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Strategy News

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

Articles, Strategy and Warbands

Further discussion of strategic issues can be found on the Wizards D&D Miniatures Forum and the Maxminis Skirmish Forum.

Recent News:

Wednesday, October 13, 2004

Top Twenty Figures From Aberrations

Aberrations is certainly an impressive set. It brings new mechanics to the table and bolsters the strengths of Chaotic Good and Lawful Evil by a considerable margin. Im going to give my choices for the top twenty figures of abberations and explain why I feel they make the list. Im sure some will dissagree with my list and thats fine. This list is based on my opinions alone and everyone can come to their own conclusions.

The List

Number 20

Taer
#58/60; Aberrations; CE; common; 8 pts
LVL 2: SPD 6; AC 12; HP 15
Melee Attack: +3 (10)
Type: Giant
Special Abilities: Double Damage from Fire; Immune Cold; Stench (Adjacent living creatures without Stench gain attack -2, save -2, and -2 AC)

Another cheap figure with stench. Taer can take a weak hit and not morale/die. He also has a speed of 6 and hits for 10. I dont know if he will show up in droves but its an interesting piece.


Number 19

Orc Sergeant
#57/60; Aberrations; CE; uncommon; 24 pts
Commander 2
LVL 3; SPD 6; AC 15; HP 30
Melee Attack: +7 (15)
Type: Humanoid (Orc)
Commander Effect: Orc and Goblinoid followers gain attack +2. Warband Building: Orcs and Goblinoids of any faction are legal in your warband.

CE now has access to LEs signature race. I dont think this guy will see too much play unless there is an awesome goblin or orc that is printed in another faction.


Number 18

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

The new fodder unit of choice for LG. Hes got above average AC, HP, and Save for a 4 point unit.


Number 17

Elf Warrior
#16/60; Aberrations; CG; common; 4 pts
LVL 1; SPD 6; AC 15; HP 5
Melee Attack: +2 (5)
Ranged Attack: +3 (5)
Type: Humanoid (Elf)

A fodder killing fodder unit. This is the quallity fodder unit CG has been looking for. With his ranged attack and speed of six, he should take out your opponent's fodder units, clearing the way for your stronger ranged attacks and spells.


Number 16

Anvil of Thunder
#02/60; Aberrations; LG; uncommon; 25 pts
LVL 6; SPD 4; AC 18; HP 60
Melee Attack: +9/+9 (10 magic/5 magic)
Type: Humanoid (Dwarf)
Special Abilities: Anvil of Thunder (Stun enemy hit by both this creature's melee attacks in the same turn; DC 15); Save +4

This is a solid figure for 25 points. He does suffer the usual speed of 4 though. This is a strong addition for dwarf themed bands and goes well with the Dwarf Sergeant. The chance that one of your opponents creatures could lose its next activation is also very appealing.


Number 15

Cleric of St. Cuthbert
#04/60; Aberrations; LG; uncommon; 29 pts
Commander 3
LVL 3; SPD 4; AC 20; HP 25
Melee Attack: +5 (5 magic)
Type: Humanoid (Human)
Special Abilities: Smite Evil +5 [] (Melee damage +5 against evil enemies); Turn Undead 4 []
Spells: 1st-cause fear [][] (range 6; target creature of level 5 or lower makes a morale save); 2nd-deific vengeance [][] (range 6; 10 damage, or 20 damage to Undead; DC 14)
Commander Effect: Vengeance (Followers gain melee damage +5 if opponents have destroyed at least two of your creatures)


This figure adds damage output to a faction that really needs it. Some people will feel that the point and unit investment will be too steep to activate its commander effect though. An interesting piece none the less.


Number 14

Alusair Obarskyr
#01/60; Aberrations; LG; rare; 46 pts
Commander 6
LVL 7; SPD 4; AC 23; HP 65
Melee Attack: +12/+7 (10 magic)
Type: Humanoid (Human)
Commander Effect: Followers that activate within 6 squares of this commander gain Powerful Charge +10 (Melee damage +10 when charging) until end of turn.
Special Abilities: Unique (Only 1 of this creature in your warband)

Another figure that can add damage output to the LG faction. Powerful charge may prove to be limited in use though and disruptive to strategy. Similar to the efficient Purple Dragon Knight, LG players are going to have a hard choice to make when building their warbands.


