bshugg Underboss
 1832 Posts




 | | 07/10/2006 11:31 AM |
| Wanted to get in with some more early warband discussion.
I've played about 15 games with shambles of figs made from the starters/boosters I have cracked in sort of a sealed warband format. I also got to play with some of the designers warbands at Dreamblade day and Origins. I have only recently played around with constructed warbands of my own.
Based on my play, I discovered a few things I really liked, and a possible realization about constructed play that the designers weren't sharing. They demo'ed a lot of diverse bands, but I'm wondering if they were showing off their "tier 2 and 3" stuff leaving the uber bands for us to discover. It certainly felt this way after playing with this band yesterday:
3 Cannibal Pariah ( 2 cost 2 power 3/4) 3 Barb Strider (2 cost 3 power 2/4 with a drawback) 3 Spellbound Scissors (2 cost 2 power 2/4 regenerator)
2 Genteel Husk (5 cost 2 power 4/6 lets you steal victory areas)
3 Voodoo Manipulator (8 cost 4 power 7/10 lets you spend spawn to scare things) 2 Thunder Sultan (8 cost 5 power 6/8 lets you spend spawn points to expel things)
The concept of the band is to drop 3 fodder a turn until you have a heafty board advantage, then use scare/expel to delay their big guys. You can let medium and small guys through as you can gang attack them or use the 8 cost guys to finish them off. Finally as your close to winning, you can use the Genteel Husk to steal another win or two, even if they are really controlling the board.
In actual play it worked wonders. I beat Rob 6-0 with only the last turn being somewhat close. I could use 2 fodder on each of his fodder, 3 fodder or a hitter against his medium guys that came out, or else send them running with scare/expel. Despite him playing a move band, he couldn't hardly move at all. Dice may have been a factor, but I was really impressed with how it handled. I could of probably ended up 9 -1 or so before his bigger guys would of started to make a comeback for him to win.
The Genteel Husk is pretty interesting. I didn't need to use him, but I like his potential. He can sneak up the board, and win turns that you don't normally expect to win.
Whats different about this band from what everyone else seems to be playing is the intensive focus on cheap guys, and the lack of any big hitters. Most every band I see has 2-5 2 and 3 cost guys, and 2-3 10+ guys. That makes their power curve a lot higher than mine. I'm wondering if this is the way to go. A lot of games I see, people have 4-5 figs left in their spawn pool and each costs 8+. By that point the games heavily in swing and one player is usually up or down by 4 wins. The big guys are nice, but only if you actually cast them.
After playing the band, I decided to make 2 minor tweaks: 3 Cannibal Pariah ( 2 cost 2 power 3/4) 2 Barb Strider (2 cost 3 power 2/4 with a drawback) 3 Spellbound Scissors (2 cost 2 power 2/4 regenerator) 1 Hive Pincer (3 cost 2 power 2/3 blade: +4 damage sometimes)
2 Genteel Husk (5 cost 2 power 4/6 lets you steal victory areas)
2 Voodoo Manipulator (8 cost 4 power 7/10 lets you spend spawn to scare things) 2 Thunder Sultan (8 cost 5 power 6/8 lets you spend spawn points to expel things)
1 Dreadmorph Ogre (11 cost 6 power 10/13 Multiblade: Expel)
The changes were: - 1 barb strider +1 Hive pincer This lets me smooth my cost curve a bit and add in a guy that can help swarm and kill a big guy that sneaks on the board. On early turns where I get 6 or 8 spawn I can pay the one extra to sneak him out. Doesn't really hurt my speed much.
-1 Voodoo Manipulator +1 Dreadmorph Ogre 4 Spawn phase effects may be enough, despite how much I REALLY, REALLY like them. The ogre gives me a big hitter for the random turn where we both roll 6's early on and they drop out a Noble Dragon or similar. Can also come out on turns where I have dropped all my cheap stuff, and they gang kill 3 of my spawn or something.
Other possibilities: Treacherous Concubine in place of 1 fodder. 3 cost with blade effect that lowers all enemy defenses by 2 in that cell. Would be useful for turns when I gang up with fodder on some guys and want to disrupt them all rather than kill them.
1 mid point guy in place of one hitter. To help even out the curve.
After running something like this, my views of whats viable have changed a bit. I'm starting to see some possible tier 1 figs, and a lot that are definatly tier 2 and 3. I want to get in a lot more playing to really decide on whats what though, for sure [:)]
| | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 07/10/2006 12:59 PM |
| Well, I've only gotten in 4 games (all sealed) and I can really see what you are saying. Blade abilities can be good, but anything you can do to get rid of the variablity of the blades/attacks is a good thing.
I've already had a couple of situations where I needed to get 8 to 11 pure damage on a unit with 12 attack dice and failed. In one case, I was able to attack with 6 dice (got a blade) and warpstriked (failed to get damage), then had the terrible 12 rolls for 7 damage (got a blade though to Advance the warpstriker), attacked with 3 dice and failed to get the blade for Warpstrike, attacked with another 3 dice and failed to get a blade to Expel. All of that really hurt and none of it was outside the norm for the dice rolls.
Meanwhile, my opponent moves up a Flame Harrower and rips me to shreads on the spawn phase. I have nothing that can respond and end up lose the match 6-5.
The potential of bypassing a spawn phase is still there, but with the tournament rules, you can't miss out on back to back spawn phases. With that tournament rule in place, it is very hard to miss out on even two 2-Spawn Cost abilities in a Spawn phase. | | | |
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zephyrstorm Sergeant
 528 Posts




