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August 30, 2006

Lord of the Minis

Rodney's Challenge is here. I'm going to repost for the non-Myspace folks!

Dungeaon and Dragon Mini's challenge.

Heres the challenge. The Lord of the Minis

Each player must make 2 warbands.

Warband 1: 200 points. Faction: Good (Lawful and Chaotic) Must contain 4 Halflings, 1 Human Warrior, I Elf, 1 Dwarf, 1 Wizard.

Player must choose one of the halflings to represent Frodo.

The goal of the good side is to have Frodo get from one side of the map to the other side of the map. Secondary goal kill off opponents warband.

Warband 2: 200 points Faction: Evil (Lawful and Chaotic) Must contain 8 orcs. No minions allowed. The goal of the evil side is too kill Frodo. Secondary goal is to kill the opponents warband.

The map we will be using is the Kings Road.

Each player will have the opportunity to play both warbands.

All other skirmish rules are in effect, such as Line of sight and commander effects.

Good Luck!

Just my two cents.

This one will be tough on me Rodney, as I can't use Orog and otherwise I'm not even sure I will be able to manage 200 points of Orcs! If I had to guess I'd say the good guys have a little bit of the upper hand if they can keep Frodo out of contact with the enemy. The good guys will make for a good ranged band and a couple of the orcs may be dead before they make it to the other side due to their generally low hp. Anyhow, we'll see, it sounds like a great challenge!

Oh, if I can't use Orog can I use half-orcs?

July 17, 2006

There Can Be Only One...

Next challenge, currently scheduled for 07/23/06:

Highlander

Commanders only - 200 points

No figure limit

Only one copy of a commander per band

Can mix any factions

All Commander Effects effect all of your units within 6 squares (including him/herself)

When a piece is eliminated, the unit who killed the piece gains the Commander Effect(s) of the dead piece

No Snig or Orog Warlord - (I'm guessing having all the commander effects affecting their minions would unbalance the challenge more than it already may be)

Winner is last commander standing

highlander.jpg

(edits!)

July 3, 2006

Dragon Queen Prerelease Report

I stayed the night in Franklin and headed out to Dickson, TN Saturday morning to play in the War of the Dragon Queen prerelease. It was a straight shot up 96 (Murfreesboro Rd., the main drag in Franklin) about an hour and was a beautiful drive, sunny and mild. Reminded me of Route 9 in CT where I grew up.

I must say, it is always depressing to live in an urban area with very little gaming activity, and drive an hour away to a rural town of maybe 3000 and find a beautiful gaming store. Well, the actual store portion was pretty small, maybe 1200 square feet, but there was another 5000 in back for Magic, Yugi-Oh and DDM. Surprisingly, even though they are likely the only game in town, their prices on all their items were excellent. Boosters were $10, common and uncommon figures were anywhere between $.25 and $.50 each; I picked up about a dozen after the tournament.

It was just my luck that the Prerelease mini was the Huge Fiendish Spider. Those who know me know my intense and lasting love of arachnids. Not. Of course one of my huge pulls in the tourney was yet another spider. Great. At least I now have one red and one black huge monstrous ugly spotted snarling web-spinning terror.

My first impression of my first sealed tourney was that this set is not very balanced for limited play. At least from what I saw there was too large of a power variance among the huge figures. My two huges (neither rare) were a Huge Fiendish Spider and a Displacer Beast Pack Lord. Neither was comparable to some of the other huges I had to face. The spider is nice more due to its resistances and DR than it's poison. In the 15 or so times it did damage, it did not poison anything; part of this was due to it standing off against a construct the first game and the player making his saves in the 2nd. The fact that it only lasted 3 rounds the 2nd match didn't help.

