Monday, November 08, 2004
Warbands VII
Don Adkins' Stone Mountain Heroes (LG; 150 points)
This band, with its very high average AC and high saves, is good against most other warbands. The Cleric of Moradin and Aasimar can buff this slow moving group as they go along to battle, along with the +1 AC buff from Eberk for the whole group.
- Anvil of Thunder
- Cleric of Moradin
- Dwarf Axefighter x3
- Dwarf Sergeant
- Hill Dwarf Warrior
- Tordek, Dwarf Fighter
- Aasimar Favored Soul
- Eberk, Adventurer
Don Adkins' Mighty Midgets (LG; 200 pts)This group has a high average AC with buffs from eberk, cleric of moradin and dwarf sergeant and dwarven defender for when you're being charged. Once you charge your hill dwarves to their doom the rest of your units will enjoy an extra 5pts of damage.
- Cleric of Moradin
- Cleric of St. Cuthbert
- Dwarf Axefighter x4
- Dwarf Sergeant
- Dwarven Defender
- Hill Dwarf Warrior x2
- Eberk, Adventurer
Don Adkins' Orc Smash (CE, 150 pts)This is a very powerful melee band; Mountain Orcs do 20 dmg, Orc Warriors do 15 dmg, everyone gets Cleave and the Mountain Orcs can take 30 dmg with a save bonus to boot so they won't run away like little girls every time.
- Cleric of Gruumsh
- Eye of Gruumsh
- Mountain Orc x4
- Orc Sergeant
- Orc Warrior x4
Don Adkins' Orcs A-plenty (200 pts; CE)
- Cleric of Gruumsh
- Eye of Gruumsh
- Half-Orc Assassin
- Mountain Orc x5
- Orc Berserker
- Orc Champion x2
- Orc Sergeant
DrFiendish's Twin Drizzt Warbands (200 pts; CG)
Here are a couple of Warbands starring everybody's favorite Drow Ranger and meddling Mage. They are pretty basic: just use Drizzt and Krusk to cover your spellcasters and make sure you throw Magic Weapon on Krusk first thing.
I've won five times in five games with the first band and have two for two with the second.
- Drizzt, Drow Ranger
- Mordenkainen the Mage
- Krusk, Half-orc Barbarian
- Half-elf Sorcerer
- Aramil, Adventurer
- Drizzt, Drow Ranger
- Mordenkainen the Mage
- Krusk, Half-orc Barbarian
- Eberk, Adventurer
- Healer
Jason Smith's Ranged Drizzt (200 pts; CG)
If you can open clear lines of sight, you can get ahead in the activation stakes fairly early, and if you manage to do enough damage to your opponent on his way to you, Drizzt can clean up. The HEBI can fire into melee and assist Drizzt and even the Graycloaks have a decent chance of hitting some of those typical CE heavy hitters with lower ACs that have managed to base him. Getting a Wolf in there that manages to hit can cause the occasional stunning attack with a little (or a lot of) luck. The two unique melee fighters can do quite a decent amount of damage even if they die after only one or two hits. Aramil helps to keep the heavy hitters that get across the board from dishing out too much damage to Drizzt while you try to clean up.
- Drizzt, Drow Ranger
- Half-Elf Bow Initiate
- Krusk, Half-Orc Barbarian
- Aramil, Adventurer
- Regdar, Human Fighter
- Ialabode, Human Psion
- Greycloak Ranger x2
- Wolf (Minion) x 2
The band has only one commander but since you are waiting for your opponent to come to you, if you have placed terrain well to open los and to create obvious lines of approach for your enemy, it should not be much of an issue. One would hope that Drizzt is not lost in any case.
Cha0tic G0od's Chilling Evil (CE; 300 pts)
- Tiefling captain
- Drow Sergeant
- Frost Giant
- Drider Sorcerer
- Orc Champion x2
- Ogre Ravager x2
- Orc Warrior x3
Newtoncain's Fiendish-Drow-ling (CE; 500pt extreme format)
- Fiendish Tyrannosaurus x 2
- Aspect of Lolth
- Ryld Argith
- Drow Cleric of Lolth
- Drider Sorcerer x 2
- Tiefling Captain
I really wanted to use 2 Aspects of Lolth, but all the huge and large bases won't fit on the lost temple starting areas, so I came up with the above.