 | | 07/10/2006 2:00 PM |
| quote: Originally posted by tullywi
Well, I've only gotten in 4 games (all sealed) and I can really see what you are saying. Blade abilities can be good, but anything you can do to get rid of the variablity of the blades/attacks is a good thing.
Definitely agreed on this point. I've had a game where I needed one blade on 16 dice to win, and didn't get it (fortunately still won the game). While I've not played any constructed yet, it seems that Spawn Cost abilities are the way to go if you want to reduce that variablilty. You just need to make sure that you'll still have enough points in order to continue to spawn creatures to keep up with what your opponent spawns. | | Champion of the Hellwasp Swarm New subscriber to rule #0: bshugg is always right. | |
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bshugg Underboss
 1832 Posts




 | | 07/11/2006 3:09 PM |
| I got in two more games with the modified version of the band and won both games (6-0 and 6-2). The opponent who actually won rounds, matched me on quick fodder for a turn or two before he ran out, then got a bit luckier on combat. I held back a bit until I could get my numbers up. Both games I had 7+ figs out very early on, then started dropping board control figs.
I'm finding disrupt attacks are great for going first as it eliminates death strikes. Going second I always swarm and go for the kill on stuff. The highlight so far was taking out a Noble Dragon with a Voodoo Manipulator and 2 weenies. It was a fair trade for the barbstrider he ate on his move.
I'm going to stick with this version until people start playing faster bands as well:
3 Cannibal Pariah ( 2 cost 2 power 3/4) 2 Barb Strider (2 cost 3 power 2/4 with a drawback) 3 Spellbound Scissors (2 cost 2 power 2/4 regenerator) 1 Hive Pincer (3 cost 2 power 2/3 blade: +4 damage sometimes)
2 Genteel Husk (5 cost 2 power 4/6 lets you steal victory areas)
2 Voodoo Manipulator (8 cost 4 power 7/10 lets you spend spawn to scare things) 2 Thunder Sultan (8 cost 5 power 6/8 lets you spend spawn points to expel things)
1 Dreadmorph Ogre (11 cost 6 power 10/13 Multiblade: Expel)
The Genteels haven't done much really, but mainly because I haven't needed to use them. I'm still hoping they work out in theory.
My next thought was to drop 1 Sultan and 1 Husk for 2 more fodder for even more craziness. Probably another barbstrider and another Pincer or a treacherous Concubine.
With "Averages" you should get 28-30 spawn points by turn four. I can get all 11 fodder out for 27 giving me 25 power worth of attacks with +8 bonus damage from blades! That should chew through anything my opponent can put in front of it, especially if they are dropping location or support figs. | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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striderlotr Commander
 3370 Posts




