Friday, October 29, 2004
Warbands VI
Here's this week's list of warbands. If you'd like to have your warbands posted here, just e-mail them to me at the address above, or post them on one of the Warbands threads I've started on maxminis or the Wizards boards.
Darkmeer's Dealbreaker (200 pts; LE)Instead of Gauth, you could use Mind Flayer Telepath and 1 hobgoblin warrior.
- Urthok the Vicious
- Snig The Axe
- Goblin Skirmisher x3 (Minions)
- Half-Elf Hexblade
- Bladebearer hobgoblin x2
- Gauth
- Thayan Knight
Tactics: 2 pronged attack, using snig and the skirmishers to get to the other side of the board, urthok plus bladebearers for hitting power, and the other 3 as support (and defense against the HEBI, if playing CG). Maybe even enough for a heavy melee unit featuring 2 Ravagers.
Darkmeer's Soth's Charge (200 pts; LE)Soth plus bladebearer for viciousness, Hex plus Green can make the difference with acid damage, and skirmishers as fodder.
- Lord Soth
- Bladebearer Hobgoblin
- Half-Elf Hexblade
- Green Dragon
- Goblin Skirmisher x6
Greyhaze's Hard Pressed (200 pts; CG)Grendell's Buff Drizzt Plus (200 pts; CG)
- War Chanter
- Clay Golem
- Evermeet Wizard
- Halfling Wizard
- Graycloak Ranger x2
- Wolf x2 (minions)
- Daring Rogue
- Elf Spearguard x2
- Drizzt, Drow Ranger
- Guenhwyvar
- Clay Golem
- Aramil, Adventurer
- Ialdabode, Human Psion
- Regdar, Human Fighter
Hi Guys! Just thought about updating the Buff Drizzt Warband originally brought to us by Shadow Fox. I really wanted to have had space for Vadania as she would benefit both Drizzt and Guenhwyvar but there simply wasnt enough space.
Alexander Dane's Hyper Rush Warforged Team Go! (LG; 200 Points)
- Alusair Obarskyr
- Warforged Hero x2
- Rhek x2
- Cleric of Saint Cuthbert
- Man-at-Arms x3
You should sacrifice the man at arms early in the match to garner the bonus damage from the cleric of saint cuthbert. After that you should be able to get the rheks and warforged in position to get a few charge attempts. After the first round of rushes, this band breaks down into a simple melee beatdown team.
Best used when teamed with the spiked stones, mushroom tile, and treasure room. Also use the new assembly tile with the rough terrain, just incase your guys rout... the rough terrain can be a life saver.Scott Trausch's First GoL Warband (200 pts; LG)
- Paladin of Torm
- Purple Dragon Knight
- Human Dragonslayer
- Human Dragonslayer
- Aramil, Adventurer
- Stalwart Paladin
- Stalwart Paladin
- Stalwart Paladin
Scott Trautsch's Chaos Inc. (CG; 200 pts)
- Champion of Ellistraee
- Bladesinger
- Githyanki Renegade
- Elf Pyromancer
- Fire Genasi Dervish
- Aramil, Adventurer
Faragdar the Wise's Arrow Storm (500 pts; CG)
- Storm Giant
- Arcane Archer
- Valenar Commander
- Crow Shaman x2
- Half-elf Bow Initiate
- Aasimar Favored Soul
- Graycloak Ranger
- Wolf (minion)
Strategy: Obviously, this band is meant to devastate opponents from across the board. The Aasimar will want to magic weapon the Storm Giant first and probably bless the band next. Each round, magic weapon the other ranged attackers. The Crow Shamans will probably put cat's grace on the Storm Giant (and possibly the HEBI) first. If your opponent gives you the opportunity, though, it may make better sense to just pump the Storm Giant with snake's swiftness spells right from the get-go.
Thanks to the Valenar Commander and Arcane Archer, the Storm Giant should have plenty of choices for ranged targets. Pick off support units like the Drider Sorcerer as soon as possible. If you get a shot on a commander, thanks to the AA, take it.
Use the wolf minion to screen, if you can, but expect the Storm Giant to be the target for area effects, so be careful not to bunch too tightly near her. At the same time, don't let an opponent like the Glabrezu dimension door right into the middle of your formation. The Valenar Commander will also probably serve his purpose in the early rounds, so don't be afraid to use him up in melee to take some heat off the Storm Giant.
NYCfarmkid's Mobile Assassins (200 pts; CG)
- Githyanki Renegade x2
- Bladesinger
- Fire Genasi Dervish
- Longtooth Barbarian
- Aramil, Adventurer
- Elf Warrior x3
The idea behind this warband is to close on the enemy quickly. You can bypass his heavy hitters and/or base the weaker commanders/spellcasters. The Githyanki have Dimension Door, the Longtooth has a speed of 9, and the Genasi, with its dual activation, could possibly travel 24 squares in one turn. The Bladesinger also has a speed of 7, and one quick casting of magic missile, which can be done after a double move, or in between moves.
