Just in time for GenCon. The Civ Toolkit.
Here, our own Moraturi examines civilization, which has long been thought of as one of the strongest factions. And why not? How else would the lands be tamed...?
The following lists are intended to be used for 200 point competitive play (assault format).
In keeping with previous toolkit formats, the creatures will appear in one of six categories: Champions, Titans (the focal piece for a band. A titan will usually have very high AC, good attacks and damage output. In all likelihood, if the titan in a band falls, then the band will typically lose), Hitters (these are the main melee damage dealers in a band. They usually range in points from the mid-twenties up into the 60 point range in cost, although there are notable exceptions), Artillery (these are high damage dealing ranged attackers), Tech (these are best thought of as support pieces or creatures that bring synergies to a warband. It is worth noting that it is sometimes difficult to distinguish between this category and the others, particularly the Champions and the fodder), and Fodder (low point, usually filler pieces).
Some creatures might conceivably show up in more than one category, but in the interests of brevity, each creature will only appear once in the following list (but in the text, notes may be mentioned for the other categories).
The list of creatures that follows is derived from a few sources. I looked over warband lists from the Championships over the previous years, as well as the Vassal Championships, my own lists of over 500 warbands across formats, general perceptions of a creature’s abilities and my own personal favorites. You are welcome to add or delete from this list as you see fit, but what follows should be relatively representative of the most competitive creatures. In general, I tried to err on the side on including rather than excluding creatures, so you may see some creatures on these lists which can be debated as being competitive or not.
The Civilization Faction has a number of very strong creatures which can be mixed and matched across categories. Of all of the different factions, Civilization has some of the most competitive creatures in all of the categories. A number of creatures (especially in the Hitter and Fodder categories) are functionally equivalent for a given point range. Minor variations in abilities, powers, and specific statistics will determine specific choices in order to optimize a warband. Choice of which creature would be most effective is also frequently determined by Keywords, warband theme and personal preferences in many cases. Since this is the last of the 200 point Toolkits, in cases where a creature can be played in more than one faction, many of the listings are repeated from previous toolkits, although there may be some editorial changes specific to the Civilization faction.
(Civilization has the highest number of and the widest variation in competitive Champion creatures. A number of these Champions can also function effectively as Tech in a warband, or after using up their Champion Powers, as Hitters or Fodder. On average, Civilization will have the Champions with the highest Champion ratings, as well.)
Alusair Obarskyr (Aberrations 1/60, Rare, Players Handbook Heroes 2, 13/18, Fixed, 46 pts, C3) Alusair has seen some play in recent years, especially in conjunction with low cost melee Hitters like the Human Sellsword (see below). All of her statistics are comparable to similarly costed figures in this range, although Alusair is just a bit more expensive. She does have a Champion 3 rating and a very useful Power in adding damage for a charging ally.
Bolraza, Priestess of Bane (Legendary Evil 7/40, Rare, 44 pts, C2) Bolraza brings an interesting set of abilities. She has a solid melee attack at +18 for 20, coupled with a good ranged attack at +16 for 15 necrotic. She works best in a Hobgoblin themed warband where her full powers can be used (the Incite Troops aura and the second Champion Power). Her first Champion Power can be used to offset burst or blast damage, and she even has a (somewhat weaker) Thrall-like power to take over enemy figures when she is destroyed.
Cleric of Dol Arrah (Angelfire 2/60, Uncommon, 45 pts, C4) The main draw for the Cleric of Dol Arrah is the Champion rating of 4, and the damage boost from the Champion Power of +2 to hit and +5 damage for all Martial allies. Interestingly, she actually pairs very well with the Mercenary General (see below) and a swarm of Human Sellswords (see below). The single use of Dismissal is unlikely to ever be used, and the Protection from Evil is likewise typically not worth keeping allies adjacent unless they already have pretty good Defenses to start with, but the Minor action Cure Wounds for 20 points can come in very handy.
Cleric of Pelor (Dungeons of Dread 3/60, Uncommon, 32 pts, C3) The Cleric of Pelor is a reasonably cheap Champion with decent powers. The Aura of Radiance to boost damage and the Combat Healing on lucky rolls are well worth playing. The Champion Powers are situational and may not see much use. The first Champion Power can be used to help keep a Victory Point grabber alive, however, in order to use the second Champion Power to give allies +2 to hit, you have to put the Cleric in danger, which is usually a poor choice, given that the other powers have essentially unlimited uses. Keep the Cleric as close to the front of the battle as you dare.
Cleric of Yondalla (Harbinger 2/80, Uncommon, 14 pts, C1) One of the cheapest Champions available, the Cleric of Yondalla can be used to boost attacks and damage once against most creatures in the game. Other than that, you won’t see the Cleric of Yondalla much outside of a Halfling themed warband.
Delver Sergeant (Night Below 5/60, Common, 15 pts, C1) It should be noted that this creature has been updated (twice) by the DDM guild. In addition to being a low point cost Champion, one of the overlooked Champion Powers is to get an extra Power from your other Champions in the warband. Look over this list of Champions and see if any have Champion Powers which you might want an extra use of. Also, keep in mind that in order to use this Champion Power, the Delver doesn’t have to be one of your Victory Areas. Any of them will work, which means you can usually get the effect by the second round, and possibly attack any Point grabbers your opponent might have, as well. The Illuminator over 6 squares can often pay for the point cost by itself if your opponent fields creatures with Conceal.
Dispater, Iron Duke of Hell (Lords of Madness 10/60, Very Rare, 77 pts, C2) Dispater could easily fit into the Titan section, but is a better fit here, given his low hit points and tech-like abilities. Dispater has seen some prominent appearances in recent years, with entire warbands being built around him. While he takes a lot of points from your overall warband, the ability to do automatic damage using the Fires of Dis and to lay down fire terrain using the Gates of Dis (which usually results in automatic damage) makes Dispater a powerful threat. The more fire resistant creatures in your own warband, and the fewer in your opponent's, the greater the advantage. Most Dispater warbands will load up on creatures with the Devil Keyword to take advantage of yet more auto damage using the second Champion Power. While you want to keep him away from combat as long as possible to maximize the autodamage, Dispater does have a couple of high attack bonus, 20 damage attacks (notice that neither is against AC, but are instead against Fortitude and Reflex, which makes them even more likely to hit against most creatures). Dispater's biggest weakness is his low hit points at 75. While a 26 AC is generally considered good, on a 77 point creature it is a vulnerability.
Dwarf Battlemaster (Starter Set 1/5, Fixed, 31 pts, C3) The Battlemaster will typically be found in one of two types of warbands: either a Dwarf themed warband, or a warband using melee Hitters with guaranteed Critical Hits (like Skullcleave Warriors or Githzerai Monks, see below). While the increased damage from the Champion Power can be used on any melee hit, it can be used much more effectively when you know it is coming and you can heal the Battlemaster as well, if needed. Don’t forget the second Champion Power to turn an enemy critical into a regular attack. It is often a better use to reduce enemy damage than it is to increase your own. For 31 points, the Battlemaster is even a decent melee attacker once the Champion Powers have been used. The Crushing Blow is less likely to hit, but deals 25 damage, and can potentially be recharged.
Efreeti Flamestrider (Against the Giants 6/60, Rare, 92 pts, C2) The Flamestrider is a better fit in the Titan section and is detailed below.
Elminster of Shadowdale (Underdark 16/60, Rare, 100 pts, C2) Elminster is a better fit in the Titan section and is detailed below.
Gold Dragon (Deathknell 7/60, Rare, 70 pts, C2) The Gold Dragon has a complete set of solid statistics for a 70 point creature. Some warbands even go so far as to include two Gold Dragons. The AC is high at 29. The speed is a Flight 8 and the attacks are all +18 to hit or higher and can deal out between 20 to 30 damage. The Resist Fire 15 is usually useful in the metagame against the most common energy type. Additionally, the Gold Dragon has a few extra powers to help in specific situations. If you keep your warband in a tight configuration, they can all get a higher set of Defenses and the Champion Powers can be used to either decrease an enemy attack (-2 and Weakened) or, less often, gain a few more Victory points. The slight drawback for the Gold Dragon is the round number 80 for hit points, which makes it vulnerable to a number of Hitters that deal damage in multiples of 20.
