In each installment of "Commander's Notebook," we present three talented warband builders with a core figure or theme and ask each to build a warband around it. Their warbands are presented here for your review. After reading, we encourage everyone to visit the forum and discuss the warbands' pros and cons with your fellow skirmishers or offer up your own version of this squad.
Bear in mind that what you're reading is not a primer on how to win tournaments. It's an intellectual puzzle in which the contributors may not always be given the best material to work with. The challenge is to make the most of the starting conditions.
For this installment of "Commander's Notebook," we offered our warband builders the chance to spend 100 points on a warband containing nothing but elves. To qualify for use, a figure had to have the type Humanoid (Elf) and not have the word "drow" in its name.
Champion of Eilistraee (48 pts)
Mialee helps cover up the Graycloak Ranger's lack of magic weapons, giving +1 on attacks as well. The Graycloak Ranger, Aramil, and the Elf Warriors provide long-range firepower, which helps control the tempo and forces the enemy to approach you. Aramil can use ray of enfeeblement to hinder the opposing heavy hitters while Devis cancels enemy Commander Effects and provides some spell backup. The Champion of Elistraee's commander ability adds +2 AC to all the characters except the Wolf minion and Mialee. Once melee is joined, the +2 melee attack improves their martial prowess.
Cleric of Corellon Larethian (25pts)
An all-round squad. With over half the members having good ranged attacks and the spearguard with Melee Reach 2, the warband has the opportunity to deal some damage without getting entangled in melee. Two Graycloak Rangers also bring two Wolves (5pts each) to the group for a little extra punch and more activations. Devis's healing can supplement the cleric's cure moderate wounds to help keep the commander alive a bit longer. Although the highest hit point total in the squad is 25, the "Save +4" command effect and a command rating of 4 should help with keeping figures in the fight, as long as the opposing warband isn't a pack of heavy hitters.
Bladesinger (34 pts)
The elves suffer from having too many commanders and archers and too few fighters that do much damage. The Bladesinger at least has decent attack bonuses, three magic missiles, and gives everyone attack +3 if they move a bit before attacking. Aramil's job is to use ray of enfeeblement on the most imposing enemies. The Elf Warriors and Spearguard do a bit of sniping and protect the casters. Hitting power comes from the Evermeet Wizard, who can summon two Medium Earth Elementals or an elemental and three Wolves or Dire Rats. Her two benign transpositions can either get the Bladesinger out of trouble or an elemental into it, and she still has three Melf's acid arrows to dish out 30 points of guaranteed damage.
Coming Up in "Commander's Notebook:" Vampire Aristocrat
About the Authors
Rob Watkins is head of Star Wars Miniatures R&D. Dan Gelon is a multi-media designer for WotC. Steve Winter puts together these articles, so no one gets to tell him his warbands aren't good enough.
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