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Subject: First attempt at a Marut band

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Qapla
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04/19/2006 8:29 PM  
7 Dalelands Militia
16 Eberk, Adventure
21 Dwarf Artificer
21 Villiage Priest
28 Combat Medic
32 Warforged Bodyguard
74 Marut

7 Activations 199 points

I've been avoiding making one of these for a while because I see them often but I finally cracked and made my own. After reading the article on our good buddy the Marut I followed some of its advice and added my own fun ideas. I do believe that the WFB is effected by the VP CFX. Which is why I put the VP in, to make the WFB more than just the Marut's lankey. And with the DM getting a boost he'll make a decent Ranged shooter for 7 points. Eberk and Artie are there for their nifty spells, the Medic to heal and the bodyguard to take and dish damage. Let me know what you guys think.

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djtool
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Crystal MN, USA

04/19/2006 9:53 PM  
for me personally...

I don't like the bodyguard. his lvl is low making him 32 pretty ez points to get.

village priest really doesn't do much for the marut except the extra save. However marut already has spell resistance and can't route. Best commanders to throw in with marut are Coautl (for snakes swiftness), cleric of yondalla (cmdr rating of 3 helps for initiatives, she can cast mw on marut and is only 14 pts), and cleric of order ( cmdr rating of 5, and shielf of faith).

the eberk and artificer are cool for kicking maruts AC up to 27 but i'm not sure their worth the extra 15% chance of your opponent missing. besides that they're doing it all for just one guy, and that guy only has 75 hp's. If getting his AC up is a real big deal for you i'd go with cleric of moridain (sp?), he's only 14 pts and can cast 2 sheilds of faith (Cleric of order is also good for this). If high AC is really your thing then perhaps consider working another high AC piece in the band to benifit from this concept (ex: gith monk (AC25) and dragon samurai (AC24).

I guess the medic is there to heal the bodyguard but as I said before bodyguard routes too ez. Besides after he's gone who else are you going to heal? I think she's better off left out.

lastly I don't see the milita guy as being so good that he's worth giving up an activation for. I'm sure you included him to benefit from the vp, but I already stated my feelings on that. VP is best tied to the new arcanix guards or the caravan guards.

sorry to have ripped it up but just trying to help.

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kgradert13
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04/19/2006 10:41 PM  
Village priest helps the Bodyguard as well +4 to hit and +4 saves
This means the Bodyguard is saving as a lvl 10. (maybe 9) and is Bold.

The priest also has a Bless and Magic Weapon, meaning the marut will get +2 to hit (more rarely hurts), as well as 2 more heals for the bodyguard to go with the Combat medic's heals.

It's not an ideal band, but it coulkd win a few. I prefer the Couatl for the Snake Swiftness and Energy Protections myself. If you drop Eberk, the Dalelands and the Combat Medic, you can toss in the Couatl and 2 Caravan Guards, leaving you at 7 activations and 1 extra creature to benefit from the Village Priest


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zenthrus
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SLC, UT

04/19/2006 11:54 PM  
Since the Marut only has one attack it virtually needs the Couatl for Snake's Swiftness.

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md3
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04/20/2006 3:13 AM  
Marut +

I worked something out like this:
Marut
Coautl
WF Bodyguard
Combat Medic
Dwarf Wizard
Man @ Arms

The Marut stands in front of the Coautl. The WFB stands next to the Marut and the Combat Medic stands next to the Couatl and WFB to heal either in need.

The Dwarf Wizard can try to make enemies fail to a Bigby's slapping hand in case you want to try for a 3rd strike from the Marut.

The Bodyguard should not route if the Couatl lives. Be sure and try undeniable gravity if enemy flyers are around. The Combat Medic should be able to heal the WFB twice for 30 and even a time or two for 5.
So if my calculations are correct, your Marut could have about 75hp + 55 + 30 + 30. or a whopping 190 hp with DR5.

"You are not the sum of your miniatures."


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iluvxtina
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Spain

04/20/2006 6:42 AM  
I dislike all these creatures except the marut and the warforged bodyguard.The couatl is must (the warband cannot work well without it) and aramil too.Healer is better than the combat medic because she is cheap.A warforged scout is a good adition too.

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Luisjoey
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Caracas Venezuela

04/20/2006 7:43 AM  
i have a marut but not a coautl it is useless at all?

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LeClaire
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04/20/2006 9:02 AM  
quote:
Originally posted by Luisjoey

i have a marut but not a coautl it is useless at all?

The Couatl is crazy good. If you don't have one and want to play LG I'd suggest going with a band that doesn't normally include a Couatl. For example :

93 Aspect of Moradin
61 Iron Golem
13 Aramil
12 Healer or Lanternbearer
08 WF Scout
12 Hill Dwarf Warrior (x3)
8 @ 199 points.

If you really, really want you could "upgrade" a HDW to the (n)ever-mighty Tordeck, Dwarf Fighter for that last spare point. Sure he costs a point more and has a -1 on his saves, but he gets a +1 AB. And he's much harder to come by, so you know you get to pay a premium price for his torpid arse. What more can you ask for?


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nedleeds
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04/20/2006 9:20 AM  
I have way more problems with

Couatl x 2
Marut
WF Scout
Cleric of Order
Filler (Maa or Human Commoners)

I have lost to this dreck online and in regular play. The key (i think - but haven't been able to do) is getting around the Marut and hunting the Couatls. Maybe the CoO first to give the Couatl a chance to rout. But generally basing the snakes and keeping them from SS is the idea. I also haven't won map roll against the band and have ended up in nightmares like Kings Road.

Champion of Zarak - Evil Half-Orc Assassin
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