 | | 07/12/2006 1:51 PM |
| I have not had a chance to build a band yet asmy collection is small. I know I could use the info online, but I've been trying to focus on what I have. I'll be playing more sealed in the beginning, so I need to work on that.
I have been working on a Valor/Madness band, but I'll post it once I have a chance to play it once or twice. | | Sean Banks Champion of Elementals Official Organizer Gen Con 05 maxminis Event | Winterfantasy 06 maxminis Event | Gen Con 06 maxminis Event | Winterfantasy 07 Community Event | |
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Shivan Darkeyes Warrior
 266 Posts




 | | 07/12/2006 11:44 PM |
| | Amy and I tried your warband out. IT is ok, but by no means is it a face crushing unbeatable machine like I thought it was from this thread. your army doesn't have any blade abilities besides the pincer and ogre which can often hurt you. | | 13th Place at the 2005 DDM Championship in GenCon | |
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bshugg Underboss
 1832 Posts




 | | 07/13/2006 8:48 AM |
| quote: Originally posted by Shivan Darkeyes
Amy and I tried your warband out. IT is ok, but by no means is it a face crushing unbeatable machine like I thought it was from this thread. your army doesn't have any blade abilities besides the pincer and ogre which can often hurt you.
[:D] I'm just a good salesman I guess. [:D] I wasn't trying to be misleading about its strengths. Its so early on in the game's life, any information is helpful. What wasn't working for you? Did you find yourself over run? What order did you spawn things? How many games did you play, etc.
I wish there were more blade effects, but most end up costing you a premium to get. The idea behind this band was to shave as much cost off of getting bodies on the board, then when you run out of efficient spawn costs, you can use the extra points to control the board. You don't want to be rolling blades, you want to be rolling 1,2 and 3's. I guess you could easily drop 2-3 fodder to get in more blade effects like Poltergeist or Jack of blades. It would slow the band down a good amount though.
Also a more tuned version may be better. Say dropping 2 fodder for a 4 slot and 6 slot guys, as that works with the spawning curve better. This was just my rough draft and I was suprised with its results. | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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Amy Skirmisher
 7 Posts




 | | 07/13/2006 10:15 AM |
| We only played one game so far. I played your warband. John played an all Valor Warband. Part of the problem for me was that he played 2 Pearlthorn Castles and 2 Lunar Handmaidens. If I won initiative, Shivan was able to undo most of the scaring and expelliing I could do during my spawn phase. If I chose not to use my points to scare or expel, he could use his spawn abiltiies to put himself in perfect position. For the first time ever the spawn phases were much more difficult and took me longer than the action phases.
He also had all of the movement abilities of a Valor warband. Having all sorts of little miniatures on the board gave him the ability to attack more and roll more blades. My warband was very predictable during the action phases with few blade abilities (as Shivan described).
The Barbstriders also gave me problems. They haven't been spoiled for very long at all, so I have not gotten used to using them. If your opponent doesn't kill them in the beginning it seems like they can get an amazing advantage out of them.
I would be interested in watching you play Shivan with your warband, so I can see how you make it work. | | | |
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bshugg Underboss
 1832 Posts




