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View Full Version : Best in Units(reach).


Metaknight
December 29th, 2007, 09:02 PM
I was thinking what the best units are. Here's what I've come up with, in their "classes," meaning what they're good at.

Today, I shall look at the "reach" of units. This means how far away a unit can attack another in 1 turn.

Reach: Common Squads- the Omnicron Snipers. They are risky but have 5 movement and 7 range with Deadly Shot! This means they can potentinally reach 12 spaces and easily get 4 skulls! This makes them better than any other common ranged squad, generally of course. They have a huge downfall, 100 points per squad. This gives them limited playability, but in large castle games they are a stable for sure.

Reach: Unique Squad- the Krav steal this by a landslide. 6 move, and 7 range with 3 atk/def, and on top of it, Stealth Dodge!!! They fill voids at 100 points and add a great range. Most times, they fill their point value, but on bad days, their Stealth Dodge fails them. Play them well.

Reach: Hero- Syvarris, the first Elf. DeD truly has the best reach by 1 but Syvarris betters him with the ability to attack twice, and 3 attack. His weak spot is his 4 life, and 2 defense but that can be helped with few wasted points. His 100 points fills the void, same as KMA, well.

Honorable Mentions:

Venoc Vipers- they have good movement, slither, bonding, and frenzy! Plus, only 40 points. Their large downside is that they are defensless. They are better used in large numbers.

Major Q9/Q10- both have 5 movement and 8 range! They are high in other categories though...

Airborne Elites- with 4 move and 8 range they are very popular. Add in the ability to drop almost anywhere and their reach is outstanding. The problem is their low defense and it is often hard to drop them. It is also important to place them well when dropped.
Armies:

Being as all the mentioned units are 100 points, they can fit well in an army to gether.

Omnicrons x2: 200
Krav Maga Agents: 100
Raelin: 80
Syvarris: 100
Kyntela Gwen: 20
Total: 500

This army is on heavy range duty. All of their strengths are increased with the awesome staying power of Raelin. Kyntela helps Syvarris farther and fill the 20 points well. Huge units like Braxas, Charos, and Jotun pose somewhat of a threat. Hopefully, they can be avoided by the better speed of the "reachers."

Omnicrons

Omnicrons x5: 500
Taelord: 180
Raelin(Sotm): 120
Total: 800

A well rounded 800 point army. Add in or take away as many Omnicrons as you want to match the game. Taelord and Raelin round off to an even 300 and give the Omnicron the extra boosts needed.

Syvarris

Syvarris: 100
Theracus: 40
Raelin: 80
Taelord/Major Q9: 180
Total: 500

The Major may steal the glory from Syvarris but draws attention away from him also. Raelin helps them both and Theracus put Syvarris in a good spot. With Taelord he may be able to rain down arrow with more than 5 double attack!

Syvarris: 100
Minions of Utgar x3: 360
Theracus: 40
Total: 500

One of my favorite armies of all time. Same idea with Theracus and Syvarris with powerful guardians. They can stop all invaders. Syvarris is your main offense so protect him.

Syvarris has unlimited possibilities, these are just my educated suggestions.

KMA

These guys fit in most armies and are hard to base an army around them. Just stick 'em on the end.


Comments wanted! I plan to continue this if it is helpful/any use at all. Thanks!

tech boy
April 17th, 2009, 10:26 PM
Your choices up there have alot of the figures i would pick for my armys. The 500pt. one with syvaris is my favroite on there.

Nathify
April 17th, 2009, 10:52 PM
Well, don't forget. Cyprien, he has 8 move and steath flying after all. Plus, he's really good with Chilling touch, and Life drain.

scottishlad5
April 17th, 2009, 10:58 PM
Well, don't forget. Cyprien, he has 8 move and steath flying after all. Plus, he's really good with Chilling touch, and Life drain.
True but you should never rely a game on a 20 sided dice roll.
:)

Nathify
April 17th, 2009, 11:22 PM
Actually, unlike most people I am pretty good with a twenty sided die roll. After all, a 20 kills everything exept a few figures.

Cn't kill Braxus but it leaves her with 1 live.

