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LongHeroscaper
August 15th, 2007, 12:17 PM
There are many ways to create a theme army, or to be more precise, there are many themes from which an army can be created. We have heard a lot about generals, Orc army, robot army, samurai army. In this thread, I would like to discuss about army built around personality. And I would love to hear your opinion about this.

VALIANT:
I think the most common personality army is a VALIANT one, thanks to the 4th Mass. Line. I am pretty sure that you have used, or played against, a valiant army built around the 4th Mass. Line at least once since you were hooked to the game. 4th Mass. Line alone is already a very solid unit, especially when taken multiple, with Wait Then Fire. Having a valiant army boosts up its defense, which makes the unit(s) one of the best in the game. There are many armies I've seen, including 4th Mass. Line, Knights of Weston, Sir Denrick, Thorgrim, Finn, for them to be both valiant and Jandar armies. But the ones that I am most impressed with are:

4th Mass. Line x4 = 280
Charos =210
Total = 490.
The almost the same army won 2nd place in Texas Team tournament last spring.

4th Mass Line x4 =280
Sentinels x2 =220
Total = 500
Very solid, can take care of both range and melee. You also have flying units, which can help in a tounament where there may be more than 1 map to play on.

DISCIPLINED:
The next strongest personality army must be a disciplined one. You can have a very good army with both range and melee from the pool of disciplined units. Of course, a common disciplined army must be a samurai/ninja one (for example: Hatamoto Taro, Kaemon Awa, Tagawa Samurai, Tagawa Archers x2 for a total of 500). But Samurai and Ninja are not the only disciplined units. Here are 2 other disciplined armies with variety:

Marcus =100
Sacred Band x2 =100
Kaemon Awa =120
Tagawa Archers x2 =130
Theracus =40
Isamu =10
Total = 500
Thanks to the all-disciplined units, Sacred Bands get another defensive die (they are also the only other unit beside 4th Mass. Line that has some benefit for having a certain personality, right?). They bond with Marcus, and also receive an extra move from him, so they can take care of the melee battle, or tie up enemy units for the Tagawa Archers to shoot from distance. Theracus can take Kaemon Awa to the high ground where we all know that the Samurai hero can be devastating.

Blastatrons x2 =120
Gladiatrons x3 =240
Major X17 =100
Theracus =40
Total = 500
An almost the same army was played in a 3-way game about 2 weeks ago. It killed both Q9s from the other 2 sides. You can move Major X17 to be adjacent to Q9 from behind where Q9 can't shoot it and can't turn around to face it. Then, an order marker or two on Blastatrons to move the Gladiatrons adjacent to Q9 and to get the Blastratrons to the high ground may do the job. Given now that the Vampire family, leading by Cyprien, shows up terrifyingly, this army may subside your fear, because Cyprien can be killed with only one order marker on Blastatrons.

WILD:
I don't think I have much to say about wild army. Looking at the wild army cards, you can see both range and melee units with good statistic.Famous ones must be Orc army and Marro army. People have come up with excelent armies of this type, so I will not make a fool of myself and insteads put down here something people may not expect :) .

Jotun =225
Braxas =210
MeBuqSa/MarroWarrriors = 50
Total = 485
I am not sure how this army will do, but it's good to see units from different genarals that have the same personality :) .

Braxas =210
Sudema =140
MarroWarriors =50
Tarn Vikings =50
SwogRider x2 =50
Total = 500
You have an army that can grab glyph fast, that has good unit to hold the glyph, that has good range units and Sudema can do wonder (my Charos once was killed by Sudema).

Ornak =100
Nerak =50
MeBuqSa =50
Heavy Gruts x2 =140
Arrow Gruts x4 =160
Total = 500
Sorry that I made an Orc army and probably made a stupiditiliness of myself, but can't help it :) . The cons about this army is that it takes 25 hexes at the beginning, which is 1 too many for the 24-hex-starting-zone standard for tournament. I think you can take 1 Arrow Grut out and put only 15 of them on the starting zone, or you can kneel and beg your opponent to let you have 1 more hex for the starting zone.
Instead of having 4 sets of Arrow Gruts, you can use MarroWarriors, Guilty McCreech and another set of Heavy Gruts. It will be a stronger melee army, but a weaker range army, IMHO.

TRICKY:
There are not so many tricky units, although they are all very strong units. The best that I can come up with is

Nakita =120
Deathreavers x2 =80
Warriors of Ashra x2 =100
Microcorp x2 =200
Total = 500.
You can use Krav Maga Agents instead of the second set of Microcorp. This unit can grab and hold glyph, the WoA can tie the enemy units up for the agents to shoot from range. I think it's a solid one.

PRECISE:
The most famous precise unit must be Q9, very strong ( I always hate my opponent a little bit more when they use Q9). The problem about a precise army is that it will not have any good melee units. Supprisingly, EOV is a precise unit, although I'm not sure how a melee unit can have a precise personality. But EOV is a unique unit whose use is limited. Well, I came up with the following 2 armies:

Q9 =180
Laglor =110
Death Walker 9k =140
Zettians =70
Total = 500.
The nice thing about this army is that Zettians gets range enhancement from DW9000 and Laglor can help Q9 range, although I am not sure how much Q9 will use range enhancement from Laglor. The bad thing is it does not have amy unit to tie up the enemy. The probability for a 4th Mass. Line man, with wait and fire, to shoot down DW9000 is 11%. If they have height, the number goes up to 19.5%. So, expectedly in 2-3 turns, 4th Mass. Line can take down DW9000.