You can also try to bait your opponent with Aramil. Due to his Ray of Enfeeblement, many players may make him their first target. They could over-extend their forces trying to get to Aramil, allowing you to move your fast figures in. You could also use the Bladesinger as bait if needed, though that is some pretty expensive bait. The Elf Warriors will provide some meager protection for your bait, as well as extra activations.
Leviathan's Orc Horde (100 pts; CE)
- Orc Sergeant
- Drow Sergeant
- Orc Champion
- Orc Warrior x 7
We had a 100 point tourney today, and this band had a fairly strong showing (3 out of 7 -- a few small variations between). I was not one to play it, but I played against it twice (and it's kinda hard to deal with)
With 10 activations (really high for the current 100 point meta) and 7 Orc Warriors hitting at +6 (with Orc sergent) for 15 (with Drow Sergent) it's easy to get overwhelmed. The playstyle is easy... Go up and swing. I feel it's an effective band against almost any other band out there. Its weakness comes against heavy ranged bands, but I watched it beat a HEBI build (with good line of sight all over the board -- still not sure how it happened).
Richard II's Bow Giants (500 pts; CG)
- Storm Giant
- Half-Elf Bow Initiate x2
- Crow Shaman x2
- Champion of Eilistraee
- Aasimar Favoured Soul
- Eberk, Adventurer
It'd probably be better to squish in a Valenar Commander.
Richard II's Giant Bows (500 pts; CG)
- Storm Giantess
- Half Elf Bow Initiate
- Crow Shaman
- Champion of Eilistraee
- Eberk, Adventurer
- Valenar Commander
- Silver Sorcerer
Q's The Front Man (200 pts; CG)
- Clay Golem
- Moon-Elf Fighter
- Halfling Wizards x2
- Graycloak Rangers x3
- Devis, Half-elf Bard x1
- Elf Spearguard x1
- Wolf (minion) x3
Tile a chokepoint, plug in your golem there, and let loose with the band's ranged firepower. LG tank builds are pretty much toast against this, even two GC's can't handle 10 auto-damage (courtesy of the Wizards) + Golem swings while Graycloaks mop up the filler and the Moonelf waits to clean up what's left. Use the Wolves and the Spearguard as extra blockers, flankers, filler killers, or foxes.
CE hitter bands pose a bigger problem. Same basic strat though: set-up a choke point, plug in the golem, try to pick off your opponent from range. Keep the Moonelf and other figs relatively close to the Golem plug/bodyguard and hopefully the golem should be able to tie up one or two enemy hitters. Keep the Wizards way behind and use the Tactics + Scorching Ray + Devis Confusion wildcard to keep the fox at bay. In this match up, especially with a Drider/Driders present, my friend Nixlord was kind enough to demonstrate to me that activations are ESSENTIAL(two Driders are messed up). If you get behind in activations the Golem is gonna crumble real fast to transposing hitters. And once the front man goes that'll be all folks.
Haven't tested it much against LE (given pre-Aberrations LE however, pretty much this band has a counter to anyything LE can field) or CG (which most of the time is a hide and cover situation if Graycloaks are on both sides).
The only really insurmountable problem for this band would probably be a dual-LRD... Hope and pray for a bunch of Golem criticals and fleeing Dragons!
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The Week in D&D Miniatures
This week saw the ongoing discussions of the new Aberrations figures, as people began to acquire them and use them in their warbands. It also saw discussion of how the Aberrations figures hadn't reached many places around the world, something frustrating to many.
The most important realisation of the week was that the Exorcist of the Silver Flame can use its Turn Outsider ability on the Tiefling Captain. The Tiefling Captain has been at the top tier of the CE Commanders since the initial release of the game, and was enshrined there by Kiddoc's win at the 2004 Championships. If the Captain has one flaw, it is its horrible Morale Save - with the drawback of now being turnable, its possible that the Tiefling Captain will no longer be an automatic choice for players, although the Captain's Orc Champion and Ogre Ravager flunkies may have something to say about that!
Apart from that, attention has been focused on the Half-Elf Hexblade and the new options available to Lawful Good players.
The Half-Elf Hexblade is noted for its synergy with other LE figures - being able to reduce the saving throws of an enemy figure are excellent when you pair it with a Medusa, Gauth or similar. Unfortunately, it is still a risky figure - the Curse effect is fine if it works, but the randomness of the save may count against it.
Lawful Good has been boosted by some excellent figures: the Hill Dwarf Fighter provides a solid base of 15 HP for only 4 points and the Warforged Hero gives adequate damage output and solid defence for a relatively low point cost. Meanwhile, the three new commanders add new strategic options to LG warbands. Alusair requires some thought, but the Cleric of St Cuthbert makes the cheaper LG creatures worth including and poses a real tactical problem for the opponent: does the opponent destroy the small creatures and give the damage boost, or does the opponent first try to take out the Cleric and other big pieces?
