Look! I just rolled a SUPER critical!
Posted on Wednesday, January 3rd, 2007 at 6:00 am. About DnD, MetalJim, Minis.

MetalJim Minis Workshop

In which the author plays around with a couple of cases of new D&D minis…

[Note to my readers – with holiday travels, I haven’t had the time to finish playing NWN2.  Give me another week or two for the final word on that one]

Just before Christmas, I received a present (from myself) that consisted of a case of D&D “War of the Dragon Queen” minis and a case of D&D “Blood War” minis.  These were added into my pre-existing collection.  While visiting relatives over Christmas I completed an extensive re-organization and re-alphabetization of all the stat cards that go with my minis.  I have a 3–ring binder that is absolutely full with card sleeves containing hundreds and hundreds of little stat cards.  I still haven’t figured out what to do with the actual minis – many of the new pieces are still sitting unsorted in some large plastic bins.  Every new set of these minis increases the complexity and size of the storage problems related to these things.

The good news is that these new sets really open up the possibilities for warband construction.  I don’t think that there is one obvious piece in these newer sets that will totally dominate constructed play in the way that the “Ogre Ravager” or “Chraal” did for previous sets.  With the revised rules since the “War Drums” set came out, the skirmish game continues to shine, and I think that warband building now has more creative potential than ever before.  Mind you, it still takes a pretty big investment in the product line before you can really do everything that might be possible with an unlimited number of minis.  Unlike fellow d21 contributor Rhelik, I only buy a single case from any given expansion set (if that) so I don’t have every piece, and I don’t have doubles of rares to play around with.

Anyway, I present below some warbands that I have been tinkering with at home.  Yes, testing these warbands means that I am playing games against myself.  See my article about such matters here.  The D&D skirmish game has no concealed information, so I can play each team’s turn in good faith and try my hardest to make the best move for each side at each point in the battle.

“Team Mezzo-Naga”Mezzoloth

  • Dark Naga (41)
  • 2 x Mezzoloth (88)
  • Duergar Champion (33)
  • Skullcrusher Ogre (31)
  • Greenspawn Sneak (6)

 The Concept: I happen to think that Mezzoloths (Neutral Evil Extraplanar bug dudes) are pretty cool.  They have a neat cloudkill spell ability which can soften up tight packs of creatures.  The Duergar Champion is an obvious fit because it is immune to poison in addition to being a solid fighter.  The Dark Naga has the ability to cast slapping hand spells which help to compensate for the single attack of the mezzoloths.  The band has four solid beaters and a little bit of area effect damage.

Weaknesses: Only six activations.  Morale saves might be an issue.  Poison damage doesn’t work against constructs or undead.

“Team Chaos Hammer”Greenslaad

  • Death Slaad (53)
  • Blue Slaad (50)
  • Green Slaad (41)
  • Ogre Skirmisher (38)
  • 3x Abyssal Maw (15)
  • Gnoll (3)

The Concept: Ever since I acquired the Death Slaad, I wanted to build a Slaad-based warband.  The new minis on this team are the Green Slaad and the Ogre Skirmisher.  The team packs several instances of the chaos hammer spell, which could really mess up a tight pack of lawful good or lawful evil creatures.  The Death Slaad runs into the thick of the action and tries to use his deadly rend ability to take out another team’s big hitter.

Weaknesses: Serious lack of magic damage on the green slaad and blue slaad – not acceptable for big hitters at this level.  Low command rating (only a 1 CR on the Death Slaad).  Green Slaad has good spells, but you have to make a die roll to see what spell you get on any given round.  Three large-base creatures might have trouble feeding into a constricted battlefield area.

“Team Blademonger”27_cadaver_collector_smallLordofblades

  • Lord of Blades (77)
  • Cadaver Collector (103)
  • Dread Guard (14)
  • 2x Warrior Skeleton (6)

The Concept: The Cadaver Collector is a super-titan that should basically never miss an attack roll against the creatures it will face on the 200 point battlefield.  The Lord of Blades backs it up by giving it a “bane weapon augmentation” that gives the cadaver collector an extra 10 points of damage against your opponent’s most popular creature type.  The Lord of Blades also has a spell that will repair 30 points of damage on the collector.  As the collector eats things, it adds to its armor class.  You are paying 180 points for two massive pieces.  The other 20 points on this team is almost superfluous.  I think I might drop the two skeletons (there only for activations) in favor of a greenspawn sneak, to give this team a better chance of gathering some early VPs through the sneak’s scouting ability.

