, which was already just on the weak side of balanced. Beef up ranged some more, and get it's best on par with the other factions best, and obviously it can compete again.

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04/17/2006 10:18 PM  
Would the HEBI work if it were 35 points? How about the Centaur Hero for 65 points?

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04/17/2006 10:38 PM  
quote:
Originally posted by Thenameless

Would the HEBI work if it were 35 points? How about the Centaur Hero for 65 points?



No. The problem isn't their costing, but the fact that you can completely shut a ranged warband down through any number of means. You can bring a beefy blocker like a ZWD. You can play a map like Hellspike Prison. You can take cover until you get into melee. You can lead with cheap fodder. Ranged attacks are very high variance, regardless of how they are costed.

It's deja vu all over again.

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04/17/2006 10:41 PM  
Effects like the CoE's, especially on a piece as hard to get as the CoE, actually don't serve CG very well and can't be part of a solution (assuming for the moment that a solution is needed.)

The typical design trap that effects like that create is that creatures are costed/designed with the idea in mind that people will use that commander effect. If the goliath barbarian had a sword, he'd probably cost a fair amount more; look at the sword-wielding figures near it in point cost (longstrider ranger, longtooth barbarian) and consider just how much more efficiently the goliath is costed. For another example, consider that the silent wolf goblin probably costs too much because the fact that it can benefit from Snig's commander effect is built in to the minature. Instead of the CE serving as a boost, it ends up as a hindrance.

A piece that the CoE made super efficient would have at best a small effect on the metagame, and at worst would cause a serious have/have not split in warband construction, since very few people who don't already have a CoE are getting one going forward.

One thing I think we can take note of is that the figure costing trends which are visible in LE pieces through War Drums are indicate that the devs are taking a very conservative approach to finding the right balance for the factions that they probably made overcosting errors in at the beginning of the game.

Consider the progression of LE beater figures in the 30s zone:

Ha: none
DE: Salamander, Thayan Knight
AR: none
GoL: none
AB: half-elf hexblade (sort of)
DK: skullcrusher ogre
AN: chraal
UD: duergar champion
WD: zakya rakshasa

There's a clear trend of increasing efficiency as they went, especially if you look at the AB to WD progression. Each set they figure out the costing points more finely.

CG just isn't as far along on the development path. I think there's at least a bit of a pattern in pieces in the mid 20s to low 30s that you can see developing, though:

AB: longtooth barbarian
DK: goliath barbarian, griffon
AF: longstrider ranger, celestial pegasus, weretiger (oops), LAA (oops)
UD: rikka, half ogre barbarian
WD: none

There are obviously more false steps in this progression, and it seems clear they haven't really hit on the CG formula yet. Similar issues can be seen in the ~50 point beater design in CG.

I think it becomes very obvious that they're working on it, once you take the time to look at the figure design trends.


Now there is another issue, and that issue is indeed the wardrummer. It is a very specific issue - CG is by far the most vulnerable faction to the wardrummer's intimidating drumbeat. Their major beater pieces are almost all level 8 or lower, and the highest commander rating typically considered playable in CG is 4. This doesn't translate to good times when the wardrummer is around. Even CE has a better defense against the wardrummer than CG does, simply because they'll probably have a drummer of their own!

Only CG's small number of fearless pieces really avoid that issue. I don't really know how they're going to design themselves out of this particular corner. It may be through added mobility that allows CG to really strike into the backfield and take out the problem at the source. Rikka and the pegasus already help with this, really.

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04/18/2006 12:56 AM  
The Orc Wardrummer is one of the things that makes non-Frenzied Berserker warbands impossible to play. When you need to roll 12-14 or higher for every morale save it's a pretty lame deal. Wemic (unless Bravadoed), Warforged Barbarian, Rask, Warbound Impaler, Rikka, Goliath Barbarian, Celestial Pegasus, etc all have saves under 10. The best CG usually does is negate the -4 Intimidate Wardrummer effect with the CR of it's commander. Meaning you're needing far better than average rolls to make morale. Until this changes CG will always be the weakest faction for competitive play.

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04/18/2006 1:26 AM  
Yeah, but imagine things like ...

Ashborn Champion - Barbarians gain SR or SR All

Shifter Hero - Shifters or Barbarians gain (something - fearless? save +4) - not a CFX (see MSD, Deep Dragon, Wardummer)

Instant catapult into serious playability. I suspect the future of CG though will be wonky synergies or CFX (tactics, whirlwind, etc. are all common indicators). And, frankly, I've not seen anyone really stress the ranged capabilities of the King's Road. Heck, most of the maps now have decent ranged capabilities.

