View Full Version : Prison Guards
NecroBlade
August 5th, 2007, 05:14 PM
The Scenario: Warden 817 and an assortment of guards, after having been summoned to Valhalla, are being charged with guarding prisoners of war. The Warden and team occupy a hill, complete with some molten lava, outside the prison. The prison is at the very top of the hill, so it ill be an uphill battle all the way for anyone who approaches.
Your Mission: Choose a team that would be able to storm the hill, kill the guards, and free the prisoners. The goal is to occupy a Glyph of Brandar representing the "lock" to the prison for a certain time frame and free all the prisoners. Killing as many guards in the process as possible doesn't hurt.
The Guards:
090 Warden 817
160 Gladiatrons x2
120 Blastatrons x2
070 Zettian Guards
140 Deathwalker 9000
200 Obsidian Guards x2
---------------------------
780 Total, 27 figures
The Liberators: ???
What units would you choose to make up a 1000 point team to prison break?
Off the top of my head, here are a few suggetsions:
Jotun: There's lava, so throwing will be fun.
Deathreavers: Without any special attacks, they can Scatter in and tie up the guards while the rest of the team moves in, not to mention they'll probably good at reaching the "lock."
Deadeye Dan: He can out-range the guards and slowly pick them off.
johnny139
August 5th, 2007, 05:40 PM
With so much range, and height differences, it couldn't hurt to have Sgt. Drake.
Matthias Maccabeus
August 5th, 2007, 05:47 PM
Gotta have some knights...(it's a chivalry thing)
Now the question is Knights of Weston or Templar Cavalry?? :wink:
Grungebob
August 5th, 2007, 05:54 PM
Bad Raelin is also known for pulling some pretty brutal Prison Guard duty as well:
http://www.clubcrissy.com/Updates/0904/17a.jpg
NecroBlade
August 5th, 2007, 05:58 PM
Bad Raelin is also known for pulling some pretty brutal Prison Guard duty as well:
http://www.clubcrissy.com/Updates/0904/17a.jpg:lol:
Drake is also a good idea. I wonder if new Drake would be better for this? Anybody got a full 1000 point army to share? (Since that was the question ;))
Matthias Maccabeus
August 5th, 2007, 09:17 PM
I'll give it a try.
Raelin - 80
Brunak - 190
DED - 250
Theracus - 290
Drake - 400
Laglor - 510
KMA - 610
Nakitas - 730
AE - 840
Marcus - 940
Legionaires x1 - 990
Isamu - 1000
DED and Theracus can start off flying around taking pot shots at the units. Once DED has died. Brunak can carry Drake into the Midst of battle across the lava with lovely Raelin hurrying behind. With 9 Defense. Brunak can be hard to put a dent in. He would also be useful against the gladiatrons if they try to cyberclaw drake or Raelin. The Nakitas and KMA with Laglors help shoud be able to outrange everybody, except the Zettians if they're next to DW9K. Between them and the AE you should be able to clean up whatever's left after Drake and Brunak do their share. Marcus because of the soldier bonus to Drake and the AE, the Legionnaires because they bond with Marcus. Isamu, because there was 10 points left.
Tiberius
August 6th, 2007, 07:42 AM
Sticking with your theme, go for DW8000 and two sets of deathreavers. Or you can go prison dogs with two sets of deathstalkers!
Dictatorbilbo
August 6th, 2007, 12:15 PM
Hmm...
Acorlah 110
Monks x 8 750
Raelin 830
Master Woo 970
Eldgrim 1000
:D
First send Eldgrim screaming up the hill, and place his Spirit on Win Chiu. Use acorlah to try and launch the monks up to the top of the hill. Hopefully, with an initial move of 8 and stealth leap they'll be able to reach the top and use their mad skills to smash apart the prison gaurds. You plant Raelin and Woo in strategic locations to try and make the monks durable enough to reach the top.
Of course, that army would be solely for fun, and would probably get ripped apart by range...
Clarissimus
August 6th, 2007, 01:46 PM
Deathreavers: Without any special attacks, they can Scatter in and tie up the guards while the rest of the team moves in, not to mention they'll probably good at reaching the "lock."
DW9K would probably disagree.
Riptide
August 6th, 2007, 04:43 PM
The Guards:
090 Warden 817
160 Gladiatrons x2
120 Blastatrons x2
070 Zettian Guards
140 Deathwalker 9000
200 Obsidian Guards x2
---------------------------
780 Total, 27 figures
The Liberators: ???
The Liberators:
Deadeye Dan - for picking off those pesky 1 lifers
Izumi Samuri - for engaging gladitrons and hopefully knocking off a few
Keamon Awa - Mobile ranged threat
The meat of the force is here -
Krav Maga Agents and Q9 backed up by Laglor (increased range), Raelin(increased defense), and Taelord (increased attack).
Then one squad of Minnions to round out the 1000 points.
I figure the strong defense flying squad could mop up if there is anything on the prison wall.
Now I want to make the prison map ant try this out!
scorpiusx
August 6th, 2007, 07:54 PM
What about Dund? He can cripple other units to make his way to the lock, and can probably take care of any guards that he comes across.
rdhight
August 6th, 2007, 08:52 PM
320 Silver Surfer
220 Captain America
100 Syvarris
080 Raelin
280 4th Mass. Line x4
=1000
Open with Cap powering up Syvarris for two attacks of 4. Instead of aiming at 1-lifers right away with Deadeye, aim at the low-life, bonus-granting deathwalker and warden. Force them to approach you to stop the arrows.
