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 Post subject: What makes band 1 scarey?
PostPosted: Wed Mar 18, 2009 8:55 am 

Joined: Sun Jul 22, 2007 7:33 pm
Posts: 945
Location: Columbus
Basically if we identify what makes most of these armies so scarey, we can come up with bonus or strategy cards to counter them.

Flying or M10 terror causing rank breakers.
Hatred on ridden monsters.
10+ casting dice.
All M8+ army.
Ability to "create" another army in the magic phase.
"unkillable" units with some combo of regen/ward/armor.
Ability to generate +5 overkill regularly

Thoughts? Additions? Subtractions?

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 Post subject:
PostPosted: Wed Mar 18, 2009 9:04 am 
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Joined: Fri Jul 20, 2007 10:21 am
Posts: 1725
Location: Dayton, OH
There are combinations, but some of the "single" items you missed are:

gun line
extreme MSU
6+ chariots (for example, beastmen chariot army not covered by your 8+ move)
multiple terror causers

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 Post subject:
PostPosted: Wed Mar 18, 2009 9:41 pm 

Joined: Wed Apr 02, 2008 9:19 pm
Posts: 79
Location: Beavercreek (Dayton)
A unit of 30 ogres...

6 or more warmachines

60 or more repeater xbows.


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 Post subject:
PostPosted: Thu Mar 19, 2009 1:35 pm 

Joined: Sat Jul 28, 2007 12:41 pm
Posts: 278
Location: Columbus, Ohio
Are we talking about what seems scary or is scary...

A big unit of ogres is unexpected and can be intimidating, killing one is not really so hard though :? .

I'm also not so sure most MSU armies would fall into band 1, at least not for being MSU alone.

Scariest thing right now are armies that can pump out massive amounts of damage. 2 Engines of the Gods, lots of units with s5+ and lots of attacks, especially if that is paired with high ws.

Dragons scare me, wyversn and manticores don't.

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 Post subject:
PostPosted: Thu Mar 19, 2009 1:48 pm 

Joined: Sun Jul 22, 2007 7:33 pm
Posts: 945
Location: Columbus
If we look at a strategy card system, these would be things we would try to counter.

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Delaware, OH
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