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Collected articles, warbands and posts about how to play the D&D Miniatures game.

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Recent News:

Monday, October 04, 2004

Evaluation of the Lawful Good Faction

Greetings to all. In this article I am going to be taking a look at the Lawful Good (LG) faction at large and discussing it's most competitive figures.

The Figures

Purple Dragon Knight
Cmdr 6; 45 points
Humanoid (Human)
LVL 8; SPD 4; AC 22; HP 65
Melee ATK: +13/+8 (15 magic)
Commander Effect: Followers successfully rallied by this creature can take their turn normally.
Spells: 3rd-Fear [] (Cone; morale save)

You're not going to find a better all around unit for 45 points in LG. His good AC/HP, attack bonuses, damage output, and high commander rating make for a versatile figure. If his commander effect wasn't so narrow, this already great unit would be even greater and would would probably be THE cornerstone figure in the faction. His fear spell can cause some upsets and is a nice counter to the usually low saves of CE.


Dwarven Defender
Cmdr 4; 55 points
Humanoid (Dwarf)
LVL 8; SPD 4; AC 23; HP 75
Melee Atk: +13/+8 (10 magic)
Commander Effect: +4 AC against creatures that have moved this turn.
SA: Save +4; Defensive Stance [](At the start of its turn, this creature gainst +2 AC, Save +2. and melee damage +5; the effect ends if this creature moves); Giant Bane (melee attack +2; melee damage +10 against Giants).

The Dwarven Defender is a very nice tank. He pays for it though and a lot of people have a hard time placing him in over the PDK due to his base attack bonus being the same and his damage output is worse for 10 more points. His defensive stance cures this problem but it is limited in use and your opponent can work around it. If you expect to fight a lot of giants however, your not going to find a better figure at killing them due to his giant bane. His commander effect can really deture your opponent from bringing the fight to you and may slow down fast opponents as a result. Its a good figure but has its limitations.


Gold Champion
51 points
Dragon
LVL 6; SPD 4; AC 25; HP 60
Melee Attack: +15/+10 (15 magic)
SA: Breath Weapon [] (Replaces attacks: cone; 25 fire damage; DC 16); Immune fire, paralysis, sleep.

The Gold Champion has been a staple figure in LG for a long time. He's a well rounded melee unit. However, he does have his weakness. With the emergence of more and more forms of direct damage that bypass his high AC, his low save and low HP become very apparent and has contributed to the decline of LGs power. This figures success is largely based upon your local metagame.


Large Silver Dragon
122 points
Melee Attack: +17/+12/+12 (15/10/10)
Large Dragon
SA: Breath Weapon [] (Replaces attacks: cone; 35 cold damage; DC 21); Breath Weapon [] (replaces attacks: cone; paralysis; DC 21); Flight; Immune acid, cold; Vulnerable Fire

The Large Silver Dragon is a "put all your eggs in one basket" figure. The best way to use him is to team him up with a PDK or Dwarven Defender (I prefer PDK) and a lot of support units to boost his stats to incredible heights. It was hard to use an LSD band in the quickstrike format but it is harder to use now with the advent of assault and plunder. If your opponent has a couple of figures that can take a couple of turns of punishment from the LSD, they can ignore it outright and finish off the remainder of the band. Then they can just run away while your fodder scores tile points, preferably against an out of command LSD.

There is no doubt that the LSD is a very strong piece but that strength comes at a price. His cost of 122 is very restrictive and makes it hard to build a versatile band around.



Cleric of Order
Cmndr 5; 24 points
LVL 5; Spd 6; AC 16; HP 25
Humanoid (Human)
Melee Atk: +4 (5)
Commander Effect: Followers rallied by this creature can take their turn normally if they rally successfully.
SA: Turn Undead 4 []
Spells: 1st- Command [][], Shield of faith [], Major resistance [][]

This is one of the best support pieces in LG. Commander 5, speed 6, shield of faith, and two castings of (unique unto itself) major resistance. All for the low cost of 25 points. His commander effect is put to better use then the PDK could manage because this is not a melee oriented figure. He can sit back behind your band and with his speed 6 can pick up any routing figures. This is one of my favorite LG pieces. And if you have the commanders to spare, he can utilize his speed to grab tile points if you have no other use for him.