Kiddoc revealed that the miniature he designed is currently slated for Set 8 (a year away) and will be great for Chaotic Good bands - it has an interesting special ability. However, Mina and Guenhwyvar should be appearing in Death Knell.
The week closed with the unexpected addition of a new and powerful (if dangerous) Terrain Tile to those available on the Wizards site: Assembly Tile 5. Next week we'll see what people have been saying about the new tile.
(Later today: the newest Warbands!)
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Friday, October 22, 2004
Tile Selections: Form and Function
Greetings to all. As some of you may know, Danno Ferrin has started a three part series of articles (over at Hordelings.com) that will discuss tile placement strategy and interactions in the Assault/Plunder formats. In an effort to compliment those articles and cover all the bases in regards to tiles, I will take a detailed look at all tiles currently legal in tourney play and judge the merits of each one. I will rank each tile's power on a 1-5 scale.
Assembly Tiles
Statue Assembly Tile (Rank: 3)
This tile offers a lot of protection with only 3 squares not being covered by a wall. This isn't a tremendous effect in 2 player (due to each player starting in opposite corners) but with 3 or more players, the extra walls can be a real life saver. If you have a large warband you probably shouldn't go with this one as your opponent can hinder your progress across the board by cluttering your only exit.
Rubble Assembly Tile (Rank: 4)
This is a good tile to use when you have a larger warband and/or you want to ensure your opponent cant slow your progress as effectively (all other assembly tiles only offer one exit). It also has a decent wall to help block LoS if you aren't focused on ranged attacks. If you are focused on ranged attacks, this is a good tile to use as you can set up on the outer fringe giving your figures a wide view of the board. This is a very versatile assembly tile.
Assembly Tile 4 (Rank: 3)
This is actually a better Statue Assembly Tile for two player games in my opinion. It doesn't sport as many walls but allows you to fit more figures in the exit as a trade off. One of the missing walls is from the side of the tile that will always be on the map edge anyway so that doesn't matter. In a game with three or more players, this might be worse then the Statue Assembly Tile though as you may have an opponent directly across from you giving him full view of your band.
Assembly Tile 3 (Rank: 1)
I think this would have been A LOT better as a terrain tile. I cant think of any situation where I would want my only exit to have difficult terrain 2-3 squares deep. As an assembly tile, there is no opportunity to use the difficult terrain in an offensive or defensive manner. The only time I could see this having any effect other then slowing yourself down is if somehow the fight came back to your assembly tile which does happen from time to time.
Terrain Tiles
Treasure Room (Rank: 5)
This has my vote as the best terrain tile currently available. The walls on this tile allow you to use it defensively and offensively which is a huge bonus. I usually drop this tile in the center of the board as my first placement. This blocks line of sight and also forces my opponent to move to one side or the other allowing me to control the flow of battle. This tile can also offer great options for units that can start away from the assembly tile. Place it on your opponents half of the board right along the center line and right against the edge of the map (putting the three square opening against the map edge) with the two square opening facing you then drop your "scouting" figure there. It will be safe for many turns, maybe even the entire game.
Corridor (Rank: 4)
This is another strong option for blocking line of sight. I usually use this as my "second tier" of cover behind the Treasure Room. It offers three different avenues of entering and exiting. The single strip of ordinary squares on the edge gives you more options of placement as you can slide this up one square closer to other walled tiles then you would normally be able to if it were a wall. The two square "alcove" section of this tile is a nice spot to place a figure that you want to grab tile points with (place the tile right on the center line on your opponent's side with the alcove facing you). This tile also offers many options for units with hide. All in all, a very versatile option.
Statue Room (Rank: 3)
This is yet another tile that's good for blocking line of sight. I place this tile last to try and plug up any holes that may have been opened up by my opponents placements. With it's large sections of walls this can be an effective tile for forcing your opponent to detour. It is also a nice option for grabbing tile points as it offers good options for placing on the edge of the map. Unfortunately, the way its openings are placed keeps this from being a dominator like the Treasure Room.
Torture Chamber (Rank: 5)
This is the new Treasure Room. It offers nearly all of the same options of that tile. It can be placed much like the Treasure Room with its largest opening against the edge of the map (openings facing you) to allow scouting units to grab some early points while being in a position that is not readily available to your opponent.
Spike Stones Cave (Rank: 2)
One of two options for figures with Cave Setup to start on. This tile has some walls but not enough to pose serious threats to line of sight. There is not really much use for this other then sticking near your opponent's assembly tile to harass his large units if he has any.
Blood Rock Cave (Rank: 2)
Option two for figures with cave setup. This tile isn't much better then the Spike Stones Cave. I like it slightly more due to its wall design but other then that it doesn't offer too much. I wouldn't use this tile unless I was trying to make good use of cave setup.