Teleporters don't really screw ranged, as ranged units can escape and still make full attacks.

Nice kill zone / corridor of fire right down the middle of the dragon shrine (and handy magic circles)

Kings Road has the fun cover

Drow outpost has the nice bridge where combat nearly always converges

All you really need is a good solid blocker to tie folks up ... large base ... Half Ogre, Warbound Impaler, Wemic, Clay Golem, whatever.

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04/18/2006 1:40 AM  
in the next set all they need to do is all one decent low/mid costing beater and one powerful tech mini at a low cost. sometime like the wardrummer. i think that would chance a lot.

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04/18/2006 1:41 AM  
There is one major reason CG cannot compete in todays metagame. The union of the Hill Giant Barbarian and the Orc Wardrummer.

The HGBs primary weaknesses are its low save and its low attack bonus. Its low save is bolstered by the Wardrummer, and its "lower" attack bonus means little against the lower ACs of CG. Combine this with the giants enormous damage output on top of the low HP to point cost CG figures and you have a recipe for disaster for a CG player. Regardless of where you put HGBs on the tier scale, its a fact thta they are going to show up at tournements and this alone is enough to keep CG down.

Point for point, CG has to pay more for its abilities then any other faction right now. This is why CGs beater curve is in the high 40s to mid 50s range. Another intersting thing to look at is that a lot of figures in CG that could be considered for the beater slot are also commanders. This drives up the average cost of the beater slot by a signifigant margin, denying CG of its potential high 30s to mid 40s beater figures that it could tripple or quad up on while having decent support.

The focus for CG really seems to have been lost. We used to default it as the ranged faction, but its becomming more and more apparent that ranged attacks are not a efficient use of points with todays speedy units and obscuring maps as easy counters. Before too long though we should see CG leap forward to put it in line with the other factions. Look at what the last couple of sets has done for LE....

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04/18/2006 2:02 AM  
quote:
Originally posted by Shadow_Fox

There is one major reason CG cannot compete in todays metagame. The union of the Hill Giant Barbarian and the Orc Wardrummer.

The HGBs primary weaknesses are its low save and its low attack bonus. Its low save is bolstered by the Wardrummer, and its "lower" attack bonus means little against the lower ACs of CG. Combine this with the giants enormous damage output on top of the low HP to point cost CG figures and you have a recipe for disaster for a CG player. Regardless of where you put HGBs on the tier scale, its a fact thta they are going to show up at tournements and this alone is enough to keep CG down.

Point for point, CG has to pay more for its abilities then any other faction right now. This is why CGs beater curve is in the high 40s to mid 50s range. Another intersting thing to look at is that a lot of figures in CG that could be considered for the beater slot are also commanders. This drives up the average cost of the beater slot by a signifigant margin, denying CG of its potential high 30s to mid 40s beater figures that it could tripple or quad up on while having decent support.

The focus for CG really seems to have been lost. We used to default it as the ranged faction, but its becomming more and more apparent that ranged attacks are not a efficient use of points with todays speedy units and obscuring maps as easy counters. Before too long though we should see CG leap forward to put it in line with the other factions. Look at what the last couple of sets has done for LE....




Indeed, every playable medium non-fearless hitter in CG is morale checked by *one swing* from an HGB, except for Rikka and the Warforged Barbarian. To add insult to injury, the only way for the HGB to miss on any of these pieces, barring exceptional circumstances is by rolling a 1. With the wardrummer around, the CG player can be expecting to be basically making all these saves without the benefit of his commander rating (or worse, if he chose something under a 4.)

Given the typically low levels of CG's playable hitters, this makes many formerly playable CG builds untenable.

Now, mind you, CE beaters like the red samurai and orc champion suffer here as well; however I doubt as many people are shedding a tear over that circumstance.

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04/18/2006 2:14 AM  
Well, they have a few ways of fixing this ranged problem for chaotic good.

One, make archers cheaper. This one I don't like because it will render all of the previous ranged units useless.

Two, make them better melee fighters. Again, I don't like this one for the above reason.

Three, synergy. This is my personal choice, as it would not render the older ranged units outdated. Something that gives archers extra damage. Something that gives archers sidestep. I really liked the ideas behind the Valenar Commander and the Nentyar Hunter, but they were just too expensive.