Cleric of Moradin
14pts
Humanoid (Dwarf)
LVL 2; SPD 4; AC 17; HP 15
Melee Atk: +3 (5)
SA: Save +4; Turn Undead 2 []
Spells: 1st-command [][](range 6; stun; DC 13), shield of faith [][](touch; +2 AC)

Another great support unit. The big thing here is the two castings of shield of faith on a 14 point unit.


Eberk, Adventurer
#10/72; Uncommon; LG/CG; 16 pts
LVL 3; SPD 4; AC 20; HP 25
Melee Attack: +4 (5)
Ranged Attack: -
Type: Humanoid (Dwarf)
Special Abilities: Unique. Save+4; Turn Undead 2 []
Spells: 1st-cure light wounds [][] (touch;heal 5 hp), magic weapon [] (touch; +1 attack, ignore DR), 2nd-divine protection [] (your warband; +1AC, save +1); spiritual weapon [] (sight; melee attack at +5 against target creature whenever it activates, 5 damage)

Eberk is a versatile support unit that doesn't specialize in one stat. He can buff AC, attack bonus, and saves. He's got a nice AC/HP for a 16 point unit and his spiritual weapon can harass opposing fodder or weak commanders. He even has a couple of heals when you need them. All around a nice figure.


Aramil, Adventurer
#9/72; Uncommon; LG/CG; 13 pts
LVL 3; SPD 6; AC 13; HP 20
Melee Attack: +1 (5)
Ranged Attack: +5 (5)
Type: Humanoid (Elf)
Special Abilities: Unique.
Spells: Sorcerer Spells: 1st-[][][] mage armor (Self; +4 AC), magic missile (sight; 5 damage), ray of enfeeblement (range 6; attack -2, damage -5 [minimum 5])

Aramil's primary role in LG is to cast Ray of Enfeeblement. This can offer a nice boost to the defensive capabilities of your troops when it lands. If there are no good Ray targets you can always let fly with magic missiles. Not a bad offensive threat for 13 points.


Warmage
#7/72; Uncommon; LG; 22 pts
LVL 4; SPD 6; AC 18; HP 20
Melee Attack: +3(5)
Ranged Attack: -
Type: Humanoid (Human)
Spells: Sorcerer Spells 1st-[][][][] lesser sonic orb (range 6; 5 sonic damage, ignore Spell Resistance);
2nd-[][] fireburst (each adjacent creature;15 fire damage,can cast while adjacent to enemy; DC 14),
Melf's acid arrow (sight;10 acid damage, ignore Spell Resistance), scorching ray (range 6; 15 fire damage)

I really like the Warmage. He's the best offensive caster in LG and he's got a great array of spells for only 22 points. Also, his spells mix up the elements so he is not crippled by any one resistance type. He's even got spells that ignore spell resistance! A very versatile caster and dangerous in large numbers.


Dragon Samurai
#05/60; Aberrations; LG; rare; 60 pts
LVL 9; SPD 4; AC 24; HP 80
Melee Attack: +11/+11/+6 (10 magic + 5 fire)
Type: Humanoid (Human)
Special Abilities: Breath Weapon [] (Replaces attacks: cone; 20 fire damage; DC 16); Resist Fire 5.

The Dragon Samurai poses an interesting question for LG players. This unit is obviously comparable to the Gold Champion and debates still rage on which is better. In my eyes, they compliment each other because each one covers the weaknesses of the other. His high cost of 60 points can pose a problem but I feel he is a balanced unit.

He offers more potential damage then the GC but at a lower attack bonus so will miss more often. Also his damage has a commonly resisted element type. His higher save and HP really shine over the Gold Champ as that are the GC's primary weaknesses. A fair trade for only one less AC then the GC. Another major difference is that the DS is a human and doesn't enjoy the immunities granted by the dragon creature type like the GC does. Only time will tell if this units emerges as a staple in LG.


