View Full Version : Taking down the Krav Maga on Soulrazor Canyon.
September 7th, 2006, 07:13 PM
Okay so I'm practicing for a tourney. And so far one of the widely excepted tourney maps has been soulrazor canyon. Soulrazor is being used in our tourney. Here is my question. How in the world do you take down the Krav Maga being backed up by Raelin on that map? The first three turn markers of your opponent are put on the krav they immediately get height and an attack or defense glyph and Raelin dosn't even need to move off her starting zone to boost them. They are neigh impossible to hit at range with thier 5-6 defense dice and only needing one to block all. And trying to get to them with Melee is like sending your guys at a machine gun with sharpened sticks. Your guys all get mowed down before they can even get there. It seems the Krav are neigh on impossible to take down on this map. Expecially if they have the attack glyph over there.
Any ideas? It would be nice if the ideas don't involve building an army around this one map as thier are two in the tourney, and so I'd like my army to be able to preform against multiple types of enemies on both maps. I was going with an orc horde (with Krug) and they are just getting lit up. It literally takes AMAZING luck to win on this board against a Krav Raelin combo with the orcs (and maybe anything else) unless I'm missing something.
September 7th, 2006, 07:29 PM
Grimnak is tall enough to eat people from the tops of all the cliffs.
Also, Deadeye and MBS are still great krav killers, even against Raelins aura.
I think Brunak might be able to assist you, as he is Huge and can drop off figures pretty far up the cliff.
Of course I like the minions and hounds, but that army is designed for this map. :twisted: :poke:
I seriously considered this army for Gencon:
The AE can use their grenades to lob over the harsh terrain without entering the Krav's line of fire. They could do some damage to Raelin for sure, and whoever is next to her.
September 7th, 2006, 07:32 PM
Guerillanator had a wonderful army ready to go on Soulrazor for the NorCal vs. SoCal beatdown:
Charos and Nilfheim for 395 points.
Two cards. Both with flying units. One has multiple range attack, the other insane melee abilities.
I know this was one of Lilnewbie's great army drafts too.
September 7th, 2006, 07:32 PM
Hmm....My thought would be to employ units that have a good chance at getting up close and personal to the krav maga before they do to much damage.
I think the AE, Sentinels, especially drake, and even the Ninjas would be good choices for countering the KM.
I know its hard to outrange them since the map is so small and tight...once they get hieght your either hidden and innefective....or out in the open and in range most the time.....the only other option I can think of at the moment is to get syvarris or ded eye up high and take em out...but that usually relies on luck and initiative.
September 7th, 2006, 07:33 PM
Drake... Thorian Speed and a heavy hitter.
Deathreavers... rush 'em and engage 'em to occupy 'em to bring other units in.
Marcus n' 4th Mass... four ranged attacks of 3 or 4 (with height) means more chances for the KMA to whiff on 'D.
Braxas... the squad killer. Three attacks of Acid Breath could possibly take all three of the KMA out in one turn. And they don't get to roll for defense.
September 7th, 2006, 07:37 PM
Aubrien Archers or Vipers.
Frenzy them to death.
Hey, it works form me.
Okay, once in a while.
PS: I like the Deadeye Dan Idea. He has greater range, and shields are no help.
September 7th, 2006, 10:31 PM
Good call on deadeye guys. Re-worked my army to include him and did some test runs. I think with a little luck he'll do the trick.
September 7th, 2006, 11:27 PM
May your preparation meet opportunity at the tournament.
A bit off topic...
I question why Soulrazor Canyon is such an accepted tourney map. I played hextr1p's remix once and the original for the first time in our last tourney. Don't get me wrong it's a cool map but for tourney balance it is lacking. Having elevations on any map with no means for most characters to reach is not ideal tourney material IMO. The remix seemed to solve that problem so I did not think anything of it until I actually played the original.
A quick fix would be some ladders.
September 7th, 2006, 11:37 PM
definetly drake, use his grappling gun to get up, make sure u kill a krav on your first shot though, that is crucial.
September 8th, 2006, 12:51 AM
Drake and sentinels. I would also add in Krav = Raelin for your army too.
September 8th, 2006, 06:00 AM
Q9 and 9 dice, 1 at a time. The law of the Deathwalker will come into play sooner or later.
September 16th, 2006, 01:57 PM
I had the same dilema at first as well. I found a couple ways to get around it.
1. Airborne Elite: drop them close and then on your turn walk right up to the maga. Attack them from adjacent hexes.
2. Drake: Krav hate Drake
3. Ninjas: They can't his what disappears.
September 17th, 2006, 04:10 AM
I question why Soulrazor Canyon is such an accepted tourney map. I played hextr1p's remix once and the original for the first time in our last tourney. Don't get me wrong it's a cool map but for tourney balance it is lacking. Having elevations on any map with no means for most characters to reach is not ideal tourney material IMO. The remix seemed to solve that problem so I did not think anything of it until I actually played the original.What a fantastic post, questioning the tourny viability of this map.
I have never been comfortable with Soulrazor being in a tournament, and always wondered why it gets included so often - I think there are many many fan-mades that are better, but people choose Soulrazor simply because it's official, and one of the only interesting fairly-symmetrical official maps.
It's too bad we don't have many tourny viable, interesting official maps.
Or I wish more fan-made maps would be used in tournaments.
Where is hex's Remix map? IIRC he said he was still working on getting it posted? :shrug:
September 17th, 2006, 04:31 AM
So, why isn't it a fantastic tourney map?
If people know what they will play ahead of time, isn't it reasonable to draft for the map? I realize some units have a great deal of trouble getting to the glyph spots (middle of the two 7-hex towers), but that should just discourage players from picking those figures.
I know its quite a bit different from WSR or Forsaken Waters, but that doesn't mean its not viable.
On the other hand, I would very much like to see hex's remix.
Little backstory: I drafted my gencon army around Soulrazor. Whether this was wise or not is a different post. My army: 2x hounds, 2x minions. It holds its own on WSR and FW, but dominates Soulrazor. I played FW about 7 times in the tourney. I played Soulrazor once. If I had known the map distribution at Gencon I would have planned a little differently.
Going forward, I think its an excellent idea for tourney organizers to balance play between the maps. Gencon had to support the 'battle at the forsaken waters' n00b events, so the majority of the setup maps were forsaken waters, hence, if there were a lot of games going at once, most of them were played on FW.
Back on track... why is soulrazor used in many tourneys? I have no idea. But I do think a variety of terrain should be in tourneys to promote different army configurations.
Event organizers should realize that soulrazor is a map that will dominate a player's choices. Not necessarily a bad thing, but it does make the tourney a bit more eccentric.
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