Can't kill Charos but it leaves him with 3 lives.

Can't kill Krug but it leaves him with 2 lives

Can't kill Jotun but it leaves him with 1 live.

Can't kill Hulk or Abomintion but leaves them with 2 lives.

Metaknight
April 18th, 2009, 10:26 AM
Whoa, did somebody just revive this? You realize I posted this in 2007. Well, I said I'd add to it, but if it took a year to get 4 posts I think I might pass.

Btw, when I posted this Cyprien wasn't even invented. I think the Krav are still #1 though.

dok
April 18th, 2009, 11:33 AM
I thought this was typically called "threat range".

Me-Burq-Sa has the same threat range (14) as Syvarris. So does Mimring with his fire line attack. Deadeye Dan has a threat range of 15, but only with his normal, 1 die attack.

The longest guaranteed (i.e. no d20 roll needed) threat range involves Ornak activating Brunak, who carries Warden 816, who is then activated by Ornak, who moves forward to attack. 6 (Brunak Move) + 1 (Brunak carry) + 5 (Warden move) + 7 (Warden range) = 19. Of course, you can add things like glyphs or Eldgrim's spirit or roads if you want to make it really ridiculous.

EDIT: Also, Omnicrons don't have the best threat range among common figures. That belongs to Gorrilinators, whose 7 move + 6 attack gives them the same 13 threat range as Skahen, KMA, Ulginesh, the Majors, Zetacron, and Zelrig.

Poseidon's trident
April 18th, 2009, 12:38 PM
Actually, unlike most people I am pretty good with a twenty sided die roll. After all, a 20 kills everything exept a few figures.



Cn't kill Braxus but it leaves her with 1 live.

Can't kill Charos but it leaves him with 3 lives.

Can't kill Krug but it leaves him with 2 lives

Can't kill Jotun but it leaves him with 1 live.


Can't kill Hulk or Abomintion but leaves them with 2 lives.

That is probably a bad thing.

Ullar/utgar own
April 22nd, 2009, 09:40 PM
I thought this was typically called "threat range".

Me-Burq-Sa has the same threat range (14) as Syvarris. So does Mimring with his fire line attack. Deadeye Dan has a threat range of 15, but only with his normal, 1 die attack.

The longest guaranteed (i.e. no d20 roll needed) threat range involves Ornak activating Brunak, who carries Warden 816, who is then activated by Ornak, who moves forward to attack. 6 (Brunak Move) + 1 (Brunak carry) + 5 (Warden move) + 7 (Warden range) = 19. Of course, you can add things like glyphs or Eldgrim's spirit or roads if you want to make it really ridiculous.

EDIT: Also, Omnicrons don't have the best threat range among common figures. That belongs to Gorrilinators, whose 7 move + 6 attack gives them the same 13 threat range as Skahen, KMA, Ulginesh, the Majors, Zetacron, and Zelrig.

actually the longest threat range belongs to the brunak, ornak,iskra,rechets combo because 6+1+6+6+6+1=26 (brunak move,carry,iskra move,summon,rechet move,rechet range) and 26>19.
just so you know.:D

dok
April 24th, 2009, 07:34 PM
I thought this was typically called "threat range".

Me-Burq-Sa has the same threat range (14) as Syvarris. So does Mimring with his fire line attack. Deadeye Dan has a threat range of 15, but only with his normal, 1 die attack.

The longest guaranteed (i.e. no d20 roll needed) threat range involves Ornak activating Brunak, who carries Warden 816, who is then activated by Ornak, who moves forward to attack. 6 (Brunak Move) + 1 (Brunak carry) + 5 (Warden move) + 7 (Warden range) = 19. Of course, you can add things like glyphs or Eldgrim's spirit or roads if you want to make it really ridiculous.

EDIT: Also, Omnicrons don't have the best threat range among common figures. That belongs to Gorrilinators, whose 7 move + 6 attack gives them the same 13 threat range as Skahen, KMA, Ulginesh, the Majors, Zetacron, and Zelrig.

actually the longest threat range belongs to the brunak, ornak,iskra,rechets combo because 6+1+6+6+6+1=26 (brunak move,carry,iskra move,summon,rechet move,rechet range) and 26>19.
just so you know.:D
I said "no d20 roll needed". Iskra needs to roll 14+ to summon the Rechets. So, no, this does not beat the Brunak/Ornak/Warden combo.