Hobgoblin Marshal (Night Below 33/60, Common, 22 pts, C2) The primary use of the Marshal is to get one of your creatures out onto the battlemap faster and into a better position (usually for an Alpha strike of some sort) using the first of the two Champion Powers. If you happen to be running a Goblin themed warband, they will all benefit from the +2 Speed boost. The second Champion Power isn't likely to be used since Goblins typically won't benefit much from the +2 attack (and the early speed is more likely to have been used on a couple of creatures). It is notable that the Marshal can be found in the Borderlands faction if you use the Warband building of Snig, Worg Rider (Wardrums 40/60, Rare, 42 pts, C1).
Human Blackguard (Harbinger 45/80, Rare, 46 pts, C3) The Blackguard was slightly better in the OE version of the game, but can still be occasionally useful. The defenses are about a point or so low, as is the attack damage (which can be brought up to average using the Sneak Attack), and the hit points are only 70, instead of 80. What you get are a couple of sometimes useful boosts in the Tyrannical Rally which will give Bloodied allies +2 attack and a couple of Champion Powers. The first Champion Power can give you that extra push for damage if you can time it correctly and not end up killing your own creature, and the second can be used against high AC enemies to get in a few more hits (especially when coupled with the Tyrannical Rally). Overall, though, the Blackguard is probably just under-powered for a really competitive warband.
Inspired Lieutenant (War Drums 33/60, Uncommon, 45 pts, C2) The Inspired Lieutenant is not really a strong competitive creature, but I like it and it fits well in a Psionic themed warband. The Lieutenant has a powerful (possibly reusable with the second Champion Power) attack in the Hostile Empathic Transfer, which deals a respectable 25 damage and heals the Lieutenant for the same. In a Psionic warband, the first Champion Power to boost attacks by +2 and +5 damage is more likely to see use. Overall statistics are a point or so low for a mid-40's point creature and hit points are at that scary 70 point mark for a mid 40’s point cost creature.
Large Gold Dragon (Night Below 10/60, Rare, 140 pts, C2) The Large Gold Dragon is a better fit in the Titan section and is detailed below.
Mercenary General (Desert of Desolation 21/60, Rare, 42 pts, C4) One of the obvious choices for a Champion in Civilization, the Mercenary General brings a host of useful effects to the game. The obvious utility is with the added Cohort creature which can then be used in multiples to give them all +4 attacks from the third Champion Power. Since the General is a Champion 4, you can use the Champion Powers liberally and often get that extra bit of movement for your warband or the extra Defense when necessary. Probably the best choice for the Cohort is the Human Sellsword (see below), but some other good choices are the Delver Sergeant (Night Below 5/60, Common, 15 pts, C1), Healer (Archfiends 9/60, Uncommon, 12 pts), Elf Stalker (Underdark 15/60, Uncommon, 15 pts), or Merchant Guard (Desert of Desolation 12/60, Common, 8 pts). Once the Champion Powers have been used, the General makes a decent late game Hitter. His attack bonus is high enough to be consistent, but damage output and hit points are low.
Millitia Archer (Desert of Desolation 7/60, Common, 14 pts, C2) The Militia Archer is a good choice for a low point cost secondary Champion. The Archer is most likely to appear in a warband which can utilize the second Champion Power to double another creature's ranged attack range. For only 14 points, the Archer also provides a C2 rating for Champion tests.
Ogre Mage (Angelfire 46/60, Rare, 44 pts, C2) The Ogre Mage is useful primarily for the Champion Power to make your creatures Invisible for the round. Most of the basic statistics are otherwise a little low (AC is 23, Def is 21, and hit points are only 60). The Flight 7 is good, but rarely useful unless you are running away, often coupled with the Mist Form to temporarily gain Insubstantial. Both the Cone of Cold for 25 damage and Immobilized and the Sleep for Helpless can be game turners, but you often have to expose the Mage to use them and they both only go off at +12 (against Ref and Will, respectively).
Pit Fiend (Blood War 42/60, Rare, 105 pts, C3) The Pit Fiend is a better fit in the Titan section and is detailed below.
Rakshasa Baron (Dungeons of Dread 22/60, Rare, 75 pts, C3) For over 1/3 of your points, the Baron has to bring a lot to the table, and in the right warband, does so. For statistics, the Baron has a high AC, as well as the magic 85 hit points. The Baron has a couple of consistent attacks. The melee attack is the weaker option, but the ranged attack can easily lock down an enemy creature by Staggering it every turn (the range 20 might as well be range sight, with the Baron's high speed). The most useful Power is the second Champion Power to recharge an ally's power. With the right allies, the Baron can keep them recharged multiple times. A perennial favorite to use is the Draegloth Favored One (see below). Don't forget the Desperate Displacement power. The late game Conceal 11 may provide you with a way to survive all the way through the battle. The Baron becomes even stronger in a 500 point environment where he doesn’t represent such a high percentage of your warband.
Red Wizard (Archfiends 37/60, Rare, 63 pts, C2) The Red Wizard is probably just under the level of the most competitive creatures, but it is one of my personal favorites, so I'm going to list it. The point cost is too high for the Defenses and the low 50 hit points, but the ability to use the Fireball in an Alpha strike is high, and you get 2 Fireballs, as well as a solid repeating area attack in the Scorching Burst. The Sudden Empower can lay down an extra 10 damage at the right time. The best reason to use the Red Wizard is the Champion Power to add +2, +10 on Arcane attacks. In a warband with multiple Arcane threats (say 2 or 3 Wand Experts, see below), this can have a surprisingly high damage output from an Arcane themed warband, just don't let the enemy Hitters get too close.
Snig Worg Rider (War Drums 40/60, Rare, 42 pts, C1) When playing a Goblin themed band, you have a few good choices for Champions, and frequently can fit more than a couple into the same warband. The Worg Rider is a solid Goblin Champion especially for use as a Hitter in the middle to late game. Use his lone Champion Power to boost your other Goblins, and then send him into melee. On his own, the Rider is just a bit under most other Hitters in this point range, but will have some synergies with other Goblin Champions. You can increase your activations by a couple with Strength in Numbers and use some low level Goblins as bodyguard Fodder with the Devoted Followers. It is worth noting that Snig can bring a few notable creatures from other factions into a warband using his Warband Building power with the Keyword of Goblin. A couple of the more useful creatures not already in the Civilization faction include the Irontooth (Legendary Evil 28/40, Rare, 32 pts, C2) and the Greater Barghest (Night Below 31/60, Uncommon, 35 pts).
War Devil (Dangerous Delves 37/40, Rare, 83 pts, C3) The War Devil is on the low end of points for a Titan, but is too costly to be a Hitter. The War Devil has a straight 28 for AC and all Defenses, and damage output consistent for what you might expect in this point range. Hit points are just a little low at 100, but the War Devil compensates with the ability to move creatures around on the battlefield both with Diabolic Tactics (which also allows the moved creatures to make attacks, and is rechargeable) and the second Champion Power to switch the War Devil with another Devil ally. These movement effects could also qualify the War Devil as a Tech creature. Depending on the tactical situation, if you win initiative, you can also boost all of your ally's attacks by +4 with the first Champion Power.
A few other Champions of note:
Battle Plate Marshal (Underdark 1/60, Rare, 43 pts, C3) The Battle Plate Marshal is primarily found in Dwarf based theme warbands. The Marshal is essentially a Hitter with some Champion Powers thrown in. A Champion rating of three gives you a couple of options: either the ability to move Dwarves in faster, or to increase the damage output of your warband against already activated creatures. On its own, the Marshal has a good damage output of 20 on both attack types. The stats are good for this many points, with the exception of the hit points which are only 65.
Champion of Baphomet (Dungeons of Dread 24/60, Rare, 66 pts, C3) Essentially, the Champion of Baphomet is a big damage dealer, with no defenses to speak of. The basic attack hits at +19 for 30 damage, and the second attack hits for 25 damage and can force the opponent to attack one of their own creatures. Both Champion Powers are useful either by rerolling a charge attack or by adding damage. With a Champion rating of 3, you will probably get to use up all of the powers. The 95 hit points may seem high, but with the relatively low AC and the fact that this creature will be a target when it hits the board, don't expect them to last long. Try to die within reach of an opponent to get the last attack off using Ferocity.