Aftermath (Rank: 3)
I like the options the difficult terrain presents to ranged bands. Its really nice at stopping charges and has some small sections of wall to help create corridors. Due to the low number of walls, this tile can be placed next to other tiles. This is a nice alternative to the "I place my mushroom tangle in front of your assembly tile" maneuver. If you use this instead of the Mushroom Tangle you can slow your opponent while putting walls between you and him to help disrupt line of sight. The difficult terrain is even two spaces wide in a key spot to pester those large units even more.
Ancient Temple (Rank: 3)
This is a nice option for ranged bands. It can create openings to shoot across or the wall can be used to stop a restrictive placement. Two sacred circles is just gravy.
Burial Chamber (Rank: 3)
This is one of those tiles that tries to serve more then one purpose but doesn't excel at any one purpose. Its a nice place for ranged units to hide on and it offers a decent wall to block LoS. There are other tiles I want more then this but others out there might really like it.
Audience Chamber (Rank: 2)
The end of this tile with the difficult terrain offers the same blocking options as the Statue Room. This tile doesn't really do anything that another tile couldn't do better though and I don't see it getting much use.
Shrine of Slaughter (Rank: 2)
This tile serves ranged bands better then other types of bands. It offers some difficult terrain to hide behind and also some small wall segments to help disrupt your opponents placements while keeping LoS open.
Shrine of Justice (Rank: 2)
Similar to the Shrine of Slaughter but with a magic circle and no difficult terrain. The small wall segments allow you to break up opposing placements while offering an unobstructed path to your opponent.
Broken Wall (Rank: 3)
This is an interesting and unique tile. It relies on other tiles to make it great at blocking LoS though. Its a nice place for units with hide to sit tight on and it's long side can be placed right next to other tiles.
Mushroom Tangle (Rank: 4)
Mushroom Tangle is a great tile for ranged based bands as it can be placed in a manner to open up a large area to LoS. It can also be used to hinder your opponent, especially their large units. This is another tile that can be used offensively and defensively which ranks it high in my book.
Medusa's Chamber (Rank: 3)
This is another interesting tile for ranged bands as it provides difficult terrain, walls to use hide with, and the walls help to break up your opponent's placements while providing you with alleys to shoot down.
Intersection (Rank: 5)
This is the best tile for opening up alley ways, especially when huge figures are involved. Placing this thing in the center of the board the direct opposite of placing the Treasure Room there. This is my first placement when I am playing a ranged band as it opens up the center and stops my opponent from setting up solid cover. They now have to use the edges of the map to dodge your shots and you will have strategic advantage as you can rotate opposite your opponent and still get shots off at him.
Shrine (Rank: 2)
There are better tiles for blocking LoS and for providing a magic circle. But It's a good choice though if your looking to both with one tile.
Rubble Room (Rank: 2)
This can compliment the Mushroom Tangle if your really trying to hinder your opponent. It doesn't provide much for cover. I don't think I've ever used this tile after Dragoneye was released.
Abattoir (Rank: 3)
It doesn't do much for blocking LoS but can give your units a boost if they are immune to crits (constructs, oozes, undead). This tiles effectiveness is really based on what band you are playing.
Conclusion
I hope this helped some of you decipher the pros and cons of each tile. I didn't cover the Creeping Tangle tile because I haven't got to see one yet as WotC has yet to send October's tourney pack to our stores. (0 comments)
Denying Assault strategy article
Hordelings.com have posted the first part of Danno Ferrin's strategy article. It looks at the ramifications and strategies posed by the new Assault tournament format.
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Warbands V
Aaron Blasdell's Blackened Sky (CG; 200 pts)
The Crow Shaman focuses on cats gracing until in combat then on swifting the elves when needed. Evermeet summons the wolves for screening, casts her armor and then focuses on placing her acid arrows in just the right spot. (if a Half-elf is ever based then she gets to swap it for a wolf instead of course)
- Arcane Archer
- Half-Elf Bow Initiate x2
- Evermeet Wizard
- Wolf x6
- Crow Shaman
Arcane Archer clears chaff and screeners so the elves don't have to waste any of their damage on 5 hp mooks and tries to stay alive. Half-elves full attack as often as possible (through evermeet swapping or waiting to activate) otherwise fall back and do a 15 damage ranged attack.
This band is weak in melee and thus should strive to whittle them down as much as possible before they arrive. With good placement you should get 2-3 rounds of full attacks before they can get through your screen and base your Half-elves after those 2 rounds of full attacks from transportation.
At this point, if fire was focused properly, they should be weak enough to finish off.
Strong against: Slow enemies, Low hp enemies, Low AC enemies
Weak against: Fast Melee enemies, DDoor Melee enemies
Deemer's Reckless Behaviour version 1 (200 pts; CE),Deemer's Mixed Feelings version 2 (200 pts; CE)
- Tiefling Captain
- Orc Warrior x5
- Eye of Gruumsh
- Red Samurai
- Abyssal Maw x2
- Orc Champion
- Drider Sorcerer
- tiefling captain
- orc champion x2
- drider sorcerer
- Ethereal Filcher
- Taer x2
- gnoll sergeant
- orc warrior x4
Grendell's Hidden Dragon (200 pts; LG)
- Dragon Samurai x2
- Sword of Heironeous
- Regdar, Adventurer
- Nebin, Gnome Illusionist
- Aramil, Adventurer
Hi! So far we're still awaiting the first few boxes of Aberrations so I haven't had the chance to playtest this. Will post the results after I've gone a few rounds with it.
