Community

 
Jump Menu:
Post Reply
Page 1 of 15  •  1 2 3 4 5 6 ... 15 Next
Switch to Forum Live View
Sticky: Custom Warbands
8 months ago  ::  Oct 04, 2012 - 9:53AM #1
WotC_Trevor
  • Community Team
Date Joined: Jun 22, 2007
Posts: 1,291
With three Dungeon Command factions out there and a fourth coming in November, I know some people are already looking at making their own custom warbands. Share your custom warband lists and order decks here so we can compare and talk shop
Trevor Kidd
Community Manager
Quick Reply
Cancel
8 months ago  ::  Oct 05, 2012 - 9:31AM #2
Drakkengi
Date Joined: Aug 21, 2005
Posts: 22
I've been continuously updating my band that consists of only Dex creatures and
order cards. Almost any creature can use any card at any time so it doesn't
require the right draw or situation to pull things off.

Creatures:

Umber Hulk x2
Drow Wizard x2
Elf Archer x2
Half-Orc Thug x3
Wolf x3

Order Cards:

Quick Shot x4
Feint x 4
Piercing Strike x4
Spring Attack x3
Nimble Strike x3
Near Miss x2
Riposte x2
Grovel x2
Quick Jab x3
Uncanny Dodge x3

Can't wait to build a Int based deck once Curse of Undeath comes out though.

Quick Reply
Cancel
8 months ago  ::  Oct 09, 2012 - 5:57AM #3
DarkAngel1979
Date Joined: Oct 23, 2002
Posts: 609
Commander: Snig the Axe

Creature cards (12)
3x Goblin Archer
4x Goblin Cutter
2x Hobgoblin Sorcerer
1x Goblin Champion
2x Goblin Wolf Rider

Order cards (30)

(Engine)
3x Reinforcements
3x Arcane Ritual

(Aggro)
4x Goblin War Cry
4x Quick Jab
3x Shattered Weapon
3x Feint

(Mobility)
3x Nimble Strike
3x Forward the Horde

(Defense)
4x Shield
Quick Reply
Cancel
8 months ago  ::  Oct 10, 2012 - 8:59PM #4
MerricB
Date Joined: Mar 17, 2001
Posts: 142
I had a slightly different take on the goblin warband; this build from three ToG sets:

Commander: Snig the Axe

Creatures:
3 Goblin Archer
4 Goblin Cutter
2 Hobgoblin Sorcerer
2 Goblin Champion
1 Horned Devil

Order Cards:
(Any)
3 Shattered Weapon 
4 Grovel
2 Reinforcements

(Cha)
2 Rally
4 Goblin War Cry
4 Forward the Horde
4 Death Sentence
2 Strength in Numbers

(Dex)
1 Leap Away
1 Narrow Escape
3 Nimble Strike 

It really does want the Arcane Rituals in it for extra card draw, though.

Cheers,
Merric 
Quick Reply
Cancel
8 months ago  ::  Oct 11, 2012 - 7:55AM #5
DarkAngel1979
Date Joined: Oct 23, 2002
Posts: 609

How are the Grovels treating you? Using Shield makes me a bit more reliant on the Sorcerer I guess, but since over 50% of the time I'm using it to protect my Sorcerer because everything else on my list is expendable, I didn't find that a problem. Your version is much less reliant on Reinforcements too since you have a huge guy at the top end to tide you by if you start running out of cards. Death Sentence of course makes sense with the Devil. Not sure that Rally does enough work in your warband to justify the inclusion.

Quick Reply
Cancel
8 months ago  ::  Oct 23, 2012 - 10:07PM #6
Jingraves
Date Joined: Feb 9, 2012
Posts: 2
I like these. I made mine for fighting 2 on 2 and 1 on 1. My older brother has all three and I bought doubles of each set. I made mine for Dex and Int. 15 Creatures and 50 Order.

Creatures are:
Drow Wizard x4
War Wizard x2
Elf Archer x4
Copper Dragon x2
Umber Hulk x2
Drow Priestess x1

I only put the Priestess in here for doubles and drawlying extra order to protect my ally or myself from the Dex defenses. I like to play ranged, speed, and defensive wise.

