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| #1cashtoolJun 27, 2013 19:23:40 | Top Ten Creatures in Dungeon Command There are fifty different creatures in Dungeon Command over the first five released sets. The rules allow a warband to contain up to four creatures of a given name, with a minimum of 12 creatures required per warband. Naturally, the discussion turns to what creatures are the “best” in the game. This is my not-so-humble attempt to rank the top ten creatures in Dungeon Command. I also give some Order card recommendations to back up my reasoning, but these will change based on your overall warband composition. Feel free to post your own top ten with reasons for the ranking. One tendency to avoid when considering the “best” creature is to assume larger creatures are better than smaller creatures. Of course a Horned Devil will curbstomp a Drow Wizard by himself, but we’re not playing 1v1 creature battles. When I write “best creature”, I mean the most viable & valuable creature in a warband. How does a creature synergize with its warband? Can it work in many different warbands? What Order cards can the creature use? What terrain can be used to its advantage? How does your creature fit with a given Commander? It’s not a simple question to answer, and we should be grateful for the discussion it creates. No two people will have the same list of top ten creatures, nor will they create the same warband. Variety and customization are two of the strengths of Dungeon Command. Without further ado, my list of top ten creatures: ![]() |
| #2KhaysunJun 27, 2013 20:58:11 | Since you mentioned that the Orc Warchief is for an orc band, wouldn't it also be fair to mention the Lich Necromancer for an undead warband? Being able to deploy undead creatures adjecent to him is a huge advantage especially if you're lucky enough to draw him early. His INT and CHA are very useful not to mention his 80 hitpoints. I like the orc archer too because I believe that he's the most powerful archer unit in the game thus far. It's so easy to harrass the enemy with a range 10 and a damage of 20. Other than that, I would agree with your list; it's clear you're very well experienced with Dungeon Command. |
| #3cashtoolJun 28, 2013 1:47:43 | Khaysun, I think you raise a good point. His combined abilities and forward deploy look so tempting, but I've yet to see or create a viable warband centered around the Necromancer. If instead of forward deploy he had the Chieftain's ability to raise Leadership when deploying undead creatures, then I'd be singing a different tune. It doesn't help that he is an INT/CHA and the smaller creatures are CON (Zombie, Warrior Skeleton, Skeletal Tomb Guardian) and DEX/CON (Gravehound). Only Hypnotic Spirit aligns with the Necromancer in CHA. The rest are heavies that combined with Lich Necromancer's high level, make it prohibitive to play them together. That can hurt warband synergy. Still, I'd very much like to see a strong Lich Necromancer warband. I think it's a cool miniature and a nice piece. He may be better suited for faction vs. faction play rather than custom warbands. Plenty of industrious warband creators out there. Let's see what they can create! |
| #4PalpsterJun 28, 2013 6:42:24 | Copied from my post in the warbands thread, this was before Orcs faction, still not sure what best commander would be for this, I used to have Delthrin, but that was mostly useful because I faced quite a few goblin swarms. Anyway: My current deck that has been treating me very well (background info being that I own two of every set, no more, no less): Commander ?? Creatures (12) Warrior Skeleton x4 Skeletal Tomb Guardian x2 Disciple of Kyuss x2 Lich Necromancer x2 Dracolich x2 Orders (32, because I can't decide which 2 to ditch): Patch Up x3 Hulking Attack x4 Defensive Advantage x4 Reckless Attack x2 Feral Vitality x2 Warning Shout x3 Death Sentence x3 Unending Horde x2 Arcane Ritual x2 Fireball x2 Vampiric Touch x2 Gout of Fire x3 Lich Necromancer is by far the preferred card for opening hand, preferably along with a skeleton bodyguard. Failing that a Dracolich will do. Once you get a few kills in the Leadership bonus for commander kicks in and that's why this deck consists of higher average level than most decks I've played so far (if not all). I might have problems against a very defensive enemy like a turtle adventurer deck (haven't faced that with this deck yet). A couple of Strength in Numbers might help. These are wonderful if you draw them in opening hand, but completely useless further on in the game. Just about every card is more useful being drawn in the end game than Strength in Numbers so I left them out (for now, if I feel I am consistently struggling with Leadership in early game I might still add them). As for the rest of the Order deck, it's a healthy mix of Con and Int/Cha. Half the deck consists of Con Orders that will protect my 6 skeletons or help them hit harder (with added advantages of drawing cards or gaining morale). The other half of the deck consists of Cha and Int cards that are all usable by my 6 Int/Cha ranged creatures. Basically my Int/Cha creatures lead from the back and aid the Skeletons (Unending Horde, Death Sentence, Warning Shout) while occasionaly laying down some fire themselves (Gout of Fire, Fireball). Vampiric Touch is there to make sure that my Leaders survice direct contact with enemies a bit longer, should any get to them. |
| #5Darth_VladerJun 29, 2013 13:11:26 | Hi guys, I've just started playing and using my undead and kormyr boxes, I can't tell yet which are the "best" creatures but good info here !!! |