That brings me back to the power level issue. My two best creatures had a total maximum damage output of 70/round. The Eldritch Giant I faced in the 2nd match was regularly doing 80 by himself, and his friend the dwarf construct was doing 45 or 60 more. Although I ended up with max activations (8), even the better of those creatures rarely lasted more than one round if something was actively trying to kill it. I had both a Greenspawn Razorfiend and a Golden Protector, each of which looks like it might see some 200 point play. However, neither can take the beating pumped out in Epic. My other figures, even though 3 of them were 30+ points, were just fodder and rarely registered as an actual threat to an enemy piece.

This was my warband, and it included my 7 of my top 8 most expensive figures (not counting the free promo spider):

Displacer Beast Pack Lord - 169
Huge Fiendish Spider - 142
Greenspawn Razorfiend - 45
Golden Protector - 41 (Rare)
Witchknife - 33 (I thought he might get lucky and stun something once in a while...the first game he died 2nd round, and of his 6 attempted stuns, no creatures failed their saves)
Storm Archer - 33
Dragonborn Fighter - 30 (My 2nd rare, he completely sucked)
Poison Dusk Lizardfolk - 7

All matches were played on Lost Temple, which was fine with me as I don't know the maps very well, and don't own many (though I just got Fane of the Drow and Hellspike Prison from Amazon today!).

My first opponent was a nice guy, seems he is one of the regulars at the shop. It looked like his pull was only slightly better than mine, and he ran:

Huge Fire Elemental
Huge Fiendish Spider (Anyone sensing a theme here? If you got sucky pulls you played the promo; except for moi, who pulled a 2nd sucky spider)
Greenspawn Razorfiend
Cadaver Collector (Very good piece! The Paralysis cone nearly turned the match and killed me)
Small Copper Dragon
Bonded Fire Summoner (Not so good as he didn't have any mini elementals to summon, but he did make the Huge Fire speed 12, geez!)

He was going to try to play the stay away and move up slowly game until I critted him first round with my Storm Archer (later recalled because of course Elementals are immune to crits, boo!) Still, he brought his Huge Fire Elemental up fast, which proved to be a mistake as I managed to get quite a team whacking him. Nice part about the Displacer king is his melee reach 4, which means I could hit many things from almost anywhere near a battle, and even over another huge.

The elemental went down and I started to work on his fodder pieces (and the Collector). I killed off the Greenspawn, the Small Copper, and the Fire Summoner, but never even touched the other spider before time was called. I felt comfortable with how the game was going until he unloaded the Cadaver Collector's paralysis cone and paralyzed 3 of my 4 remaining pieces. Luckily the spider remained awake and finished off the collector and the others woke up just as time was called. I won on points. (yay, first DDM tourney match!)

The next round wasn't so pretty. I always read alot on Maxminis talking about how important maxing your activations is, and often questioned how true it is. Once I saw him running only 4 creatures to my 8, I knew he was likely to walk all over me. (He did) His team:

Eldritch Giant
Slaughterstone Eviscerator (Epic)
Blackspawn Exterminator
Warden of the Wood

I decided immediately I had to concentrate on the Giant and his 250 HP, mostly because even at +19 my Displacer still only had a 50% of hitting the Slaughterstone. He obliged and teleported the giant straight to the front. I may have made a mistake, but I charged in with the spider and followed with the reach 4 of the Displacer. My Dragonborn engaged his Blackspawn to prevent it from flanking (His 22+3 bonus AC was actually pretty good in this case) and also got off his tiny breath weapon against 3 bad guys. Still, the Spider only lasted 2 rounds with the Giant and the Eviscerator, and the Golden Protector went down the next round. I tried stunning the Giant with the Witchknife for 5 or 6 consecutive rounds, and even though it only has a 25% chance of working on the giant, I could have expected it to work once, but no dice.

I eventually managed to slay the Giant around 8 rounds into the match, but he still had the untouched Eviscerator (and the Warden was still kicking after having rallied) and I had a big cat with all of 90hp left. Going head to head with the construct yielded what one would expect and the kitty died.