I'm hoping for a little more performance from this set up than the one using GC's. Given that the Dragons will take more hits to bring down, Conceal might be a more efficient approach than the standard AC buff. Then again, there's Aramil.
**would have loved to slip Rakshasa into the formula just to get the "Crouching Tiger" added to the warband's name...
DrFiendish's Silver Tank (200 pts; LG)
- Large Silver Dragon
- Exorcist of the Silver Flame
- Warforged Hero
- Man-at-Arms
Not having played with the Silver Dragon for a couple of months I sat down and created a number of warbands that included LGs #1 tank. This is the first.
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Monday, October 18, 2004
Warbands IV
Target's Red Wizard's Slaves (200 pts, LE)
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.
- Red Wizard
- Githyanki Fighter
- Drider Sorcerer
- Blue
- Hobgoblin Warrior x3
- Cultist of the Dragon x2
- (Abyssal Maw x8 for summoning)
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)I really like the Cleric with Snig and his skirmishers, even though they are all going to die pretty quickly...
- Half-Elf Hexblade
- Cleric of Nerull
- Snig the Axe
- Goblin Skirmisher x9 (includes 3 minions)
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)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.
- Drizzt, Drow Ranger
- Cleric of Corellon Larethian
- Aramil, Adventurer
- Eberk, Adventurer
- Ialdabode, Human Psion
- Lidda, Adventurer
- Half-Giant Psychic Warrior
- Gnome Recruit
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.
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Friday, October 15, 2004
Warbands III
Zardnaar's Orcs (200 pts; CE)
Simple efficent beatdown with 4 heavy hitters with speed 8-9. Cleave your way to victory.
- Eye of Gruumsh
- Tiefling Captain
- Orc Champion x3
- Orc Warrior x6
Zardnaar's Orc Trifecta (200 pts; CE)More Orc beatdown with the Drider added for additional tricks and a single oh so annoying cursed spirit. Can easily flank with the Cursed Spirit to get the Eye of Gruumsh's attack up to +17 or +15 for the Orc Champions and give them -2 on saving throws.
- Eye of Gruumsh
- Tiefling Captain
- Orc Champions x2
- Drider Sorceror
- Cursed Spirit
- Orc Warriors x5
Also if (when) archery bands become popular with Aberrations odds are the Greycloak Rangers will be teamed up with Half Elf Bow initiates and the Valenar Commander so running Orc Champions over Ogre Ravagers gives you a slight edge and the speed 9 helps you get into melee that much faster.
WakeXX's Ready, Aim, Fire! (200 pts; CG)
- Valenar Commander
- Crow Shaman
- Aasimar Favored Soul
- Half Elf Bow Initiate x2
- Graycloak Ranger x2
- Wolf (minion) x2
WakeXX's RAF Take 2 (200 pts; CG)
- Valenar Commander
- Crow Shaman
- Half Elf Bow Initiate x2
- Graycloak Ranger x2
- Wolf (minion) x2
- Aramil, Adventurer
- Elf Spearguard
WakeXX's Curses! (200 pts; LE)
- Mindflayer
- Half-Elf Hexblade x2
- Destrachan x2
- Bladebearer Hobgoblin x2
- Blue
NewtonCain's CE Beat Down (500 pts; LG)
- Huge Gold Dragon
- Large Silver Dragon
- Purple Dragon Knight
- Eberk, Adventurer
- Gnome Fighter x 2
- Cleric of Yondalla
Eberk casts magic weapon on the LSD, then casts divine protection and stays back to help guard the Cleric of Yondalla. The Cleric of Yondalla and the Gnome Fighters stay together and in LOS of the LSD.
The LSD and HGD double team whatever you are going to kill first.
PDK hangs back to use fear cone on LSD if it should rout, or fear cone anything nasty that tries to get a back door attack.
Mystereez's Double Trouble (200 pts; CG)
- Frenzied Berserker x2
- Crow Shaman
- Favored Soul
- Inspiring Marshal
- Nebin, Gnome Illusionist
- Gnome Recruit
This band has enough healing to make it to the frontlines. Favored Soul will hopefully cause several stuns while the Crow Shaman assists by giving the ladies extra attacks. Nebin is included for his blur spell. The Marshal is in there to give them a free move, to get in place for a full attack. Although this band only has one commander, because the two berserkers are fearless they are the heart of the warband and will not have to worry about running off the board.