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Litchfield, MN

04/18/2006 2:27 AM  
quote:
Originally posted by IanB

Now, mind you, CE beaters like the red samurai and orc champion suffer here as well; however I doubt as many people are shedding a tear over that circumstance.



Yeah, I dont know why they chose to introduce the HGB and Wardrummer at this time. CE was fine before them. They should have made CE sit out a year on the bench while the other factions had some fun.


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The Fortress of Solitude

04/18/2006 2:32 AM  
Very true. In any game that a warband of Orc Champions makes all of its key saves, it will win for sure.

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04/18/2006 2:36 AM  
That's the whole point. Everything in CG is really too expensive. As Ian said, CE faces a similar problem facing a Wardrummer but usually half their warband isn't put into just two figures like a lot of the time you have in CG. Are certain CG figures still overcosted? Definately. Wemic and Warforged Barb were overcosted and pale against the Frenzied. This goes back to the lacking that I mentioned in my first post in this thread. Cost effective, fluffy uselessness and lacking creativity. If the Wemic had melee reach it would probably be worth it's cost. Warforged Barbarian needed to drop a good 5 points in cost to be usable for what it is or at least make it level 10. I mean it's 13 more points than a Warforged Hero and it's a level lower. Saves are what kill CG right now. Routing is almost always a 50/50 shot or worse.

R~

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Litchfield, MN

04/18/2006 2:49 AM  
quote:
Originally posted by robbdaman

That's the whole point. Everything in CG is really too expensive. As Ian said, CE faces a similar problem facing a Wardrummer but usually half their warband isn't put into just two figures like a lot of the time you have in CG. Are certain CG figures still overcosted? Definately. Wemic and Warforged Barb were overcosted and pale against the Frenzied. This goes back to the lacking that I mentioned in my first post in this thread. Cost effective, fluffy uselessness and lacking creativity. If the Wemic had melee reach it would probably be worth it's cost. Warforged Barbarian needed to drop a good 5 points in cost to be usable for what it is or at least make it level 10. I mean it's 13 more points than a Warforged Hero and it's a level lower. Saves are what kill CG right now. Routing is almost always a 50/50 shot or worse.

R~




Damage Reduction is at a premium cost in CG. This goes a long way to up the WFBs point cost IMO as DR helps negate CGs traditional weak AC. Also, Bloody Rage really hinders the use of fodder pieces and can really scare a based commander.

These two things combined hinder what could have been CGs breakthrough piece. I think this is a case were extra fluff (DR, Living Construct, Bloody Rage) ended up "making the figure worse".


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04/18/2006 4:03 AM  
quote:
Originally posted by Thenameless

I really liked the ideas behind the Valenar Commander and the Nentyar Hunter, but they were just too expensive.


That and you can still easily counter them. Nentyar Hunter makes all of its attacks against one creature. So it's easy to beat with screeners until you get into melee. The Valenar Commander is countered by cover.

What archer bands really need is a better blocker. But since they get creatures with such low saves, it's hard to make a durable blocker for CG that isn't costly. Either you get a fragile half-ogre barbarian or an expensive clay golem.

It's deja vu all over again.

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04/18/2006 5:05 AM  
I think CG problems are these:

1-Very low level in general,like rikka,half ogre,goliath,warbound.... I think thats the main problem.

2-Very low AC allowing even the fodder can hit you.Like frenzied,nebbin,pyromancer,wemic...

3-Only a few average commanders,like inspiring,moon elf,corellon,ryld,greenfang.....

4-Awesome damage and good melee attack bonuses,but not great making they miss the attacks a lot.

I think the only really overpower creatures in CG are the frenzied, inspiring,archmage and crow shaman.

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Shadow_Fox
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Litchfield, MN

04/18/2006 5:37 AM  
quote:
Originally posted by iluvxtina

I think the only really overpower creatures in CG are the frenzied, inspiring,archmage and crow shaman.



I dont agree with your opinion on these units.

The FB has some serious drawbacks assosiated with its power. Namely 10 AC and Burnout. I shudder when I think about what the FBs cost would be without these limiting factors. Even with them this figure is at the top of the non-titan cost curve.

The Inspiring Marshal is 29 points for Grant Move Action and Commander 4. He doesnt add anything more then this. If anything he might be overcosted by a few points. Although I might have to take that back when GMA breaks a 40-45 point power house in the future lol.