I had hoped the Displacer was going to be a very good piece, however with an AC 17, his only true protection is the Conceal 11, which means every attack from an epic piece (and even some of the good non-Epic pieces like Marut) has a 50/50 shot of hitting. With only a level 10 I was lucky to not have him run off the board. His damage output of 20 non-magic was also not that great, as he had to hit against both a Spider and the Collector with DR 5, netting max 30 damage/round. Even his paint job was pretty blah, with what looks to be only 3 colors and a dark wash, and there is a visible molding line at his neck. (The also-uncommon Greenspawn was about as blah as well)

Overall, the experience was pretty disappointing. Unlike War Drums, there weren't many good commanders to be had, and I lost initiative most rounds with my only commander being the Displacer and his 0 rating. Also, there were very few mid-level creatures (meaning Epic mid-level), the only one I saw being the Cadaver Collector, that although not Epic, still stood his ground for a while and was worth his 100+ points. When the points drop from 150+ to 50 and under, the power levels of the secondary figures aren't even worth their cost, as they tend to drop in 1-2 rounds versus the heavy hitters.

A couple of the figures I opened even seem like they will be under-powered in 200. The Witchknife and Storm Archer are both 33 points. It doesn't look like constructs are going away anytime soon, so the nearly infinite stuns of the psionic Witchknife will mostly go to waste, and I'd definitely rather have a Duergar over him. His 5 non-magic damage is also pretty pathetic. I really wanted to like the Storm Archer, but again for 33 you are giving up a beater for a pretty fragile ranged fighter. If he gets based you've pretty much lost 33 points for naught. At 25-27 either would be closer to playable as a support piece.

The Dragonborn FIghter is a good sculpt, with some nice armor and coloring, but he must be the worst rare to pull for sealed. A +10/+5 attack rating for 10 non-magic is pretty pointless. Even his breath weapon is only 15 damage (5 if save, which most do). His one redeeming quality is his 25 ac vs. dragons, but in the 2nd match that only meant tying up my opponent's weak 3rd hitter, which he really didn't need anyway. He could have ignored the Dragonborn completely for all the damage he did.

Regardless, I'm glad I went, and with 1/1 I might even end up above 1600 in rating. It was a perfect day to be out and about, and I know how easy it is to get to for the next pre-release. Hope everyone else had a guten weekend also!

HB_Displacer_Beast.jpg

May 16, 2006

DDM Campaign?

I am slowly working on a DDM campaign system. If y'all like the idea, I will work to codify a rules set as well as work on an actual game world and the preset adventures to go with them.

Basically, one would start with a base character: Fighter, Rogue, Wizard, Cleric or Sorcerer. From there, one would attempt to beat increasingly difficult DDM challenges, all the while the points of the creatures you kill allowing you to upgrade your character or equipment, and hire temporary allies or permanent henchmen. As a character progresses, one could also upgrade their class to Druid, Necromancer, Barbarian, Paladin and several others.

I will create a new subcategory of post called DDM Campaign. I will put 3 posts in there initially, describing the basic rules as well as the available special abilities and 'upgrades' for your character. For any changes, I will just update those 3 posts instead of making new ones.

If anyone is interested in trying this out, let me know!

May 10, 2006

The Gribble Challenge

(this is copied and pasted from Le Gribble's Email, so blame him;)

BEHIND ENEMEY LINES... The Final Battle Between GOOD and EVIL

Background:

100 years ago a great war between the forces of Good and the forces of
Evil was fought. The side of Good was out numbered at least 1,000 to 1. With
limited supplies and over all, people, it appeard girm for those of the side
of Good as was the out come. Thousands upon thousands perrished. Included
was the entire annihilation of Dwarves, along with thier Constructs. The
only races to surviver were Humans, Humanoids, and Elves. Humans survived
simply because they were so wide spread. Elves survived from thier great
magical powers allowing them to hide, and the Humanoids, well, there were
just so many of them to begin with that is except for the large creatures.

