Lawful Evil is strong on defense with plenty of special abilities, but it's slow and relatively weak in offensive capability. This means its most effective warbands rely on synergistic use of LE's wide choice of special abilities. One 100-point Warband that exemplifies this is No Brainer.
Place the Abattoir near the center of the board but slightly closer to your starting tile. If possible, this is where you want the majority of the fighting to occur. If your opponent has ranged attackers, place your other tiles to block line of sight and provide cover to your creatures as they advance. If your opponent is fielding a warband based on heavy melee figures, place the tiles in his area to slow down his advance and cause congestion. Forcing your opponent into a single, tightly packed area is your goal.
Set up most of your creatures on the outside rubble of the assembly tile. If your opponent is using archers or no ranged attackers, place the Thayan Knight closest to the enemy. The knight's high AC, hit points, and Arrow Catching Shield will minimize the effectiveness of enemy archers. Against fire and cold-using spellcasters, put the Dread Guard out front. Otherwise, you want to lead with the Warrior Skeletons, sacrificing them to avoid damage to your more important creatures.
Always keep the Thayan Knight adjacent to the Mind Flayer. This makes it easier for the Thayan Knight to defend your commander and prevents ranged attacks against the Mind Flayer.
Your slow speed is your weakness. If your opponent has many ranged attackers, you must use cover as much as possible. Move as a group -- unless your opponent has area effect attacks. Use your faster Warrior Skeletons as screeners if necessary. If by moving ahead, the skeletons can force your enemy to bunch up in a narrow area while the Thayan Knight and Dread Guard catch up, it will be worth the sacrifice of skeletons.
Your ultimate goal is to move the Mind Flayer into a position to start using its Mind Blast on groups of opposing creatures. Because all of your troops are immune to the Mind Blast (except for the Thayan Knight, who saves against it 75% of the time), your troops can concentrate and attack with impunity while your enemy is forced to spread his forces thin to avoid the Mind Flayer's blasts. Your strategy relies heavily on the Mind Flayer's Mind Blast, so it is vital that you protect that figure. If you can focus the fight on the Abattoir, you increase your offensive capabilities with minimum benefit to your opponent.
Important things to remember are:
Strengths:No Brainer is strong against slow-moving opponents, those with weak saves, and those that rely heavily on their commander effect in melee.
Weaknesses:No Brainer is weakest against warbands with high-saving throw creatures, a large number of ranged attackers and area effect attacks (though it does have some resistance, especially to cold). It is especially vulnerable to creatures that are immune to stun, such as undead, constructs, elementals, and plants.
About the Author
Bill W. Baldwin lives on the Space Coast of Florida with his gaming family of a wife, two daughters, and assorted pets. He started playing D&D in 1974 and was a wargamer and miniatures gamer even before that. Bill has been published in Dragon Magazine and does freelance work for Wizards of the Coast.
©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.