Rakshasa (Giants of Legend 38/72, Rare, 41 pts, C2) The Rakshasa is a good general purpose Champion with a variety of powers, especially if you know your metagame well enough that you can anticipate the Champions your opponent will be fielding. You can then use their own Champion Powers against them with the Rakshasa's first Champion Power. The Rakshasa's second power may not be as useful in a highly competitive warband as your points may be better spent on other creatures. Trying to add in a useful Arcane creature might be difficult (a good choice is the Wand Expert, below). The more useful of the Rakshasa's abilities are the Slide power in order to manipulate battlefield position, the Slapping Hand once your main Hitters are adjacent to an enemy threat, and the unlimited use Hold Ray to Immobilize key enemy creatures. The variety of options is offset by the relatively low stats block on the Rakshasa. Defenses are low and hit points are a fragile 55.
Sword of Hieroneous (Harbinger 12/80, Rare, 29 pts, C3) Mostly listed here as a relatively cheap Champion with some good defensive tech and initiative bonuses. Use the Extraordinary Initiative on a key round (along with the Champion 3, you have a very good chance of winning). With Good allies, you can keep them from being hit as easily with the +4 bonus to Defenses from the second Champion Power, or if you don't have as many Good allies provide some minor healing with the first Champion Power. The damage output from the Sword is highly situational, so while not a commonly found competitive creature, the Sword does see some niche use.
Urthok the Vicious (Dragoneye 39/60, Uncommon, 34 pts, C3) In a Goblin themed warband, Urthok is one of the better choices for a higher Champion rating, as well as being a solid Hitter on his own for the point cost. The most useful ability is the first Champion Power to give extra attacks. It is most useful with multiple similar Goblin allies that have high damage attacks (say, for example, Blues, see below). Urthok comes with his own ability to use Goblins as bodyguards in the Goblin Attendants. Don't forget to use the single use Hurling Charge to try to get a couple more damage in on an opponent.
Vampire Guildmaster (Savage Encounters 38/40, Rare, 56 pts, C2) It should be noted that this creature has been updated by the DDM guild. The current version of the Guildmaster is slightly less powerful than its first incarnation which could be used in the right warband to cripple an enemy warband before it left the start area. The current version is still a fun creature when it is used for the autodamage effect from the first Champion Power. The Victory Point manipulation of the Guildmaster is variable in use, at best. Damage output is low without the Sneak Attack, but is offset by the various healing abilities. Still a fun creature to run.
Warforged Battle Champion (Demonweb 45/60, Uncommon, 20 pts, C1) The Battle Champion is essentially a one-trick pony and relies on multiple charging Champions to stack charges off of each other. Fun if you can pull it off, but difficult to get set up in the right battlefield configurations to chain the multiple charges together.
(Titans are difficult to play in the current metagame. Of all of the different Factions, Civilization probably has the two best Titans in the Voracious Ice Devil and the Large Gold Dragon using the truest interpretation of what makes a Titan, as well as a few other creatures that are in the 100 point cost range which can serve as Titans with the right support.)
Archmage (Angelfire 14/60, Rare, 98 pts) The Archmage is a little fragile to use as a Titan especially for half your warband, but is fun if you can stay mobile enough to avoid enemy creatures. The Flight 8 and Conceal 6 will help. In order to be successful at all, you will have to use the Mordenkainen's Sword automatic damage pretty much every round along with the other attacks. The Archmage suffers from the drawback of most Titans in that it has good attacks and damage, but just not enough to justify the number of points devoted to using it. The 75 hit points on the Archmage is a real weakness. You will be unlikely to use the Banishment power in most games, so if you get the chance consider it fortunate. Obviously use the Acid Arrow against adjacent enemies and Magic Missile often, otherwise.
Efreeti Flamestrider (Against the Giants 6/60, Rare, 92 pts, C2) The Flamestrider saw some early use in the Revised Edition of the game, but has largely dropped out of the metagame. Typically, the Flamestrider was used along with other Fire-based creatures in order to get the benefits from the Fiery Teleport or the second Champion Power. The first Champion Power is most often used when an enemy creature gets lucky enough to hit the prohibitive 29 AC, in order to reduce the damage done. The Fiery Grasp is the biggest threat as you can both do ongoing damage, and lock down an enemy, with the addition threat of being able to pop in right next to the burning target and then attack it in melee. The speed of 8 and 95 hit points make the Flamestrider a powerful creature on the field, beyond the strong attacks and defenses. Some of the early warbands ran two Flamestriders and two Merchant Guards (see below) as the only creatures.
Elminster of Shadowdale (Underdark 16/60, Rare, 100 pts, C2) Much like the Archmage (see above), Elminster is a hard creature to run in the Titan role. Elminster uses up exactly half of your total warband, and in order to have any real effect at all, some, if not the majority, of the rest of your warband has to have the Arcane keyword. That doesn't leave you with very many points to field creatures able to screen or any other Hitters. While all of Elminster's numbers are good (28 AC, 29 Def, 95 hit points, high attack bonuses and at least 20 damage a hit), they just aren't good enough to be worth 100 points. Fun in an Arcane themed warband if you like the character, but just under truly competitive levels.
Large Gold Dragon (Night Below 10/60, Rare, 140 pts, C2) The Large Gold Dragon is actually one of the more viable Titans in any faction. If you lose the Large Gold, you have pretty much lost the game. The things which make this creature viable are the high Defenses (the AC is 30), extremely high hit points (at 150!), and the ability to damage multiple targets in the same turn (either with the Breath Weapon which does 40, 20 on a miss, or with the Double Attack). Strategically, it is often better to simply use the Double Attack than to use the Breath, depending on how many targets you have. You will want to throw one of your Fodder to your opponent so you get the +5 damage. The second Champion Power is risky, since it is highly likely that your opponent will be able to out-activate you. Some good choices for support creatures are the Cleric of Pelor (see above), Merchant Guard (see below), surprisingly the Animated Statue (Desert of Desolation 2/60, Common, 10 pts) if you want to try for the Victory Point option, and any cheap Fodder to give a few points to your opponent, preferably after scoring Victory Points.
Manshoon (Lords of Madness 28/60, Very Rare, 94 pts) I debated adding Manshoon to this list. For 94 points, he certainly fits into the range of viable creatures, but I'm not quite convinced that he would be competitive. Unfortunately, he has not made a significant impact on the metagame (more I think as a function of the stagnant metagame than his potential). Manshoon has a good AC at 28, and comparable Defenses. His hit points are high at 115 and unlike most creatures, he can heal himself once Bloodied for a variable amount of hit points determined only by the number of other living creatures around him using the Vampiric Regeneration. The Soul Leech is an automatic 20 damage area blast. If you have an alternate means of Dazing creatures, you get two high attack chances to Stun them as well using the Shadowbolt. You should get at least one chance to Stun with the Shadowbolt, even if you have to use it first to Daze a creature. Manshoon comes with two useful Keywords in Undead and Arcane which can both be used for synergies to augment attacks, depending on your support creatures. All of this and Blindsight and unlimited uses of Combat Teleport to get where you need to be. This is a creature waiting to be exploited in the right warband.
Nanamat, Ancient Lich (Dungeon Command, Curse of Undeath, 2/3, Fixed, 85 pts) Another untested creature in the current metagame, Nanamat enters with some very strong Powers. The single use of Cloudkill can effectively do 40 damage to creatures before they activate, and if they don’t save, even more. The ongoing damage from the Finger of Death will stack with it. The basic attack to make a creature Helpless is powerful, but has a low attack bonus at only 15. If Nanamat gets into trouble, you can always Teleport away and fire from range again.
Pit Fiend (Blood War 42/60, Rare, 105 pts, C3) The Pit Fiend is yet another creature on the border of being competitive for a Titan. The Pit Fiend has good statistics for similar point cost creatures and a hefty 120 hit points to back it up. The really fun use for the Pit Fiend is the first Champion Power which can use a low level Devil Fodder (or one already near death anyway) to do an automatic 15 damage to everything adjacent as the Pit Fiend blows it up. A lot of creatures will have resistance to Fire, but you will want to use the Aura of Fire against those that don't. Any extra damage you can get is a requirement for a successful Titan creature.
