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markwars
December 6th, 2006, 05:24 PM
Please evaluate this army for me....

Krav Maga - 100
Ninjas - 110
Tagawa - 120
Warriors of Ashra - 50
Krug - 120
----------------------------
Total - 500 points

The thinking here is that you've got decent defense with every unit except Krug (and who wants him to block everything anyway) and most have special defensive powers additionally. This army would require you to make a full frontal assault early though due to a lack of range.

What are your thoughts and suggestions? If you were to bring in another ranged unit what would it be and what would you drop to do it?

Thanks for your considerations.

Cheers,
markwars

spider_poison
December 6th, 2006, 05:42 PM
Well, it's not too much of a suggestion, but you could drop the Ashra Warriors for Marro Warriors. They're a pretty solid ranged squad for a cheap price. If you plan on using the Krav first, the Marro would be excellent. Then it'd be an all unique army, and that'd be kind of cool.

B:T:L Matt
December 6th, 2006, 05:46 PM
I would keep the warriors of ashra... I've lost count of how many times they could not be put down due to their ability...

spider_poison
December 6th, 2006, 05:49 PM
I would keep the warriors of ashra... I've lost count of how many times they could not be put down due to their ability...

Well, yeah, but with only one squad of them, and considering that he already dominates melee with ninjas, samurai, and Krug, I don't think he needs them.

Sev_
December 6th, 2006, 05:51 PM
Great mobility. Strong defense. Strong tank. Weak range. Keep your KMA on hills for height advantage.
Use your WoA to tie up melee units. Use your ninjas to glide in and out of opponents to get to the ranged units. Krug will be your heavy cavalry in case any strong Heroes come in.

I feel this is pretty well-balanced, and if played properly, can and will decimate most armies.

Hope this helps.

Revdyer
December 6th, 2006, 06:09 PM
I think you'd probably get more responses in the Competitive Army section.

Euryon
December 6th, 2006, 07:23 PM
Personally, id swap Tagawa for Kozuke and the WoA for a squad of AG's and Guilty. More ranged options, gives Krug that tiny bit more punch. I much prefer the Kozuke over the Tagawa - but thats me.

Anyway - I agree with what people above have said. Problem with that army is you have to be offensive. 9 times out of 10 thats the best plan of action anyway, but every now and again, the map, opponents army and dice-luck make you want to sit and let the opponent come to you.

With that army you really have to eliminate your enemies range early on, else a couple of lucky shots in round 2 or 3 is going to reduce your tagawas or ninja to 1 or 2 man unique squads - and therefore lacking the punch that makes them worth their points. Considering half of all the competitive armies out there will also field at least the krav maga, you can probably expect an even opening skirmish at best; and at worst, to be reduced to melee figures against an opponent with some formiddable reserves, able to choose the ground upon which you must fight.

Which is why if you stick in the AG's you have something to pepper him with and draw some fire whilst Krug storms across and hopefully engages whilst the samurai (and kozuke excel at this) sprint into action.

Overall, I definately recommend getting some more range in there.... Any one of those melee squads could be sacrificed and STILL leave you with kickass brainbusting abilities...

Options as I see 'em:

Remove TAGAWA for NAKITA
Remove NINJA for AE (risky one, but can be game changing; there again this army doesnt want too many rounds of play... so this might not be a great idea)
Remove WOA for ARROW GRUTS

Stealth Dodge
December 6th, 2006, 07:52 PM
It's good although units with special attacks would give you fits

netherspirit
December 6th, 2006, 07:58 PM
Moved.

I would go with Spider_Poison's advice. Swap out the Elves for the Marro Warriors.

monkeyfish
December 6th, 2006, 08:04 PM
Here's one I think might work
Raelin
Kozuke
Nakita
Krav
WoA x2

Chimpy
December 6th, 2006, 09:44 PM
I will second what Euryon said. Seeing as you have to take out the enemy fast, I would switch to the faster samurai. Switching out the WoA is also something I would consider. Maybe a pair of Roborats to hold down the enemy ranged units would do better.

markwars
December 7th, 2006, 11:54 AM
Thanks for all of the helpful suggestions folks. And sorry for posting in the wrong forum - I'm such a newb. :oops:

What do you folks think about this tweaked version...

Krug - 120
KMA - 100
Nakita - 120
Ninjas - 110
WoA - 50

Total - 500

Velenne
December 7th, 2006, 12:05 PM
I would go with Spider_Poison's advice. Swap out the Elves for the Marro Warriors.

This army has enough melee.

UranusPChicago
December 7th, 2006, 01:03 PM
What do you folks think about this tweaked version...

Krug - 120
KMA - 100
Nakita - 120
Ninjas - 110
WoA - 50

Total - 500

With that army, I would divide it into 2 waves of attack. First wave would be the Nakita, KMA, and Ninjas; second wave or clean up wave would be Krug and WoA.

Let me start explaining with the second wave first. Obviously the WoA's in-game point value1 skyrockets when there is no ranged attack to worry about; their strength lies in adjacent attacks. Also, Krug's IGPV goes up when the enemy has to attack him. The best defense against Krug early on in a game is simply not attacking him. Why attack him knowing that he is just going to get stronger. By waiting to bring him into the fray later in the game, you are bettering the odds that the enemy will no longer have the ability to swarm, (range and swarm being his achilles heel), and will have to address Krug head on. Hopefully your first wave does enough damage that your second wave will not have to sweat much.

Now, back to the first wave...unless the enemy is heavy in Special Attacks or a couple other scenarios (hounds, stalkers, etc.), the Nakita's role will be as protectors first and ranged attack second. Paring both the KMA and Ninjas with the Nakita's Smoke coverage makes the first wave very difficult to hit. Situate the Ninjas in a hex adjacent to the Nakitas and in between the Nakitas and the approaching enemy. Have the KMA paired up with the Nakitas as well. Range volley with the KMA unless the enemy gets too close, then bite back with the Ninjas. I think you will do very well. The other scenarios presented (heavy SA, hounds, stalkers, etc) will require a slightly different plan of attack, but certainly can be dealt with.

Good luck, I wish I could make the tournament... :(

1 IGPV - In game point value. During a game, a unit's actual point value fluctuates; not just by figures dying, but also by the make up of your army, the make up of the enemy army, where the unit is located on the map, how many order markers are on a given card during a round, etc.

DrLivingston
December 7th, 2006, 01:40 PM
I vote you drop Nakita and go back to the samurai you originally had.

But that's because I'm playing against you Sunday and the Nakita are no fun to fight. :lol:

So, I guess, for you to win Nakita sounds good. :(

For me to be happy, play the samurai instead. :D

Or maybe Dund. I hear Dund is really good in tournaments. That's what Ninthdoc told me anyway... :wink:

ninthdoc
December 7th, 2006, 01:48 PM
I'm fielding this one on Sunday:

Q9 - 180
Agent Carr - 100
Nakita Agents - 120
Krav Maga Agents - 100
Build Total = 500

This army has been working very well for me. :D

markwars
December 7th, 2006, 02:41 PM
Thanks for the awesome thoughts and ideas guys. ;) I do appreciate feedback, the more the better when in the planning stages.

ninthdoc and I are going to get an early preview of this. Maybe I can try both army builds before Sunday. It's been awhile since I've played a new tourney army (just making the switch from 400 to 500 points) and I'm looking forward to trying new things out.

And on a side note...it's amazing how much difference that 100 points makes when it comes to trying to design effective armies. It makes me want to try out some 300 point lightning tournies as well.