View Full Version : Base a Competitive Army Around : Kee-Mo-Shi
Chimpy
March 30th, 2007, 03:08 PM
Round VIII of
Base a Competitive Army Around Competition:
Kee-Mo-Shi
Battle for the Warwitch's Fury
The next round of army building brings us to our second Marro unit, Kee-Mo-Shi. This fabled hero is loaded with many unique powers; truly an asset to the Marro swarm. Despite this (and one of the best sculpts in Heroscape) Kee-Mo-Shi is little used in serious competition. Now she is placed into your hands. You scapers are now challenged to create an army that turns Kee-Mo-Shi into an A class unit.
Remember, you can put any official unit in your army as long as the total does not exceed 500 points. The only other requirement is that Kee-Mo-Shi be in your army.
With that said:
Late the battle for the Warwitch Begin!
netherspirit
March 30th, 2007, 03:24 PM
This first one is a bit of a hodgepodge....and probably not that great...
KMS 130
SBN 160
Marro Warriors 50
MBS 50
Raelin 80
Eldgrim 30
Total 500
--------------------------------
KMS 130
3x Marrden Hounds 270
Marro Warriors 50
MBS 50
Total 500
-------------------------------
KMS 130
SBN 160
3x Marro Drones 150
Marro Warriors 50
Total 490
------------------------------
KMS 130
MBS 50
NGS 90
2x Roman Legos 100
Marro Warriors 50
Raelin 80
There are a few different combinations that I think might be interesting with that last one...Dropping Raelin for another squad of Legos and Eldrgrim, Drop Raelin for either Finn or Thorgrim...
Chimpy - I fixed the spelling of Kee-Mo-Shi in your title and your post. ;)
Chimpy
March 30th, 2007, 03:27 PM
Arghh! I just saw this thread: http://www.heroscapers.com/community/showthread.php?t=7435&start=0
Should of gone with agent Carr.
P.S. Thanks Nether. I knew something looked wrong with it..
Kahrma
March 30th, 2007, 05:02 PM
KMS 130
3x Marrden Hounds 270
Marro Warriors 50
MBS 50
Total 500
Beat me to it!
Aldin
March 30th, 2007, 11:45 PM
KeeMoShi
Brunak
Raelin
Q9
This army will play differently against different opposing armies, but the main idea is to get Q9 going under Raelin's aegis first. By starting with Q9, you force your opponent to attack him and/or Raelin - this leaves KMS available for a later strike. When the time is right, Brunak carries KeeMoShi into battle, pummeling some cheap squads himself then letting her go at it with the mindshackle/toxic skin (preferably from the height on which he placed her).
~Aldin, outside the SBN box
Jormi_Boced
March 31st, 2007, 12:41 AM
I have an army I call the Kee-M-Shi bomb, where I use theracus to first turn fly her as far as he can, then I put markers on her until she gets close to dying. Then I usually just put my first marker on her till she dies. She usually is able to take out her points worth this way. I had a pretty funny occurence with this army where she shackled the Tagawa, then killed them both with her skin.
killercactus
March 31st, 2007, 08:00 AM
Kee-Mo-Shi - 130
Brunak - 110
Ornak - 100
Su-Bak-Na - 160
Total = 500
Although I don't think this army turns KMS into an A class unit, it's darn fun to slingshot KMS into the fray in one turn, have a 15% chance to shackle someone and a 25% chance with your Skin roll.
Kee-Mo-Shi - 130
Marrden Hounds x3 - 270
Krav Maga Agents - 100
This one is a little stronger, using the hounds to grab glyphs and plague people. Send in KMS behind them, and use the Krav to clean up.
Dictatorbilbo
March 31st, 2007, 01:47 PM
The following, though not tournament quality by any measure, could end up being really fun:
Fear the d20!!!
Ornak 100
Runa 120
Kee-mo-shi 130
Kaemon Awa 120
Eldgrim 30
Total: 500
Strategy: Send Eldgrim out. Place his spirit on either Runa or Kee-mo-shi. Put all order markers on Ornak. Move him out the first turn, and on subsequent turns move Kee-mo-shi and Runa into the fray.
You get to attack twice, mind-shackle, toxic-skin, and kill people with your freakish hat all in one turn! Imagine the possibilities!
Of course, there's a good chance that they'll both get shot down before doing anything... :(
Kaemon Awa is there for clean-up duty.
Messenger
April 1st, 2007, 04:33 PM
130 KMS
080 Thorgrim
030 Eldgrim
140 Knights x 2
120 Nakita Agents
500
Kee-Mo-Shi needs some staying power so a deceased Thorgim will do nicely. Thor's dead brother will increase her Move to 7. The knights bond with the brothers, and the Agents will help keep the knights alive as they plod along.
darkclown789
April 1st, 2007, 05:25 PM
A very vulnerable, but potentially vicious squad...