When full-scale battle erupts, you'll probably be putting most of the 1 markers on the Surfer and aiming his cosmic force blast at an enemy hero with a lot of order markers. Then you've got your choice of Shield Throw or 4th Mass for the squaddies. And once Syvarris and Raelin fall, which probably won't be long, valiant army defense kicks in.
Riptide
August 7th, 2007, 02:36 PM
Prison Map using 1 masterset, 1 RttFF, 1 FotA & 1 Volcarren Wasteland
http://i40.photobucket.com/albums/e213/cdschwartz/Prison_Map.jpg
Cleon
August 7th, 2007, 03:23 PM
Prison Map using 1 masterset, 1 RttFF, 1 FotA & 1 Volcarren Wasteland
http://i40.photobucket.com/albums/e213/cdschwartz/Prison_Map.jpg
Wow, nice map. Perfect for prison guards.
Blackrock
August 7th, 2007, 06:59 PM
I like the idea of using robohounds & rats, perhaps in place of the Trons so it'll be all-Utgar, but the Blastotrons' range power must surely be useful. Eh, Vydar can swing either way; though teekay suggests Vydar is close to Utgar, I prefer to think he's purely mercenary.
I haven't actually seen the rule book for Volcarren Wasteland yet, so if anyone can tell me the specs on molten lava and lava fields I'd really appreciate it! All I know is you get hurt for walking on them or something.
hi1hi1hi1hi1
August 7th, 2007, 10:29 PM
Lava field - at the end of every round roll an unblockable attack die on any figure standing on one.
Molten lava - as soon as you step in it roll the D20, anything other than a 20 and you're dead.
NecroBlade
August 16th, 2007, 01:48 AM
Sorry I wasn't able to reply to anything, I've been on vacation.
Those are some cool ideas for armies, guys. But I especially like that map, riptide. Not exactly what I was picturing, but probably better.
T-bomb
August 16th, 2007, 02:52 AM
Since the prison guards have a theme, so should the liberators!
Lets assume that the the prisoner is Sacajawea, and so a bunch of valiant nights will try to rescue the damsel in distress, and cowboys will want to help her b/c she's a hot native american and they like to break the law. You'll also need ninjas to try and sneak in first, and the the nakitas to try and do some charlie's angels womenpower covert op deal.
First send in the covert ops crew (ninja and nakita), then the cowboys to kick but, and the knights to finish off the guards or be tough and hold the glyph to save Sacajawea.
2x Knights -140
2x Templar Cavalry - 240
Finn -80
Thorgrim -80
Eldgrim -30
DED - 60
Shotty Sully - 65
Murphy - 75
Ninjas -110
Nakitas - 120
___________ 1000pts
Sure this isn't the most effective army, but themes are fun.
Troll Warrior
August 16th, 2007, 03:17 AM
Ninjas of the Northern Wind --- 110
Agent Carr --- 210
Shaolin Monks --- 290
Krav Maga Agents --- 390
Microcorp Agents --- 490
Airborne Elite --- 600
Sarge Drake Alexander --- 710
Theracus --- 750
Major Q9 --- 930
Deadeye Dan --- 990
Isamu --- 1000
The Ninjas or the Northern Wind + Agent Carr + Isamu sneak through walls, enemy figures, and the Ninjas can Vanish when attacked while Agent Carr puts the hurt on the Guards. Height is still a problem for them, of course.
Airborne drop onto the Castle Walls, Drake Grapple Guns up to the top, and the Monks leap up. Theracus flies the Microcorp up to the tallest ramparts to fire down upon the Guards, Krav Agents lay down cover fire for Major Q9 to blast his way in, and Deadeye cheats with his Enhanced Rifle.
Draconious
August 16th, 2007, 03:25 AM
150 - 3x50 Roman Legion - Fodder Wall
50 - MeBurqSa - A snipe shot at DW while moving the roman wall (Warlord Bonding)
100 - Shades - Keep DW & zettians engaged
220 - 2x110 Sentinels - Fly in to attack Blastatrons
80 - Realin Boost sentinels insane defense and roman wall
600 - should be enough, but if not here is 400 more points ;)
60 - DeadeyeDan - 2ndary snipe at death walker & zettians
40 - Theracus Deadeyes transport
110 - AirBorne Elite - reinforcements with range...
100 - Marcus Decimus - Warlord to boost Roman wall and Airborne
90 - NeGokSa - a spare warlord to move around with romans and maybe 3rd chance to take out DW or others easily (mind shackle)
1000 - Final Total
T-bomb
August 21st, 2007, 01:10 AM
Oooo, now you definitely need the pit trap glyph to put the prisoner on!
NecroBlade
August 21st, 2007, 10:42 AM
Oooo, now you definitely need the pit trap glyph to put the prisoner on!That would be an interesting alternate way to play. Get the prisoner out of the trap and escape.
vBulletin® v3.6.9, Copyright ©2000-2013, Jelsoft Enterprises Ltd.