D&D Miniatures: Strategy News

Hosted by 3rdedition.org


News

Information

Collected Designer Posts

Resources

WotC index

Tournaments

Reviews

Links

Humour

Strategy

Tournaments

Musings

Sign Guestbook

View Guestbook

E-mail Merric

WotC Forum

3ebb Forums

Maxminis Trading Forums




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:

Monday, October 18, 2004

Warbands IV

Target's Red Wizard's Slaves (200 pts, LE)

  • Red Wizard
  • Githyanki Fighter
  • Drider Sorcerer
  • Blue
  • Hobgoblin Warrior x3
  • Cultist of the Dragon x2
  • (Abyssal Maw x8 for summoning)
Lots of spells here! The idea is to Blur the Gith and RW, and lay lightning bolts, 10 damage lesser fire orbs, fireballs and what the heck spells you have... auto damage is just nice. Use the Maws agressively vs CE, or make a way to the Red Wizard which will led to many AoO's from them... then just use DS's baleful transportation to get the Gith Fighter in the right place and land 40 damage.

With 17 activations, you should be able to control the battle. Try to keep some pp's from the Blue for desperate charms (hey, last night I charmed twice those damned Orc Champions!).

Leviathan's Goblin Bomb (100 pts; LE)
  • Half-Elf Hexblade
  • Cleric of Nerull
  • Snig the Axe
  • Goblin Skirmisher x9 (includes 3 minions)
I really like the Cleric with Snig and his skirmishers, even though they are all going to die pretty quickly...

The plan is to try to get them into melee with your enemies fatties. Have the cleric close enough to give his command effect and you have a bunch of 10 point goblin bombs waiting to go off. The hexblade helps kill what needs to be killed while making their big guys a ton less effective (and hitable by the goblins) with his Curse and Phantom Threat.

12 activations with good speed allow this band to do really good in Plunder (by sheer numbers) and do good in CoP by having goblins that hit for 15 when they die. I think it's also very viable in Assault with it's major weakness coming in the form of coned breath weapons.

The Hexblade can fight (a little) after his spells are cast, and should be able to do the last 10 damage on any number of creatures hit by the bombs. The cleric is squishy, but she isn't meant for combat (her spells are nice when in close combat though). I think it can work.

Something to think about!

Merric's Drizzt and Allies (CG; 200 pts)
  • Drizzt, Drow Ranger
  • Cleric of Corellon Larethian
  • Aramil, Adventurer
  • Eberk, Adventurer
  • Ialdabode, Human Psion
  • Lidda, Adventurer
  • Half-Giant Psychic Warrior
  • Gnome Recruit
This warband has two strong melee combatants (Drizzt and the Half-Giant) and a number of smaller ranged combatants. By the time Drizzt's commander effect kicks in along with Eberk and the Cleric's spells, you have a 5 point figure (Ialdabode) with a ranged attack of +8 (10) - more if you can place him on a magic circle.

My strategy with this band is to place a magic circle (Shrine) as close to my entry tile as possible, whilst still remaining on the opponent's side of the board. Assuming my opponent isn't Scouting, Drizzt will begin there, and the rest of the characters will then move to join him.

I've successfully used this band against one that had 2 Orc Champions and an Eye of Gruumsh - the future will show if it works against other warbands.

Comments: Post a Comment

News Archives

06/01/2004 - 06/30/2004   07/01/2004 - 07/31/2004   08/01/2004 - 08/31/2004   09/01/2004 - 09/30/2004   10/01/2004 - 10/31/2004   11/01/2004 - 11/30/2004   12/01/2004 - 12/31/2004   01/01/2005 - 01/31/2005   02/01/2005 - 02/28/2005   03/01/2005 - 03/31/2005