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My Undead Army

 
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Keviv
Newbie



Joined: 07 Nov 2011
Posts: 2
Location: Ohio

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PostPosted: Fri Nov 11, 2011 10:26 am GMT    Post subject: My Undead Army Reply with quote

Hey guys, I'm newer to Dragon Dice and wanted to know if my army building skills are doing alright. I've built a 36 point Undead army consisting of:

Minor Death: 1
Ghost: 1
Lich: 1
Mummy: 1
Ghast: 1
Spectre: 1
Heucava: 1
Wight: 1
Wraith: 4
Zombie: 3
Skeleton: 3
Ghoul: 3
Apparition: 2

I also carry

Black Dragon (Drake): 1
Ivory Dragon (Drake): 1
Black Dragonscout: 1
Black Dragontroop: 1
Green Dragontroop: 2
Black Dragonhero: 1
Black Dragonchamp: 1
Black Dragonkin Champion: 1
Coastland Castle: 1
Feyland Temple: 1
Feyland Knoll: 1
Feyland Woods: 1
Flatland Village: 1

Any feedback would be greatly appreciated!
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stormywaters
rare



Joined: 22 May 2011
Posts: 1403

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PostPosted: Tue Nov 15, 2011 9:56 pm GMT    Post subject: Reply with quote

Well, I can't claim to be an Undead expert (you'd need Skawilly for that, I think), I can give you a couple of pointers:

1. Feyland Temple is a bad idea. If your opponent captures that eighth face, you're blocked from casting any magic against them (since you only cast black, that's a huge disadvantage). I would probably use Standing Stones to give your mages access to some other colors of magic (things like Path, Transmute Rock to Mud, Burning Hands and Dancing Lights can win games on their own).

2. I would tighten up your list a little bit - don't use so many different dice. I'm not saying you should run 9 Minor Death, but a strategy that Skawilly and I both use with regularity is a pyramid build: 3 rares, 3 uncommons, 3 commons in each of two armies. It gives you some good SAIs as well as some stability of rolls (since having more dice means smoother averages, and fewer "wild" rolls). Here is a rough idea, though again you'll want to talk to Skawilly for some real Undead-focused building:

3x Lich
3x Ghast (saves and some magic)
3x Ghoul (for some better saves)

3x Death Knight
3x Specter
3x Wraith

Your mages will have decent magic results, while still maintaining some saves, and your other "melee" half will have strong damage, decent saves, and still maintain some maneuverability.

Your mages can use Restless Dead and Palsy to keep your melee army mobile and painful, resurrecting as needed, and still be able to defend themselves.

Try something along those lines and see how it works.
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Keviv
Newbie



Joined: 07 Nov 2011
Posts: 2
Location: Ohio

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PostPosted: Tue Nov 15, 2011 10:41 pm GMT    Post subject: Reply with quote

Thanks! I'll try a few games like that.
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DialFforFunky
rare



Joined: 11 May 2010
Posts: 1992
Location: Groningen

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PostPosted: Wed Nov 16, 2011 3:44 am GMT    Post subject: Reply with quote

The list Stormy made is a decent start, but there are 2 things I think it could improve upon. The first is that it might be wise to include at least one monster. This way you can still make use of that final step of damage. Taking a monster might be a bit of a risk, as they make excellent lightning strike targets, but the fact that it can reduce 4 incoming damage to 1 with stepped damage could very well make it worthwhile. The other thing I'd change is the death knights. They carry the absolute worst SAI of all the rares in the game. It's quite bad and I'd try to avoid it if I where you. For one melee icon less you could go with the ghost, which does have a good SAI. The mummy is another solid option. The vampire arguably is the best rare undead have, too bad you are already at 18 points of mages.



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stormywaters
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Joined: 22 May 2011
Posts: 1403

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PostPosted: Wed Nov 16, 2011 11:12 am GMT    Post subject: Reply with quote

DialFforFunky wrote:
The list Stormy made is a decent start, but there are 2 things I think it could improve upon. The first is that it might be wise to include at least one monster. This way you can still make use of that final step of damage. Taking a monster might be a bit of a risk, as they make excellent lightning strike targets, but the fact that it can reduce 4 incoming damage to 1 with stepped damage could very well make it worthwhile. The other thing I'd change is the death knights. They carry the absolute worst SAI of all the rares in the game. It's quite bad and I'd try to avoid it if I where you. For one melee icon less you could go with the ghost, which does have a good SAI. The mummy is another solid option. The vampire arguably is the best rare undead have, too bad you are already at 18 points of mages.



F


Like I said, I don't know undead as intimately as some, just basic strategies. Monsters can be useful, I just find them too unreliable myself.

As to the Death Knight, the SAI didn't seem bad; an upgrade to Roar that (instead of generating saves) weakens the defending army against your damage and decreasing their counterattack. Again, I don't know, maybe it does suck. It just seemed like a more useful ability during a melee attack.
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Skawilly
rare
SDA - Rules NitPicker



Joined: 21 Mar 2011
Posts: 1322
Location: Seattle, WA

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PostPosted: Tue Nov 22, 2011 10:32 pm GMT    Post subject: Reply with quote

Get your hands on a fenhound. They are SUPER common grabs, if you buy another starter or 2 your very likely to get one and it will continue to give you that awesome stepped damage. They have dispel to help counter this:

Quote:
Taking a monster might be a bit of a risk, as they make excellent lightning strike targets


But 2ndly, undead have a spell called fade which leaves a unit vulnerable only to magic. Dispel will help protect that, and seeing as they are a 4 pt unit, if they do get zapped through the fade they will get to remain on the terrain. Its very strategic.

Agreed on the DK, especially in that unit of movers. Unfortunately even for quick undead they are slow. Either ditch the DK and grab a ghost or ditch the movers and grab melee. I would go with a Minor death and that DK/Mummy in your current listing. DK's have a bad SAI its true, however they are 50% saves. Remember that resisting burial requires a NON ID save, so he will have a better chance to resist than the mummy, which only has a 17%.

As far as terrain go, you need a highland standing stones big time.

Though, remember the biggest asset you have is your play style. Fenhounds are not too great at saves moves or melee, though they can carry some weight in all 3. Fenhounds are great if your trying to get a small chance at the corner case sneaky move. If you plan on trying to deck your opponent in the face you want that Minor Death.
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"There is more philosophy in a bottle of wine than all the books in all the world" - Some random wine cap -
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