Number 13

Cleric of Garl Glittergold
#14/60; Aberrations; CG; uncommon; 31 pts
Commander 3
LVL 5; SPD 5; AC 18; HP 35
Melee Attack: +5 (5 magic)
Type: Small Humanoid (Gnome)
Commander Effect: Enemies within 6 squares that miss with a ranged or melee attack cannot make any other attacks that turn, WARBAND BUILDING: Gnomes of any faction are legal in your warband.
Special Abilities: Dodge Giants +4 (+4 AC against Giants); Turn Undead 5 []
Spells: 1st- sanctuary [](touch; target creature cannot be attacked until its next turn), nimbus of light [] [] (range 6;10 damage) 3rd- ring of blades [] (self; any creature that activates when adjacent to this creature takes 10 damage, ignore Spell Resistance)


A lot of people are excited about the potential of the CoGG. Its unique spells and commander effect are sure to make people rethink their strategies, especially if they have low attack bonuses on their multiple attacks like the Ogre Ravager.


Number 12

Destrachan
#29/60; Aberrations; LE; uncommon; 26 pts
LVL 8; SPD 6; AC 19; HP 60
Melee Attack: +9 (10)
Type: Large Aberration
Special Abilities: Blast Defenses [] (Replaces attacks: cone; -4 AC; DC 15); Blast Flesh [][][] (Replaces attacks: cone; 15 sonic damage; DC 15); Blindsight.

This is a solid support piece for a faction that is lacking in support pieces. Its 3 sonic cones will be useful for clearing fodder and its Blast Defenses cone can add some extra punch to your band.


Number 11

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

This unit is a tank among tanks. 22 AC and 80 HP are unheard of on a unit thats in the 36 point range. This is the Thayan Knight of LG. I predict that 2 of these will spring up in many LG bands as a solid backbone.

Number 10

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.


There is a lot of debate over wheather the Dragon Samurai will either replace or compliment the Gold Champion. Each one has strengths and weaknesses over the other. Regardless, I feel the DS will see a lot of play as it brings more HP and a higher save to the table; the two weaknesses that have led to the decline of the Gold Champion.


Number 9

Ryld Argith
#24/60; Aberrations; CG/CE; rare; 55 pts
Commander 4
LVL 8; Spd 6; AC 19; HP 75
Melee Attack: +13/+8 (15 magic)
Type: Humanoid (Drow, Elf)
Commander Effect: Good Humanoid Followers gain melee +2, evil humanoid followers gain Keen Critical 19 (19-20 is a critical)
Special Abilities: Unique; Improved Init 8 (Commander rating counts as 8 for init checks); Keen Critical 19; Melee sneak attack +5; Spell Resistance

I know Ryld hasnt lived up to my team's expectations. His official D&D stats place him as 16 fighter/2 Rogue. They took away 10 of his levels (Drizzt only lost 4 levels and all of his levels became ranger) to compensate for his split faction, dual commander effects, and improved initiative. We were really hoping he wouldnt be a commander so he could be a true force with Drizzt, but alas, it was not meant to be. On the up side, he gives Chaotic factions the highest initiative modifier in the game and he's the first unit in the game to have Keen Critical 19 naturally.

Number 8

Frenzied Berserker
#17/60; Aberrations; CG; rare; 52 pts
LVL 8; SPD 8; AC 10; HP 90
Melee Attack: +14/+9 (30 magic)
Type: Humanoid (human)
Special Abilities: Aura of Fear 2 (Enemies in squares threatened by this creature gain morale save -2); Burnout (This creature takes 5 damage whenever it activates); Death Strike (When its hp are reduced to 0 or lower, this creature may make one immediate melee attack); Fearless (Always succeeds on morale saves)

I personally feel that the Frenzied Berserker is not the melee answer CG was looking for. 52 points is too much for its drawbacks. The reason the FB is so high up on my list is that there just may come a day where there is a support unit that can wipe away the weaknesses of this figure entirely for a cheap investment. The other factions will rue the day that happens!


Number 7

Chuul
#48/60; Aberrations; CE; rare; 51 pts
LVL 11; SPD 6; AC 22; HP 95
Melee Attack: +12/+12 (10)
Type: Large Aberration
Special Abilities: Blindfight; Immune Poison; Paralyzing Rend +15 (If this creature hits one creature with both melee attacks on the same turn, damage +15 to second attack and Paralysis; DC 19); Save=10

The Chull bucks it's faction's trend by having a high AC AND an above average HP for even CE units. Decent attack modifiers combined with a paralyzing rend with a high DC makes for a powerful unit. Blindfighting is a huge bonus as well. It's strange that they would put Save=10 on a lv 11 unit though.