 | | 07/13/2006 11:40 AM |
| Ok, that makes sense. What was the rest of his band? 2 castles and 2 handmaidens is a lot of dedicated advance move effects. I'm assuming he had scarabs as well? This kind of band you can only hope to beat on efficiency. It spends a lot of points on utility figs (castles and blade effects), so my attempt is to counter with attack dice. In those situations the blades don't really matter, just the numbers. If you can't overwhelm his move effects and kill off the handmaidens and scarabs, then this band will definatly have trouble. The longer the game goes the more chances they have of bonus attacks from skirmish and longer living guys. A valor move band that is up and running is definatly a bad match up. To win you need to hope they can't get up and running fast enough.
Not really trying to pimp for my band, but some things I would try for:
try not to let your opponent get a big advantage from the barbstriders drawback. If he can move 3 guys in with one thats a bad thing. I use them a loaners for the most part only moving them in when I need 3 dice extra dice to finish things off. If you can trade them in combat with an enemy fodder thats a good thing too.
Scare/expell things on the turn you go second can still be effective against spawn phase move effects. If you go first it may be better to just drop more critters. You can also push things to the side then back rather then straight back. This can put it 2 squares away from a castle. Or you can push the handmaiden out of a scoring cell meaning it can't use its effect.
I usually try to win the first three turns by being aggressive, then spread out my guys. If you clump they can move big stuff in and kill them all. Its often better to move a fodder in with their big guys and "feed it to them" rather than cluster a bunch and try to kill it. Every fodder you starta turn in a square with an enemy means that enemy can't do anything besides kill and move it unless they use a blade effect.
Moving a voodoo or thunder sultan up and to the side lets you push things out into squares way you may have attackers. This can be a handy way to isolate and kill the nasty support figs.
Disruption is almost the ONLY option when you attack first. Even something with 2-3 dice can do a number on your fodder. Going second you make them come at you and limit their number of attacks then hope to jump them and make kills. If you do make kills then push things away the next turn and try for the same.
Late game if you have 4 wins it may be worth scattering things and going crazy with expel/scare in the hopes you can squeek in 2 more wins. It doesn't matter if you lose 4 guys a round at that point if you can win the last two rounds. | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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Shivan Darkeyes Warrior
 266 Posts




 | | 07/13/2006 2:52 PM |
| My full warband:
x2 Runetagged Bralwers x2 Pearlthorn Castles x3 Scarab Warcharms x2 Knight of Joy and Strife x2 Lunar Handmaiden x1 Hawk-Eyed Instigator x1 Brighthammer Avenger x2 Saint of Roses x1 Noble Dragon
I actually didn't spawn the Brighthammer Avenger the whole game, though I think it could have been QUITE good early game against this band. | | 13th Place at the 2005 DDM Championship in GenCon | |
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bshugg Underboss
 1832 Posts




 | | 07/14/2006 8:06 AM |
| At the FLGS yesterday I demo'ed a bunch, but also made up some constructed bands. I described the concept to a friend roughly and he built a copy to test with. His version was:
3 Cannibal Pariah 3 Barb Strider 3 Spellbound Scissors 2 Hive Pincer 1 Acolyte of Loss 1 Voodoo Manipulator 2 Thunder Sultan 1 Dreadmorph Ogre
He faced off against another local with a band I built for him based on something Dagni mentioned on IM the other day:
2 Runetagged Brawler 2 Redcap 2 Pearlthorn 3 Scarab Warcharm 3 Knight of S and J 2 Blade Hound 2 Forgeblind Punisher
I believe they played three games, and he won all three. It was a pretty bad match up for the valor/passion band for sure though. Neither version of the band was as tuned as it could of been.
I was planning to use my band again in a few games, but we ran out of time when the demo games took too long.
After watching someone else play a similar version, I considered trying to make the band a bit more aggressive. Drop the Genteels for:
3 Cannibal Pariah 2 Barb Strider 3 Spellbound Scissors 1 Hive Pincer 2 Carrion Spiker 2 Voodoo Manipulator 2 Thunder Sultan 1 Dreadmorph Ogre
Or more controlling: 3 Cannibal Pariah 2 Barb Strider 3 Spellbound Scissors 2 Acolyte of Loss 2 Voodoo Manipulator 2 Thunder Sultan 2 Dreadmorph Ogre
I really liked the one acolyte in my friends version.
| | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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DireKobold Skirmisher
 21 Posts




 | | 07/14/2006 1:42 PM |
| quote: Originally posted by bshugg
I really liked the one acolyte in my friends version.
Yeah as long as you're running with hardly any blade abilities, tossing in Nullify would be a great idea. | | Dreamblade Generator | |
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brimstone Skirmisher
 4 Posts




 | | 07/14/2006 2:14 PM |
| What's the point of the scissors. They cost 3 alot of the time and don't help to reduce the aspect costs of the other figures. Wouldn't more pincers be better then the scissors. I built a similar band upon seeing the stats for barbstrider (it's mono fear) and so far it has been working pretty well. I really like the husks since they can help out winning that last one or two turns that would be impossible to do otherwise. | | | |
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Endenil Skirmisher
 2 Posts




