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D&D Minis Skirmish Discussion
Subject: Warband Critique.
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RJCarrot
Skirmisher
32 Posts
05/04/2006 12:27 PM
Newer Player, Playing home games so far havent thought of competitive yet. Just looking at how it fares.
CE 196pts 7-Act
1x Ogre War Hulk
2x Blood Ghost Berserkers
2x Trog Thugs
1x Quagoth Slave
1x Bugbear Champ of Eurythnal (sp)
Possible Changes: Adding a 4 Point Tile Grabber, Working in a Wardrummer in place of a Thug/Slave if possible.
Playstyle: Cut and dry, thugs/slaves for fodder playing straight beat down. Magic plays hell with this band.
LG 200pts 8-Act
1x Aspect of Moradin
1x Combat Medic
2x Gold Dwarf Soldiers
2x Dwarf Mercs
2x Axe Soldiers
Playstyle: Using the dwarfyness of this band to get the bonus from Moradin. Using insane AC and healing to let Moradin do his work. I genearlly toss the dwarfs/axe out there in front staggered and use the holes to use range 2 to beat things silly with moradin.
Keeping the medic back just far enough to +10 heal my field without healing theirs. Slapping in the +30s when needed.
Foxman
Sergeant
417 Posts
Calgary, AB, Canada
05/04/2006 12:38 PM
Wardrummer is an autoinclude in CE warbands - I can't think of a warband you wouldn't want to put it in.
Ogre War Hulk goes down too quickly - you oppenent should be able to manouver away from it farily easily. It more than paid for itself when I drew it in a sealed, but in constructed its not all that...
Blood ghost berserkers - they go down far too quickly - not bad for what they are but not as efficent as they could be...
I like the champ - but as the only commander, his rating of 2 is not enough - everything you have will run on a moral save
--------
LG
You don't have a tile grabber - you need one and the Warforged scout is so useful in that role
Your other includes don't have enough hitting power - and on the teleport temple this warband would get out manouvered
It would be very unlikely for unlikely events not to occur.
- J. A. Paulos "Innumeracy"
Frost-Bitten
Sergeant
677 Posts
05/04/2006 4:17 PM
im no expert but i know the most about LG so i will comment
You could possibly replace both dwarf mercaries for another gold dwarf or a sacred watcher
then change one axe soldier to a aramil (really hurts beaters)
and change the last axe soldier to a warforged scout and whatever 5 or six point fodder you want (depending on if you took gold dwarf or sacred watcher above)
PS. This is what the alphabet would look like if Q and R were removed
hardinjmm:
Frost-Bitten, there's more to life (and DDM) than LG!
Frost-Bitten:
More to life than LG... that is like saying there is more to Lucky Charms than the marshmallows!!!!!!!!
RJCarrot
Skirmisher
32 Posts
05/04/2006 5:02 PM
Sounds good, Like I said this is mainly for home games as we just started up.
I dont have aramil or wardrumer yet, I am in process of trading some friends for some watchers that I planned on doing something with the axe guys with.
forkedmoon
Underboss
1305 Posts
05/04/2006 6:05 PM
Good luck getting the figures you want. Take a look at the toolkits so you can keep an eye out for some other minis you might want later.
Champion of Cyclops
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