OmniCron x2 =200
Aubrien Archers x2 =140
Deadeye Dan =60
Syvaris/EOV =100
Total = 500
Again, the lack of melee units may hurt. But with height, OmniCron can do lots of damage. Aubrien Archers with frenzy, in a day when the planets all line up, can do wonder as well. I would move to high ground as soon as possible with this army, and just shoot from there :) .


There are strong units with other personalities but they are not enough to make a good army. For example, RELENTLESS army will not have any range, although the Minions, the Wolves, the Vipers and our ugly little Krug are all great units. TERRIFYING army shares the same problem, although needless to say, the Vampire family, Zombies etc. are also good. Grimnak, Mimring, Nilfheim are all good units, but they do not make up enough points (or with Obsidians, more than enough) for an FEROCIOUS army of 500. There will be no mercy for a MERCIFUL army, for it would be composed by only a few units. And let's not talk about a REBELLIOUS army, shall we?

My last question is: If there is a personality-theme-army tournament, which personality do you think will win?

freak
August 15th, 2007, 01:40 PM
These are some great armies I usually pick diciplend armies but I pick Paremino so that allows me to pick one unit that is not disciplinded and i can make him disciplined, but the disciplined armies are really close to what I use they work well for people who are a non-ranged player. And the Valiant works for people who are crazy for ranged attacks, I am a non-ranged player because I suck at ranged, but I played with your Precise armies and now I became a ranged player TY!!

yagyuninja
August 15th, 2007, 01:57 PM
You can move Major X17 to be adjacent to Q9 from behind where Q9 can't shoot it and can't turn around to face it.

Sadly, this is not true. You do not need line of sight to attack someone adjacent to you, so Q9 would still be able to hit X17. In addition, X17's melee defense does not work against special attacks. This doesn't completely negate this strategy, though. Keeping your opponent's Q9 from moving for a couple rounds could be very useful.

Otherwise though, cool idea. I love playing themed armies, and personality is a neat way to do it.

LongHeroscaper
August 15th, 2007, 02:17 PM
You can move Major X17 to be adjacent to Q9 from behind where Q9 can't shoot it and can't turn around to face it.

Sadly, this is not true. You do not need line of sight to attack someone adjacent to you, so Q9 would still be able to hit X17. In addition, X17's melee defense does not work against special attacks. This doesn't completely negate this strategy, though. Keeping your opponent's Q9 from moving for a couple rounds could be very useful.

Otherwise though, cool idea. I love playing themed armies, and personality is a neat way to do it.

You are correct, I missed it :) . I know that X17's melee defense doesn't work with special attack. The main point of using X17 is to hold Q9 tight so he can't turn around :) . But if he doesn't need LOS to attack an adjacent figure, it's not that important if Q9 can turn around or not.

LongHeroscaper
August 15th, 2007, 02:20 PM
These are some great armies I usually pick diciplend armies but I pick Paremino so that allows me to pick one unit that is not disciplinded and i can make him disciplined, but the disciplined armies are really close to what I use they work well for people who are a non-ranged player. And the Valiant works for people who are crazy for ranged attacks, I am a non-ranged player because I suck at ranged, but I played with your Precise armies and now I became a ranged player TY!!
Yeah, I was thinking of Paremino, too. But I am not sure if I can call an army with Paremino and another converted-to-disciplined hero a truly disciplined army or not. So, I left him out :) .
Actually, I think there are strong non-range valiant units as well. That is the good think about valiant army you can have a decent army with both range and non-range units.

Jexik
August 15th, 2007, 08:15 PM
In a casual 600-point game (between 3 themed armies) this last week, I used the following army:

2x 4th Mass.
2x Knights of Weston
Sgt. Drake Alexander
Eldgrim the Viking Champion
Finn " "
Sir Denrick

I won the game against a Zombie+ assorted Utgar baddie horde, and a mostly Vydar Soulborg army (mainly featuring Q9, X17, and some glads and blasts). Take out Sir Denrick or Drake, and you have a decent 500 point army. Or take them both out and toss in Gilbert if you've got him :)

The Minutemen and the Knights did most of the killing. Denrick got riddled with bullets by Q9. Buffed by the spirits of his fallen viking brothers, Drake ended the game by running around the [road-filled] board slicing Deathreavers in half. It rocked.

I'm really glad that my other opponent's Minions of Utgar took out Q9 though. He scared me.

LongHeroscaper
August 16th, 2007, 01:49 PM
Jexik, so you went with a Jandar army or a valiant army? Well, it does not matter much because your army is both Jandar and valiant. I just want to know what theme did you guys play on :) .

LongHeroscaper
August 21st, 2007, 10:11 PM
4th Mass Line x4 =280
Sentinels x2 =220
Total = 500
This army, by Revdyer, went to the final 8 at GenCon 07 :) .

Revdyer
August 24th, 2007, 07:22 AM
4th Mass Line x4 =280
Sentinels x2 =220
Total = 500
This army, by Revdyer, went to the final 8 at GenCon 07 :) .A case of a great army helping out an, at best, average player.