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The Mighty

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#1. Octoskull Rides Again by Jai

I enjoyed octoskull so much, that i had RuneLord create me Rocking Repaints.
Having finally received the finished product last week, i had no choice but to take them out for a spin. To add to their commanding presence, i decided to have their overlord, the Human Blackguard stand watch on the sidelines.
Flameskull x8 200/8 C- Drow Outpost

1st Matchup (win) - Carl (Venport): Ulmo Lightbringer, Sacred Watcher x5, Cleric of Order, Bat Familiar, Man-at-Arms LG 200/9 C5 King's Road
Map: King's Road (his win, his choice)
Side: A (his win, his choice)
While his map is great for his warband, it also proved to be the extra piece i needed to deal with watchers. Incorporeal sucks. The extra damage from them is worse. Luckily, i was able to keep in the forest for the most part, making the Watchers' 10 (or 12 flank) useless (19 + 4 forest). The big deal here was the fact that It was my night to pass Incorporeal. Every fireballl i cast passed more incorp checks than it failed. Probably half of them hit included 4 watchers, and each time i only failed one incorporeal check while he failed at least one save each time. With a key fireball on the Cleric of Order, he routed off the board in round two, taking the bat with him to give me an activation edge. From there it was pretty much down hill. I think only twice was i hit by watchers (between cover and conceal). In the end Ulmo killed two more while we both duked it out on the central forest victory, but with flanking i was at +20 which can still hit a 31 AC on a regular basis. He killed 3 of my watchers overall, but only hitting 2 of 3 or sometimes 1 of 3 (conceal) it took Ulmo too long and I was able to rack up Victory points to cover his cost.

2nd Matchup (win; default) - ??: Storm Silverhand, Regdar, Adventurer, Mounted Paladin, Dwarf Artificer, Bat Familiar LG 200/5 C4 (i forget map)
Map: Drow Outpost (his win, his choice)
Side: B (my win, my choice)
Well, he set up his warband, and i realized that his build was illegal. He had been misinformed about Warband Building and commanders. We played anyway, but he gave me the game by default.
I moved around the wall to get ready to napalm the central victory area. For whatever reason, i was dumb enough to forget that large bases can stop a *lot* of clumped spellcasters. He based 3 skulls, which removed my ability to outright kill the paladin from fireballs (i didn't expect him to fail any saves). I used two fireballs to clear regdar, dwarf and bat ... but the bat lived through them both. I them dropped another 3 fireballs on the paladin, and even managed to catch storm with one or two of them ... the Bat was in two and again passed saves. I finally just ranged attacked the bat to remove him from play. In the end, i had 6 rounds of tile, and 2 flameskulls that needed to kill the paladin who had 15 HP left (storm was at half health, but the victory points covered her cost). I couldn't seal the deal, simply because i lost those other three fireballs from silly placement. Oops. Live and learn. *Dude, sorry i forgot your name, we just don't play each other much (i think this is our first in fact)

3rd Matchup (loss) - Mike (Loyce): Ultroloth, Cadaver Collector, Inspired Shock Trooper x2, Greenspawn Sneak, Dire Rat, Goblin Skirmisher LE 200/7 C5 (Ratfang Sewers)
Map: Ratfang Sewers (his win, his choice)
What do i say besides Cadaver Collector? Let me tell you a thing or two about making him work for it . I sent two to the victory area ... area, and the rest straight at him. He moved CC to the victory areas and used Burst to base skulls with the shock troopers. He won init, and didn't hit anything with trooper or ultro. I then proceeded to cast 6 fireballs, all of which passed SR (troopers couldn't handle the heat). He did pass all his saves, but still, that was 60 dmg on Ultro. Next round i traded 2 skulls for the kill and started going after his other fodder, hoping to avoid the cadaver. I finally managed to kill his fodder and still have 4 skulls running around. So i went for victory points and damage on the CC. He finally reached a point where his 50 victory covered the two skulls i had left in play. CC had 90 HP. That's right, i damaged the CC for 30 before he won. Come on. I destroyed an Ultroloth, cleared fodder, got 4 rounds of victory *and* damaged a CC for 30. You try that some time.

Oh yeah. That was fun. 1-2 by play, that could have been 2-1. 2-1 by record due to technicality.

Last edited Jun 4, 2007 11:52 pm by Jai

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#2. by Karolar

Yeah! go octoskull! sorry I missed the action, but glad I didn't have to face it. you should use that band at the championships.

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#3. by JohnnyQuest

Well done!

Last edited Jun 5, 2007 4:27 am by JohnnyQuest

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#4. by Janos M.

Well done Jai!

I like people playing some other warbands then the typical tier-1's.

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#5. by Chairman7w, responding to Janos M.Go to post

Well done Jai!

I like people playing some other warbands then the typical tier-1's.

I like when other people play Non-Tier 1 Warbands too. Especially when I'm playing Tier 1 stuff. :)

Octoskull rcks.

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The Mighty

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#6. by Jai

I was challenged to attempt a cordon on Theives' Quarter with Octoskull. Not sure i wanna take on that challenge, but if i do, i will let you know how it goes!

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#7. by Richard II

What's wrong with the mounted paladin band? Storm brings in the paladin, regdar swings both ways, looks like a legal CG warband to me.

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#8. by TianZi, responding to Richard IIGo to post

What's wrong with the mounted paladin band? Storm brings in the paladin, regdar swings both ways, looks like a legal CG warband to me.

The Dwarf Artificer is LG. He treid to bring Storm into LG.

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#9. by JohnnyQuest, responding to Richard IIGo to post

What's wrong with the mounted paladin band? Storm brings in the paladin, regdar swings both ways, looks like a legal CG warband to me.

I was thinking the exact same thing, Richard. Then, I noticed the DA.

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#10. by Anthronole

Very inspiring warband Jai.

But I have to ask the question: Why Drow Outpost instead of Ratfang Sewers?

Granted you have CR0 so the chances of you actually winning your map isn't that great. But at least with Ratfang you can lower the saves of living creatures/increase the DC's for all of your shortrange fireballs from 15 to 17.

I'm also curious to know what your tactic would be if you were to play on Dragonshrine and your opponent won the fire-side start area?

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#11. by GelatinousChicken

That's cool Jai--it almost makes me curious to try octo-arcane guards:

Drow Arcane Guard x8
-------------------------
200pts. 8 activations

Doh! Morale saves!

-GC

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The Mighty

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#12. by Jai, responding to AnthronoleGo to post

But I have to ask the question: Why Drow Outpost instead of Ratfang Sewers?
I first played octoskull before ratfang, and with drow outpost i have that crevasse that i can use to hop around for positioning. Makes for some interesting sight options when i can hop behind walls and across pits and things while the opponent often has to funnel across the bridge. I do now like King's Road for the added AC and ability to move and cast while adjacent. I will probably try Ratfang if i play it again.

... Dragonshrine ...
I never had to deal with it, so i don't know. My guess is that i would just sit on the victory area and make him come to me ... maybe send a squad to kill whatever fodder he put on the resist. If he leaves fire immune figures on it, well, then i hope they fail a lot of saves!

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