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PIKACHU
May 8th, 2007, 08:06 PM
[KNIGHTS]
Johnny “Shotgun” Sullivan
Eldgrim the Viking Champion
Finn the Viking Champion
Sir Gilbert
Knights of Weston
Knights of Weston
4th Massachusetts Line

[ORCS]
Heavy Gruts
Heavy Gruts
Blade Gruts
Grimnak
Tornak
Nerak the Glacian Swog Rider
Swog Rider
Swog Rider

OR

Heavy Gruts
Heavy Gruts
Blade Gruts
Blade Gruts
Nerak the Glacian Swog Rider
Grimnak
Tornak

-PIKACHU-

markwars
May 8th, 2007, 08:32 PM
[KNIGHTS]
Johnny “Shotgun” Sullivan
Eldgrim the Viking Champion
Finn the Viking Champion
Sir Gilbert
Knights of Weston
Knights of Weston
4th Massachusetts Line

With this army you have ask yourself, "What am I trying to do?" If you are trying to boost a unit with Finn and Eldgrim then I would forget the 4th Mass and add another unit of Knights. But if I was you I would scrap all of the Heroes except Sir Gilbert and go with this:

Nilfheim - 185
Gilbert - 105
Knights x 3 - 210
TOTAL - 500



[ORCS]
Heavy Gruts
Heavy Gruts
Blade Gruts
Grimnak
Tornak
Nerak the Glacian Swog Rider
Swog Rider
Swog Rider

This army has some potential, but the Blade Gruts are a waste. Draft a unit of the Arrows instead and maximize your Swogs' potential.



OR

Heavy Gruts
Heavy Gruts
Blade Gruts
Blade Gruts
Nerak the Glacian Swog Rider
Grimnak
Tornak

This is closer to an effective build but I would tweak it thusly:

Heavy Gruts x 4 - 280
Grimnak - 120
Tornak - 100
TOTAL - 500

The more units of common squads you draft the more effective you make that unit's card. Nerak would be a nice addition, but the rest of the army is attack oriented and your best bet is to keep using the dinos while you can.

Jandars_Hope
May 9th, 2007, 05:36 AM
I am going to agree with markwars!
Especially on the orc armies; if you are having more than one swog rider on your team you should add the arrow gruts to make use of their full potential, And on the last army why use blade gruts when you can use heavy gruts! :D

NoIntentions
May 25th, 2007, 02:14 PM
i'm trying out something similar to the Nilf/Gilbert/Knights x3 build, but replacing one squad of knights with Concan.

and Jandar's Hope, there's gonna be three knights. as evidenced by the Knights and Swog pack, Hasbro is going with a 6-hex base minimum in squad packs. three knights would meet that wonderfully.

Aldin
May 25th, 2007, 03:41 PM
markwars advice is excellent. My own riffs on your themes:

Knights
Sir Gilbert
Sir Denrick
2xKnights
2x4th Mass.

You give up 15 points, which is bad. But in exchange you gain some wonderful ranged ability in the 4th and you enable Sir Gilbert to enter the melee fray because Sir Denrick is available to take over the human champion bonding when he croaks.

Orcs

Grimnak
Mimring
2xHeavy Gruts
2xSwog
1xArrow Grut

I hate giving up ranged ability and I love the way Mimring bonds with the Arrow Gruts. You still have a heavily mailed fist in the Heavies and Grimnak, but you will also have a lot of tactical flexibility in who you hit and where you hit them with Mimring's flying ranged attack.

~Aldin, looking forward to the Templars

NoIntentions
May 31st, 2007, 03:25 PM
first of all, lemme rectify a mistake from earlier. i accidentally miscounted, and the Nilf/2x Knights/Concan/Gilbert army is 510 points. my bad.

second, i'm trying out this army:

Laglor
Major Q9
Nakita Agents
Gorillinators

now, i'm wondering if replacing Nakita/Gorillinators with Krav/Microcorp or double Microcorp would be a better choice. bonding probably says no, though.