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Competitive Armies Discussion Discuss, critique, and build ideas for tournament-caliber armies. |
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#25
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Re: Sir Dupuis - what's your army idea?
I don't know - I think Matthias has hit the nail on the head. Every army I come up with just doesn't sound as good as his. It has no range (come on, it's Matthias) but it has RIDICULOUS movement and strong defense. It has great glyph grabbing ability. It has the ability to kill Q9. It has the ability to tie down ranged squads....
I'm all over this thing. Matthias, nice work! Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#26
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Re: Sir Dupuis - what's your army idea?
Thanks KC and Jexik
I'm getting ready for a tourney with 550 points, so I adjusted my army slightly to - Knights x 4 - 280 Gilbert - 385 Dupius - 535 Isamu - 545 I played it 3 times last night against a Cyprien + Nilf army against a Brunak, Sonlen, Raelin, TSA army against the typical Q9, rats, Laglor, Raelin, Krav army. It pretty much handled the first 2 armies with ease. Brunak was a little troublesome since he was blocking a choke point with Raelin behind him, but Dupius took the long route and smacked the Kyrie in her head and the knights cleaned up afterwards. The last army was a little difficult with the rats with 6 defense, but the 4 defense knights were standing up pretty good to the major's 3 attacks of 3. Eventually the rat shield came down and Dupius charged in and smacked Raelin again. Dupius then engaged the major, but wasn't rolling real well. But he distracted the major while my knights surrounded the major with a boost from Gilbert were able to take him down. Dupius died against Laglor, but the knights finished him off. The Krav died early from an assassin mission by Isamu. I took out 2 of them and then a knight killed the last one. I had 3 knights and Gilbert with 2 wounds left after it was over. It was close, but Dupius had a strong enough attacker to lay the smack down when necessary. I was impressed with it. Let's just say that my opponents around here are sick of the knights! Dragon Dice - (the 2nd best game there is) Learn to Play! http://www.youtube.com/watch?v=1h3q6...wujcr8vVf8e21G |
#27
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Re: Sir Dupuis - what's your army idea?
Matthias, while I'm still skeptical, I am really glad that you're having success with Dupuis. I want him to be good and I love the KoW I've just seen range rule in the long run.
Let us know if you have any other battles with him. I've very interested. |
#28
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Re: Sir Dupuis - what's your army idea?
I plan on play-testing him quite a bit for the KC tourney in July.
Range doesn't rule as much as you think! It's a combination of defense, number of activations, and movement. If you can get it working right, range is nothing to fear. Dragon Dice - (the 2nd best game there is) Learn to Play! http://www.youtube.com/watch?v=1h3q6...wujcr8vVf8e21G |
#29
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Re: Sir Dupuis - what's your army?
Quote:
Another alternative is Sir Dupuis = 150 + KoWsx2 140 = 290 + Eldgrim 30 = 320 + 4th MassX2 = 470 + Guilty 30 = 500 Send Guilty on a suicide mission so the 4th Mass can have the bonus. I don't care about choosing my army based on strategy. I choose an army based on coolness and personal appeal... even if it means that my units will die trying. Hail to the glory of HeroScape and bravery. Last edited by Hero Hot Hatch; June 19th, 2008 at 09:04 PM. |
#30
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Re: Sir Dupuis - what's your army idea?
150 dupuis
80 concan 80 finn 80 thorgrim 210 3x kow ----------- 600 points I just realized that Dupuis makes Concan a bit more viable, since Concan effectively gives Dupuis +2 attack and +1 defense. Pretty cool. In this army, every unit can boost every other unit with auras and then the vikings can still boost either concan or dupuis after death. Top it off with some bonding and it's got pretty insane synergy. The various units, when their potential is maximized, can each theoretically get as high as: Dupuis: 9 attack/6 defense Concan: 5 attack/5 defense Finn: 3 attack/5 defense Thorgrim: 4 attack/4 defense Knights: 5 attack/6 defense Though it's all mostly just theoretical it's still pretty sick. While you wouldn't likely be maxxed out on any of these very often, you should still have a pretty nice assortment of bonuses available most of the time. |
#31
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Re: Sir Dupuis - what's your army idea?
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#32
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Re: Sir Dupuis - what's your army idea?
Oops I goofed you're right. I guess Concan doesn't get the boost I thought. Bummer.
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#33
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Re: Sir Dupuis - what's your army idea?
Quote:
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#34
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Re: Sir Dupuis - what's your army idea?
Concan still boosts Dupuis because he's a knight, it's just the usual +1/+1 instead of the +2/+1 I thought it was. Oddly enough, I also goofed in my math, so even though I messed up with Concan's bonus the end number was still right for a maxxed-out Dupuis: +9/+6
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#35
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Re: Sir Dupuis - what's your army idea?
because of that knight atk for nearby units, i would definetly do this: (based on 510 point tournaments)
Sir Dupius(150 points) Templar Cavalry x1 (120 points) Sir Gilbert (105 points) Knights of Weston x1 (70 points) Marro Stingers x1 (60 points, point fillers ) 505 points Knights, Cavalry, Minutemen-What's better than that? |
#36
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Re: Sir Dupuis - what's your army idea?
This is an interesting 510 point idea I thought of:
Sir Dupuis - 150 Templar Cavalry x 3 -360 First you charge in with one squad of Templars then follow up with Dupuis on the next turn. This will give you 3 attacks of 5+ one turn and 1 attack of 7+ the next turn. You could then bring more Templar from behind or just keep charging in the same pattern. I don't know how well this would work, but what could be cooler than 10 knights on horses charging into a battle?(Besides elves and dragons) But those who hope in the Lord will renew their strength. They will soar on wings like eagles... ~Isaiah 40:31 |
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