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Some Swampstalker advice!

 
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KevinR
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PostPosted: Fri Jun 22, 2012 7:33 pm GMT    Post subject: Some Swampstalker advice! Reply with quote

Hey, I'm a fairly new player to Dragon Dice and I have fallen in love with Swampstalkers. Beautiful dice, I love snakes, their racial ability is really fun and any race with a "Crocosaur" is just awesome.

So any other SS fans? What's their usual "Strategy" in more competitive play? (What dice do I need? Haha.) My usual strategy so far is to use mages to summon dragonkin and do terrain control with Mire and Flash Flood. (Which combo if my limited knowledge serves?) and my favorite strategy of summoning dragon(s) then retreating.

What are some "protips" from you experienced players?
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chuckpint
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PostPosted: Fri Jun 22, 2012 8:01 pm GMT    Post subject: Reply with quote

I assume that you have read this topic: http://sfr-inc.com/bb/viewtopic.php?t=2077?
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KevinR
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PostPosted: Fri Jun 22, 2012 8:18 pm GMT    Post subject: Reply with quote

Yessir I have! Was very insightful. I am just curious as to pester swampstalker players a bit.
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chuckpint
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PostPosted: Fri Jun 22, 2012 9:10 pm GMT    Post subject: Reply with quote

One thing to remember: in Swampland it's nearly impossible to kill Bog Runners. They save on 5 out of 6 sides. They generate 1.0 saves on the average (the side with 2 moves makes up for the side with melee). The Marsh Swimmer is identical to the Bog Runner, it's merely double everything. The Swamp Giant is very tough in the Swamps. It saves 60% of the time. With 2 Smites, Poison, 2 Tramples, and a normal melee face, it gets melee 70% of the time! A couple of those big boys will put the hurt on your opponents. A Crocosaur is nice, but only saves 20% of time (30% in the Swamp). Lots of melee, but nothing as deadly as Smites and Poison.
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You can never have too many dice.
First Place at the first ever Daemon Dice sealed starter tournament.
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Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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DEEPBLUEB2
monster
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PostPosted: Sat Jun 23, 2012 8:13 am GMT    Post subject: Reply with quote

Quote:
What are some "protips" from you experienced players?


Besides not forgetting to use the racial ability mutate... Wink

mutate is often overlooked in another way.

A single swamp stalker unit in your DUA can still target 3 health for mutation...
so in otherwords,
you don't have to attempt to mutate a common only,
just because you only have 1 health.


One other thing about Swamp Stalkers...as Chuck mentioned...
you might want to bring a swamp giant, for it's maneuver SAI...trample...
as swamp stalkers are great savers in the swamp....but after a few transmutes,
the marsh swimmers and bog runners maneuvers don't help.

A simple dragon attack could wipe them out,
or they could be overrun with not too much trouble.

In the early days...
players used 1/2 bog runners because of the 2 point common resurrection spell...
plus they had a mutation pool which has since been abolished.

all commons have some spells that target them too...
like mirage.
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shoesan
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PostPosted: Sat Jun 23, 2012 12:21 pm GMT    Post subject: Reply with quote

Jim Rayborn wrote:

....but after a few transmutes,
the marsh swimmers and bog runners maneuvers don't help.


I do not understand this point.
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chuckpint
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PostPosted: Sat Jun 23, 2012 12:33 pm GMT    Post subject: Reply with quote

If you throw Transmute Rock to Mud on Swamp Stalkers at a Swampland, it has a double whammy. Not only does it subtract from their maneuvers during a maneuver roll, but it also subtracts from their maneuvers during a save roll. Much of their saves come from maneuvers.
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First Place at the first ever Daemon Dice sealed starter tournament.
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Single Race Champion GenCon 2008-2009, Sealed Box Champion GenCon 2007,2009,
My collection is 21,500 Dragon Dice, 20,000 Daemon Dice, and others (too many to count).
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Skawilly
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PostPosted: Sat Jun 23, 2012 1:00 pm GMT    Post subject: Reply with quote

Oh man. Swampstalkers.... I am a Swampland FAN. I love Goblins/SS very much.
You need to force your enemy into reserves. The best way to do this is keep them from getting an 8th face and keep attacking them with dragons. Eventually they will not want to stay at that terrain because you will either Mire it and/or Wall of Fog and Flash Flood it. 2 Dragons attacking you without an 8th face with possible Black Rain on you is gnarly. It will certainly push them into reserves.
Also, SS range class is really nice as far as attrition goes but they can pump out the numbers. They dont save very well or move at all though so be sure to have a plan.
One thing, the Wave riders also save 5/6 times. Now, their save average on a swampland is JUST below 1.0 but they have a targeting melee effect so they are good also.

The one thing that I dont like about SS is their lack of debuffs on specific armies. They rely entirely on palsey for this and its an expensive spell. However its not the worst thing ever. As I was saying before, use dragons to force your opponent into reserves and get your 8th face. I play Coral Elves a great deal also, and this is not another piece of advice this is a warning, if you go calv for your saves STICK TO THE SWAMPS. Even if you capture an 8th face on a non swampland your so very vulnerable. if your on a 7 and you have a chance to put it to 8, think very hard if your opponent has a way to strike you at all.

The Heavies are also slow, but they kick tail man. They dont rely on the racial to save. 50% save chance for anyone of them. If you go pyramid build, the croc or the beast are both valid options. The beast though works on melee or maneuvers as far as special actions go. I mean -4 maneuvers, why not just roll 4 for yourself right? Well if I am against someone with double maneuvers this translates in -8 so its not too bad. And this is not really that rare an occasion seeing as there are plenty of 8th faces to go around but also youll be fighting goblins AND treefolk (Double moves on the counter) for the swamps.
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Last edited by Skawilly on Sat Jun 23, 2012 1:11 pm GMT; edited 2 times in total
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Skawilly
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PostPosted: Sat Jun 23, 2012 1:09 pm GMT    Post subject: Reply with quote

I wanna say this about them though, someone mentioned they 'tend to get an 8th face quickly'. This is not true. They are easily transmuted and out ran by goblins. With that said, they also keep their enemies from getting an 8th face. So my biggest complaint is that they are the cause of a lot of LONG games. These guys and treefolk tend to keep things slow.

I did forget to mention this little tid bit. Almost always bring a swampland standing stones. You want that gold magic. its a big deal.
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DialFforFunky
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PostPosted: Sat Jun 23, 2012 1:31 pm GMT    Post subject: Reply with quote

Though I don't necessarily agree with everything that's been said here, I think the whole of them does a great job at describing what Swamp Stalkers are bout. There's just one tiny omission I'd like to mention, namely the fact that most swamp stalkers have unbalanced icon distribution. This is especially relevant for the heavy melee and the ranged rares, as they combine quite nicely with Cantrips that allow you to double your results. Annihilators and Bronze Medallions combine quite nicely.


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Denimwizard
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PostPosted: Sat Jun 23, 2012 4:02 pm GMT    Post subject: Reply with quote

This has been really helpful! I am also building up my Swamp Stalker army. Thank you.
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shoesan
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PostPosted: Sat Jun 23, 2012 9:30 pm GMT    Post subject: Reply with quote

chuckpint wrote:
If you throw Transmute Rock to Mud on Swamp Stalkers at a Swampland, it has a double whammy. Not only does it subtract from their maneuvers during a maneuver roll, but it also subtracts from their maneuvers during a save roll. Much of their saves come from maneuvers.


OK, I get it.. thanks. I read "transmute" after all the talk about "mutate" and was thinking of that.
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