Ryld is purely for +8 initiative rolls. Driders are for blurring the T-rex's and transposing them. DCoL is for MW and SD spells. Tiefling, if you don't know by now your lost (crits for 19-20's). T-rex, well I wanted to try to use a huge piece that never gets used. +20 attack for 25 damage isn't too bad. I know there are much better CE bands, but this is sort of a theme band. AoL is for charging forward to get transposed out.
Newtoncain's UniStorm (CG; 500 pts Extreme format)
This army is just a varient of the Storm Giant band:
- Storm Giant
- Clay Golem
- Champion of Eilistraee
- Half-elf Bow Initiate
- Crow Shaman
- Unicorn
- Eberk, Adventurer
- Healer
It is all about Buff'n up the SG. SG finds a nice corner to hang out and fires away. Clay golem is there purely for melee support for when the battle gets into HTH. CoE is for the +2AC and the only commander. HEBI is for a secondary ranged attacker. Crow shamam is for Cat's grace on SG and CoE, then Snake swiftness every turn. Unicorn is for +2 AC vs evil. Eberk is for MW on SG and Devine protection. Healer is for healing ofcourse. SG has a ranged attacks for +15/+10 and an AC of 33 (27+2CoE+2cat's grace+2 unicorn).
Casantos' Giant's Blackguard (LE 200 pts)
- Fire Giant
- Human Blackguard
- Destrachan
- Mongrelfolk x2
- Azer Raider
Gadzook's King's Curse (LE; 500 point Extreme Format)
- King Snurre
- Fomorian
- Aspect of Bane
- Half-Elf Hexblade
- Thayan Knight
- Destrachan
- Dark Moon Monk
- Mongrelfolk
Basic theme is easy to see, set-up your Hexblade for his curses,follow with a Destrachan special ability and kill at will.
This band does real well against buffer bands due to the lack of more than one powerhouse in the band. King Snurre,Fomorian,and AoBane aren't slumps either and can dish out quite a beating while you lower all of your opponents defenses.
DMM makes sure you can beat DR, and even the Mongrelfolk will help out in Assault and Plunder rounds.Keep the Thayan wherever she is needed most in case of Stormy or HEBI bands.AoBane is key though,keep him out of the fight if possible and as soon as Fomorian and Snurre beat half the life out of something, make sure AoB is near for AoO and that powerful negative morale save.
Cthulhufnord's Lareth's Friends (200 pts; CE)
- Lareth the Beautiful
- Tiefling Captain
- Orc Sergeant
- Bugbear Footpad
- Bladebearer Hobgoblin x2
- Dekanter Goblin X4
- Young Minotaur
- Drow Fighter
My objective, of course, would be too engage my opponent on the blood rock.
Cthulhufnord's Lareth's Unliving Army (CE; 200 pts)
- Lareth the beautiful
- Flesh Golem
- Gnoll Skeleton x2
- Gravehound x5
- Zombie x3
Once again I focus my attention on the Bloodrock. The Zombies and skeletons take the lead to tie down enemy fire and models. While bringing in the stunning attacks of the grave hounds and the muscle of the flesh Golem. Although I do feel a 200 point game may be better suited for a second Flesh Golem. At 200 point the Zombies may not be such a wise investment.
Mister Darren's Lover of the Mushroom Tangle (100 pts; CG)
- Copper Samurai
- Halfling Wizard x2
- Graycloak Ranger x2
- Wolf x2
Really easy: get behind some cover and SHOOT!
Mister Darren's Insert Team Name Here (200 pts; CE)
- Tiefling Captain
- Ogre Ravager x4
- Ogre x2
It doesn't always win, but my goodness, it is so much fun to plunk this band down on the table. "You have how many Ravagers? Aaaaaah!"
Synedoche's Warforged and Weenies (100 pts; LG)
- Cleric of St. Cuthbert
- Warforged Hero
- Azer Raider x4
- Man-at-Arms x5
This band is very strong because it has a very high AC, lots of activations, and (unlike most LG bands) fairly high damage output. Cleric of SC's effect is much better on lots of small weenies, rather than one big model (just like the orc hordes + drow sergeant or eye of gruumsh). Use the many activations to set up the WFH's powerful charge.