Weaknesses: The Cadaver Collector might be a little vulnerable against range attacks, or against spells that can ignore spell resistance.  The team only has two real pieces, and there is a good chance that your enemy here will take out the Lord of Blades first, hopefully before he has a chance to repair the collector.  The Lord of Blades only has a command rating of 1, but that doesn’t matter much since all pieces are fearless anyway.

“Team Elfstorm”SilverhandWarmageDragonkith

  • Storm Silverhand (57)
  • Elf Warmage (42)
  • Elf Dragonkith (38)
  • Storm Archer (33)
  • Steelheart Archer (15)
  • 2 x Elf Spearguard (12)
  • Man at Arms (3)

The Concept: This team is built around its commander.  Storm Silverhand allows a CG warband to bring in lawful good humans and elves.  All humans and elves on the team are fearless within 6 squares of the commander, offsetting a traditional weakness of CG teams.  The Dragonkith is a rare, and so I dropped him in on principle to try him out – he’s a solid beater with a stout AC, if a little slow getting onto the battlefield.  The warmage and the Storm Archer give this team some great ability to deliver damage at range.  With careful targeting, this team can bring a lot of firepower to bear against the enemy’s best pieces.  The spearguards and the man-at-arms exist to either grab victory areas or to act as “speed bumps” to buy time for the warmage and others to get into position and fire off spells and arrows.

Weaknesses: Commander needs to be on the front line to protect other pieces.  Probably not enough blockers to protect the warmage and keep the archers out of melee.  Player skill and maneuver ability will be very important with this warband.

————————————————

The Early Verdict: In test battle number one, the Slaad Team went up against the Cadaver Collector and the Lord of Blades.  The super-titan seriously outclassed the Slaad force.  Key moment was when the Death Slaad moved in to base contact with the Cadaver Collector.  The Slaad Team lost initiative, and the Death Slaad took 80 points of damage (instant death, in his case) from the Collector.  Had the slaad won initiative, the Death Slaad had about a 50% to hit with his second melee attack, and then a little less than 50% chance to make his instant death attack work on the Collector.  That’s the only way his team could have won the match.

Test battle number two pitted the elf team against the mezzoloth team.  This one was a very tight battle.  The mezzoloth team was ahead on points for most of the way, in part because the greenspawn sneak was collecting victory points while the elves were too busy fighting to collect vps.  The Elves had a run of four or five combat rounds where they narrowly won initiative, and managed to fight their way back.  Storm Silverhand and the Elf Dragonkith were eventually able to lay claim to the battlefield and win the match for the elves.  I need to try this battle again on a different map, and see if it works out any differently.  Both teams seem fairly competent right now.  I think the elves have enough ranged damage to take on the cadaver collector, but the mezzoloths might not match up very well against the super-titan. 

8 responses to 'MetalJim Minis Workshop'.

+
RSS feed for comments and Trackback URI for 'MetalJim Minis Workshop'.
  1. 1 MetalJim
    Posted on January 4th, 2007 at 6:19 pm. About 'MetalJim Minis Workshop'.

    Updating my own post – played two more test battles today. Team Elfstorm won its rematch against the Mezzoloths pretty handily, and then took care of business against the cadaver collector. Storm Silverhand is a fantastic piece in 200 point play, and the elf band is clearly the best of the group that I have posted here. However, be sure to use that team on a map with a large central open area, such as the dragon temple in the War Drums starter kit. The effectiveness of the band goes down a bit if the enemies have more cover to maneuver behind.

  2. 2 Rhelik
    Posted on January 5th, 2007 at 2:10 pm. About 'MetalJim Minis Workshop'.

    My eval of your teams. Team Mezzo-Naga. I too like the Mezz in the game, but I feel your choice of commander is not a great choice. Sure you get the slapping hands, and those two extra attacks aren’t bad, but they aren’t a given either. Plus to pull them off you need to have that opponent as your closest opponent, not always the easiest thing to do. The Mezz are not immune to electricity so you can’t bolt through them. Also you get nothing from the commander bonus from the Naga, so I feel like you are shorting yourself, paying all those pts for the commander but only getting a fraction of the use. I would suggest dropping the Naga and picking up the Red Hand War Sorcerer (uncommon, Blood War). This guy is loaded with spells that do damage, his command effect is followers (within 6) are immune to his spells, so he can’t hurt them. Also opponents (within 6) have -2 to their saves. You save some pts here with that switch. Plus lets look at the Ogre and Duegar Champ. Pure stat comparison shows the DC comes out on top. Unless you don’t have two I would definitely swap the Ogre out for a second DC, much better staying power. Or you could add a Zayaka Rakshasa (Rare, Wardrums) for some diversity. His first attack of any game is +20 and he wrecks opposing undead (can force a moral save each round on a single one he is facing instead of attacking outright). Either of these options leads you some points to add a seventh or eighth figure (probably kobold miners or such). BTW I love the greenspawn sneak, he is well worth his pts and I include him in nearly every LE band I make now.