KMS - 130
NGS - 90
SBN - 160
3x Rats - 120
total: 500
strategy: rats move in at the same time as NGS and KMS, rats tie up while the mind shacklers take their toll. KSM has a 15% chance to shackle and NGS has a 10%, and will live longer. KMS's toxic skin will not affect the Rats (I believe), and will (hopefully) be able to Shackle someone in decent time. SBN (late game) can use the cover of rats to sweep in and eat the opposing army into submission. This army will fall most of the time, but, if used correctly, can turn the opponents against themselves. This army is also vulnerable to all common squad armies, however, with the rats tying up, and KMS and SBN can attack, using raw attack or bash/poison.
Let me know what you all think, I will be trying out this army soon....
Darkclown
Chimpy
April 2nd, 2007, 10:25 PM
Fear the d20!!!
Ornak 100
Runa 120
Kee-mo-shi 130
Kaemon Awa 120
Eldgrim 30
Total: 500
I like this set up. I suggest changing Kaemon Awa with 3X Deathreavers. That way you have a meatsheild for Ki-Mo-Shi and Runa.
Dredd Stev
April 3rd, 2007, 02:59 PM
How about this one:
Thorgrim - 80
Knights x2 - 140
Gilbert - 105
KMS - 130
Theracus - 40
Send in Thorgrim and the KoW along with gilbert (to speed up those slow ass knights) and once they go down send in KMS on the back of theracus. With the extra defence from thorgims spirit she should be able to hold out for the win.
On a side note I think I like Messenger's version of this a little better, as he as a little range. Though with a couple of good roles from gilbert the KoW can really pick up the pace and get invoved in a hurry...
Elginb
April 4th, 2007, 11:31 AM
Let's see, Kee-Mo-Shi's strength is offensive-- she's got a good base attack, has a vicious special power and her Mind Shackle is something you just can't ignore. Her weakness is her staying power and her lack of a ranged attack: Even though she has a higher than average defense, she has a lower than average life, and since she doesn't benefit from bonding or a ranged attack (unlike figures with the same defense/life ratio: Finn, Thorgrim and Agent Carr) she might get knocked out before reaching a significant target. Still, because she's such a potential death-dealer and game changer, I would hesitate to save her for clean-up duty. So the trick is getting her into the thick of your enemy's forces immediately, then having a back-up army quick enough to take advantage of her disruptive nature.
So, I'd think it would be natural to team her up with Theracus, Saylind or Brunak, just to get her into the battle. She'd also do well with defense boosters like Raelin, Thorgrim or Nakita Agents. For support troups I'd want quick to mobilize squads like Venoc Vipers, Aubrien Archers, or Zombies.
Anyway, this is what I'm thinking:
Kee-Mo-Shi - 130 pts
Theracus - 40 pts
ZombiesX3 - 180 pts
Aubrien ArchersX2 - 140 pts
Total = 490 pts
Theracus drops Kee-Mo-Shi like a bomb into the heart of the enemy's camp. While she occupies them, the Zombies and Archers get themselves into position quickly and do some serious clean-up.
or
Kee-Mo-Shi - 130 pts
DW8000 - 130 pts
Saylind - 80 pts
Zettian Guards - 70 pts
Marrden Hounds - 90 pts
Lead with the Marrden Hounds if the opponent is squad heavy, or lead with Kee-Mo-Shi if the oppoenent is hero heavy. Both Kee-Mo-Shi and the Hounds demand the attention of the opponent, so Saylind would be free to get DW8000 and the Zettians into good position, and they'd have more breathing room to earn their points before getting knocked off.
yagyuninja
April 4th, 2007, 12:24 PM
That's some really clear and clever thinking there, elginb. And I really love that first army - wacky, crazy, and probably deadly!
killercactus
April 8th, 2007, 10:01 PM
Kee-Mo-Shi - 130
Krav Maga - 100
Raelin - 80
Laglor - 110
Rats x2 - 80
Total - 500
Instead of bringing Kee-Mo-Shi into the opponent's starting zone to face all of their figures alone, lets let them come to her while picking some off along the way! The rats run out quick to tie people up and annoy, most of the markers go on the Laglor-boosted, Raelin-backed Invinci-Krav, who they will have to get close to in order to kill. Even with Braxas, they need to get within 4 spaces, then Kee-Mo-Shi has a ball, probably under Raelin's aura to help her staying power. With Rae around, she becomes a super Ne-Gok-Sa with Toxic Skin, just try to keep her away from your own army! If all that fails, Lags is a good clean-up hero with 7 range and the auto-loader.