 | | 07/14/2006 2:31 PM |
| | I keep losing with similar bands to mono-valor bands. Maybe I'm playing it wrong, but I just can't seem to beat them. Nullify guys are necessary, but they usually only last for a turn. | | | |
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bshugg Underboss
 1832 Posts




 | | 07/14/2006 3:55 PM |
| quote: Originally posted by brimstone
What's the point of the scissors. They cost 3 alot of the time and don't help to reduce the aspect costs of the other figures. Wouldn't more pincers be better then the scissors. I built a similar band upon seeing the stats for barbstrider (it's mono fear) and so far it has been working pretty well. I really like the husks since they can help out winning that last one or two turns that would be impossible to do otherwise.
The scissors are in for two reasons. The first is the band does really attack. It ties things up and picks on a few figs here or there. Nothing is better for tying things up at such a low cost as Scissors. Especially as your opponent doesn't get any points for killing. Second late game you can run out of fodder. Scissors come back to be reused
The band still plays mono color. It just means the first scissors costs you 1 extra. Since 8-9 guys are so much cheaper than most of the opponents band, the 1 extra is no big deal.
You could go single faction and up the number of pincers or include things like treacherous Concubines. I would worry about running out of guys though. | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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Shivan Darkeyes Warrior
 266 Posts




 | | 07/14/2006 6:00 PM |
| | I've found the scissors are important so you don't run out of fodder as Brad mentioned in his post as well... | | 13th Place at the 2005 DDM Championship in GenCon | |
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XAos Underboss
 2395 Posts



 London
 | | 07/21/2006 5:59 AM |
| It's clear from the spoiler lists that Cannibal Pariah & Barbstrider. are 2 of the most efficient uses of spawn points early in the game. The Scissors are not quite as efficient (and you never get their spawn points back) but regenerate does deal with the problem of running out of units to spawn after a few turns. The Voodoo Manipulator also looks like a strong combo with a swarm of cheap units. By providing an effective use for spare spawn points. From the spoilers it's probably the best of the "Spawn-cost" abilities. | | Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything. | |
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Shivan Darkeyes Warrior
 266 Posts




 | | 07/21/2006 5:53 PM |
| | Don't take this post the wrong way... I love the Voodoo Manipulator, but I think I might like the Lunar Handmaiden or even possibly (the jury is still out) the Thunder Sultan more. Certainly the Voodoo Manipulator is the hardest to acquire relevant spawn ability since it is a rare though. | | 13th Place at the 2005 DDM Championship in GenCon | |
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bshugg Underboss
 1832 Posts




 | | 07/22/2006 1:02 PM |
| quote: Originally posted by Shivan Darkeyes
Don't take this post the wrong way... I love the Voodoo Manipulator, but I think I might like the Lunar Handmaiden or even possibly (the jury is still out) the Thunder Sultan more. Certainly the Voodoo Manipulator is the hardest to acquire relevant spawn ability since it is a rare though.
I don't take it the wrong way. Lunar and Thunder are both very good, but I like the Voodoo way, way more. The thunder can only push things out of combat which is about half as useful and means that the figure is now only 1 square away. If its something nasty it can still move up and attack the same turn. The Manipulator essentially locks a figure out of the game unless the opponent uses other effects or is willing to give up a turn of attacks. In a close game where you NEED to move and attack to stay even this is a huge problem. For just 2 spawn points you get to lock out their newest big threat, and smash other guys with a 4 power attack. The voodoo just sits back and does its thing, slowly moving up to clean up a fig here and there while you can race ahead on points.
You could argue that the lunar's effect is as powerful but it can't really be used quick enough with out a very careful setup of conditions. Also having to be in a victory area means its threatened and your opponent is gunning for it. It shoud be a rare handmaiden that survives to use its ability more than twice. This difference in speed and stability can cost you a turn or two of victories when one of your high impact figures gets pushed back a square, or the dice get swingy a bit and you need to reposition.
I can say with out a doubt that there isn't a single figure in the set I hope to see in my sealed more than the voodoo manipulator. I would play it as my lone fear figure even and pay the full 11 points! | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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bshugg Underboss
 1832 Posts