The Archmage is 50% of your warband and has 20 AC/75 HP. It has to get to Range 6 and survive TWICE to get off its two swords. Thats probably the definition of "all your eggs in one basket". Some players can do very well with an Archmage but I think it is far from overpowered considering what you get for its point cost.

The Crow Shaman is a decent support piece that hasnt really found the right partner to "break" yet. This is probably due to the fact that CG pieces are overcosted on average and there just isnt room to squeeze the shaman in.

These are just my opinions of course. Feel free to disagree as you see fit. [:D]

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iluvxtina
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Spain

04/18/2006 1:20 PM  
Yes,shadow fox,I disagree.I have seen two frenzied+marshall making a total of 180 damage to the enemy in the second turn.Literally the rival (with eye and orcchamp) was completely obliterated before the match begins.The crow shaman is one of the most useful minis in the game and he goes well with kord,frenzied,wemic,rikka,goliaths....I cannot imagine a warband withou him.And the archmage is the only one mini that gives me the victory in a tournament (two swords onto a silver dragon and my opponent withdrawing).Surely you have your reasons to say this minis are not on the top but in my opinion theyre the best of CG.

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04/18/2006 2:06 PM  
The Wardrummer was a bad idea all-around. I have seen nothing to change my opinion on this. It neuters EVERY non-fearless creature in teh other three factions. Bold would be good, exept the Teleport Temple screws it too many times, so it's not an ability likely worth adding to CG.

The Nentyar was a decent idea, but she's too expensive and has a TERRIBLE commander rating. CR 2 doesn't cut it, especially with a -4 nerfer in play. The Steelheart was an okay idea too, but +7?!?!?!?! Sure, you don't get melee cover, but other cover still drops them to +3 to hit. That's Elf Warrior level, not semi-reliable support level.

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04/18/2006 3:39 PM  
Steelhearts are +7 on their MELEE attacks. Their ranged attacks are at +9. Still not great, but...

I actually think the Steelheart is a big step in the right direction for CG ranged units. Not only do they ignore most of the penalties for firing into melee, but they're the first relatively low cost ranged unit that can drop 10 damage into an opponent and still move 6 squares in the same turn. This helps a LOT for getting around targeting and cover issues. Unfortunately, with all the high AC pieces in the metagame these days, its hard to build a band that relies heavily on a piece that's only +9 to hit (+5 if there's real cover in the way)

Its true that ranged bands are a bit more impacted by unfavorable terrain than melee bands, but I think that's always going to be the case. What really needs to be done to make ranged bands competative is two things:

1. Give them better blockers. All the potential blockers in CG are either way too fragile, or way too expensive. 50+ points is too much to spend on a blocker. CG NEEDS somethig roughly comparable to a ZWD (maybe not that good, but close).

2. The designers need to be a lot more careful what kind of units they give flight too. Helmed Horrors simply destroy any sort of band that relies on blockers to protect more fragile, yet key pieces. The combination of flight and a medium base on a ridiculously durable, reliable melee piece wrapped up in an efficient point cost is just disgusting and should never have been let into the game. Prior flying pieces were usually either relatively fragile for their point cost, or came with large bases, which at least gives a defender the chance to try and limit their possible landing positions to protect a key piece. With the HH around, the only way to truly protect a key piece is to dedicate multiple durrable blockers to completely surround it, leaving no squares open that threaten that piece. Of course, once you do that, the overall mobility of your band is shot to hell.

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04/18/2006 3:46 PM  
quote:
Originally posted by Jesster


1. Give them better blockers. All the potential blockers in CG are either way too fragile, or way too expensive. -=The Jesster: Gatchaba Goose=-



Actually, Wood Woads are okay for land-bound blockers. Not great, but solid HP.

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04/18/2006 4:02 PM  
Wood Woads are really good as secondary blockers due to their high HP/cost ratio (and plant immunities are nice too). However, a primary blocker really should have a large base. Otherwise, you need to many of them to properly clog up a 3-square or wider hallway.

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JohnnyFive
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04/18/2006 4:41 PM  
quote:
Originally posted by IanB

Effects like the CoE's, especially on a piece as hard to get as the CoE, actually don't serve CG very well and can't be part of a solution (assuming for the moment that a solution is needed.)

The typical design trap that effects like that create is that creatures are costed/designed with the idea in mind that people will use that commander effect. If the goliath barbarian had a sword, he'd probably cost a fair amount more; look at the sword-wielding figures near it in point cost (longstrider ranger, longtooth barbarian) and consider just how much more efficiently the goliath is costed. For another example, consider that the silent wolf goblin probably costs too much because the fact that it can benefit from Snig's commander effect is built in to the minature. Instead of the CE serving as a boost, it ends up as a hindrance.

