View Full Version : How do you beat an all range army
paintu2
March 6th, 2007, 03:19 PM
my friends new to heroscape so i let him use some of my figures. he use
x1 Q9
X1 Nakita
X1krav
X1 Carr
x1 air born
normaly i use orcs but he has a castel and i dont know what to use becasue he's useing all my range figures all i have left is tawga archers,marro warriors any ideas would be great
Velenne
March 6th, 2007, 03:24 PM
Drake, 2x Rats, Braxas, Charos. You win. :)
Marduk
March 6th, 2007, 07:03 PM
my friends new to heroscape so i let him use some of my figures. he use
x1 Q9
X1 Nakita
X1krav
X1 Carr
x1 air born
normaly i use orcs but he has a castel and i dont know what to use becasue he's useing all my range figures all i have left is tawga archers,marro warriors any ideas would be great
Assuming you are playing the two-player castle scenario, he is 110 points over the 500 allowed for the castle player. He's going to have to give up either the Nakita Agents or the Airborne Elite.
So start by whichever one he gives up - probably the Nakitas, since they are much less dangerous to the castle holder. Figuring you have the rest of the Master Set figures, try:
Deathwalker 9000 140
Drake 110
Marro Warriors 50
Mimring 150
Nakita Agents 120
Raelin 80
Syvarris 100
Keep Raelin just barely out of range of anyone on the castle, so that her aura extends as far as possile into the 'death zone' without exposing her to their fire. Use the aura area as a staging area for attacks against the castle - people about to attack move the edge of the aura, and then are either in range to shoot (if any target is visible) or to attack the door. Or, in the case of Drake, grapple to the top of the castle.
Q9 is pretty much a waste of points for the castle defender. He gets little bonus from the extreme height (+2 defense doesn't change things a whole lot and his special attack doesn't get boosted), and can't hide behind the battlements. I wouldn't even bother attacking him unless he was the only possible target - though his normal attack is pretty nasty, it isn't the equal of the Airborne.
The Airborne Elite, assuming they land in the castle, are the priority targets. They are the most dangerous with five attack dice each and the grenades (don't forget, the grenades aren't helped by height), and the most fragile. If your opponent knows what he's doing, this squad will get most of the order markers once they land. By the way, be sure to enforce the 'no landing adjacent to each other or other figures' bit. That helps keep a space clear for Drake to get up onto the top.
Carr, like Q9, doesn't do a whole lot of good in the castle. I assume he's on door guard (and don't forget, someone has to start there) - if not, he's still not the first target to go after.
The Krav Maga Agents are the greatest threat, since they're almost unkillable from the ground. It's possible, but very unlikely. Leave them alone until you are in the castle with them.
Begin with Syvarris (he standing next to Raelin, at range 9) - he has range on everyone in the castle and can shoot with impunity until they back up from the edge. As soon as they back up, they can't shoot at you anymore except with Q9 (maybe, at the edge of his range - get in a bit towards the castle and he can't) and the grenade attack of the AE. Always put your 'X' order marker on Syvarris unless you put one or more real ones on him - that will keep your opponent worried about getting shot. Focus on any target you can see besides Q9 or the Krav (preferably the Airborne) - you want ones you can kill. He'll either stay at the edge and die, or back up.
Then switch to Deathwalker 9000 - with Raelin at range 9 from the castle, he can shoot from within her aura. Put a Nakita next to him (behind, probably) to help protect him a bit longer. Keep using his special attack on Q9 until one or the other dies or Q9 backs up out of range and/or sight... odds are you'll do some damage. Especially if the Airborne end up adjacent to the Q9, you'll probably kill most of them before DW9k dies. Don't forget that the explosion attack only needs clear sight to the target, so you're a little more likely to be able to hit someone behind the battlements. (You can shoot at Carr's sword with this one.) Since he can't move figures that don't have order markers on them, you're likely to have a target for quite a while. Even though they will get the two extra defense dice from height you have a good chance at some kills.
When they've all backed up out of range, move in with Drake. First move to the edge of Raelin's aura, then up next to the castle, then to the top of the castle. Only the grenades and Q9's special attack can touch him until he is on the top with them, so they may move Q9 to the edge again if he's still alive at this point. If DW9k is still alive, Drake can also be a good target for the special - he's going to be hard to hurt with it, and that grapple gun sticks up pretty high. Run Drake next to something squishy and explode away. Drake is also the perfect foil to the Krag Maga - once he's next to them, they just die funny. In fact, once Drake is on the castle, his highest priority is to attack the Krav.