Up until the present, these races have been living in isolation,
avoiding major conflict. Both Human and the like would run and resettle at
any preminition of intruders coming to raid their small village.

The Humans have now a population of anywhere between a thousand to
two-thousand strong, thankfully to their quick reproduction habits, and the
elves havinng a population of roughly eight hundred. They have both slowly
built up an army capible of fighting against Evil. Howeve, it is quite the
opposite for the side of the wicked. With diesease, lack of food & becoming
cannibals, and pure hatred burning within themselves, their overall head
count has greatly deminished over time. Dropping it down from around
one-hundred thousand to a mere two thousand.

Humans and elves once again unite in an over all force in hopes of
eradicating those responcible of slaughtering their ancestors once and for
all. On a momentum desiding battle, the side of Evil managed to capture a
highly ranked commander of the Brixau Clan. In order to reinstall hope, the
second in command has issued a small group of infiltrators to seek out,
locate, and rescure the commander and return him saflet back to camp. If
they are to succed in this secret mission, hope will be restored and the
forces of Evil will stand no chance to the glory of the people. Yet, if they
fail, the will lose crutial direction needed to further hack away at the
heels of the Evil horde.

YOUR MISSION:

Construct a warband of Good worth 250, or a warband of Evil worth 275,
chaotic or lawful maybe used together. Good may not use Dwarfs or
Constructs, and Evil may not use any large creatures... they were all
destroyed in our last session, that's why I wrote it into the store above.

GOOD; seek out and retrieve your commander. Since this is a secritive
mission, be as stealthy as possible. Upon arrival of the imprissoned officer
(being atleast one square inside the Evils' start area) escort him safely
back to camp. Getting there is the easy part, coming back with the commander
is the hard part. You will more than likely be spotted entering thier base
due to many outposts station through ot the area, so bring your weapons,
they will be used. Kill as many of those bastards as you can and don't
forget to slit the throats of every woman, child and baby you can. If you
can do it infront of the male Humanoids, even better. GIVE'EM HELL MEN!
(They've been tortured for centuries...)

EVIL; we have the one that speaks the orders to the others. We use him
for bait to bring more of those cowards to us. Easy for kill. Do not kill
hostage (damned Geneva Convention), we cut off head in front of those that
come, then put them on posts and eat them. It is best to hide around in tree
and jump on whites as they come by. Death to Humans!

RULES:
The Good sets up opposite of Evil, consistion of 7 or less (8, however
your commander is being held prisoner so he doesn't count toward your
points). You give your commander to opponent and places him/her in thier
start area. Since your commander is captured, and more than likely tortured,
you will not benefit from commander effects or special abilities at any time
during the game. If you are able to return your commander back
to your start area, you recieve 50 bonus points. All members in your warband
are fearless.

The Evil, even though you have a start area, you do not start there.
You set them up randomly away from the start area on the map. They must be
at least 4 squares away from one another and must be anywhere from 10 to 20
squares away from start area. Your creatures to not more or activate until
your opponent rescues the commander. If a creature were to pass or stop on a
threatened square, they get one attack of opprotunity and sneak attack and
are now able to move, except the others. When your opponent reaches their
goal, yoru creatures can then move freely. If you are able to kill the
commander before they return him to their base, you get 70 bonus points.

This is supposed to be a chapter added to what we played last time.
Unfortunately, next Sunday is Mother's Day, so I will not be able to make
it. Thanks!
____________________________
Okay, so it sounds like no game Sunday due to Mother's Day. Looks like a good challenge, though a IMHO it may be a little off kilter in favor of good, but we'll see. I would say fearless is worth at least 6-9 points per fig or so, especially on something like Half-Ogre Barbarians and Longstriders. And having the good guys massed and the bad guys spread out makes it even harder on the forces of evil. Also the AOO opportunity for evil is definitely going to backfire, because if the bad guys take an AOO, the good guys get to gang up on him 7 to 1.;) I would suggest that if the good guys choose to attack a bad guy taking an AOO, the rest of the bad guys can also move.