Sand Giant (War Drums 9/60, Rare, 79 pts) The Sand Giant functions as a lesser version of the Fomorian (Giants of Legend 69/72, Huge Uncommon, 119 pts) for less of a point cost and with a bit more battlefield tech. Desert Mark ensures creatures that he bases suffer if they try to ignore him, and his penetrating sight works well on Hellspike Prison and Temple of the Unseeing, two fairly popular maps. Not the greatest damage output, but phenomenal defenses and a great attack bonus ensure he’ll stick around and get in a lot of hits.
Voracious Ice Devil (Against the Giants 2/60, Rare, 149 pts) The Ice Devil is probably one of the best choices for a Titan across all factions, except for the Large Gold Dragon (Night Below 10/60, Rare, 140 pts, C2) (see above). The Ice Devil has a near automatic hit at plus 27 for 30 and Slowed. The thing that makes the Ice Devil work well as a Titan is the ability to damage more than one enemy creature in a round. The Ice Devil has one use each of Cone of Cold and Ice Storm. The Speed is 8 so you should be able to get the Devil into position quickly. The AC is outstanding at 33 and can easily be augmented using Tech like the Fist of Moradin (see below) or Fodder creatures like the Skeletal Legionnaire (see below). Don’t forget that the Ice Devil has a Reach 3 on a large base, so you can attack a wide number of spaces around it.
(Along with Borderlands, Civilization has some of the best Hitters and other than Borderlands has one of the highest number of very competitive creatures in this category. Many of these also appear in the faction for Borderlands. There are a number of good choices for creatures in this category.)
Arcadian Avenger (Night Below 1/60, Uncommon, 31 pts) The Arcadian is a sometimes overlooked creature that is very capable in the low 30 point range. The two biggest threats from the Arcadian are the ability to make two attacks in a turn and the Elude Chance to get automatic hits against an AC of 24 or less (maybe higher, depending on modifiers). The attack damage on first glance looks a little low at only 15, but look again at Wrath. Once you lose an ally, the damage becomes a respectable 20. It is easily possible for the Arcadian to deal out an automatic 40 damage to a flanked creature with an AC as high as 26. The Arcadian's own AC is high for only 31 points, but Defenses are a little low. 60 hit points for around 30 points is about what you would expect.
Chain Devil (Angelfire 36/60, Dangerous Delves11/40, Rare, 45 pts) The Chain Devil barely makes the cut for a competitive creature in Civilization mainly for the ability to attack with a Reach of 4 and Immobilize the target. For 45 points, the hit points of 75 are just under the standard Hitter number of 80, and the Defenses and Attack bonuses are likewise just a point or so below the Chain Devil's counterparts. You should get one "free" attack off with the single use of the Dance of Chains, and the Quick Step 2 is useful as long as you can keep immobilizing the targets.
Champion of Dol Dorn (Night Below 3/60, Uncommon, 42 pts) The Dol Dorn is a solid choice for a melee Hitter in this point range. The Dol Dorn has good damage output, which can be bumped with the Feat of Strength, and the damage goes even higher if you happen to face Evil creatures. The AC and Defenses are slightly above average for this point range. The Dol Dorn fits into Dwarf themed warbands easily, and will have good synergies with many of the Dwarf Champions available. The Defender ability will rarely be used, if ever, against a competitive opponent.
Dragonborn Defender (Against the Giants 15/40, Rare, 31 pts) The Dragonborn Defender is an overlooked creature which is actually quite good in this point range. If you have a few extra points to spare, though, most players will probably choose to upgrade to a Hitter in the 40 point cost range. The Defender brings a good AC, attacks and damage output. The one-use breath weapon can hit multiple creatures with the line 10, and you can effectively get a few extra hit points out of the Defender with the Unbreakable ability. If you can use it twice, the Defender has the equivalent of 90 hit points on a 31 point cost creature.
Drow Enforcer (Night Below 51/60, Uncommon, 16 pts) The Enforcer is a better fit in the Underdark faction where there are more Drow synergies, but is such a strong creature for the points that it is likely to appear occasionally in Civilization warbands. The Enforcer has a base 20 damage output, only made better by the ability to hit enemy creatures in melee, on your opponent’s turn, with Riposte. For the point investment, the Enforcer is a very strong stand-alone creature even without the synergies.
Exarch of Tyranny (Night Below 30/60, Rare, 54 pts) Although the Exarch is also in the Wild faction, it rarely sees play there given the other options for synergies in Wild. In Civilization, however, the Exarch stands out. He is a bit expensive for 54 points, but is well worth it. The Exarch is a raw melee Hitter once you have him adjacent to enemy creatures (and you should try to base as many enemy creatures as possible in order to maximize your damage output, for example by using the Warhorse, see below). His AC and base attack and damage are very good, but the real potential of the Exarch is the Bladestorm power which allows the Exarch to get extra attacks when an enemy simply activates. With the +20 to hit, it is practically equivalent to an ongoing 20 damage with no chance of a saving throw. Don't forget the Revel in Brutality, it may just keep the Exarch alive long enough to dish out even more damage.
Githzerai Monk (Underdark 4/60, Uncommon, 34 pts) The Githzerai Monk has one special power that makes him highly competitive, especially when played in multiples (and usually with a damage boost, for example from the Dwarf Battlemaster, see above). That power is the automatic critical hit using the Unavoidable Strike. It will usually connect with a base damage of 30, and is then typically boosted to 40. With a Speed of 8 and Defensive Mobility to provide a situational AC of 31, you can easily bypass front-line creatures in order to assassinate support creatures behind the front lines, or lay down damage where you need it to be. After using the Strike, the high AC 26 should keep the Monk alive long enough to hit a few more times. Use up the Pressure Point Strikes to get the Daze off as quickly as possible.
Human Fighter Lord (Feymire 8/15, Fixed, 61 pts) Note that this creature has been modified by the DDM Guild since it first appeared. I should have had the Fighter Lord in the Borderlands ToolKit, but overlooked it there. This is a very powerful creature, even after the edit. For 61 points, you get a massive 31 AC, a +20 attack for 25 damage in melee, and a +18 ranged attack for 20 (or 10 and Slowed), which is rechargeable and ignores Invisible. As if that weren't enough, the Fighter Lord also has a single round of Multiactivation, Resist 5 Fire, and can critical on natural 19 or 20. Oh, and he has that special 85 hit points, which usually keeps him around one more round versus the typical Hitter damage of 20. Worth every point.
Human Sellsword (Starter Set 3/5, Fixed, 14 pts) Some would argue that the Human Sellsword is the most powerful Hitter in the game, especially for the points. The Sellsword is an exceptional fit in the Civilization faction given the Champions that can boost his attacks there, but he is a powerful enough creature on his own. The 20 and possibly 30 (with Killing Blow) damage output is phenomenal on a 14 point creature. His damage output is even better in a warband that can boost his attack to hits, for example with the Mercenary General (above). The Sellsword has pretty low AC and Def, but has a slightly above average hit points (at 50), so he can usually survive long enough to get some good damage attacks off. For so few points, many warbands will run the Sellsword in multiples.
Justice Archon (Angelfire 5/60, Uncommon, 32 pts) Another good low 30 point creature, the Justice Archon has one primary use against any warband that has a Hitter doing the typical 20 (or more) damage. The Sword of Justice allows the Archon to deal the target's own damage to itself. It is a wasted attack on most targets which only have a 15 damage output since the Archon can do that itself, unless there is some Effect added on to the attack. Unless you are running two or more Justice Archons, the Angelic Retribution may not see much use as there really aren't that many competitive Angels, and if you are running multiples, it cuts into the effectiveness of the Sword of Justice Attack if the base damage from the Archon is already 20. The other stats are about what you would expect for 32 points.
Kolyarut (Blood War 9/60, Rare, 45 pts) The Kolyarut is often overshadowed by some of the other competitive creatures in Civilization, but is a formidable creature on its own. In the mid-40's for points, you get the appropriate Defenses and slightly high AC and a +19 to hit, but only 15 damage. Curiously, the Kolyarut only has 70 hit points instead of the usual 80 for a Hitter in this range. The damage output and lower hit points though are compensated for by the ability to heal 10 hit points on every basic melee attack and the Kolyarut also has a few extra attack options. The first is the ranged Enervation Ray which only does 5 damage, but Weakens. Use this as often as you can before engaging, but importantly on the main enemy Hitters the round before melee starts. The second alternative is the single use of Mark of Justice which will Immobilize the target, but more importantly, give the rest of your warband +2 attack and +5 damage against that creature for the rest of the battle. There are very few boost effects that last the entire battle and this is one of them (well- it will last until you destroy that creature, at least). In all, the Kolyarut is a very playable creature, and will often end the battle at near full hit points, given its healing powers. Finally, you get a modest +5 damage versus Borderlands creatures.