 | | 07/22/2006 1:13 PM |
| After about 13 more games (9 against valor) I have tweaked the band a little bit. I have pretty much discovered that if we don't get spawn points in turn 3 or 4 my opponent is in big trouble. I have so much dice power out by then, then they have either hid in the back or lost all their first turn figs.
The Genteels don't seem to be doing much for me. I rarely want to cast them even when I have the points free, and rarely need them for their abilities.
I'm not really sure what I should replace them with though.
I'm considering a few things arranged to most radical (and most favorite actually) on down:
-2 Genteel for
1. Pearlthorne + Heartsblood - Even paying 5 for these isn't a big deal with how cheap the band costs. I can potentially land a heartsblood in the center denying an opposing pearlthorne with a nice bonus, and a single castle really speeds up an already fast band. I could alternatly do 1 of these and another medium figure if its too zany.
2.Pincer + Barb Strider - More fodder = a good thing with this band, and this gives me another turn of explosiveness. I find the games either end 6 to 0-2 so I don't run out of drops. My two losses I HAVE run out though, but in both the other player had 2 uncast figs as well, so there were other factors involved. Both games I lost 6-5 though so I definatly should run out. [:D]
3. Hive Pincer + Carrion Spiker - I like more fodder, and a spiker seems like a natural fit.
4. 2 Jack of Blades - Midgame effects to add some blades to the band
5. 2 Acolyte of Loss - If I feared the movement effects this seems the best choice. For me the games I have lost don't come down to blade effect, it comes down to castles or hellacious rolls. These are probably out of place in such an aggressive band. | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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Shivan Darkeyes Warrior
 266 Posts




 | | 07/22/2006 1:53 PM |
| Interesting analysis. I have found the Pearlthorn Castle to be one of the strongest pieces in the game by far. Shifting is a resource just like spawn points and the castle lets you basically "cheat". I think the castle is the "power behind the throne" of the success of Valor warbands in a lot of cases.
Brad: What do you do about the Brighthammer Avenger? It seems like this piece would wreck your band. | | 13th Place at the 2005 DDM Championship in GenCon | |
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 Avatar of Skirmishes tullywi Sergeant
 982 Posts



 | | 07/22/2006 3:37 PM |
| At least one of the replacements should be a location. If for no other reason than to allow the ability to deny your opponent their placement. I'm not sure you need the extra spawn points, so I'd vote for the Castle.
I've found that the Avenger isn't as much a threat when you can Expel and Scare. Expel/Scare the Avenger can make your opponent shift 2 times (Especially when the Acolyte is in the game) to bring him back into play. If the Avenger is tied up in combat or already 2 cells away, Expel/Scare the movement ability units. | | | |
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bshugg Underboss
 1832 Posts




 | | 07/23/2006 3:29 AM |
| quote: Originally posted by Shivan Darkeyes
Brad: What do you do about the Brighthammer Avenger? It seems like this piece would wreck your band.
It's situational on the response. The Bright hammer itself isn't a major issue, its when it gets to charge 2-3 times. My guys don't really bunch up all that much, so its usually a lost spawn here or there unless I just went after something else juicy the turn before. In that case its a fair trade to lose 2 of them. Bright hammer + castle is more troubling as they aren't paying a lot for the extra points. Brighthammer + 2 castle + scarab is GREAT, as that means I probably won 3 turns while they were busy pulling off their killer combo and/or set up some scares/expels to win me the next turn as well.
Also you can position so that the brighthammer can't really risk jumping something with out a castle/realiable movement effect to protect it. You often don't want to jump something with it when theres a voodoo and barbstrider right behind that figure and your opponent gets to go second. If I'm going first then I just try to shove it away to where it minimizes its impact on my guys. I can feed one 3 spawn before I am really losing out on the spawn point race, and having 6 or so other fodder on the board earning me victory points can usually make up for the points he earns by charging.
A sneaky trick, I have sometimes used is to slide a scissors up the side lines. When they jump something, I can then scare/expel it in with the scissors leaving it locked down until they can get off a skirmish to free him.
Brighthammers seem to travel with scarabs and knights of SJ which aren't real good partners. The scarabs don't roll enough dice to get off the effects, and the SJ's defender can often be setup to bite them in the butt. Its actually pretty interesting to practice the positioning between this band and a valor-utility band. | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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bshugg Underboss
 1832 Posts