LtBardolph
June 14th, 2007, 06:45 PM
Kee-Mo-Shi - 130
Brunak - 110
Ornak - 100
Su-Bak-Na - 160
Total = 500
I think this is the right idea. I really like the Kee slingshot a lot. Here's another variation on that theme.
130 Kee-Mo-Shi
110 Brunak
100 Ornak
160 Blade Gruts x4
500 TOTAL
The Kee slingshot is a great opener, and you have many options to follow up on turns 2/3 of a round: (A) More Kee attacks, (C) Brunak's Blood Hungry, or (C) Blade Grut swarm.
Hendal
September 22nd, 2007, 08:18 PM
KC had it pretty close for me. I like the
Ornack
Brunack
KMS
combo at 340 - shot out KMS 13 spaces on the first turn, hope you lose int. roll and you should be able to engage the enemy right away.
SBN is great here cause she can be used to help KMS mind shackle and then you have a big boy to attack, great fun army.
Instead of SBN I may take heavy grunts and and NGS - make it the mind shackle team - could you imagine ornack sending out 2 mind shackle guys on the 1st turn.
Bloody the Marro Stinger
September 22nd, 2007, 08:21 PM
KC had it pretty close for me. I like the
Ornack
Brunack
KMS
combo at 340 - shot out KMS 13 spaces on the first turn, hope you lose int. roll and you should be able to engage the enemy right away.
SBN is great here cause she can be used to help KMS mind shackle and then you have a big boy to attack, great fun army.
Instead of SBN I may take heavy grunts and and NGS - make it the mind shackle team - could you imagine ornack sending out 2 mind shackle guys on the 1st turn.
Besides the fun factor, Su-Bak-Na is really a bad idea. You need something to back up your first assault, and with only Brunak to back you up, once they die, SBN and Ornak fall quickly. The Ne-Gok-Sa and Heavy Grut idea is really something I would add, and is pretty fun to boot!
Hendal
September 22nd, 2007, 09:29 PM
KMS 130
SBN 160
grubers x2 60
raelin 80
roborats 40
Marcu
Isamu
Roborats to lead to get glyphs and tie things up, then Raelin out next, then follow with KMS, keep her with in Raelins aura and you should be good, if the rats can tie up any squads so KMS can get through to a unigue squad, you are in luck.
How about
KMS 130
NGS 90
Ghosts x2 200
roboratsx2 80
----------------
against a hero heavy army this would be a whole lot of fun.
StealthSuitStanley
September 24th, 2007, 11:02 AM
I have used:
Kee-Mo-Shi - 130
Brunak - 110
Ornak - 100
Su-Bak-Na - 160
Total = 500
Round 1:
Marker 1 on Ornak. Use Brunak to carry Ornak straight o the enemy. KMS has the same move as Brunak, so move her up next to Brunak.
Marker 2 on Brunak. If close enough to attack, carry KMS. Attack w/Brunak. Marker 3 on KMS. If not close enough to attack w/Brunak, carry Ornak and put marker 3 on KMS and bring her next to Brunak.
Round 2:
You should be close enough to get both into combat now (unless playing on a very large or multi-level board).
Marker 1 on Ornak. Activate Brunak and KMS.
Marker 2 and 3 on KMS. Start shackling and wounding harshly.
Rinse and repeat. Clean up w/SBN.
One simple key is the setup your starting zone so that after turn one Ornak is within 8 spaces of every model on the board. This becomes key when one of the heroes is killed. Being able to bring SBN into the fray quickly w/a free move is a late game key.
I also like the Gruts (Sword and Heavy) as support, but find activations on Ornak less than advantageous when not using his red flag of fury on two characters. This is why I have a third character in SBN (NGS and MBS also work well but you don't get the +1 to KMS's abilities like you do w/SBN). KMS's wounding ability is a significant player in the early game, as is mind shackle. I've found however, that the toxic skin is very effective, and exponentially so the more models you can get around her.
NecroBlade
September 24th, 2007, 11:19 AM
KMS 130
NGS 90
Ghosts x2 200
roboratsx2 80
----------------
against a hero heavy army this would be a whole lot of fun.I'll have to try that sometime. I say we call it "Me First and the Gimme Gimmes." :D
SoulfulKillingMachine
September 24th, 2007, 01:37 PM
KMS ..................130
Hounds(2) ..........180
Gladiatrons(2) ....160
Eldgrim ...............30
TOTAL ...............500
I imagine she'd be big on hunting and torture. Alternatively, you could replace Eldgrim and a squad of glads with Dünd, but it might be too random to coordinate.
Jexik
September 24th, 2007, 11:33 PM
What about...