Legion Devil Legionnaire (Savage Encounters 24/40, Common, 18 pts) The Legionnaire is arguable as a competitive creature on its own, but is included here primarily as a good low-point Hitter which has Keyword synergies with Dispater, Iron Duke of Hell (see above). The Legionnaire has an exceptionally high AC of 24 on a creature worth only 18 points. Expect to see the Legionnaire show up in Dispater warbands, even though the Legion Devil doesn't have any immunity to Fire damage.
Mighty Blademaster (Against the Giants 23/60, Rare, 54 pts) Good in either the Civilization or Borderlands factions, the Blademaster is another stereotypical Hitter. The biggest draw for the Blademaster is the possibility of getting 2 attacks using the Sweeping Blow. On any attack, the Blademaster does a solid 30 damage and has a high to hit bonus of +18 (or +16 for the 2 attacks) in order to make the hit. While there might be a few cheaper Hitters in the low 40 point range from which to choose, the higher point cost Blademaster has 90 Hit Points and a higher, consistent damage output. The Blademaster is a good Hitter, all around, and makes a slightly better choice for a secondary Hitter in 500 point games as well.
Oni (Dungeons of Dread 11/60, Rare, 38 pts) While the Oni has not seen much play recently, it is still a very good creature. For 38 points, you get a 20 damage output per melee hit, with the option to use either the Blast or Line attack for similar damage. The Oni has low defenses, and below average hit points for a Hitter in this point range, but those drawbacks are offset by the Gaseous Form ability. As an additional bonus, the Oni has Sneak Attack +10, so the damage output is usually 30 per attack.
Oni Night Haunter (Lords of Madness 35/60, Uncommon, 26 pts) A weaker version of his higher point Oni cousin, the Night Haunter is just about half the package of the first Oni for fewer points. The Night Haunter is another low defense, relatively high damage Hitter that almost works like a Tech creature. The Haunter has a single use each of Invisibility and Insubstantial, both at minor action speed. The Night Haunter is most powerful versus Dazed creatures, healing itself 25 hit points on an attack against them, but only has one way to Daze opponent creatures on its own with the single use Hypnotic Breath. The basic attack with the Morning Star is about average at +15 for 15 damage (at Reach 2).
Psychic Sentinel (Legendary Evil 30/40, Rare, 51 pts) The Sentinel costs a few more points than most Hitters, but brings some unique skills to the combat. The AC is good at 27 and the Defenses are a little low for over 50 points, as are the hit points at only 75. The Speed 7 is useful with the Large base. Where the Sentinel does best though is in attacks. The Sentinel can usually get off two attacks a turn, either at a range of 10 if not Bloodied and then engage in melee with two attacks as well for 20 each. The best use for the Sentinel is to move two spaces away from an enemy creature without a ranged attack and lock it down with the Mind Lock. Using 2 Sentinels, it is possible to lock down an enemy creature permanently if it can't attack both Sentinels in the same turn. In a Psionic themed warband, you can use the Inspired Lieutenant (see above) for the Champion boost to both attacks and damage.
Skullcleave Warrior (Against the Giants 24/60, Rare, 39 pts) The Skullcleave Warrior is one of the best choices for a Hitter in either the Borderlands or Civilization factions. The Skullcleave has attacks and defenses against which all of the other approximately 40 point Hitters are compared. All of the stats are what you would expect for a competitive creature in this cost range. The biggest threat the Skullcleave comes with, though, is the automatic critical using the Unavoidable Strike for 40 damage. Even after using it, the Skullcleave hits well at plus 17 and hard for 20 damage per hit. Most competitive players will position to avoid the Great Cleave attack, which can add on an automatic 15 to a badly placed enemy creature. If you get lucky, you might even be able to make an extra attack here or there with the Skullcleaver. If you are looking for a main Hitter or two in this point range, the Skullcleave Warrior is almost an auto-include in most warbands.
Thrall of Blackrazor (Unhallowed 57/60, Rare, 43 pts) The Thrall is always a threat when it is on the table. So much so that many of your opponents will try to avoid it until it is the last figure (as it builds up Hit points by taking out creatures, and in order to avoid the A New Thrall power). The Thrall brings everything a melee beater is supposed to have: a +18 to hit for 20 damage, high speed, decent hit points (which can be further increased with Devour the Soul), extra attacks with an easily recharged Haste. The only weakness on this creature is the low AC/Defenses for the 43 points, but with the other powers, they don't seem to matter. The Thrall is incredibly versatile. You can use the Thrall as a straight melee beater, or as an early Alpha striker, or as a hunter of enemy fodder/tech.
A few other creatures of note:
Githyanki Warrior (Dangerous Delves 18/40, Rare, 49 pts) An all around solid HItter, if just a few points more than some of the more commonly used creatures in Civilization. The AC is very good at 28 and the hit points are at the 85 mark. The attack is good at a +19 for 20 damage. You can use a single Telekinetic leap to avoid some obstacles or opportunity attacks. It is nice to have the Telekinetic Thrust as a minor action (and against Fortitude) to Immobilize a target and then get a little extra damage.
Maug (Blood War 26/60, Rare, 41 pts) An old-school Hitter, the Maug is a basic melee unit with high damage attacks. The bonuses to hit are just a hair low for the points, but you get more damage on the output end. Slightly below average AC at 24 and even lower Defenses. Not a commonly used creature, but the Maug still makes the occasional appearance.
Sacred Watcher (War Drums 8/60, Uncommon, 18 pts) The Watcher is good for only 18 points, especially in a metagame with a lot of Evil Undead. The +10 attack may seem a little low, until you notice that it is versus Reflex instead of AC. The damage output is at 15 radiant, which will be useful against those Undead. The better powers are the Phasing and the Insubstantial, which dramatically increase the movement options on the already decent Flight 6, and cut the damage taken by the Watcher.
(Civilization has a solid set of Artillery pieces, most of which will be used as support for the primary Hitters and Champions in the warband.)
Blue (Giants of Legend 29/72, Common, 5 pts) In the Civilization faction, the Blue is a solid choice for a low cost Artillery piece. It is one of the most efficiently costed creatures in the game. The Blue is an incredibly solid creature in Underdark as fodder, but over-the-top exceptional in a Civilization, Goblin themed warband (as artillery) when used with boosts to Goblin attacks and damage. The Psionic Ablation just gives it more hit points in most circumstances (which it will need, because it has some of the lowest Defenses in the game).
Cormyrean War Wizard (Unhallowed 3/60, Uncommon, 29 pts) The War Wizard is frequently bypassed for the Wand Expert (see below), but in a tight management of points comes in a little cheaper than the Expert. You might want to consider the War Wizard in conjunction with the Expert to leave a couple more points open for Fodder, and to take advantage of the Phalanx Casting. While the War Wizard doesn't get two attacks in the turn, it does have a little more versatility and three different kinds of energy attacks across three different attack formats to provide options.
Draegloth Favored One (Demonweb 19/60, Rare, 41 pts) The Favored One was one of the more commonly used ranged attackers early on in the Version 2 rewrite. The Favored One has a good area attack that does high damage and as well as an effect, and the Favored One has a very high to hit for its melee attack (although only 15 damage). Use the Burning Sting at every opportunity. With only 65 hit points, you won't get to use it if you wait.
Drow Assassin (Demonweb 20/60, Common, 7 pts) The Assassin fits better as a ranged attacker when it uses Hide than as a Fodder piece. The Assassin is a staple low cost ranged unit that can deal out a lot of damage before it gets based by a larger Hitter or it gets caught in a blast. Be cautious using the Assassin because of the low hit points. While the Assassin is a better fit in the Underdark faction, for the points, it can easily be dropped in to a Civilization warband. The only comparable ranged unit with similar abilities is the Kenku Sneak (Deathknell 56/60, Common, 6 pts) in Borderlands/Wild.