Number 6

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 a great support piece for both LG and CG. Its the second unit in the game with bless and LG gains its first access to this spell. 40 HP on a 20 point unit is also very nice. Pile all these support capabillities on top of AoE ranged support and you have a versitile support piece that will see play.


Number 5

Half-Elf Hexblade
#33/60; Aberrations; LE; uncommon; 33 pts
LVL 7; SPD 6; AC 17; HP 45
Type: Humanoid (Elf)
Melee Attack: +12/+7 (10 magic)
Special Abilities: Hexblade's Curse [] [] (Swift action; sight; attack -4, save -4, damage -5 [minimum 5]; DC 19)
Spells: 1st - phantom threat [] (range 6; whenever target is attacked in melee, the attacker is considered to be flanking it; DC 13)

The Hexblade is the unit LE has been begging for. The Hexblades curse will shape games and allow LEs multitude of save based ailments to have a larger impact on games. This is a unit you should prepare to see a lot of. Its speed is also a benefite to a normally slow faction. Unfortunately, its Phantom Threat spell is only DC 13.

Number 4

Hook Horror
#35/60; Aberrations; LE; rare; 39 pts
LVL 10; SPD 4; AC 22; HP 65
Melee Attack: +13/+13 (10)
Type: Large Aberration
Special Abilities: Blindsight; Melee Reach 2; Rend +20 (If this creature hits one creature with both melee attacks on the same turn, damage +20 to second attack); Feast (When this creature destroys a living enemy, it must make a morale check).

Lawful Evil gains another boost in the Hook Horror. This unit is all about damage output. Slap on as many attack boosting and morale boosting effects as you can and watch this baby go to town. Expect to see Hook Horror based bands showing up in force.


Number 3

Half-Elf Bow Initiate
#18/60; Aberrations; CG; rare; 43 pts
LVL 8; SPD 6; AC 19; HP 70
Melee Attack: +9/+4 (5)
Ranged Attack: +14/+14/+9 (10 magic)
Type: Humanoid (Elf)
Special Abilities: Precise Shot (When this creature shoots into melee, the defender doesn't get the AC bonus); Ranged Precision +5 (On its turn, if this creature makes a single ranged attack at an enemy within 6 squares, damage +5 on that attack)

This unit has single handedly changed the way I think about the game. This is the first truely GOOD archer to hit the game. You now HAVE to be good at tile placement against this guy or your going to get tore up. They priced this unit just right because its hard to make broken combinations with it but there is room for decent support pieces. WotC did a good job with this unit.


Number 2

Crow Shaman
#15/60; Aberrations; CG; rare; 26 pts
LVL 5; SPD 8; AC 14; HP 40
Melee Attack +2 (5)
Ranged Attack +4, range 6 (5)
Type: Humanoid (human)
Special Abilities: Chastise Spirits [] (Replaces attacks; Elemental, Fey, and Incorporeal creatures within 6 squares take 20 damage; DC 17); Mobility (+4 AC against attacks of opportunity)
Spells:: Sorcerer Spells 1st - [] [] [] [] cure light wounds (touch; heal 5 hp), snake's swiftness
(range 6; target creature may make an immediate attack); 2nd - [] [] [] cat's grace (touch; +2 AC, ranged attack +2); 3rd - [] [] swift fly (self; gain Flight this turn, speed F8, swift action)

This is the support piece I have been hoping for as an avid CG player. The second unit in the game to have cat's grace and multiple castings of it to boot. Snakes swiftness combined with a speed of 8 and the abillity to make that speed flying as a swift action is very powerful. Make them all Sorcerer Spells and you have a Tier One unit.


Number 1

Valenar Commander
#21/60; Aberrations; CG; rare; 38 pts
Commander 4
LVL 6; SPD 6; AC 18; HP 45
Type: Humanoid (Elf)
Melee Attack +10/+10 (10 magic)
Commander Effect: Followers making ranged attacks can target any noncommander enemy.

This effect is powerful. Very powerful. No more screening for your opponent, you now get to choose what ever unit you can see thats not a commander as the target of your ranged attacks. I place this unit as #1 because its commander effect has bent the normal rules of the game. Any time a figure does that it should be the #1 indicator of its power and potential. Throw this in with the HEBI and Crow Shaman and you have a metagame defining warband.


Conclusion

I feel Aberrations is a great set that really brings creative new abillities to the game instead of repeating more of the same. The sculps and paint jobs have drasticly improved as well. I am very impressed WotC! Keep it up!

Comments:
Favor! Could you make a top 20 for Deathknell? Tnx.
 
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