If we're allowing for d20 rolls, then the Aubrien Archers, Venoc Vipers, EOVs, and Tarn Viking Warriors all have potentially unlimited move.

Ullar/utgar own
May 1st, 2009, 10:57 PM
I thought this was typically called "threat range".

Me-Burq-Sa has the same threat range (14) as Syvarris. So does Mimring with his fire line attack. Deadeye Dan has a threat range of 15, but only with his normal, 1 die attack.

The longest guaranteed (i.e. no d20 roll needed) threat range involves Ornak activating Brunak, who carries Warden 816, who is then activated by Ornak, who moves forward to attack. 6 (Brunak Move) + 1 (Brunak carry) + 5 (Warden move) + 7 (Warden range) = 19. Of course, you can add things like glyphs or Eldgrim's spirit or roads if you want to make it really ridiculous.

EDIT: Also, Omnicrons don't have the best threat range among common figures. That belongs to Gorrilinators, whose 7 move + 6 attack gives them the same 13 threat range as Skahen, KMA, Ulginesh, the Majors, Zetacron, and Zelrig.

actually the longest threat range belongs to the brunak, ornak,iskra,rechets combo because 6+1+6+6+6+1=26 (brunak move,carry,iskra move,summon,rechet move,rechet range) and 26>19.
just so you know.:D
I said "no d20 roll needed". Iskra needs to roll 14+ to summon the Rechets. So, no, this does not beat the Brunak/Ornak/Warden combo.

If we're allowing for d20 rolls, then the Aubrien Archers, Venoc Vipers, EOVs, and Tarn Viking Warriors all have potentially unlimited move.

i should read the text more. but brunak,cyprien,ornak come close with 6+1+8+1=16 and 8 of it neglects elevations.

Onacara
May 1st, 2009, 11:04 PM
u/u the problem with your math is that it doesn't all happen on one turn...Brunak carries on his turn and then the figure he carried can move on the next order marker

Aldin
May 1st, 2009, 11:06 PM
u/u the problem with your math is that it doesn't all happen on one turn...Brunak carries on his turn and then the figure he carried can move on the next order marker

That's why he has Ornak.

~Aldin, taking Orders

Onacara
May 1st, 2009, 11:09 PM
u/u the problem with your math is that it doesn't all happen on one turn...Brunak carries on his turn and then the figure he carried can move on the next order marker

That's why he has Ornak.

~Aldin, taking Orders

Oh yeah :oops:


Keep forgetting its Unique Hero and not Champion :duh:

goaliescaper
May 16th, 2009, 08:23 PM
Well, don't forget. Cyprien, he has 8 move and steath flying after all. Plus, he's really good with Chilling touch, and Life drain.
True but you should never rely a game on a 20 sided dice roll.
:)
My dad thinks my 20d is rigged, i get an 18-20 killing a hero or two every game, I am always completly succesful with using 20d based armies. Then when I let a friend use my army based on the 20d we gets the floor wiped with himslef:)

The B.I.V.
May 19th, 2009, 12:31 PM
Reach: Common Squads- the Omnicron Snipers. They are risky but have 5 movement and 7 range with Deadly Shot! This means they can potentinally reach 12 spaces and easily get 4 skulls!

They can just as "easily" get no skulls...

This gives them limited playability, but in large castle games they are a staple for sure.

Fixed!

Also, Omnicrons don't have the best threat range among common figures. That belongs to Gorrilinators, whose 7 move + 6 attack gives them the same 13 threat range as Skahen, KMA, Ulginesh, the Majors, Zetacron, and Zelrig.

I think he was factoring in their attack power, too. So the Omni's range plus attack power makes them better than G-Nators...

Brandon

donjake
August 2nd, 2009, 04:49 AM
i use alot of the units as well im a very rang oriented player know any thing that goes well with

airborn elites,svyarise,marro warriors or any agents