 | | 07/23/2006 3:32 AM |
| quote: Originally posted by tullywi
At least one of the replacements should be a location. If for no other reason than to allow the ability to deny your opponent their placement. I'm not sure you need the extra spawn points, so I'd vote for the Castle.
The castle was exactly what I used tonight in a game (+ jack of blades). It got exactly one advance off before my opponent flattened it with the boots! Never saw that happen before. [:0] Both of the test figures didn't do much, but more due to bad luck than anything else. Right now the Dreadmorph Ogre has a bullseye on its back. Needs to prove its worth having a slot or else its getting the boot as well! [:)] | | Looking for someone to cosponser a midwest DDM event. let me know if your interested! Check out my brand new blog: http://bshugg.blogspot.com | |
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XAos Underboss
 2395 Posts



 London
 | | 07/23/2006 9:39 AM |
| quote: Originally posted by bshugg
The Genteels don't seem to be doing much for me. I rarely want to cast them even when I have the points free, and rarely need them for their abilities.
I'm not really sure what I should replace them with though.
I would suggest a DarkHeart Cottage + Unspeakable freak. play the cottage in your spawn square & just leave the freak there. With all the 2 point creatures you could have a lo...ot of "unegaged creatures" to power the cottage's ability. resulting in a utterly lethal attack by the freak.... OK, I noticed the freak has to be in a scoreing-cell to use warpstrike. That clearly weakens the combo a bit (possible evidence of playtesting on that combo) So you might also want to play a Fleshless reaper, tactic for this is deploy the cottage+reaper 3 up & 1 left from the spawn cell. and spawn the Voodoo+Sultans 3 left, So they push enemy creatures into the Reaper's "Ambush".
quote: Originally posted by Shivan Darkeyes
Don't take this post the wrong way... I love the Voodoo Manipulator, but I think I might like the Lunar Handmaiden or even possibly (the jury is still out) the Thunder Sultan more. Certainly the Voodoo Manipulator is the hardest to acquire relevant spawn ability since it is a rare though.
Lunar handmaiden is clearly a strong unit it costs only 1 spawn point to counter the effect of a Voodoo manipulator. i.e; A net gain of 1 spawn point. But the Haindmaiden works best with single large figures (e.g. Brighthammer Avenger) Not with bushugg's warband of a swarm of 2 point weanies. I suspect the base set of this game has 3 (and only 3) basic warband designs; 1) Bushugg's swarm of 2-point weanies + larger creatures. With some small variation on what the larger creatures are, this warband is mostly "Fear" creatures. {3 Cannibal Pariah, 2 Barb Strider,2 Voodoo Manipulator, 2 Thunder Sultan, Hive Pincer} make at least 10 of the 16 figures "fear" alingment. 2) A set of 5,6,7,8 & 9 cost figures (to optimise use of spawn rolls) based around movement abilities (handmaiden, Peralthorn castle, Scarab warcharm & Asylum escapee) This warband uses a few heavy beatstiks to exploit all the extra movement. Brighthammer & some of the "madness" units with high "Life-to-Cost" ratios. 3) An "Energize" warband built to use a much higher rate of spawn points. However there are currently only 3 figures with energize and none of them look cost-effective. Two of the 3 have to be in scoreing squares for the energize to function. And probably won't have a long life expectancy. The 3rd is a location and won't break even with it's own spawn cost until at least 2 spawn phases (i.e. 3 game turns) after it is played. An energize warband based on these 3 figures can probably turn a small lead into a spectacular win. But it will need to have a lead before the energize "kicks-in". In other words if your winning, energize lets you win bigger. But it doesn't help you get ahead in the first place. Might be usefull if you play a very "random" warband (i.e. lots of extreem blade abilities) if you get lucky on the dice even for one turn, energize will consolidate that lead. | | Don't worry about the current metagame. It doesn't matter if it's ugly, bad, or the best ever. In 2 years time, set rotation will ban everything. | |
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