View Full Version : Ty G's armies
December 17th, 2006, 10:33 PM
Ok i wrote this in another thread but it got skipped over so i thought i would start a thread for all my army ideas... good or bad. So... here i go...
Strategy is to send the reavers out followed by thorgrim to deal some damage. use the reavers cover to attack with the KMA and Carr. Carr can get in there and ghost walk through the troops, picking his battles. When thorgrim goes down put him on Krug to give krug a little staying power with his powerful attack. Sure Krug wont get up to his attack as fast but it will give him the depth to stay in the game.
2x Minions of Utgar
Ninjas of the North Wind
Easier battle plan then the last one. Sweep in with the Minions, Krug, and Ninjas and throw head to the wind. Use the attack dice percentage to your advantage.
Hit me with your best critiques... :idea:
December 20th, 2006, 10:38 AM
I think the general lack of critiques speaks to the formidability of both of your armies, TyG. . . They are both very well thought out; although, I notice that you are moving away from a dependence on ranged figures. In both armies, Syvarris or DW8000 could take out enough ranged units to cripple your armies' ranged potential. You've picked powerful and effective ranged units, but if they were taken out early in the game, then you might have more difficulty. However, your flying minions and scattering deathreavers could both do well against enemy ranged forces, so you wouldn't be completely vulnerable to a powerful ranged enemy.
Braxas would be effective against the squads in your armies, but I think Krug could take her down pretty easily.
They are bothe pretty effective and well-rounded.
December 20th, 2006, 10:50 AM
Wow, great idea! I would totally use/do that in a tournament. You go dude!
December 20th, 2006, 11:16 AM
I really dont like dominance of ranged figures in the game. Also I am trying to move back to heroes to be better equipped to handle Q9 or braxas.
Also check out my new map idea at TyG's Maps (http://www.heroscapers.com/community/showthread.php?t=4245&start=15)
Keep the critiques coming and Ill keep the armies coming
December 20th, 2006, 06:52 PM
Very well built! I am trying to come up with a weakness but im struggling with it.
December 20th, 2006, 07:50 PM
I like both - we tend to build similar looking armies. The problem is that neither army really has an answer for Braxas, especially if she is supported by RoboRats, etc.
December 21st, 2006, 07:35 AM
This is an interesting army, and I agree with your sound theoryscape. The weaknesses I can see, however, include a lack of consistent multiple-attacks. The Reavers will help out initially, and Thorgrim might deal a little damage, but id be surprised if those units deal 160 points of damage (probably be very happy with 80), though the Reavers are tactical as opposed to destructive, I know.
The Kravs are always a good choice, and if you put Thorgrim on them, theyre even better, but their issue is - once one goes, they become severely weakened; which is where Krug would come in, I suppose.
However, to counter that, I'd offer something like:
10 points more than yours, at 490... Gorilla's arent going to be too bothered by the Rats, as once theyve grabbed the glyphs themselves, let the Nakita's come in to punish the rats with their engagement strike. Q9 is the perfect Krav killer; and I think overall this range heavy army, if it can dispatch enough of the rats, or keep them tied up themselves, wont have too many difficulties with Krug and Carr with the WoA to help out.
Nevertheless, against many armies, your army could be quite potent - however, it has the glaring hole that many "top rate" competetive armies field Q9, Braxas or both - either of which will form a resolute core that would hurt your army severely.
2x Minions of Utgar
Ninjas of the North Wind
Another formiddable army, for sure. 6 minions is horrible!
Straight away im drafting DED, who can take out 2 Minions without much problem. Again, i'll have 2 sets of WoA to handle the melee power there...
WoA x2 100
Kozuke Samurai 100
Krav Maga 100
Theracus would move DED into a nice position first, then WoA would get a couple of turns to get into a support position. Depending on the closeness of your units, its then a case of picking off minions with DED, picking off the odd enemy with WoA or Kravs, or getting those Samurai in to deal the hurt. I know the Ninja will be a royal pain in the ass, but they dont last forever...
The problem, as i see it, with your army here is that to not succumb to range, the ninja will have to jet forward, then be unsupported until the MW's or Minions get close enough to help, and the MW's dont pack a huge punch, and the Minions/Krug will take their time, especially against a more mobile force with decent range.
However, if they get some lucky defence and manage to engage successfully, it would be a merry slaughter, I Give you that. I just see it as too much of a risk to take in the light of stronger available combinations.
December 21st, 2006, 11:06 AM
Yeah DED could take the Ninjas with his SA 50% chance aswell.