Githzerai Mindmage (Legendary Evil 22/40, Rare, 43 pts) A questionable competitive creature, the Mindmage has three attacks at range 10 for 15 damage each from a selection of energy types. The attacks have to be against different targets and you have to position the Mindmage near the fight, but with some screeners he can deal pretty good damage. If an enemy creature does close, the Mindmage has a melee attack which rivals the Hitters in this point range at +18 for 20 damage. You will want to avoid that though, since the Mindmage only has 55 hit points and AC and Defenses are in the low 20’s. It is hard to hide from the Mindmage since the Accurate Mind ignores both cover and conceal.
Nebin, Gnome Illusionist (Harbinger 28/80, Uncommon, 18 pts) While not played much in 200 point games, Nebin becomes progressively stronger in lower point formats (100 or 50). For only 18 points, you get an incredibly consistent ranged damage output using the Wand of Accuracy (and the only time you wouldn't is when you couldn't, if Nebin were Dazed, for example). When combined with a Champion like the Red Wizard (see above), Nebin becomes a real threat. When enemy creatures do eventually close on Nebin, you get two uses of Mirror Image, and a Blast effect that can Stun.
Raistlin Majere (Night Below 14/60, Rare, 26 pts) Raistlin is very Techy in his use, but the end result is ranged damage. For the Devoted Companion options n Civilization, I personally like to use either Mialee, Elf Wizard (Archfiends 10/60, Uncommon, 6 pts), Ialdobode, Human Psion (Archfiends 19/60, Uncommon, 5 pts), or Aramil, Adventurer (Giants of Legend 9/72 Players Handbook Heroes I 9/18, Uncommon, 13 pts). All three are cheap bodyguards who have ranged attacks of their own to complement Raistlin.
Red Hand War Sorcerer (Blood War 43, Uncommon, 34 pts) The Red Hand will typically show up in a Goblin themed warband. He is one of the few Goblins with a cost effective set of ranged attacks. The Red Hand comes with a pair of Lightning Bolts and a pair of Ice Blasts, both of which can be used right over the top of your allies with the Precise Casting. Keep him near the back, since he is pretty fragile in melee.
Soulknife Infiltrator (Blood War 44/60, Uncommon, 24 pts) The Infiltrator is an often overlooked creature, but it is capable of a couple of very high damage ranged shots in the right circumstances. Within range 10, and from Hide, the Infiltrator can do 30 damage, twice, at a respectable +16 to hit. The damage can go even higher in a Psionic themed warband with the Inspired Lieutenant (see above). That is impressive damage from only a 24 point creature.
Tomebound Arcanist (Against the Giants 47/60, Rare, 63 pts) The Arcanist has a powerful radius 2 attack. The Arcanist is capable of locking down anything in the area effect for a turn the Confusion attack is reusable, within sight, and at a high attack bonus. If your opponent sets up badly or does not watch their positioning, the Arcanist can effectively lock down an entire warband. Even if an opponent gets a creature into melee, the Arcanist has a very respectable 25 AC (but the hit points you would expect for an Arcane).
Wand Expert (Angelfire 27, Uncommon, 33 pts) The Wand Expert is the stereotypical Artillery creature. The Expert gets two high attack bonus ranged shots at sight for 15 damage each, with a choice of energy types (Fire or Acid). The Expert can also get itself (or an adjacent ally) out of a tight spot with the Feywild Defense, and it can recharge. Expect to find the Wand Expert in competitive Civilization warbands.
Yuan-ti Halfblood Sorcerer (War of the Dragon Queen 60/60, Uncommon, 51 pts) High AC, good Defenses, Hide, and two awesome line attacks (potentially 25 damage and Daze) make this creature very playable and it has shown up in some highly competitive warbands (frequently in pairs). The Halfblood is probably better when used as an Artillary creature, but once the line attacks are used can easily fall into the role of a melee Hitter. The only downside for the Halfblood is that most of his damage is poison, and many creatures will have immunity. Nonetheless, a reliable 20 damage attack in most cases coupled with his other abilities make him awesome enough to use competitively, if not the top tier creature in a Yuan-Ti themed warband.
A few other creatures of note:
Goblin Sharpshooter (Dangerous Delves 22/40, Common, 20 pts) The Sharpshooter is not really a competitive creature, but is of note for the (relatively) low cost way to bring a ranged attack into a Goblin themed warband. The Blue or the Red Hand War Sorcerer (see above) are typically better choices (and the Blue is for ¼ the points).
(Civilization has a number of good Tech options, especially when combined with the various Champions above in order to augment the primary Hitters or Titans in a warband. A number of these creatures will also appear in the Borderlands faction.)
Aramil, Adventurer (Giants of Legend 9/72, Uncommon, Player’s Handbook Heroes I 9/18, Fixed, 13 pts) Insubstantial isn’t uncommon enough that the inclusion of this guy as a cheap blaster is worth considering. His Magic Missile attack is decent enough for his point cost, and Ray of Enfeeblement can be a lifesaver against low Def creatures. The Circle of Forbiddance is the reason to use Aramil. The timing can sometimes be a little tricky, but enemy creatures have to take 15 autodamage or that enemy has to go around him or wait until the next turn. Very useful for 13 points.
Celestial Pegasus (Angelfire 15/60, Rare, 32 pts) Not a bad fit for a number of Eladrin or Elf builds. Decent defenses for its cost, a reliable attack, and Resist 5 All gives it effectively 70+ hp and makes it immune to a number of creature’s abilities. Giving a slow Elf or Eladrin a mobility boost is nice (although most don’t need it), and Smite Evil, as with the Arcadian Hippogriff, is often useful against a number of competitive creatures, though will be unused some matches. Overall, the Pegasus is a decent creature.
Dragonmark Heir of Deneith (Blood War 25/60, Uncommon, 34 pts) The Dragonmark is a slightly expensive kit of useful defensive abilities. You can get a selected Resist 10 versus any Energy type for one of your creatures and the continuous Bodyguard ability. After that, the Dragonmark is an average Hitter (better if you can use the Sneak Attack 10) with a decent AC of 25.
Dwarf Artificer (Deathknell 3/60, Uncommon, 21 pts) The Artificer is a nice addition to a warband when you want just a little bit of augmentation on a key Hitter and when you want a little more AC for your warband. Once you have used both the Greater Magic Weapon and the Legion's Shield abilities, the Artificer can be used as a speedbump or as a high point cost Victory Point grabber in later rounds. If you get lucky, you might even face a Construct against which you could use Disassemble.
Earth Shujenja (Underdark 3/60, Uncommon, 17 pts) The Shujenja can be a very useful creature. It is a decent secondary hitter for the point cost with the further benefit of possessing the ability to boost one of your creature’s melee damage output for a turn. You also get a one shot 15 point heal and a decent short range attack. The Shujenja is a highly effective creature that is ultimately cheap enough to fit into a number of bands.
Fist of Moradin (Against the Giants 20/60, Uncommon, 12 pts) The primary reason to play the Fist is for the Aura of Protection which provides a +1 AC and Defenses to any allies within 5 squares. While pretty fragile himself, the aura at 5 squares means you can keep the Fist comfortably behind your front lines. If he should get into trouble, the Smite Unbeliever attack can do 20 damage, if you are lucky enough to hit with the low attack bonus. The Fist works very well in Dwarf themed bands (who will have pretty good defenses already) and as one more defensive augmentation to a Titan build.
Gnome Trickster (Blood War 17/60, Uncommon, 27 pts) The Trickster is the stereotypical Tech creature. The Trickster has a variety of useful abilities that can come into play from the Bag of Tricks, depending on the necessity of the moment or on the needed synergy. The Trickster starts off Invisible and is likely to stay that way as long as he doesn't make any attacks. Moving around Invisibly and helping allies with Invisibility, extra movement (note that the Slide can target either allied or enemy creatures) or extra attacks (Snake's Swiftness) makes the Trickster a Swiss Army Knife of useful abilities. If he survives long enough to use up all of the Tech, the Trickster still has his own Sneak Attack to put that final 20 damage on an enemy figure in the late game.
Halfling Paladin (Dungeons of Dread 4/60, Uncommon, 21 pts) The Halfling Paladin saw some use early in the conversion to the Revised edition, but has dropped off the metagame in recent years. He still brings a highly useful ability to prevent Charges against everything within 5 squares around him with the Charge Protection. On his own, the Halfling Paladin is a capable Hitter for 21 points, and even gets to reroll one attack.
