Warbands from the Wild faction became all the rage just before the DDM Constructed Championships at GenCon last year. With such amazing pieces as the Thrall of Blackrazor to work with, there's little wonder as to why. Here's a fun yet competitive warband that uses some familiar pieces in what is probably a somewhat unfamiliar build. Wild Things ![]() Sahuagin Baron (42 pts, Ch 3) Setup It is all but impossible to gain LOS for a first-turn alpha strike on Magma Keep, so make your initial placement for this band with an eye toward where you're going to want your pieces to start on Round 2; that plus the fact that this band is focused mostly on melee beaters makes Side B an all around better side to set up on. Position your slower pieces close to the borders of the Start Area so that they can make quick progress toward the coming battle, and be sure to position your Elf Conjurer in a prime position to lay down some ranged damage if the opportunity presents itself. Be sure to place your Snaketongue Cultist close to either the Thrall or the Werewolf Champion; you'll want to keep him close to one or both of those pieces throughout the battle to optimize use of snake's swiftness. Tactics Wild Things is about as basic a warband as you'll ever see: a multi-beater squad with limited ranged and some efficient utility for your strikers. Just because the band focuses on melee hitters doesn't mean it's an easy band to operate. With only two primary beaters, you'll need to carefully select where you engage in order to get the most use out of your big pieces. Use the Elf Conjurer to force melee engagement to an area of your choosing: Kelgore's firebolt and Melf's unicorn arrow are wonderful incentives for enemy units to avoid the long, open lanes on the map if you can use the Conjurer to threaten them. Once your opponent is forced to move where you want him to go, gang up on individual units with the Thrall, Werewolf Champion, and Baron (the Baron should be the last to engage in melee, as his Champion Rating is valuable for maintaining the Initiative). Despite the narrow corridors, there's enough room in Magma Keep's engagement areas that you should be able to set up Charge attacks in order to take advantage of the Wild Elf Warsinger's special abilities. While your melee beaters are duking it out with the enemy on the front lines, the Elf Conjurer can hover around the background and dish out a constant barrage of ranged damage. Your Snaketongue Cultist, in the meantime, will provide your beaters with much-needed extra attacks via snake's swiftness, not to mention some potential finishing damage with his poison touch ability. Once the time to charge has passed, the Wild Elf Warsingers are capable flankers and mop-up artists. They are particularly effective at dealing with enemy fodder while your more important figures focus on your opponent's higher-cost pieces. Use the Rats as screeners, flankers, or to grab easy assault points. Things to Remember
Strengths Wild Things is strongest against slow-moving warbands, warbands with low AC and/or Defense scores, and warbands with minimal ranged capability. Weaknesses Wild Things is weakest against warbands with a lot of fire resistance and very high Defense and AC scores. Variations
About the Author Steven Montano gave up his dreams of becoming a kung fu action star in favor of becoming a financial accountant for Wizards of the Coast. Little did he dream how similar those two professions would end up being. | ||
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