Anyways, I don't have much to say. I don't have many of those figs so I can't really help. Though I would say Carr chould be switched. He dies way to fast and only gives you one attack. Maby Take another squad? Ninja's would keep the delay death theme going on as well as the disengage, just watch out for special attacks.
December 21st, 2006, 11:22 AM
Thanks tmacdagreat, Aldin, Euryon, and Josef for the feedback.
Ok time to reply, In defence of braxas, I have never played against her but i figured to go with Heroes to protect against her. Good idea or not idk.
I think my rats can still manuever enough in order to avoid the engagement strike. But i would rather not theoretically defend against it, I love playtesting armies.
So when i playtest I will let you all know how it goes. Also I wil be doing some more army research today so maybe I will post more later today.
December 22nd, 2006, 12:00 PM
Interesting army man,
Not much synergy, but seems to be well thought out. I agree with some counters that everyone has been mentioning to your army, but there is one change I think you should make. Switch out Carr for Syvarris. Carr is going to die to fast to decent ranged units.. and if he happens to get next to one w/ his sword of reckoning, that may be the only one he takes down(unless its Q9 or braxas). I think you can take advantage of using the rats more with syvarris - and he'll be safe w/ a range of 9.
December 22nd, 2006, 07:36 PM
The whole idea of Carr is the ghost walk and disengage... I can move right through all their melee units and still thrash through the ranged units with sword of reckoning
December 23rd, 2006, 01:23 AM
If you are going for Ghost Walk and Disengange, I would do the Ninjas of the Northern Wind - especially for the Delayed Death theme.
1) They are hard to Kill so it matches the theme.
2) 3 attacks of 4 is better than 1 attack of 6 in my opinion.
3) Ninjas give you the advantage of being able to combat squads AND heroes, whereas Carr gives you a good option against heroes only.
Plus your points will allow you to fit the ninjas in instead of Carr.....
December 23rd, 2006, 01:57 AM
I was looking at at that but i eventually decided car for against q9 or the dragons. idk ill def try both though thanks for the comments. keep them coming.
March 20th, 2007, 06:06 PM
I got an army for you guys... Really fun and cleans up great. I won a 6 player 3 team battle with it.Krug 120
Kaemon Awa 120
3x Reavers 120
Total 500 | 16 figures
Plan is to use the rats to run in and tie everyone up. Bring Valguard in the first assault people and then use Kaemon to finish off the people Valguard is next to so he can first assault another unlucky victim. Krug and Guilty become a clean up crew, and late game a fresh Krug can completely dominate. I fared extremely well with this army basically single handedly facing and elf army with 4x Archers, 2x WoA, and Mittens.
March 20th, 2007, 07:00 PM
You were able to dominate that elf army because
1) It had no special attacks to keep the rats from scattering.
2) The player was targeting rats when he should've been targeting your heroes.
3) He didn't move his archers to height when he could've. I know you had a zillion rats in the way as the battle progressed, but he didn't even try to take the high ground from the beginning.
Now I'm not saying your army wasn't a great army, but do keep in mind its success was due to other factors as well. The only suggestion for improvement I would make is to ditch one squad of DeathReavers (do you really need 12?) and trade in Guilty for Me-Burq-Sa, the Marro Warriors, Shotgun Sullivan, or even the Zettians.
March 20th, 2007, 10:06 PM
The only suggestion for improvement I would make is to ditch one squad of DeathReavers (do you really need 12?)
With this much of the focus on Valguard, I think the extra rats are needed. Using Kaemon to free up Valguard is somewhat unreliable, since the opponent can move more units in to engage Valguard before the V-man gets to move again. Having excess rats will be a big help in keeping that from happening.
In toe-to-toe fighting, Valguard is not really worth his points. But if you can keep him clear and keep making use of his assault ability you will get more value out of him, more than his cost. It is tricky to pull off and a bit clumsy as far as setting up your order markers, but not really a bad army type (it just requires more thought than most to run correctly). The downside I see is that to keep V freed up you are mostly limited to picking off strays and units on the edges.
Then again, he is mighty tough. You can take some chances with disengagement strikes and he makes a decent assassin. Once he is in the middle of the enemy forces, he is still likely to last awhile. Keep an order marker on him, and even if it is the 'X' the enemy will have to consider him a threat. Take advantage of that to put more markers on Kaemon, move Krug up while they are distracted, or even put one on the rats to make sure they get everywhere you need them to be.
For an army without bonding or multiple commons (the rats do not count for this) this is pretty flexible. Though if you do not play it correctly or if you are simply unlucky and lose the wrong person at the wrong time you will be in big trouble.
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