Chris Grove's Orcupado (200 pts; CE)
- Eye of Gruumsh
- Orc Champion x4
Simple as that.... ( now try to find 4 OC's ...hehe )
Dan Montoya's Fire and Stone (200 pts; LE)
- Medusa
- Human Blackguard
- Gauth
- Baaz Draconian x8
- Azer Raider
Gaddzook's Displaced Aggression (100 pts; LE)
- Human Blackguard
- Displacer Beast x2
I judge alot of events, so don't spend too much time playing. I did however come up with this band before going online to maxminis and other sites. So at least in my circle of friends it is "my" band. Mostly because I was the first person with 2 Beasts... hehe.
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Thursday, October 14, 2004
Merric's Top 5 miniatures of Aberrations
I play the miniature game primarily for fun and also use the miniatures for role-playing. I also haven't even seen any of the Aberrations miniatures yet, let alone played with them, so this is going to be a fairly uninformed look at the miniatures I consider the top 5 in the set.
#5: Ethereal Filcher
One of the things that I enjoy in games is the ability to do something unexpected or to change how the game is played. Although, in D&D Miniatures, all of the abilities of the figures are known at the start of the game, the Filcher can be a real pest to the warband that relies on humanoid figures that have multiple high-damage attacks. When combined with Aramil, it also does a fair job of neutering the Orc Champion.
The way it works - getting into melee range and then eliminating itself to activate the ability - is something surprising and a testament to the skills of the DDM design and development teams. This is a figure that can change the metagame, especially since it only works against humanoids and monstrous humanoids. Perhaps some stranger creatures will find themselves pushed to prominence?
#4: Dragon Samurai
For all the worry about this figure being overcosted, I just look at the 80 HP, 24 AC and the potential of 45 damage per round - although it must worry about the Filcher and Aramil! Lawful Good has a dearth of figures that deal a significant amount of damage, which has always been a problem when stacked up against that Orc Champion and other significant CE figures. This begins to redress the balance.
#3: Hook Horror
The Hook Horror has been one of my favourite monsters since his first appearance in the Fiend Folio back in the days of Advanced Dungeons & Dragons. It almost makes the cut based on that alone. Otherwise, it makes the grade much for the same reason the Dragon Samurai does - a strong melee figure for a faction that hasn't had all that many in that vein.
What also makes it in my top 5 is that new ability: Feast. It's not going to happen too often if a Human Blackguard is along for the ride, but I think that it's an excellent addition to the game's mechanics.
#2: Frenzied Berserker
Like the Hook Horror and the Dragon Samurai, this figure provides a faction that has been weak on the melee side of things a figure that is capable of really dishing it out - and of taking it, regardless of the Burnout disadvantage.
It is expensive, though, and not without its drawbacks. In the end, it is eclipsed by my #1 pick for the set...
#1: Half-Elf Bow Initiate
30 points of potential ranged damage a turn is significant. This figure, as with many of CG's figures, requires a lot of skill to use effectively. Back during my first 3E rpg campaign, the main character was a human archer named Starlin Farr - he attained the 14th level of experience, and was gaining levels in the Order of the Bow Initiate prestige class when his player moved away. Since that time, I've always had a soft spot for that prestige class. The HEBI moves it into the miniature game.
Significantly, this figure actually has a few hit points of its own. It will still need solid melee figures to protect it, but I'm extremely glad to see CG finally gaining some effective ranged attacks.
Conclusions
Well, that's my personal and extremely preliminary views of what the five most significant figures of Aberrations are. There are many other excellent figures in the set, and I look forward to getting my hands on them and using them against my friends.
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Warbands II
Shadow Fox's Buff Drizzt (CG; 200 points)
This band is about making Drizzt as deadly as possible.
- Drizzt, Drow Ranger
- Clay Golem
- Vadania, Half-Elf Druid
- Eberk, Adventurer
- Aramil, Adventurer
- Devis, Half-Elf Bard
Shadowfox's DNR (CG, 200 points)This band pumps up Drizzt and Ryld. Rylds +8 to Initiative will allow you to dictate the flow of battle most of the time. This is similar to Buff Drizzt in execution.
- Drizzt, Drow Ranger
- Ryld Argith
- Eberk, Adventurer
- Aramil, Adventurer
- Crow Shaman
- Gnome Recruit
Shadow Fox's Guerilla Warfare v2 (CG, 100 points)HEBI can be a tremendous force in 100. Throw in the fact that it can hit any non commander unit in your opponents band and you have a formula for success.
- Half Elf Bow Initiate
- Valenar Commander
- Greycloak Ranger
- Wolf (minion)
- Elf Warrior
Shadow Fox's Malice LRD (CE, 200 pts)LRD beatdown. Drow Wiard provides magic weapon and ranged support. Abyssal Maw helps to target the Snillocs and is a good flanker.
- Large Red Dragon x2
- Drow Wizard
- Abyssal Maw
Shadow Fox's Acid Boy (LG, 200 pts)Mix one half buffs, and one half beatdown. Stir until opponent is destroyed.