A piece that the CoE made super efficient would have at best a small effect on the metagame, and at worst would cause a serious have/have not split in warband construction, since very few people who don't already have a CoE are getting one going forward.

One thing I think we can take note of is that the figure costing trends which are visible in LE pieces through War Drums are indicate that the devs are taking a very conservative approach to finding the right balance for the factions that they probably made overcosting errors in at the beginning of the game.

Consider the progression of LE beater figures in the 30s zone:

Ha: none
DE: Salamander, Thayan Knight
AR: none
GoL: none
AB: half-elf hexblade (sort of)
DK: skullcrusher ogre
AN: chraal
UD: duergar champion
WD: zakya rakshasa

There's a clear trend of increasing efficiency as they went, especially if you look at the AB to WD progression. Each set they figure out the costing points more finely.

CG just isn't as far along on the development path. I think there's at least a bit of a pattern in pieces in the mid 20s to low 30s that you can see developing, though:

AB: longtooth barbarian
DK: goliath barbarian, griffon
AF: longstrider ranger, celestial pegasus, weretiger (oops), LAA (oops)
UD: rikka, half ogre barbarian
WD: none

There are obviously more false steps in this progression, and it seems clear they haven't really hit on the CG formula yet. Similar issues can be seen in the ~50 point beater design in CG.

I think it becomes very obvious that they're working on it, once you take the time to look at the figure design trends.


Now there is another issue, and that issue is indeed the wardrummer. It is a very specific issue - CG is by far the most vulnerable faction to the wardrummer's intimidating drumbeat. Their major beater pieces are almost all level 8 or lower, and the highest commander rating typically considered playable in CG is 4. This doesn't translate to good times when the wardrummer is around. Even CE has a better defense against the wardrummer than CG does, simply because they'll probably have a drummer of their own!

Only CG's small number of fearless pieces really avoid that issue. I don't really know how they're going to design themselves out of this particular corner. It may be through added mobility that allows CG to really strike into the backfield and take out the problem at the source. Rikka and the pegasus already help with this, really.



Your point is well taken, Ian. However, remember that this was merely an example. I was simply using it as a way to avoid stepping on Rav's toes concerning something he mentioned back when War Drums came out about how CG's potential as the "ranged faction" wasn't being met, FYI. [:)]

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Litchfield, MN

04/18/2006 5:13 PM  
quote:
Originally posted by iluvxtina

Yes,shadow fox,I disagree.I have seen two frenzied+marshall making a total of 180 damage to the enemy in the second turn.Literally the rival (with eye and orcchamp) was completely obliterated before the match begins.The crow shaman is one of the most useful minis in the game and he goes well with kord,frenzied,wemic,rikka,goliaths....I cannot imagine a warband withou him.And the archmage is the only one mini that gives me the victory in a tournament (two swords onto a silver dragon and my opponent withdrawing).Surely you have your reasons to say this minis are not on the top but in my opinion theyre the best of CG.



I think perhaps you misunderstand what Im saying. I agree that these figures are the best that CG has at the moment. The point Im trying to make is that its best isnt good enough.

For people who arent prepared for the Grant Move Action, Swing with Berserkers, Win next initiative, Swing with Beserkers again maneuver, it can be quite devastating. But during last years qualifier season, a few bands sprang up that were found to be reliable Frenzied Beserker counters.

As far as the Archmage is concerned, My argument is that 98 points isnt a reliable investment with so many speedy high damage units running around right now.

We may have to just agree to dissagree on this one my friend. :)

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iluvxtina
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Spain

04/18/2006 5:26 PM  
You,re completely right.CG creatures are not at the same level of the rest of factions.Its minis are almost all overcosted and an expert tactician can see through your plan,avoiding be obliterated by two berserks+marshall.The archmage can be based and somebody who play hill giants or orc champions can do so easily.I,ve seen an archmage completely obliterated by a single marut.Yes,is indeed the worst faction at this moment very poor if compared with LG or CE.

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moonglum
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04/18/2006 8:13 PM  
One of chaotic goods biggest problem is the lack of pixies. Imagine a flock of invisible pixies peppering an opponent with sleep arrows, or a pixie leader hitting a hill giant barbarian with otto's irresistable dance!

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