Order cards:
Acrobatics x4
Loping Stride x4
Quick Shot x4
Quick Jab x2
Close Call x4
Stealth x2
Vial of Poison x2
Stalk x4
Spring Attack x2
Web x4
Mirror Image x2
Shield x2
Open Portal x2
Arcane Ritual x2
Faerie Fire x4
Fireball x2
Scheme x2
Lolth's Blessing x2

Since most of these I can use on other creatures I thought that these would be good. With the little bit of Wis, I figured that the number of Order cards I could draw would be good in this set up.  Using the champion with a high starting Order hand size would help this out perfectly.
Quick Reply
Cancel
7 months ago  ::  Nov 14, 2012 - 1:16PM #7
Truthspeaker
Date Joined: Oct 26, 2012
Posts: 88
I bought each of the first three faction packs.  I brought them to a friend's house and we each alternated in choosing one character from my set of 38 miniatures.  Then we did the same thing with the order cards.   My strategy was to take from the most powerful creatures with the most physical abilities and since this was my first time playing with the goblin faction, I disproportionately choose from the set I hadn't yet played with.  I also choose a lot of constitution, strength, dexterity, and charisma based order cards.  I specifically choose order cards that were for high level creatures.  My friend almost exclusively choose ranged based creatures.  And the order cards he choose were almost all dexterity based. 

The result was that I got enhililated.  My "friend" would shoot me and then back away.  It only took a few turn for my moral to be completely gone.  Meanwhile, his moral might have actually increased.  My conclusions are that, if you play this way: generally lower level creatures  are more effective (because of most order cards being designed for lower level creatures), that dexterity is the best ability to base your deck around (since dexterity based order cards and creatures and the most plentiful), that decks work best when tailored narrowly to one ability (because then you can use all of the order cards in your hand), and that making ranged attacks is extreamely valuable (because you can get in more hits with ranged attacks).   

When the curse of undeath faction pack comes out on November 20th, intelligence, charisma, and constitution based warbands will become much more formidable than they are right now.  But right now the only seemingly viable alternative to dexterity is strength.  

A house rule that I plan on trying is to require that a player's order cards cannot be more than half focused on any one of the six abiltiy statistics (dexterity, strength, constitution, intellience, wisdom, or charisma).   The purpose of the requirement is that it would cause a lot of unusual builds to be more viable.  Also I don't like the idea of warbands with four of the same creature.   Instead, I would recommend a house rule that requires that either one or two of any creature can be in a warband.   This has the benifit of forcing players think harder about how their characters fit together. 
Quick Reply
Cancel
7 months ago  ::  Nov 14, 2012 - 2:10PM #8
Truthspeaker
Date Joined: Oct 26, 2012
Posts: 88
Following normal rules I would want try out the following warband with four of the following creature and order cards:

Drow Priestess 
Giant Spider 
Demonweb Spider

Acrobatics, Loping Stride, Fire Trap, Parry, Scheme, Lolth's Blessing, Spring Attack, healing potion, Near Miss

Commander:  Aliszandra Malistros (she provides the spiders and drow with two extra movement)

The strategy of this warband would be to stay out of the fight long enough to draw a lot of order cards.  The serious weakness of this set it that it only offers one order card that adds damage (fire trap).  And since there are no level 1 immediate action cards, the Demonweb Spiders would be totally vulnerable to any attacks.   The remidy to this problem would be to not play the level one spiders until the end.
Quick Reply
Cancel
7 months ago  ::  Nov 19, 2012 - 12:12AM #9
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

We've been doing monthly tournaments at my store, so I've got some reasonably refined lists and have accumulated a fair number of figures to make Standard lists.  (We use the Canadian-style prize structure where everyone drafts figures out of boxes each tournament, and we've had 3 or 4 so far.)  Anyway, I've got 3 current decks.  Our next tourney is Sunday the 25th and I haven't decided which one to run yet, they alll seem pretty good to me.

Snig Toolbox

This deck's basic idea is to build up cards and leadership with the Hobgoblin Sorcerer (Arcane Ritual/Strength in Numbers) and then use that along with the flexibility of Snig to bury the opponent in cards/dudes.  The large goblin cicle tile has tons of annoying terrain, which makes it hard for them to rush you before you can get going, and Snig rules.  With a 5 creature hand you'll draw the whole deck quite quickly, so you can bust out the Shadow Mastiff, Umber Hulk, and Horned Devil right at the perfect time (hence Toolbox).  The Shadow Mastiff is especially awesome with Snig since it pops up at the start of your turn to kill a straggler or break up the enemy's advance.  The order deck also has some low-copy cards that are sometimes huge blowouts because with 4x Arcane Ritual you're going to draw most of the deck most games.  Early on you focus on grabbing treasure and setting up; unless your opponent has a similar engine you don't need to get super aggressive.