Exorcist of the Silver Flame
#06/60; Aberrations; LG; rare; 38 pts
Commander 5
LVL 6; SPD 4; AC 19; HP 40
Melee Attack +10/+5 (10 magic)
Ranged Attack +7 (5)
Type: Humanoid (Human)
Commander Effect: Cleansing Flame (Followers gain attack +1, or attack +4 against creatures with DR)
Special Abilities: Fearless (Always succeeds on morale saves); Lay on Hands 15 [] (Touch, heal 15 hp); Save +4; Smite Evil +15 [] (Melee dmaage +15 against evil outsiders); Turn Evil Outsider 3 [] (As Turn Undead, but evil Outsiders only)
Spells: 1st-magic weapon [] (touch; +1 attack, ignore DR)

The Exorcist has its pros and cons. Low AC/HP for a LG unit but its fearless. He can plink away with his ranged attack until melee is joined. Smite Evil can provide a nice boost of damage and his turn evil outsider may alter the metagame by threatening the power of Tiefling Captain. His lay on hands and magic weapon offer decent support.

whether people want to spend 38 points to threaten Tiefling Captains and run the risk of using a subpar figure against other factions will remain to be seen. This figure doesn't rate too high in my book yet.


Hill Dwarf Warrior
#07/60; Aberrations; LG; common; 4 pts
LVL 2; SPD 4; AC 17; HP 15
Melee Attack: +4 (5)
Type: Humanoid (Dwarf)
Special Abilities: Save +4

Hill Dwarf Warrior is an awesome fodder unit for LG. He can absorb one magic missile or weak ranged attack and not morale. He's got a nice AC and save for a 4 point unit. He combos very nicely with the Dwarf Sergeant vs giants. I really like this little guy.


Warforged Hero
#10/60; Aberrations; LG; rare; 36 pts
LVL 8; SPD 4; AC 22; HP 80
Melee Attack: +14/+9 (10 magic)
Type: Construct (Living Construct)
Special Abilities: DR 5; Immune Paralysis, Poison, Sleep, Level Drain; Living Construct; Powerful Charge +5; Stable Footing

Warforged Hero is an awesome tank at 36 points. His attack bonus is +1/+1 over the average +13/+8. 10 damage is a bit of a let down but there are so many other great aspects about this figure. DR 5 and a variety of immunities offer great protection. His powerful charge can add a bit of damage and combos very well with his stable footing, allowing him to maximize his charge. Speed 4 is the only real drawback here. Just be glad they didn't give him speed 3 with all that armor he's packing!


Aasimar Favored Soul
#11/60; Aberrations; LG/CG; uncommon; 20 pts
LVL 5; SPD 4; AC 16; HP 40
Melee Attack: +8 (5)
Type: Outsider
Special Abilities: Illuminator (Creatures within 6 squares do not benefit from Conceal, Hide,or Invisible); Resist 5 Acid, Cold, Electricity; Resist 10 Fire; Save +4
Spells: Sorcerer Spells: 1st - [][][][] bless (your warband; attack +1), cure light wounds(touch; heal 5 hp), magic weapon (touch; +1 attack, ignore DR); 2nd - [][][] sound burst (range 6; radius 2; 5 sonic damage and Stun; DC14 negates).

This is an awesome support unit for LG and CG. This is the first unit in LG to have the bless spell and combos nicely with magic weapon. Once you buff up your party you can heal when needed or offer some limited ranged support. The potential for a stun can really swing a game. Just imagine forcing your opponents ravager to miss his next turn!



Formian Warrior
#22/60; Aberrations; LG/LE; uncommon; 16 pts
LVL 4; SPD 8; AC 19; HP 25
Melee Attack: +7/+5 (10 + Poison/5)
Type: Outsider
Special Abilities: Immune Cold, Poison; Poison (5 damage whenever poisoned creature activates; DC 14); Resist 10 Electricity, Fire, Sonic; Spell Resistance (May ignore spells unless the caster rolls 11+)

This guy is pretty nice. He has a great speed for both the Lawful factions and gives them a great tile grabber. He's got decent AC, attack bonuses, and damage output for 16 points. He's also got a plethora of immunities and resistances on top of spell resistance. Including this figure in your band is definitely a choice between activation number vs activation efficiency. For the same cost you can add 4 dwarf warriors to up your activation count. I'm not sure if this guy will show up in of bands but its a very nice option in a faction that's starving for speed.


Conclusion

I hope this helped you analyze the strengths of the LG faction. Lawful Good is slowly getting better and I'm sure it will have its day in the sun within the next 2 sets. Thanks for reading and as always, any and all comments are welcome.

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