Harpy (Dragoneye 53/60, Uncommon, 15 pts, Dangerous Delves 24/40, Rare, 20 pts) No matter which version of the Harpy is used, this is an extremely dangerous creature. Neither blaster nor beater, the Harpy is another battlefield control piece capable of wrecking bands that rely on a Swarm approach to their build. Range 10 burst is pretty ridiculous as far as range goes, just be sure to protect her because of low hit points and defenses.
Healer (Archfiends 9/60, Uncommon, 12 pts) The Healer is a cheap source for unlimited healing and a one shot, mass status removal effect for 12 points. The Healer is quite playable, if not downright useful.
Ialdabode, Human Psion (Archfiends 19/60, Uncommon, 5 pts) Ialdabode can be used as an effective, low cost Artillery, but is in this section because of the Psionic Ablation, which in this case not only affects Iadabode, but can be used to reduce damage to any adjacent ally.
Infernal Armor (Demonweb 6/60, Common, 7 pts) The Infernal Armor is low enough in points that a number of players will treat it as a Fodder piece, but given the abilities, the Armor is a better fit here in the Tech category. If you are playing the Armor as just another Fodder creature, you are missing some strategically useful abilities. Early on, you will have to make the choice between using the Armor as a quick first striking unit or Victory point grabber with the Opening Move extra speed or using the Armor to get the extra healing from the Sacrificial Lamb. Since the healing only affects adjacent allies, if you rush out at speed 9, the Armor will typically die without being able to heal anything. Running multiple Armors or other fast creatures can offset this a little bit. The secondary attack of Gambit is risky, but can produce some very good damage. The risk of the Opportunity Attack can be lessoned a little if you can get a wounded ally next to the about-to-die Armor. The Infernal Armor is also a very good addition to a Dispater (see above) warband.
Iron Defender (Dungeons of Dread 36/60, Common, 8 pts) Most people are likely to play the Merchant Guard (see below) for this point cost, but sometimes the higher speed and slightly better Defenses on the Iron Defender will make it a worthwhile choice. Also, the Iron Defender is a Construct, so it will have some synergies there.
Kalastar Bodyguard (Night Below 9/60, Uncommon, Players Handbook Heroes II 4/18, Fixed, 35 pts) The Kalastar can function as a decent secondary Hitter, but is in this category primarily for the Bodyguard power. Unlike the more ubiquitous (and cheaper) Merchant Guard (see below), the Kalastar can actually take more than a few hits and keep on fighting. The AC 25 will prevent some hits from actually landing. If the Kalastar stands still, she becomes a solid Hitter on her own with a 25 damage attack.
Merchant Guard (Desert of Desolation 12/60, Common, 8 pts) The Merchant Guard is one of the most useful creatures in the game for its point cost. The Bodyguard ability to protect another creature is incredibly powerful, especially in a metagame where you anticipate an Alpha strike against you. It is not uncommon to find the Merchant Guard played in multiples. Most of the time, the Guard will only be able to get one use of the Bodyguard ability, but that one use is usually more than sufficient to pay for his point cost.
Mialee, Elf Wizard (Archfiends 10/60, Uncommon, 6 pts) Mialee could easily be placed in either the low point cost Artillery category or in the Fodder category. I placed here mainly for the Tech ability to put a single use automatic damage onto an enemy creature. Mialee is incredibly effective when coupled with the Red Wizard (see above) in which case she can do an automatic 20 damage.
Prisoner (Night Below 40/60, Common, 5 pts) While the Prisoner has no offensive attacks, the possibility of getting extra Victory points makes him an appealing choice. The Prisoner does require some careful tactical strategies given the Chained liability which not only could give your opponent the Victory Points, but which also occupies another one of your own creatures. The Prisoner's utility goes up when playing a less than 200 point game.
Rikka, Angelic Avenger (Underdark 21/60, Rare, 31 pts) Rikka could be used in the Borderlands faction, but has slightly better synergies in Civilization, enough to just put her over the mark into the competitive environment. She can be used as a Hitter, but given her late appearance and movement, she works better as an expensive Tech creature. You could pair her with other Angels (like the Justice Archon, above), or use her as an expensive, though durable Victory point grabber, or as a surgical strike unit to take out key enemy creatures. Rikka has an excellent move with a Speed of 8 and Flying, and she starts off map until you use the Waylay ability to bring her into a Victory area. She hits hard for 20 damage (25 if she is not Bloodied), but not very accurately at only a +12. She has a low set of AC and Defenses, but good hit points at 75 and can heal herself (or an ally) twice.
Runecarved Eidolon (Dungeons of Dread 49/60, Rare, 52 pts) While the Eidolon is a very expensive creature to play, the ability to consistently and repeatedly boost your entire warband will frequently make him worth the points. The Eidolon best compliments bands with Swarm- like builds in order to best take advantage of its blanket damage buff. On its own, the creature is something of a glass cannon, with a high damage output, but low Hit Points. Still, an unlimited use damage buff cannot be underestimated, especially with the right build. The Eidolon is more efficient for the point cost in 500 point play.
Shadowdancer (Blood War 22/60, Uncommon, 28 pts) The Shadowdancer is primarily used as a threat to the support creatures on the back line of your opponent’s warband. The high Speed, Hide, and 2 uses of Shadowjump allow her to get to precise positions, as needed, on the battlefield. The Sneak Attack 10 helps to deal out higher damage when she gets where she’s going. The Defensive Roll will keep her alive for an extra turn or so. The Shadowdancer requires some better tactical maneuvering than most creatures in order to be played well.
Shadow Flayer (Demonweb 21/60, Rare, 40 pts) In a Civilization warband, the Flayer is better considered as a Tech creature, given the other, better options for Hitters. In the Tech category, the Flayer has the ability to deal out high damage to select targets, using its Invisibility and Sneak Attack damage, coupled with its high speed in order to maneuver to optimum battle positions. It has the Mind Blast attack to Stun as well, of course. It has a huge weakness in its low hit points, though, and without the Invisible, it can be easily taken out. For 40 points, it has to be played very well in order to be useful.
Spectral Magelord (Dungeons of Dread 46/60, Rare, 26 pts) The Magelord is in the Tech category because of the Wandering Monster ability. If the Magelord doesn’t randomly end up on one of your own Victory Areas, it has Phasing to get it quickly to where it needs to be. While the Magelord is a little expensive for a Point grabber, the Insubstantial, Phasing and decent ranged and area attacks will keep it alive long enough to do other things besides just sit in a Victory Area. Personally, I like the Magelord, even though it probably only just borders on being truly competitive.
Standardbearer (Giants of Legend 3/72, Uncommon, 10 pts) The Standardbearer is an inexpensive way to prevent the use of enemy Champion Powers, provided you can get close enough and stay alive long enough to use the ability. With only 25 hit points, that won’t be for long.
Warforged Bodyguard (War Drums, 11/60, Uncommon, 32 pts) Yet another option for bringing in the Bodyguard ability, the Warforged can take more punishment than the Merchant Guard (see above). Like the Kalastar (also above), the Warforged has a higher AC in order to withstand attacks and can rarely make use of the Reinforced to prevent a critical hit. The Warforged Bodyguard is also a Construct and will have a few synergies based on that Keyword.
Warforged Scout (War Drums 13/60, Uncommon, 8 pts) The Warforged Scout is a very good choice for a warband when you want to try to get early Victory Points. It has the Scout ability, as well as the Hide ability, so it can start in a Victory area, and is hard to target once it is there. The Warforged Scout has the Keyword Construct, so there are also some synergies with Construct boosting powers.
War Weaver (War of the Dragon Queen 9/60, Rare, 33 pts) The War Weaver has a few decent attack options, but is best known for the added movement potential it can bring to a warband. Both the Disrupt Tapestry attack and the single use Tapestry Shift can effectively manipulate the positions of creatures on the battle field. The War Weaver is almost always used for exclusively these powers, particularly at the start of the game in order to get creatures across the field or to avoid alpha strikes into the start area.
Warhorse (Desert of Desolation 13/60, Uncommon, 16 pts) The Warhorse is included here because it can increase the speed and the number of attack squares possible for a Medium Human or Elf Creature. The other big benefit is that the Warhorse gives the rider an extra attack and damage when the Warhorse charges. For only 16 points, the Warhorse is frequently used in conjunction with one of the many possible Hitters, above.
