D&D Archives03/06/2007

Battle of the (War)bands
Lawful Evil Concludes

It's week 11 of Battle of the Warbands -- time to select the LE "finishing" piece. But first, let's look back to last week's poll, asking for your LG finishing choices:


Choice 1: Sacred Watcher; Lantern Bearer; Aasimar Fighter; Man at Arms: 42.6%
Choice 3: Dwarf Artificer; Warforged Scout; Aasimar Fighter x 2: 37.4%
Choice 2: Xorn; Mialee, Elf Wizard; Man at Arms x 2: 20.1%

Purple Dragon Knight

Choice 3: Dwarf Sniper; Hammerer x 2; Aasimar Fighter; Jozan, Cleric of Pelor: 44.3%
Choice 2: Maug; Sacred Watcher; Warforged Scout; Jozan, Cleric of Pelor; Man at Arms: 30.7%
Justice Archon x 2; Jozan, Cleric of Pelor; Man at Arms x 2: 25.0%

Having picked a few key pieces for each commander's warband, we now ask you to choose the rest of the units they'll lead, rounding out each warband to 200 points. This week, we finish up the Lawful Evil warbands.

Pit Fiend's Warband

  • Ice Devil

Choice 1: Greenspawn Sneak, Warrior Skeleton x5 (200 points, 8 activations)
The Greenspawn Sneak is always useful for his Scout and Hide abilities which allow him to reliably gain first-round assault points. In this band, he has another possible use -- as a sacrificial target for a deadly, first-round fireball or ice storm that catches your opponent's band still on the start area.

Choice 2: Sahuagin Ranger, Goblin Skirmisher x2 (200 points, 5 activations)
This band hopes to make up for being severely under-activated by including a "spoiler piece" for Storm Silverhand's band -- the Sahuagin Ranger hits elves at +12 (20 magic), which is exceptional for its point cost.

Choice 3: Azer Raider x3, Goblin Skirmisher x2 (200 points, 7 activations)
Thanks to the Pit Fiend's commander effect, Azer Raiders have their damage boosted to a respectable (10 +5 fire). Also, their good AC often frustrates any opposing fodder that's trying to dispatch them.

Which key piece does the Pit Fiend receive?
Choice 1
Choice 2
Choice 3

Lord Soth's Warband

  • Beholder Lich

Choice 1: Blood of Vol Divinity Seeker, Warrior Skeleton x4 (200 points, 8 activations)
Under command of Lord Soth, the Blood of Vol Divinity Seeker can deal great damage against a living enemy that activates next to him. His great speed and Fearless nature also let him move into a flanking position for Lord Soth, bumping up Soth's low attacks.

Choice 2: Large Duergar, Inspired Shock Trooper, Goblin Skirmisher x4 (200 points, 8 activations)
Under the right conditions, both the Large Duergar and the Inspired Shock Trooper can deal very high damage for their point cost. This may draw your opponent's attacks away from Soth and the Beholder, giving them more time to deal decisive damage to your opponent.

Choice 3: Large Ice Elemental, Dire Rat, Goblin Skirmisher x2 (200 points, 6 activations)
While low on activations, this version of the band can force an opponent into a difficult choice -- come near your forces and deal with the Ice Spikes damage every round or stay away and deal with the Beholder's eye rays and Lord Soth's abyssal blast.

Which key piece does Lord Soth receive?
Choice 1
Choice 2
Choice 3
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