  3. 3 Rhelik
    Posted on January 5th, 2007 at 2:19 pm. About 'MetalJim Minis Workshop'.

    Team Blademonger, well first thing is that Lord of Blades (LoB) cannot give the Cadaver Collector the bane weapon augmentation since the CC has Spell Resistance all. Another observation is the LoB is really not worth the 77pts. You are giving your commander effect +10 charge to the CC essentially once this game. As a Titan your opponent is either going to run and hide all game, and likely you won’t get alot of charges in because the LoB will lag behind (spd 4) or he’ll meet you in the middle and go into a pound fest. Either way I doubt you’ll see the CC charge more than once the whole game. So the LoB is only offering him 30pts of healing. Now the LoB is a decent fighter on his own, and should you be facing humanoids you weapon augment yourself for that and will deal 30magic dmg per hit. This of course drops a bullseye on your commander and he shouldn’t last long, but you’ll put a serious hurt on your opponent doing so. Everything else is just filler and can fall apart quick enough. You’ll lose map initiative most likely and most round initiatives. That alone will be the true downfall of the team. You’re opponent will make you activate first and in the later rounds that will mean both the commander and CC if he is playing right. Then he’ll run circles around you. We’ve not seen a solid LoB build yet.

  4. 4 Rhelik
    Posted on January 5th, 2007 at 2:23 pm. About 'MetalJim Minis Workshop'.

    I don’t play good enough so I can’t go into too much with those bands, I can however offer this. The Team Elfstorm is probably the strongest band you have. It offers fearless probably to most if not all of the band and that is key.

    Team ChaosHammer however is another story. Its really just a fun band that will hope for the best. As CG is becoming the lead alignment option for alot of bands, the Death Slaad is probably not gonna get off his chaoshammer. And Kermit is well, just too random to make a solid piece. No build with him is doing strong anywhere in the tournament scene. That said, this band in the right matchup would be a spoiler. On the right map getting the chaos hammer off first round, and then a fireball and your opponent could just retire right there…. it just won’t happen often.

  5. 5 MetalJim
    Posted on January 5th, 2007 at 3:57 pm. About 'MetalJim Minis Workshop'.

    Rhelik – I do have the red hand sorceror – so I will try him with the Mezzoloths. You are right about the Lord of Blades not being able to augment the Cadaver Collector – ruins what was otherwise a decent combo, which made the Collector really, really, scary. Without that, there’s no reason to pair the two minis together, unless perhaps in a 500pt game.
    The elves are indeed pretty decent. I find it funny how the metagame of D&D minis has shifted – CG warbands with ranged attacks used to be pretty feeble, but perhaps it is possible that the designers have over-corrected in favor of CG with the newer sets?

  6. 6 Rhelik
    Posted on January 5th, 2007 at 6:38 pm. About 'MetalJim Minis Workshop'.

    Well I am not sold on they have over corrected. It may be that those CG bands are easier to play or that they are new favor and everyone is trying them out. They do well for themselves. I think with winter being the constructed tournament season, that what we’re seeing is really a lack of competative constructed tournaments. If people were prepping for the a constructed tournament like they are for sealed box, then we’d see CG get a true shake-out.

    I think you’ll like the red hand, he’s getting alot of good comments out there. He can really wreck your opponent, so many people have trouble wrapping around the idea that you can lightning bolt through your own people. Its just against what they’ve learned to defend their guys (get next to your pieces so you won’t injure your own).

  7. 7 Sudden
    Posted on February 11th, 2007 at 2:58 am. About 'MetalJim Minis Workshop'.

    Hi!
    Doesn’t the bane veapon augmentation have a Ignore spell resistance? Then it should work on the CC.

    /Sudden

  8. 8 MetalJim
    Posted on February 11th, 2007 at 4:54 pm. About 'MetalJim Minis Workshop'.

    Sudden – the LoB does have “ignore SR” on his other spell (the repair damage spell), but no ignore SR on the bane weapon augment – so as the card is written the combo does not work

Leave a Comment

XHTML: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>

Choose from Full RSS or comments RSS feeds.
d21 Gaming is powered by WordPress 2.8.6 and delivered to you in 0.331 seconds.
Design by Matthew. Administrator login and new user registration.