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Subject: three figures not getting press...

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Lord_rock
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Portland OR

08/12/2008 8:48 PM  
Stormgiant: 101 Pts leaves lots of room for merchant guards, Wildmage, and another melée threat... Starting with big ac, 120hp helps. Is he one of our spoilers? Tiefling gladiator: respectable stats and can cancel a round of TBA blasts without merchant guard; Lots of room to include them however. A pal for the thrall in anti-TBA land? Capt of the guard- +2 speed could help the sluag acrossthe river and disarm is very useful.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

OhGodtheRats
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08/13/2008 1:06 AM  
I'm not sure if this is how the thread is supposed to go but here's a ramble:

I'm just surprised no one's brought up the Hierophant of the 7th Wind again. I know he's on the weak side but his Champ power and his ability to boost +4 the attacks of Beast/Elemental Allies means AtG introduced some killer synergy for him, particularly on the fodder side.
Cave Bear: 21 points for a +13 20 Damage can't be bad.
Furious Owlbear: 28 Points for +15 20 Damage (40 when bloodied) isn't to shabby either.
Dire Rat: Ok, he sucks, but the 7th Wind almost doubles his to-hit numbers. If I ever play a 7th Warband, I'll definitely look more favorable upon our rodent friends.
Hell Wasp: I'm a stupid fan of this and while I know he's best in a Underdark/Sneak Attack warband (I'll post what I've been playing later), the idea of giving him +13 to hit combined with the 7th's 2nd Champion ability to add +20 damage...I don't know.

Oh and if Magical Beasts count as Beasts (I don't remember how that argument ended)...then his boosting of Drizzt's Cat & The Chimera from All Stars is something to look at.

Now if only I could find a Champion in Wild that copied Champion abilities of allies.
-Jared

jelzimme

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08/13/2008 5:48 AM  
Magical Beasts are not beasts, which I think has somewhat lessened the Hot7w's usefulness.

Also, I'm a huge fan of the Storm Giant Thunderer. That F7 makes for some good times, especially useful on the championship maps...

OhGodtheRats
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08/13/2008 6:01 AM  
Curses. That also means that the few minis that get labeled Half-Elf are going to be screwed on synergy issues. Do you have the thread or what-not where that was clarified? Locally it's a debated issue.

jelzimme

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08/13/2008 6:54 AM  
Gah, you would ask for a thread! Curses!

Ok, after dealing with the bashing-head-against-brick-wall experience that is searching gleemax I give you:

Example A

Example B

Neither of these have direct confirmation from WotC but I believe both have answers from highly credible sources including Monster Manual 4.0 references.

OhGodtheRats
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08/13/2008 7:07 AM  
Those answers and explanations are great. You rock for braving the void that is Gleemax forums. I salute you.

SneakyJoeKDB
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Utah

08/13/2008 8:14 AM  
Although I do Like the Storm Giant I dont think he can make the long haul at the champs.  I have given him several looks but the set maps, I feel, are too much for him.

The Tiefling Gladiator had some promise but angry reply doesnt work as you may think.  The problem is once the TG is confused he cant use his ability to clear the confusion.

Although the CPT of the Guard isnt bad there are better options for 29 points.  If you want mobility go with the 22 point Hobgoblin Marshal or invest in ranged to bring your opponent to you (Wild Mage).

"Like a thief in the Night"




Lord_rock
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Portland OR

08/13/2008 11:25 AM  
with that ruling on the tiefling the stormgiant is the only real contender mentioned above... The tiefling would be a good case for the card overruling the rules... She's just not good without that; too bad we won't get errata or clarification on that; she needs it to be viable in that point range.

Anyone wanna share a killer stormgiant build?

Capt of the guard might be more expensive but is also much more survivable and no slouch in melée herself. Disarm is wonderful! +2 sp isn't shabby nor is the second champ power.

Rock Bottom Pricing:
Arcane Archer 30, Centaur Hero 67, Human Cleric of Bane 25, Gold Champion 34, Death Knight 52, Goblin Blackblade 9, Silentwolf Goblin 7, Orc Raider 10, Dwarf axefighter 9, Healer 9, Thaskor 65, Aspect of Demogorgon 71, Ogre 9, Fire Giant 79, Human Wanderer 7, Drunken Master 18, Barghest 12, Longstider Barbarian 27, Longtooth Barbarian 22, Frost Giant 76, Ravenous Vampire 42, Large Earth Elemental: priceless

Temysry
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08/13/2008 2:30 PM  
Well, I played the following Storm Giant band against our locals when they were testing their Gencon bands.  It did suprisingly well, only losing one match - mostly on dice (opp put Thrall to sleep needing 18+ on the roll, then confused the Giant 5 out of 6 times needing 11+ and rolled 7 crits during the game - even then it was reasonably close).

IIRC, the band was:

Snaketongue Cultist
Storm Giant Thunderer
Thrall of Blackrazor
Wild Elf Warsinger x2
Kobold Archer x2
Darkmantle
Ravenous Dire Rat

The shear amount of damage this band can put out in two activations is what makes it work so well.  With the very prevalent merchant guards, the WEW and Snaketongue allow the Thrall to kill one with every attack for the first couple rounds.  It requires some clever positioning of the Cultist to make the best use of his SS spells since the two you would most like to use it on are typically the farthest away.  It isn't as hard as it seems on the championship maps, though, if you plan ahead.

A Proud Gelatinous Dude



www.gelatinousdudes.com


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Forums > Dungeons & Dragons Miniatures > D&D Minis Skirmish Discussion > three figures not getting press...



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