Snig the Axe
3x Hobgoblin Sorcerer
3x Goblin Archer
3x Goblin Champion
1x Umber Hulk
1x Shadow Mastiff
1x Horned Devil

4x Grovel - Just one defense card in the deck since Snig makes losses way less important; I like Grovel because everyone can use it
4x Death Sentence
4x Strength in Numbers
4x Arcane Ritual
3x Quick Jab
3x Nimble Strike - It's important that this works on Goblin Archers and boosts their ranged attack
4x Piercing Strike - The Goblin set made this slightly worse but it's still one of the best attack cards in the game IMO
2x Goblin War Cry - Not everyone's a goblin and I hate drawing tons of these early, but sometimes you need to swarm something to end the game
1x Shadowy Ambush
1x Fireball

Tiles: 1x Large Goblin Arcane Circle, 1x Large Cormyr Arcane Circle, small pieces mostly irrelevant

Bugbear Bowling

This is probably my favorite of the decks to play.  The whole plan is to create an uber-Bugbear Berserker (usually involving Undaunted Surge) and use it to to murder huge numbers of guys in one or two glorious turns of bloodshead.  Because the Bugbear gets a full untap every time he kills someone, you can use Stalk, Shaowy Ambush, etc between attacks to get the next target into range.  Support is Wisdom dudes for card draw and so that the Bugbear can get patched up by a Dwarf Cleric in a pinch, plus some small spiders to grab treasures, mess with line of sight, and sometimes sneak in a Piercing Strike like a jerk.  It's possible the card draw isn't necessary but I like it for insurance.  An arcane card draw variant is probably also possible, but I prefer the Wisdom one because needing to stand in Arcane Circles leaves you vulnerable sometimes and the Bugbear doesn't want to have to play defense.  Also, the Drow Priestess can use a bunch of the good Dex cards to get a hit in out of nowhere, and the Dwarf Cleric can scheme and use Str/Con cards.

Tarkon Draal - I think Rhynsera would also be fine here but 8 Ld can let you start Bugbear/Wis dude/Spider and cowering is appealing against a Bugbear
4x Bugbear Berserker
3x Demonweb Spider - Against ranged attackers, spawning one of these guys in an inconvenient spot is better than Grovel, it's sweet
3x Priestess of Lolth
2x Dwarf Cleric

3x Lolth's Blessing
2x Forceful Strike - Mostly lets the Dwarf Cleric knock people into Bugbear range, or if you just want to hit for 80, but can also set up Priestess finishes 
1x Spring Attack - I don't love this card since it has no damage bonus, but sometimes you just want your Bugbear to move super fast
3x Undaunted Surge - Remember this card increases all melee attack damage, even fixed amounts like Shadowy Amubush or Seize the Opportunity!
2x Shadowy Ambush
3x Scheme
4x Seize the Opportunity - This card is unreal.  It gets boosted by Undaunted Surge, and if it kills the attacker, the attack fails and the Bugbear untaps
2x Piercing Strike
2x Tough as Nails - Don't be afraid to use this card on a Bugbear on their turn even if you know you're going to replace it with Undaunted Surge on yours
4x Quick Jab  - Remember not to kill guys with this card before using your standard since you'll miss untaps and are less likely to draw out immediates
2x Uncanny Dodge
2x Stalk - I normally hate minors that move you and do nothing else since they cost a card, but sometimes you just need to get your Bugbear around

Tiles: Not super important, but I use the tightest spaces/most cover I can find, since it lets the Drow Priestess hide and in general the bugbear doesn't like getting shot.  Suggest avoiding anything with an Arcane Circle though, or lots of rough terrain; mostly you want a bunch of walls to hide behind to mess with ranged fire but not Bugbear movement.  Since none of your guys use Arcane Circles there's no reason to let War Wizards pop up in annoying places.

Ranged Adventurers

This deck is about using Str and Int to push people around and then shoot them, hopefully all at once either with Fireball or the Half-Orc Thug's Explosive Bolts power.  There's not a lot of defense of any sort, but the idea is to lure them into traps where you can use Behind Enemy Lines and the various pushes to get them out of position and deal a bunch of damage to all their dudes.  Also featuring card draw.  (I do sometimes not have card draw in my decks, I promise!  I had a Str/Con build I liked a lot without it but I took it apart to tinker.  It's possible I have a card advantage addiction problem...)