- Large Silver Dragon
- Purple Dragon Knight
- Cleric of Moradin
- Eberk, Adventurer
- Man at Arms
Shadowfox's Malice Bushido (LG, 200 pts)Maximize your melee units and go to town.
- Dragon Samurai x2
- Purple Dragon Knight
- Cleric of Moradin
- Aasimar Favored Soul
Grendel's Some Like it hot (LG, 200 pts)
Build 1
- Gold Champion x2
- Purple Dragon Knight
- Eberk Adventurer
- Cleric of Moradin
- Aramil, Adventurer
- Standardbearer
I put this together early on. I find it very versatile.
Build 2This is great for "walking your turtle" towards the opponent. Also an early warband formula.
- Gold Champion x2
- Dwarven Defender
- Eberk, Adventurer
- Cleric of Moradin
- Aramil, Adventurer
Build 3Saw this on one of the Boards. Its a lot of fun to play.
- Gold Champion x3
- Cleric of Order
- Cleric of Moradin
- Man-at-Arms x3
Grendel's Hidden Gold (200 pts; LG)
Gold Champions x2Basically Pump and Blur the GC's. Came up with that after much too much coffee.
- Sword of Heironeous
- Regdar, Adventurer
- Nebin, Gnome Illusionist
- Eberk, Adventurer
- Cleric of Moradin
Grendel's Aspect Bane (200 pts; CG)This is relentless against Aspect based armies.
- Moon Elf Fighter
- Champion of Eilistree
- Githyanki Renegades x2 or Githyanki Renegade and Half Giant Psychic Warrior
- Nebin, Gnome Illusionist or Halfling Wizard.
Newtonian's TriHead (CE; 500 pts)Newtonian's DrowHead (CE; 500 pts)
- Fomorian x 3
- Tiefling Captain x 3
- Drow Cleric of Lolth
- Ogre Ravager
- Fomorian x 2
- Ryld Argith
- Drow Cleric of Lolth
- Drider Sorcerer x 2
- Frost Giant
Goldmoon's Evil Slayer (LG, 200 pts)
- Paladin of Torm
- Gold Champion
- Cleric of Lathander
- Warforged Hero
- Cleric of Moradin
- Eberk, Adventurer
- Hill Dwarf
I now have a better back up hitter in Warforged Hero with good attack bonus, decent AC and HP. Personally, I prefer to use the Gold Champion to the Dragon Samurai, due to the higher AC and attack bonus in case I meet up with a non-evil warband with high AC
I use the Cleric of Lathander as the back-up Commander due to his spells. They're not really that good but still vital at times. With 3 Magic Weapon, 3 Cure Moderate Wounds and 2 Searing Light, I can cure up to 60HP in this band.
My tactics are very basic: high AC , hit hard and stay in fighting condition as long as possible.
Nixlord's Run, Hide, and Gun (CG; 200 pts)
- Half-Elf Bow Initiate x3
- Inspiring Marshal
- Greycloak Ranger
- Sharn Cutthroat x3
- Wolf (minion)
Nixlord's Run, Buff, and Gun (CG; 200 pts)
- Half-Elf Bow Initiate x3
- Inspiring Marshal
- Crow Shaman
- Elf Warrior x4
These are sniping warbands. They are designed to deal as much damage as it can in the first 2-3 rounds before getting attacked. Although both only have nine activations, three properly placed HEBIs should be able to kill enough filler units to even this out.
The three HEBIs are the main offensive weapons, each able to deal 30 damage a turn if each has LoS to a target at the start of its activation. Positioning them to maximize the chance of doing this every activation will be a little difficult, but the Inspiring Marshal's grant move action ability should give them one such round of making a full attack.
For the first warband, a little finesse and sly manuevering is needed. The Greycloak is there for secondary ranged offense and extra activation (wolf). The Sharn Cutthroats, for their cost, are a revelation (especially against low ac targets), although they won't be of much use in the early rounds. Later on they can be very effective; you always make sure they have cover against their target, they can deal 10 damage with one ranged attack. Despite being cheaper than Greycloak Rangers, they are more effective in melee than the latter due to higher attack rating, sneak attacks, and side step.
If any of your archers are attacked by noncleaving enemy units, then you can use them to flank and deal extra damage.
The second warband is a straightforward archer band. The Elf Warriors won't hit as much as the sharn cutthroats and greycloak ranger, but the addition of the Crow Shaman means you can buff the HEBIs.
The basic strategy is simple but three-fold.
First, use and lay out tiles in such away to make sure your ranged units have decent LoS to advancing enemy units.
Second, find the opportunity to make your units attack as soon as possible. A round not spent attacking is a wasted round for a ranged unit, especially for a heavily-ranged warband.
Third, using grant move action as a game breaker.
For example, if a heavy hitter (such as an Orc Champ) comes barging in but is not within LoS of the HEBI, then use grant move action to reposition your HEBIs (and all the other nearby units) in such a way that during their next turn the HEBIs can make a full attack (30 damage each).