To mitigate against the ranged attacks while coming to grips, this band has three options:
1. Lead with the WFH, whose DR will stop damage 5 ranged attacks.
2. Lead with the Azers, who are fire resistant against fire magic attacks.
3. Lead with the MAA, losing a few activates the St. Cuthbert effect and they're cheap anyway.
This band has two major weaknesses. First, magic in general, which bypasses the (expensive) high AC, and area of effect in particular (which can wipe out your supporters).
Second, and oddly for LG, morale saves. The Cleric of St Cuthbert is only commander 3, relatively low for LG. Of course the weenies won't morale save, they'll just die. But failing the morale save with the WFH can be devastating, mitigated only slightly by the fact that he is so slow, he will surely get additional chances to rally.
Eastie04's Sword Sisters (200 pts; CG)
- Frenzied Berserker
- Champion of Eilistraee
- Cleric of Garl Glittergold
- Crow Shaman
- Nebin, Gnome Illusionist
- Ialdabode, Human Psion
- Drow Fighter x2
Using the shaman and nebin both on the Champ and the Beserker you can get both pieces blurred and have AC's of 24 and 12 respectively. Throw in the Commander effect of the CHamp in there the Beserker's AC hops up to 14, and she gets +2 on all attacks. Throw in GoGG and if a multiple hitter like an Eye, orc champ, thayan, PDK miss on the first attack they lose the rest makes this blur combo pretty nasty. The Champ also allows the two drow to hop on into the party, and for 10 points each you get a 21 AC, 25 hp, +6 (10 dmg) piece, is pretty nice.
Darkmeer's CE treats! (CE; 200 pts)
- Drow Cleric of Lolth
- Drow Sergeant
- Orc Champion
- Drider Sorcerer
- Medium Black Dragon
- Ogre Ravager
- Orc Warrior x4
Breathe, Beat, Repeat. Seriously, this band has 2 tough heavy hitters, and enough energy damage to be dangerous. Depending on how you go about it, the ravager and champion could concievably get into a flanking position with the Drider or dragon's (or both for that matter) help. The energy damage and spell output of this band is respectable, and even plays to the speed weaknesses of a Lawful warband to some extent.
Darkmeer's Small Goodness (200 pts; LG)
- Cleric of Lathander
- Cleric of Yondalla
- Halfling Ranger x2
- Halfling Wizard
- Eberk, Adventurer
- Warmage
- Cleric of Moradin
- Human Dragonslayer x2
- Azer Raider x2
12 activations is a lot. This band has several things going for it. Starting with multiple banes (Undead, Dragons), and a few buffs (Eberk, Yondalla, and the Cleric of Moradin). It even eliminates a pair of great LG weaknesses (speed and archery). This band is all about doing things in pairs. Yondalla takes care of the halfling wizard, the rangers do their thing, Lathander and the Warmage sit and watch (and cover if anyone routs). The Dragonslayers, irregardless of who or what your opponent is, must attack together. Think traditional D&D RPG's for this band. Eliminate one foe at a time (or if you get the shot, the opponent's spellslingers). Tile Placement is key here, and blocking their line of sight on you is the best defense, even if you have to go around your own Treasure room.
Darkmeer's Don't Touch Me! (200 pts; LG)
- Dwarven Defender
- Lion Falcon Monk
- Gold Dwarf Fighter
- Gold Champion
- Cleric of Moradin
- Aramil, Adventurer
The tactics are pretty simple here. The dwarven defender, Gold Dwarf and Gold Champion all run towards wherever the enemy is coming in. Aramil uses his ray or magic missiles (depending on damage output from the enemy). The Cleric boosts the Champion and the Monk's AC, and just hangs back until he is needed to fill a gap. The Monk is your points getter (most fodder units don't stand a chance against him, so they have to send some power, allowing you time to set up your champ/defender/fighter in a defensive position for the rest of his units). The best/worst case scenario comes next. TAKE A CHARGE. That's right, take the damage. If you've done it properly, the Gold Champion is AC 31 against the charge. This means a critical hit from most units, and that's highly unlikely. Bring up the Gold Dwarf and pound away.
This warband is especially effective against Ravagers and Driders (or any abberation or giant for that matter). The Gold Champion's breath weapon is more of an afterthought with this unit, useful only if your opponent hasn't any fire immune creatures, or if he sends a lot of fodder to the front line.