Gribble said we can randomly determine who is good and evil for each match, so everyone make up both a good band and an evil one.

Okay, good luck all!

April 13, 2006

DDM Challenge III - King of the Hill (04/16/06)

The Evil King Tobias has ruled the people too long with an iron hand. His grasp must be broken, so goodness and virtue may bubble forth like bubbling bubbles, with faeries and hobbits and other drivel! Blah blah blah!

Scenario:

Group Battle:

Tobias, commanding the bright and shining forces of evil, will muster 200 points worth of Evil (both Lawful and Chaotic) creatures for each opponent taking part in the challenge.

Each opponent, because they believe in the heinous powers of good and light and all that other junk, will summon forth 225 points worth of good (Both Lawful and Chaotic) creatures: gnomes, dwarves, and other vile and rosy-smelling creatures.

The opponent on the good side who claims the most victory points against the pleasant forces of darkness will be considered the new Lord of Evil, to punish us with the next foul challenge. My Main Commander is worth 50 extra victory points, and whoever kills the last of my creatures gains an extra 25.

Good luck!

lordofevil1.jpg

March 23, 2006

DDM - First Tourney

Well, I am thinking of trekking to Franklin tomorrow evening for my first DDM tourney. No high hopes, I am just looking to gain some experience on picking maps (something I've rarely done in earnest) and getting exposed to the Tier 1 warbands.

I'm not 100% sure of what I am going to play, but most likely it will be Lawful Evil, because I have at least one of most of the good creatures. Still, as I did when I played Magic, I will attempt to add my own twist on the better warbands; most of the time when I do that, I do horribly, but on occasion I used to stumble on some hidden gems and took some people by surprise.

Troglodyte_Captain.jpg

A couple of variants I am looking at: (the Troglodyte Captain will most likely be in whatever build I play; I just like him)

Troglodyte Captain
2 x Duergar Champion
Helmed Horror
3 x Troglodyte Thug
1 x Kobold Miner

200 Points, 8 activations

Of course, the problem with this build is facing opposing constructs, because the Troglodytes stench ability becomes uselss and they become overcosted.

A 2nd build I looked at:
Troglodyte Captain
2 x Duergar Champion
Chraal
2 x Troglodyte Thug
Direguard

I'm not sure the Direguard is worth his 24 points, but in the skirmishes I've used him in, he's been a great screener; Spell Resistance 11, Conceal 11, Immune to Cold and Fearless lets him run a little ahead and suck some of the firepower out of opposing spellcasters with a good chance of surviving. Flanking with the Captain would give him +15 for 10 damage, not horrible. And conceal can on occasion be very frustrating; combined with the conceal 6's of the Duergar, the 3 of them may be able to avoid some damage.

For some additional damage potential, I could add a Large Duergar; 20 damage against medium creatures is pretty good for a 15 point critter, and then I could add up to a 9 point tile grabber. Although, the only thing I can think off the top of my head to include there is a Timber Wolf, leaving me 4 short at 196, but up to 8 activations. One last thought is Snig and the Sniglets + a kobold miner, but even with the Trog Captain's bonus, they still won't be able to hit boo and damage resistance makes them mostly useless.

Both these builds suffer from a lack of Magic damage on the Trog's, and for a 53 point piece, the Captain's attacks are pretty bad. Still, when facing living creature bands, stench plus the Trog Captain's commander effect provide the others in the band an equivalent of +7 attack (+5 from the Captain and -2 AC from stench), much better than the Inspired Lieutenant's or Urthok's measly +2. One more problem with the 2nd build is that the captain can't engage like he can in the first, because he is tied to the Chraal and people will try to assassinate him to eliminate both creatures.

I think I'll end up going with the Large Duergar option if only because the band ends up with 4-5 heavy hitters, and even the smallest can do some damage if ignored.

Anyhoo, I'll let everyone know how I do, wish me luck!