Don't hesitate to move your HEBI if it is attacked. Accept the attack of opportunity for the HEBI can take it. With one heavy hitter possibly disposed of, your HEBIs and other support units should find it a little easier to take care of the rest.
There's two glaring weaknesses of these 2 bands.
First, they both only have ONE commander, and he's squishy. But if you keep him out of harm's way long enough for the 3 HEBIs to whittle down potential assassins (orc champs, etc.) he should be fine. Just remember to keep all HEBIs within command of the Marshal. You could add another Inspiring Marshall, but you will lose precious activations and ranged attacks. I am sticking to one for now.
Second, the secondary units are susceptible to area of effect attacks. Hopefully again, such units capable of doing such attacks are struck first by ranged attacks and are hopefully routed or killed before they reach the danger zone.
Slow moving, high AC units such as Gold Champs and Dragon Sams shouldn't pose as much of a problem unlike before, now that the HEBIs are here. Red Sams, Orc Champs, Eyes, and Ogre Ravagers are easy to hit. Driders, despite the blur, are also relatively easy enough to hit and are not that tough. The only real problem will be the LSD and the LRD. Then again, they always have been the thorn to CG ranged-themed warbands.
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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!
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Warbands!
Thespian's CG band (CG, 199 pts)
Although this warband isn't the worlds best, I really enjoy playing it in 200pt play. I used to play the Cleric of Kord instead of the Cleric of Garl Glittergold, but I fell in love with the little guy over the past weekend.
- Cleric of Garl Glittergold (31 pts)
- Inspiring Marshall (29 pts)
- Githyanki Renegade (42 pts)
- Evermeet Wizard (39 pts)
- Unicorn (21 pts)
- Aramil, Adventurer (13 pts)
- Half-Orc Barbarian (12 pts)
- Elf Spearguard x2 (6x2 =12 pts)
The idea here is to hit hard, often and fast. I love being able to set up a long range charge with the Unicorn, who is ideal for bashing weaker commanders and casters.
The Githyanki Renegade is nice with a casting of blur, plus some long range support. The wizard blinks people around (also allowing the gith to make multiple attacks). Aramil is there to sap the strength of the opponents beatstick.
The Elf Spearguards sit behind the Evermeet Wizard's wall of animals (Wolves usually) to poke at the opposition.
It has lots of movement options, especially given the move action given by the Inspiring Marshall. The Cleric of Kord was great at hitting hard, but I like the Cleric of Garl Glittergold with the sanctuary spell and the ring of blades. This gives even more options - think of the badness of using transposition spell on CoGG after ring of blades is on - and you can save his butt if he gets in a mess.
Anyway, that is my favorite warband presently - lots of fun to play if you like speed and tactical movement. Certainly can be a little overwhelming for a newcomer. Enjoy!
Leviathan's 200 point CE De-Fecta (CE, 200 pts)This is, I feel, a post-Aberrations metagame version of the Trifecta band that Kiddoc piloted to victory at the 2004 World Championships.
- Large Red Dragon
- Orc Champion
- Drider Sorcerer
- Tiefling Captain
- Drow Sergeant
- Abyssal Maw
- Orc Warrior x2
There are good reasons for substituting in the Dragon for the two Ogre Ravagers that Brian used. I believe that CG is going to be showing up in force in the next few months, and it is likely to have two extremely viable bands in the 200 point format: Valenar, HEBI (possibly x2) or Berzerker, Crow Shaman (either possibly x2).
If this is true, the Ravager loses its edge, for the Ravager is best against CE.
The single LRD fits in exceptionally well against CG warbands. With its breath weapon, flight 8, 3 decent attacks, abnormally high AC for a CE figure, and high HP I think this fig is awesome against both CG builds.
The rest of the band is fairly straightforward with no significant weaknesses in the Assault, Cave of Pain, or Plunder formats. It's a multi-trick band that excells in all areas.
Another good choice for a random metagame would be Trifecta with a Red Samurai, a Ravager, and an Orc Champion. They have a great deal of versatility allowing them to handle anything that they come up against.
Hellimat's Goblins (LE, 200 pts)I used the following in our Tuesday night tourney this week. Went 3-0 for first place (we play 45min quickstrike).
- Gauth
- Urthok the Vicious
- Dekanter Goblin x2
- Blue
- Goblin Skirmisher x4
The Gauth's nonstop blasts (2 or 3 per round), the Blue's ranged damage, Urthok's heavy damage and all the goblins with +4 attack worked quite well together.
Tichondrius' Painfully Obvious Dragons (CE; 200 pts)It's painfully obvious, but it needs to be mentioned.
- Large Red Dragon x2
- Abyssal Maw
- Drow Wizard or Gnoll Sergeant
Tichondrius' Necromancer Basics (CE; 200 pts)Again, basic yet effective.
- Lich Necromancer
- Clay Golem x2
- Orc Warrior x8 or Maws x4 & Orc Warrior
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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. (0 comments)