Rhynsera the Alarphon I don't have my cards on me so likely misspelled this.  Tarkon Draal would likely also be fine but I like digging for Ritual
4x Half-Orc Thug
3x Drow Wizard
3x War Wizard
2x Dragon Knight - You almost always want to wait to deploy this guy with Behind Enemy Lines

2x Faerie Fire - Only a 2-of because it can clog your hand, but important if they drop a Dragon or something dumb like that
1x Blast of Force - For when some jerk tries to tie down a wizard in melee
4x Forceful Strike - This card is unreal good all the time, but especially when you're trying to knock guys into fireballs
1x Tough as Nails - Only the Dragon Knight can use it hence just 1, but you generally want it on him.  I could see going to two with Rhynsera
3x Behind Enemy Lines - The flavor text is 100% lies, I don't think I've ever tried to use this to gain morale, just surprise attack the rear all day
1x Shattered Weapon 
4x Arcane Ritual
4x Heroic Surge
4x Quick Shot
4x Shield
2x Fireball 

Tiles: Use at least one Cormyr arcane circle large tile since it has good sight lines.  A second of those is fine, but the Goblin arcane circle is also defensible since the cover/difficult terrain can help you channel attackers into a small area where you can more easily rock them with Explosive Bolts and Fireballs.

Those are my current decks.  I might try to do a tournament report about Sunday's event, or even get some video if I can find a camera. 
Quick Reply
Cancel
7 months ago  ::  Nov 20, 2012 - 10:49PM #10
DarkAngel1979
Date Joined: Oct 23, 2002
Posts: 609
Undead warband first draft, from 2x boxes of Curse of Undeath (and my trusty 3x Arcane Ritual).

Commander: Delthrin Everet

4x Zombie
3x Skeleton Warrior
2x Disciple of Kyuss
2x Lich Necromancer
1x Dracolich

Order cards

3x Arcane Ritual
2x Call to Battle
4x Strength in Numbers
2x Unending Horde
3x Gout of Fire
4x Death Grip
4x Careful Attack
4x Reckless Attack
4x Patch Up

This is my attempt at a pure engine/control warband with long game inevitability. You play the Undead tile with an arcane circle 2x (small tiles are usually not very important, but they should not have arcane circles... don't make it easy for War Mage to screw you). Your ideal deployment is one of any of your INT/CHA characters with whatever bodyguards you can afford, hoping to have one of your 9 engine cards in hand, sitting away from combat for as many turns as possible filling up your hand with Arcane Ritual, getting Leadership advantage with Strength in Numbers and/or gaining Morale with Call to Battle. Be opportunistic if you can kill something and get extra Leadership, but your game plan is to build yourself up for multiple turns. You might need to intervene so as not to just concede all the treasures on the map without contest, but they're very low priority.

Your favorite deployment of course is Lich Necromancer, so that you can setup base anywhere on the map where you have a good concentration of treasure (ideally 3, but 2 is sufficient if you need to keep your important INT/CHA leader from danger). Otherwise you have to stick to the room nearest to your start position. Of course, a Dracolich start against Goblins or any weenie warband is probably a win for you, and Disciple of Kyuss is also going to be an issue for any warband that depends on melee attacks.

Investing cards on your INT/CHA guys will make them a priority target, so you can bring the battle to you. Set yourself up in a defensible position (sitting on a door for instance gives you the possibility of range attacks while having cover) and force them to overextend. With Leadership you gain from kills, set yourself up with a huge unbeatable army.

This is the theory anyway. I'll see if it works in practice this Sunday.

Important probabilities:

Odds of starting with an INT/CHA guy in hand: 85%.
Odds of an all INT/CHA hand: 4.5%
Odds of being utterly screwed and not getting any low level guy in your first 4 creature cards: 1%
Odds of having only one low-level guy and two INT/CHA: 36%

Tricky opening hands:

Dracolich + 2 small guys: Deploy Dracolich if you have engine cards in your starting 3, because you need to start the engine ASAP. Otherwise deploy your Zombies or Skeletons to try to draw into a better leader. Hopefully you have a Strength in Numbers (to quickly deploy extra guys) or Zombie + Call to Battle to start building up Morale ASAP.

Lich Necromancer + 2x Skeleton Warriors: You're fine. You can deploy your Skeleton Warrior at the end of your first turn without losing out, because you can deploy adjacent to the Lich.

Disciple + 2x Lich: Unless your opponent is playing a lot of Goblin Cutters or something, or you just have absolutely no engine cards in hand, go with Lich. Hope you roll right on the 78% chance of getting a Zombie or Skeleton to deploy next, or you might not last long this game.

2x Disciple + Lich: With Strength in Numbers in hand, I would deploy Disciple and the second one at the end of the first turn with any melee warband.

Dracolich + 2x Lich:
This is hard. I think you want Dracolich unless you have Strength in Numbers (hopefully 2 of them), because if you draw a Disciple next you're going to lose with Lich. Short range and mostly a glass cannon is not good if you can't deploy bodyguards. Dracolich is so impressive, you might be able to cower a bit, shoot lightning all over the map and drag out the game long enough to come back into it.


Quick Reply
Cancel
Page 1 of 15  •  1 2 3 4 5 6 ... 15 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing