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Sticky: Custom Warbands
5 months ago  ::  Jan 08, 2013 - 10:01AM #61
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

Jan 7, 2013 -- 11:53PM, Dualsparks wrote:

Hmmmm im gonna try the Malistros as commander, it should work well for treasure hunting.
I really like tarkon cause i hate the cowering option and this commander has a great starting leadership too.

Some changes to my warband or the order deck?

its a pretty funny deck with everyone popping out of nowhere thanks from the priestess and mastiff abilty.

I was thinking on taking scheme and deep wound, should i grab two more lolths blessings and some other dextery card?




I like your list a fair bit overall.  Nice dex-creature mix.  I think your orders are reasonable, but I'd try to work Shadowy Ambush in there somewhere, it's an amazing damage boost and the dex guys often need it, since they don't hit very hard base.  Nimble Strike would also be a nice fit.  I find with heavy dex warbands I really want some things to boost damage because otherwise taking down something like a Dragon Knight can be a real chore.

I also think Web has gotten a lot less strong post Tyrrany of Goblins, because a lot of the guys you really want to lock down with it have Con, so there's a high chance it's just going to get thrown off by Tough as Nails or Undaunted Surge for not much good effect.  I'd look at replacing the Webs with some number of Ambushes.

I think you're right Malistros would be a pretty reasonable leader choice; Speed 10 Driders are awesome, and 4/5 starting hands are pretty sweet. Snigg the Axe is also a pretty good plan for a deck like this.  Most of your creatures are going to be showing up at the front lines, so being able to drop them and immediately activate them makes it very difficult for the opponent to do any kind of forward planning. 

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5 months ago  ::  Jan 09, 2013 - 11:44PM #62
swurvDESN
Date Joined: Mar 28, 2009
Posts: 57

Dec 30, 2012 -- 9:11PM, swurvDESN wrote:

Heres my take on a custom Con/Cha warband. I call it El Cucuy. If you have any constructive criticism let me know.  
   Warband                  Commander:
     Delthrin "the Deadmaster" Everet or Snig the Axe       
1x Dracolich                         
1x Lich Necromancer
1x Horned Devil 
1x Kyuss
1x Skele Lancer
2x Vampire
2x Tomb Guardian
2x Hypno spirit
2x Skeleton
2x Zombie
   Order deck
4x Reckless attack
4x Grovel
4x Death Sentence
4x Defensive Advantage
3x Hypno Gaze
3x Death Grip
2x Unbreakable
2x Magic shortsword
2x Ray of frost
2x Mirror Image
2x Dimension door
2x Fear
2x Terror Revelation


I revised the deck. My primary opponent plays Cormyr with 4 clerics and 4 defenders and multiple elf archers. 
1 Dracolich Cha/Int           Lvl 6
2-3 Lich      Cha/Int           Lvl 5
1 Lancer     Con                 Lvl 4 
3 Vampire   Dex/Con/Cha  Lvl 4
2 Tomb G.  Con                 Lvl 3
2 Hypno S.  Cha                Lvl 3
2 Skeleton   Con                Lvl 2
2 Zombie     Con                Lvl 1

Order deck (Organized by Ability Level)
Con 1                     Con 2                                Con 3
  3 Reckless Attack     2 Defensive Advantage         2 Undaunted Surge
  2 Careful attack       2  Tough as Nails                  

Cha 3                            Int 3                             Any 1
  4 Warning Shout               2 Dispel Magic             2 Magic shortsword
  2 Unending horde              2 Cloud of bats            2 Shattered weapon
  2 Fear
  2 Call to Battle              Sidebar
  3 Death Sentence              Strength in Numbers    Dimension Door
  4 Hypnotic Gaze                 Feral Vitality              4x Defensive Advantage

This deck uses higher level than average miniatures but I feel with Delthrin my leadership can jump up after a couple kills or I sidebar a few strength in numbers. The Lich is absolutely important to deploy as soon as possible. It can set up as a mobile base away from my deploy area and start pumping my morale via C. to Battle and raising zombies. I play as many arcane circles as possible (two big tiles and little tile from Cormyr) and attach call to battle to a hypno spirit who jumps around the map and raises my morale. My vampires are my main threat with short sword and gaze. I play C. of Bats to protect my lich or vampire who is in a pinch. I'm not sold on the attach Con order cards but they feel more useful than my 4 copies of grovel. I usually lose peices to focus ranged fire, I just have to be more mindful of terrain. The hypno is excellent at breaking up formations and sliding enemies into damaging terrain via fear. What tactics do you play as undead? Does this warband seem solid? I have a tournament in 4 weeks.
 

My Dark Sun Campaign "Shards of a Broken Crown" http://www.obsidianportal.com/campaigns/shards-of-a-broken-crown
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5 months ago  ::  Jan 10, 2013 - 8:41PM #63
Dualsparks
Date Joined: Jan 7, 2013
Posts: 9

I like your list a fair bit overall.  Nice dex-creature mix.  I think your orders are reasonable, but I'd try to work Shadowy Ambush in there somewhere, it's an amazing damage boost and the dex guys often need it, since they don't hit very hard base.  Nimble Strike would also be a nice fit.  I find with heavy dex warbands I really want some things to boost damage because otherwise taking down something like a Dragon Knight can be a real chore.

I also think Web has gotten a lot less strong post Tyrrany of Goblins, because a lot of the guys you really want to lock down with it have Con, so there's a high chance it's just going to get thrown off by Tough as Nails or Undaunted Surge for not much good effect.  I'd look at replacing the Webs with some number of Ambushes.

I think you're right Malistros would be a pretty reasonable leader choice; Speed 10 Driders are awesome, and 4/5 starting hands are pretty sweet. Snigg the Axe is also a pretty good plan for a deck like this.  Most of your creatures are going to be showing up at the front lines, so being able to drop them and immediately activate them makes it very difficult for the opponent to do any kind of forward planning. 





i did this changes:

 -2 deep wounds
+2 feints

 -2 web
+2 shadowy ambush

 -2 scheme
+2 lolth blessing

And set my commander as malistros

i won 3 games:
Goblin deck
Undead deck (swarming skeletons seems cool too)
and an adventurer deck

that was pretty close i was left with 2 morale
shadowy ambush was a great call against this deck, i hit hard and cover well

another thing, i should change the wizards or put others int cards?

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5 months ago  ::  Jan 10, 2013 - 9:10PM #64
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

Jan 10, 2013 -- 8:41PM, Dualsparks wrote:



i did this changes:

 -2 deep wounds
+2 feints

 -2 web
+2 shadowy ambush

 -2 scheme
+2 lolth blessing

And set my commander as malistros

i won 3 games:
Goblin deck
Undead deck (swarming skeletons seems cool too)
and an adventurer deck

that was pretty close i was left with 2 morale
shadowy ambush was a great call against this deck, i hit hard and cover well

another thing, i should change the wizards or put others int cards?




I think the wizards are probably fine, they're quite nice Dex creatures since they have a long-ranged, hard-hitting attack and are only level 2.  I think if you want to switch out creatures I'd start with the Shadow Mastiffs, they only really impress me with Snigg the Axe.

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5 months ago  ::  Jan 14, 2013 - 4:00AM #65
Hautamaki
Date Joined: Jan 14, 2013
Posts: 70
So far my gaming group feels like Kalteros is the boss of this game.

We have 2 each of the drow, goblins, and cormyr boxes.  With that, I think the best warband you can make would be something like this:

Kalteros

2x Drow priestess
2x Drow wizard
2x Umber hulk 
2x Drow house guard
2x Elf archer
1x Drider
1x Dwarf cleric

Cards:

4x quick jab
4x quick shot

--best way to deal extra damage and at the same time burn enemy immediates

4x scheme
2x lolth's blessing

--would be 4x lolth's blessing if I had the cards; turn your priestesses (and cleric with scheme) into card drawing machines

4x piercing strike

--turns your umber hulks into unstoppable snipers, esp combined with quick jabs

2x acrobatics

--your umber hulks can scuttle, making them impossible to tie down and thus nearly impossible to kill

2x loping stride

--your umber hulks can control over half the map with this upgrade

4x near miss
4x narrow escape
4x close call

--good defensive immediates are a must

4x fairy fire

--necessary if the enemy has high hp creatures, tough as nails, dwarven defenders, etc

2x stealth

--make your card machine priestesses unkillable forever and/or turn them into an extremely dangerous wild card

4x into the fray

--having movement cards in your deck is a must; otherwise your opponent can always exactly calculate exactly the distance he needs to move to be 'safe'

That's a lot of cards:  44.  The min is 30.  But, this warband can be a card drawing machine; in a long drawn out game it's possible to get through 30+ cards, and all of these cards can certainly be useful.  The only way it can really go wrong is if you start out with both priestesses and no schemes or blessings for them, or vice versa draw all the schemes and blessings but the priestesses are on the bottom.  However, more often than not this warband will wreck house.  If you get the right upgrades for your umber hulks they can utterly dominate the board; confusion gaze+burrow+30 damage is mad.  If you get two lolth's blessings on 1 priestess and then stealth her, your opponent can do nothing.  With 2 wizards and 2 archers and a dwarven cleric you should have the upper hand in most ranged stand-offs.  Your priestesses can summon the drider as a meatshield or to just gum up the works on your opponent if they get into a tight spot, which is nice.  The house guards are fairly mediocre but they can be used to open chests and can use the great majority of your cards, so they will always be useful.

With Kalteros' leadership advantage, you can deploy the most powerful starting warband; you can then use that map control to secure more treasure chests than your opponent and use those chests for more order cards, making your warband only more powerful.  Your opponent is faced with really only 2 choices: dying sooner by rushing forward to attack with inferiour forces, or dying later by turtling up and then getting overwhelmed by order cards when you have a 3 or 4 to 1 advantage in cards. 
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5 months ago  ::  Jan 14, 2013 - 10:28AM #66
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

It sounds like you might be misunderstanding the rules a bit?  Scuttle doesn't make anything impossible to tie down, because if you start next to an enemy your speed is still locked at 1, even if you can shift.  All Scuttle/shifts do is make it so you don't have to stop if you move next to an enemy mid-move.
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5 months ago  ::  Jan 14, 2013 - 10:46AM #67
Hautamaki
Date Joined: Jan 14, 2013
Posts: 70
Ah is that so?  Then yes, we definitely misunderstood the rules, thanks!
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5 months ago  ::  Jan 14, 2013 - 11:15AM #68
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

Jan 14, 2013 -- 10:46AM, Hautamaki wrote:

Ah is that so?  Then yes, we definitely misunderstood the rules, thanks!




Yeah it's an easy thing to be confused about; Scuttle is a fine ability but it basically makes you better at assasination runs rather than any harder to pin down.  Also, Burrow lets you ignore enemy creatures while moving anyway, so the Umber Hulk already has a better version of Scuttle.

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5 months ago  ::  Jan 14, 2013 - 5:15PM #69
Hautamaki
Date Joined: Jan 14, 2013
Posts: 70
Edit--Burrow, Fly, Scuttle, etc, are still limited to movement 1 if the creature begins its move adjacent to an enemy creature, right?  As far as I can see, this movement limitation is only removed in 2 cases: a card/power that says 'Shift X squares' (but not 'Shift creature's movement') or 'Slide' allows the creature to move that many squares regardless of whether the creature begins its move adjacent to an enemy creature.

So aside from shift X squares cards or sliding powers, the Umber Hulk cannot freely disengage from combat if it is engaged by at least 2 or 3 creatures (if only 1 creature, it can easily use its power to slide that creature away and then move freely, and possibly even kill a second creature with its attacks).
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5 months ago  ::  Jan 15, 2013 - 1:14AM #70
Ultiville
Date Joined: Oct 16, 2010
Posts: 185

Jan 14, 2013 -- 5:15PM, Hautamaki wrote:

Edit--Burrow, Fly, Scuttle, etc, are still limited to movement 1 if the creature begins its move adjacent to an enemy creature, right?  As far as I can see, this movement limitation is only removed in 2 cases: a card/power that says 'Shift X squares' (but not 'Shift creature's movement') or 'Slide' allows the creature to move that many squares regardless of whether the creature begins its move adjacent to an enemy creature.

So aside from shift X squares cards or sliding powers, the Umber Hulk cannot freely disengage from combat if it is engaged by at least 2 or 3 creatures (if only 1 creature, it can easily use its power to slide that creature away and then move freely, and possibly even kill a second creature with its attacks).




Correct.  Though, the card wouldn't have to say "Shift X squares" it could also say "Move X" or whatever.  Basically, when a creature is next to an enemy, it's Speed stat is set to 1, trumping all modifiers.  Since your free move for the turn is "Move your Speed", you can only move 1 if you start next to an enemy.  

So, any card that calls on the creature's Speed (like Into the Fray) will return 1 if the creature starts the move next to an enemy.  Any card that just lists a number won't care.  So in theory if a card existed that said "Move 6 squares" you could get 6 out of it even if you started next to an enemy.  Presumably they all say shift because if it were a move you'd have to stop if you moved next to an enemy, which would make it less useful and also probably confusing.  Speed is also measured at the start of the move, not of the turn, so if you were really desperate you could use Into the Fray while next to an enemy to move back 1 to get free, then use your normal move at full speed (or vice versa).

None of the stock movement modes ignore starting next to an enemy, though all of them allow you to move past them. 

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