Update: Of course, like when I used to play Magic, I change my mind every 10 minutes. Still, I think I've figured out my band, and I think it is the best of both worlds. It offers the possibility of using stench, but limits the stench critters to 2, while upgrading a Duergar for a Helmed Horror, for fearless and overall coolness, plus I get two tile grabbers in the deal. I still wish I had magic weapon in there somewhere, but oh well! And thus I present:

Trogs are Coming to Dinner

Troglodyte Captain
Helmed Horror
Chraal
Duergar Chapion
Large Duergar
Troglodyte Thug
Timber Wolf
Kobold Miner

A perfect 200 points, 8 activations, yay!

Update 2: Ugg, I'm such a duh. I forgot I had an art-show this evening. Waah. I think the next tourney opportunity is Thursday of next week.

March 22, 2006

Brains! (DDM Challenge II)

night of the living dead.jpg

Field Reporter: Chief, if I were surrounded by eight or ten of these things, would I stand a chance with them?

Sheriff McClelland: Well, there's no problem. If you have a gun, shoot 'em in the head. That's a sure way to kill 'em. If you don't, get yourself a club or a torch. Beat 'em or burn 'em. They go up pretty easy.

Challenge for 03/26/06: Night of the Living Dead

200 point warbands.

Warbands must be of a single faction, except that it may contain one (and only one) Cleric of any alignment.

Clerics that take no action during their activation may destroy any one target undead creature.

Starting on the 2nd turn, each player prior to their first activation may place up to 20 points worth of undead in the starting location of the opposing player. These creatures are now part of your warband and may activate the turn they enter play. Each subsequent turn, each player may increase the amount of undead put into play by one point. (e.g. 21 points on turn 3, 22 points on turn 4, 23 points on turn 5, etc).

The first player to lose their cleric is overcome by the undead horde and has their brains eaten by raving ghouls.

Final rule: Zombies already ate all the dwarves, and thus no dwarves may be present in any warband. (although you may place dwarf skeletons if you choose)

So mote it be.


March 21, 2006

DDM Updates

Yaay, I think I finally got some of my regular D&D group to give Minis a try. I hope you guys like!

Most Sundays we play DDM at Rodney's, and whoever wins the day gets to determine the next week's challenge. Two weeks ago I won my first (200 points, all figures must be 25 points or under) with a horrid DIreguard-heavy warband. The conceal 11 kicked butt, so I got to pick this time:

Mine was called 'Beauty and the Beast' (yeah, I'm a little goofy I know): 200 points, factions either good or evil, Female Commander, all other creatures must be large. It was fairly fun, though I didn't realize at the time that their aren't a whole lot of female commanders. Rodney took Copper Samurai (who knew he was a she?), Alex used the diminutive Champion of Yondalla, (aww, how cute!), and Justin used the 'Hi, I'm not really a real girl, but I'm actually a plant' Nentyar Hunter, who we all agreed was definitely girlie enough for him. I chose one of the new figures, the Inspired Lieutenant, mainly because she was on my kitchen table and easy to get to.

Inspired_Lieutenant.jpg

Although she seems powerful enough for a 45-point commander, I stupidly attached two Chraal's to her, so I couldn't really ever risk her in combat. She did do a 10-damage Recall Agony against the Lady Samurai, but other than that she just sat around looking pretty. My band:

Inspired Marshall
2 x Chraal
1 x Large Duergar
1 x War Troll

After Rodney's Royal Whipping of my Greenfang/Direbear band earlier in the day, the lovely and talented Inspired Marshall won back my honor and forced his Samurai to commit seppaku. She then ended up routing the itty-bitty Midget of Yondalla to take the day.

So I get to choose the next challenge also, go me! I have an idea I hope will be as fun as this one was, but it could end up being too complicated. I will post the details tomorrow!

Oh, what the heck, I will give a hint, I call it: Night of the Living Dead: A tribute to George A Romero.

Brains!