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	<title>Comments on: MetalJim Minis Workshop</title>
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	<link>http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/</link>
	<description>Five veteran gamers, plus special guests, share their insights, rants, and raves about all things gaming, especially board games and RPGs.</description>
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		<title>By: MetalJim</title>
		<link>http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/comment-page-1/#comment-3460</link>
		<dc:creator>MetalJim</dc:creator>
		<pubDate>Sun, 11 Feb 2007 20:54:15 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/#comment-3460</guid>
		<description>Sudden - the LoB does have &quot;ignore SR&quot; 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</description>
		<content:encoded><![CDATA[<p>Sudden &#8211; the LoB does have &#8220;ignore SR&#8221; on his other spell (the repair damage spell), but no ignore SR on the bane weapon augment &#8211; so as the card is written the combo does not work</p>
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		<title>By: Sudden</title>
		<link>http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/comment-page-1/#comment-3442</link>
		<dc:creator>Sudden</dc:creator>
		<pubDate>Sun, 11 Feb 2007 06:58:09 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/#comment-3442</guid>
		<description>Hi!
Doesn&#039;t the bane veapon augmentation have a Ignore spell resistance? Then it should work on the CC.

/Sudden</description>
		<content:encoded><![CDATA[<p>Hi!<br />
Doesn&#8217;t the bane veapon augmentation have a Ignore spell resistance? Then it should work on the CC.</p>
<p>/Sudden</p>
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		<title>By: Rhelik</title>
		<link>http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/comment-page-1/#comment-2357</link>
		<dc:creator>Rhelik</dc:creator>
		<pubDate>Fri, 05 Jan 2007 22:38:37 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/#comment-2357</guid>
		<description>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&#039;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&#039;d see CG get a true shake-out.

I think you&#039;ll like the red hand, he&#039;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&#039;ve learned to defend their guys (get next to your pieces so you won&#039;t injure your own).</description>
		<content:encoded><![CDATA[<p>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&#8217;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&#8217;d see CG get a true shake-out.</p>
<p>I think you&#8217;ll like the red hand, he&#8217;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&#8217;ve learned to defend their guys (get next to your pieces so you won&#8217;t injure your own).</p>
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		<title>By: MetalJim</title>
		<link>http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/comment-page-1/#comment-2351</link>
		<dc:creator>MetalJim</dc:creator>
		<pubDate>Fri, 05 Jan 2007 19:57:31 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/#comment-2351</guid>
		<description>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&#039;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&amp;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?</description>
		<content:encoded><![CDATA[<p>Rhelik &#8211; I do have the red hand sorceror &#8211; so I will try him with the Mezzoloths.  You are right about the Lord of Blades not being able to augment the Cadaver Collector &#8211; ruins what was otherwise a decent combo, which made the Collector really, really, scary.  Without that, there&#8217;s no reason to pair the two minis together, unless perhaps in a 500pt game.<br />
   The elves are indeed pretty decent.  I find it funny how the metagame of D&amp;D minis has shifted &#8211; 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?</p>
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		<title>By: Rhelik</title>
		<link>http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/comment-page-1/#comment-2347</link>
		<dc:creator>Rhelik</dc:creator>
		<pubDate>Fri, 05 Jan 2007 18:23:11 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/#comment-2347</guid>
		<description>I don&#039;t play good enough so I can&#039;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&#039;t happen often.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t play good enough so I can&#8217;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.  </p>
<p>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&#8230;. it just won&#8217;t happen often.</p>
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		<title>By: Rhelik</title>
		<link>http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/comment-page-1/#comment-2346</link>
		<dc:creator>Rhelik</dc:creator>
		<pubDate>Fri, 05 Jan 2007 18:19:31 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/#comment-2346</guid>
		<description>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&#039;t get alot of charges in because the LoB will lag behind (spd 4) or he&#039;ll meet you in the middle and go into a pound fest.   Either way I doubt you&#039;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&#039;t last long, but you&#039;ll put a serious hurt on your opponent doing so.  Everything else is just filler and can fall apart quick enough.  You&#039;ll lose map initiative most likely and most round initiatives.  That alone will be the true downfall of the team.  You&#039;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&#039;ll run circles around you.  We&#039;ve not seen a solid LoB build yet.</description>
		<content:encoded><![CDATA[<p>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&#8217;t get alot of charges in because the LoB will lag behind (spd 4) or he&#8217;ll meet you in the middle and go into a pound fest.   Either way I doubt you&#8217;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&#8217;t last long, but you&#8217;ll put a serious hurt on your opponent doing so.  Everything else is just filler and can fall apart quick enough.  You&#8217;ll lose map initiative most likely and most round initiatives.  That alone will be the true downfall of the team.  You&#8217;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&#8217;ll run circles around you.  We&#8217;ve not seen a solid LoB build yet.</p>
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		<title>By: Rhelik</title>
		<link>http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/comment-page-1/#comment-2345</link>
		<dc:creator>Rhelik</dc:creator>
		<pubDate>Fri, 05 Jan 2007 18:10:02 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/#comment-2345</guid>
		<description>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&#039;t bad, but they aren&#039;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&#039;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&#039;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&#039;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.</description>
		<content:encoded><![CDATA[<p>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&#8217;t bad, but they aren&#8217;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&#8217;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&#8217;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&#8217;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.</p>
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		<title>By: MetalJim</title>
		<link>http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/comment-page-1/#comment-2332</link>
		<dc:creator>MetalJim</dc:creator>
		<pubDate>Thu, 04 Jan 2007 22:19:57 +0000</pubDate>
		<guid isPermaLink="false">http://d21-gaming.com/blog/2007/01/03/metaljim-minis-workshop/#comment-2332</guid>
		<description>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.</description>
		<content:encoded><![CDATA[<p>Updating my own post &#8211; 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.</p>
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