After Drake dies (which he will, but hopefully taking some with him), you'll need to open the door. This is pretty easy for Mimring with his special attack, though it takes a little bit (average two skulls, average one shield for the door, but the door doesn't get any extra from it's special ability). Each round put two order markers on Mimring, and one and the 'X' on Syvarris - if they want to shoot at Mimring, not only will he have Raelin's defense boost, they have to worry about being shot at themselves. And bear in mind that when Mimring breathes on the door (from at or near his maximum range), it will also affect anyone standing directly over the door... another 'clear sight' attack. Like DW9k, have a Nakita next to him to help protect him from normal ranged attacks.
When the door opens, fly Mimring onto the castle with whatever crunchy targets remain and do as much damage as you can. The door is kind of like bait, really, in hopes of getting some more targets to the edge where you can get at them, or having them line up a bit while staying away from the edge. But with the door open, you can get in to the castle with anyone you have left (Marro Warriors, Syvarris, Nakitas) if you need to.
If Mimring dies, run in with the Nakitas and then the Marro Warriors; stay under the cover the top provides, and if you lost any Marro on the way there they won't be attacking anyway - clone to replace. Once both sets are in, run one or the other up the ladders (both at once, keeps the opponent split up). They might be able to make it high enough in one move (from cover) to drop the height advantage to a single die, and things get a lot easier.
You should be able to defeat your opponent this way. The biggest snag is that it takes a long time to finish him off and you've only got 12 rounds to do it in. Always keep an eye out for the chance to take the flag with Drake, Mimring or Raelin, though. If you move next to it and aren't engaged when you do, you win just by not attacking. And a lot of the point of this army is to keep the enemy back from the edge lest they get shot at, so he may not be careful the first time you do this.
bigeddie1018
March 14th, 2007, 11:23 PM
Basically make sure u have Drake and Raelin. but Drake is the main point of ur army
iloveurine
March 15th, 2007, 04:07 AM
Use Taelord and Raelin to buff your Tagawa and Marro Warriors. And don't forget to add the Omnicron Snipers. I also go for the Aubrien Archers (keep praying for the D20 to roll 16 or higher!). Just get these guys some height and you're good to go. This worked for me and my strain of good dicing luck in a previous game. I got to kill Q9 with only the Aubrien Archers.
(^o^)/"
Dredd Stev
March 15th, 2007, 09:33 AM
The kravs and DW7K are pretty effective against an all range army too, one shield is all you need! Toss in a few flyers to close ground quickly and you should be in good shape.
I like to use Saylind in situations like this too; she can get some heavy hitting melee units in the fray quickly. I've used her to summon Samurai up in a castle with great success before, as counterstrike affords you the time to summon up multiple samurai before you NEED to put some turn markers on them.
philowar
March 15th, 2007, 06:53 PM
Gods, just someone tell me how to beat the 4th Mass! I got slaughtered by these armies the other night:
4 Mass x2
Knights x2
Sir Denrick
---
380 points
And this was even worse:
4th Mass x3
Marcus
Raelin
---
390 points
Both of these were 400 point games, of course. Any suggestions? The 4th mass seem neigh unbeatable. They even tore apart Q9. 4 attack (wait then fire + height) or 5 with Marcus at range is devastating, especially when four 4th Mass figures are attacking every turn.
feekonea
March 15th, 2007, 07:30 PM
I think braxas helps, you could even add thorgrim to him once thorgrim dies. and the AE for drop and grenades.
braxas 210
thorgrim 80
AE 110
MechaBeast
March 15th, 2007, 08:22 PM
2 squads of Ratz cure all ills
Use your first turn markers on the rats to run up to the mid and grab glyphs(+defence, + attack +range), then when he runs in to attack the glyph holders, start exchanging the 2nd squad of rats with the glyph holders and engage the 4th mass. Any luck and youll be able to move the rest of your army (krav & airborne elite work well) up to height and glyphs and pimp slap the 4th
Wilkerson74
March 15th, 2007, 09:13 PM
Braxas is great for storming the castle.....I have had some great success with her. Yeah her defense is weak, but get her in range with that acid breath and then even the Krav aint that unkillable. Plus.....if the castle defender has range....outrange em. Q9 has a range of 8. Out range him with syvarris or dead eye. KM have a range of 6, outrange em with omnicrons.
If you can outrange your opponent who is defending the castle. Either two things will happen. A stalemate (which is really no fun at all) or you will force him/her to come outside to fight. If, by outranging him/her you scare that opponent off the battlements then your free to attack the door.
There are many diffenent ways to crack a walnut.
If there is no castle scenario in play then outranging your opponent is still a feasible strategy. If your oppnent outranges you...send in the ninjas to....handle the problem.
scorpiusx
March 15th, 2007, 09:57 PM
Braxas is a good shock unit. Jotun is good since:
1: He can break the door down.
2: He can throw units up there. You could throw some rats or izumi or ashra or something up there to buy time for him to break down the door.
Saylind and Theracus combo is also good.
btw, philowar, it would be 5 attack. 2+wait then fire+extreme height.
I tried to abbreviate wait then fire, but it doesn't look right. :?
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