3x Gladiatrons
2x Blastatrons
Kee-Mo-Shi
Isamu
Just bog your opponent down and try to mindshackle their most expensive heroes now and then. The 'trons won't get hurt by Toxic Skin.
Jexik
October 16th, 2007, 04:43 PM
I know that no one's said much in this thread for awhile, but here it goes...
I've got two essentially identical ideas:
2x Gladiatrons 160
Marro Warriors 210
Su-Bak-Na 370
Kee-Mo-Shi 500 (15 hexes)
or
4x Deathreavers 160
Marro Warriors 210
Su-Bak-Na 370
Kee-Mo-Shi 500 (23 hexes)
Basically, you tie your opponent up with 'trons or rats, trying to take out any ranged squads with the Marro Warriors. Then you follow it up by having Kee-Mo-Shi blow up in their faces. Su-Bak-Na is there to help both KMS and the MW roll better, and also as a potential Soulborg/really- tough-hero-killer (read:Q9).
Edit: Hmm... just noticed that I made a month-long double post. At least I sort of agree with myself. I like the ones in this post more because it features Kee-Mo-Shi and other Marro more prominently, instead of having the bulk of the work being done by other units.
rym
November 19th, 2007, 09:19 PM
I don't know how competitive this army would really be, but it was fun to play and an absolute blast to see my friend's face when I set the army on the board.
Kee-Mo-Shi 130
Cyrien Esenwein 150
Charos 210
Isamu 10
-----------
total 500
I sent Cyprien first and within three rounds he took out Raelin and Mimring. He was about to work on Sudema when she rolled her 17 and Cyprien was destroyed. KMS was next and her threat factor was enough to slow Krug's advances somewhat. Finished with Charos, then Isamu. Much, much fun :)
Shades fan
November 20th, 2007, 12:32 PM
Kee-Mo-Shi-130
Zettian Guards-70
2xGorillinators -180
Nakita Agents-120
=500
It has no special attacks but I have seen it do some wonderful things the most important part of this army is Kee-Mo-Shi because she runs out ahead with her Zettian Guards protecting her and she can do some Damage
Or:
Kee-Mo-Shi-130
Zettian Guards-70
Gorillinators-90
Warden 816-90
Nakita Agents-120
=500
Bloody the Marro Stinger
November 24th, 2007, 12:44 PM
My personal favorite is:
Brunak
Kee-Mo-Shi
Marro Stingersx3
Deathreaversx3
Marcu Esenwein
Sisyphus
November 24th, 2007, 02:20 PM
I remember proposing this when the stats for SoTM figures first came out...
180 = Marro Stingers(3x)
160 = Su-Bak-Na
130 = Kee-Mo-Shi
030 = Marrden Nagrubs(1x)
500 = Total
I just love all the synergy.
Clarissimus
November 26th, 2007, 11:17 PM
Kee-Mo-Shi 130
Cyrien Esenwein 150
Charos 210
490 points and all-melee. Hmmm . . . .
mccombju
October 15th, 2008, 04:52 AM
Once again, I'm reviving a dead thread, but I thought I'd contribute a couple of Kee-Mo-Shi armies that I think have potential.
Agent Carr - 100
Kee-Mo-Shi - 130
Deathreavers x3 - 120
Airborne Elite - 110
Theracus - 40
The plan in this army is to take advantage of high damage potential but low defense/mobility heroes and/or squads. Opening turns should be used to advance the Deathreavers in order to clog up the opponent's figures. Subsequent turns are spent advancing Kee-Mo-Shi or Carr while waiting for the AE to drop. Kee-Mo-Shi benefits from the deathreavers because she can pick and choose her targets, who have become engaged/tied down by the deathreavers. This should limit the attacks/fire that she receives. Likewise, Agent Carr really benefits from the deathreaver screen, because he can move through not only your own deathreavers but also the opponent's figures to pick and choose his targets (hopefully Q9). Theracus has been included to improve Agent Carr's or Kee-Mo-Shi's mobility.
Alternatively, you could substitute Theracus for an extra squad of Deathreavers. Also, I have toyed with subbing out Agent Carr for the Krav to provide more versatility.
The second army I am posting approaches Kee-Mo-Shi's limited durability by including Raelin.
Krav - 100
Kee-Mo-Shi - 130
Deathreavers x2 - 80
Raelin - 80
Airborne Elite - 110
The synergy between Raelin and the Krav should go a long ways. Kee-Mo-Shi will hope to operate behind a deathreaver screen and within Raelin's aura. The AE are icing on the cake, hoping to strike once Kee-Mo-Shi becomes prioritized or behind a Raelin-boosted deathreaver screen.
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