A few other creatures of note:
Animated Statue (Desert of Desolation 2/60, Common, 10 pts) The Animated Statue gets a nod in this category for the ability to start on any Statue square (provided the battle map has one). This can get the Animated Statue into position pretty quickly, in spite of its slow Speed of 4. The AC and Defenses are ok for only 10 points.
Witchknife (War of the Dragon Queen 41/60, Common, 33 pts) It should be noted that this creature has been updated by the DDM guild. The newer version of the Witchknife is still pretty good for the points. The power to Stun a lot of creatures (in range of 4) with an ongoing damage effect is easily capable of turning a battle.
(Civilization probably has the widest selection of Fodder creatures available, compared to the other factions, but of these there are really only a few that are played consistently. In order to be a little more comprehensive, most are listed. While most of these are in the low single digits, a few might be slightly higher in cost.)
Aasimar Fighter (War of the Dragon Queen 1/60, Common, 4 pts) Sometimes overlooked for faster Fodder, the Aasimar is useful as an indirect way to increase the AC of another creature in your warband. The Combat Challenge ultimately functions much like the Skeletal Legionnaire (War Drums 39/60, Common, 4 pts), except you position next to an enemy creature rather than your own.
Arcanix Guard (War Drums 2/60, Common, 9 pts) The Arcanix Guard is a little expensive for Fodder, especially when compared against the Merchant Guard (see above). The question becomes: do you want to Bodyguard an attack or get a +13 (versus either AC or Fort) for 20 damage when guarding an Arcane creature? The Arcanix has a slightly better AC and better hit points than the Merchant Guard.
Bat Familiar (Unhallowed 30/60, Uncommon, 6 pts) The Bat could easily have been in the Tech section, given the primary reason to use it is for the Bolster Arcane, but with the short range of 5, you really can't use it to blast enemy creatures at a safer distance. With only 5 hit points, the Bat is an easy 5 points for your opponent, although the Conceal 6 might help.
Changeling Rogue (Unhallowed 14/60, Common, 8 pts) The Changeling is a decent option for Fodder, and is the cheapest creature in the game to both start Invisibly and stay that way until you decide to make an attack. Good for acquiring Victory Points or for trying to get that little bit of extra damage form the Sneak Attack.
City Guard (Giants of Legend 23/72, Common, 3 pts) Standard 3 point filler piece. He can start off the map, and unless you meet the right criteria, may never even see play. Unless you just want to "hide" those 3 points from your opponent, start him in the Start Area like any other creature.
Deep Legionnaire (Night Below 4/60, Common, 7 pts) An interesting choice for Fodder, mainly because of the Stone Step. On most maps, the Deep Legionnaire can actually get to a Victory area in one turn (a total of a 14 move), when you can bypass some of the terrain obstacles. Another use is to get a quick Flanking creature without having to move past the opponent's creatures. The attack at +10 for 10 damage isn't bad on a Fodder creature, and the Deep Legionnaire is one of the few cheap creatures with Conceal 6. Don't forget the Phalanx Fighting to give an ally an AC boost.
Elf Archer (Harbinger 21/80, Dungeons of Dread 6/60, Common, 5 pts) One of the low cost ranged attackers, the Archer could have been in Artillery, but just doesn't quite deal that much damage. Still good for 5 points, though. Make sure to keep him moving.
Farmer (Desert of Desolation 11/60, Common, 3 pts) The Farmer is a standard 3 point filler. The Farmer has basic stats which are about average for the low points. With an extra point available, most players will upgrade to the Goblin Runner (see below). The small advantage of playing the Farmer is the Human Keyword, if you need it.
Goblin Runner (Against the Giants 21/60, Common, 4 pts) The go-to choice for Fodder. The Runner could even be placed in the Tech category based on the ability to get to pretty much any Victory Area any time you want with the Burst of Speed ability.
Goblin Skirmisher (Dragoneye 31/60, Common, 3 pts) Another decent choice for a 3 point creature. The reason to play the Skirmisher is the Tends to Wander ability, which will avoid an Alpha strike and get him closer to a Victory area from the start. Goblin Tactics is worthless on a 12 AC creature.
Halfling Sneak (Underdark 19/60, Common, 5 pts) The Halfling Sneak can be worth his points by getting him on to a Victory area and then sniping anything in range every other round with the Thrown Dagger boosted by the Out of Nowhere. Keep in mind that the Attack bonus goes to a +9 (base of 5, +2 from Hide and +2 from the power) versus Reflex when using the Out of Nowhere. A possible 20 damage from a 5 point creature is always something to look at. Also, the Sneak has the Martial keyword and will benefit from the Cleric of Dol Arrah (see above).
Hobgoblin Warrior (Dragoneye 33/60, Common, 3 pts) A standard 3 point filler creature, although the +7 is good and you get the Phalanx Fighting in a Fodder war. Awareness is near useless, as any stronger creature will just kill the Hobgoblin outright or simply move away and risk the attack instead of shifting.
Jozan, Cleric of Pelor (Harbinger 14/80, Uncommon, 4 pts) Almost a Tech creature, except the game impact is too little. Still a nice way to package some minor healing.
Lolth's Sting (Underdark 53/60, Common, 7 pts) Ghost Step and the Skulking Strike can provide a single use, high damage attack. The Lolth’s Sting often competes for the same slot as the Drow Assassin (see above).
Man-at-Arms (Harbinger 10/80, Aberrations 8/60, Common, 3 pts) The Man-at-Arms is a standard 3 point filler creature. There are usually faster options, with slightly better statistics.
Small Black Dragon (War of the Dragon Queen 53/60, Uncommon, 11 pts) A little higher in point cost than most Fodder, but a creature to consider for a couple of reasons. The Double Attack provides two attacks on a very low cost creature, and you get a Flight speed of 7 to get to Victory areas or Flanks easily. The Acid Breath is ok against other Fodder, but is much more efficient in the Underdark faction with a Black Dragon Lurker (Demonweb 24/60, Rare, 32 pts).
A few other creatures of note:
Githzerai (Archfiends 23/60, Common, 5 pts) The Githzerai would most often be chosen for flavor rather than strength. The Ki Step can be a useful movement mechanic to get better positioning.
Grinning Imp (Demonweb 5/60, Uncommon, 9 pts) The Grinning Imp is a little expensive for Fodder, but comes with a few neat options. It can deal poison damage and decrease a target's Defenses, it gets one use of Invisibility, and most important has the Devil Keyword, which makes it a nice choice for Dispater (see above) warbands.
Human Rabble (Legendary Evil 27/60, Common, 3 pts) The only reason to ever play the Human Rabble is if you don't have access to 3 point filler creatures that were printed in earlier sets.
(There are a number of useful Equipment items which could be discussed, but for this ToolKit, only the Equipment that is specifically usable by the Civilization faction will be discussed. General items which are broadly usable, like the Healing Potion, will not be addressed here)
There are 5 items that are specifically limited to use by Civilization creatures:
Boots of Speed (min 1, max 5, 3 pts) These Boots provide a single +2 Speed bonus which will often be taken at the start of the game before you get wounded and can't use it. There are usually better options already built into the creatures themselves for extra Speed.
Cloak of Resistance (min 1, max 8, 3 pts) For 3 points, you get a +1 to all Defenses (this includes AC) for the rest of the battle. Not bad if you already have the activations filled out and need a way to max out your warband's points.
Portable Wall (usable by Arcane, min 5, max 15, 7 pts) The Wall is a really good effect, but is a little expensive at 7 points. There aren't that many creatures who can use it, and most of them don't see much play. It's a shame the created walls don't last.
Caltrops (usable by Stealth, min 1, max 5, 2 pts) For 2 points you can create a spike stone terrain. Only about 10 creatures can use these, and only 3 are in the above lists, and those will usually be busy doing other things.
Thieves' Gloves (usable by Stealth, min 1, max 7, 8 pts) For 8 points, you can potentially get a few more Victory points. You will want to give the Gloves to creature who is capable of surviving, so that usually means at the higher end of the level choices (creatures with the level 6 or 7 are better). Since the ability is a minor action, the creature can usually do what it was going to anyway. I've actually seen these used.
Obscene Wealth (min 11, no max, 10 pts) Obscene Wealth is a little expensive, but useful in a Swarm-type of warband with a lot of lower level creatures that share a Keyword. Human Sellswords come to mind.