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  #4057  
Old July 25th, 2015, 03:27 PM
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Smithy Winfred Smithy Winfred is offline
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Re: "I could beat that army!" Theoryscape Challenge

Major J15 (95)
Hoplitrons x9 (355)
Me-Burq-Sa

So Braxas is basically irrelevant, since all my figures are large or huge. The Hoplitrons can tie down Charos while J15 throws in some SAs. If things go downhill, J15's breaching scythe should be more than a match for a wounded Charos. Me-Burq-Sa can act as a Kelda Assassin, or as a late game clean up, since he out moves and ranges most of your units. Hops have a high enough attack that they can get some hits in on Charos as well if need be.

Slowest. Army. Ever
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  #4058  
Old August 3rd, 2015, 09:22 PM
mtl1998 mtl1998 is offline
 
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Re: "I could beat that army!" Theoryscape Challenge

Axegrinders x6-420
Erevan Sunshadow-80
Sit a dwarf.

Axegrinders because duh. Erevan because..why not?

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  #4059  
Old August 3rd, 2015, 09:58 PM
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Marro_Warlord Marro_Warlord is offline
 
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Re: "I could beat that army!" Theoryscape Challenge

Quote:
Originally Posted by mtl1998 View Post
Axegrinders x6-420
Erevan Sunshadow-80
Sit a dwarf.

Axegrinders because duh. Erevan because..why not?
16 Black Wyrms - 480
Marcu - 20

Black Wyrms can go through Dwarves easily, mowing them down with acid breath. Marcu for an Sunshadow assasin?

Oops, rolled a 1.
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  #4060  
Old August 3rd, 2015, 10:18 PM
mtl1998 mtl1998 is offline
 
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Re: "I could beat that army!" Theoryscape Challenge

Quote:
Originally Posted by Marro_Warlord View Post
Quote:
Originally Posted by mtl1998 View Post
Axegrinders x6-420
Erevan Sunshadow-80
Sit a dwarf.

Axegrinders because duh. Erevan because..why not?
16 Black Wyrms - 480
Marcu - 20

Black Wyrms can go through Dwarves easily, mowing them down with acid breath. Marcu for an Sunshadow assasin?

Charos-210
DW8K-130
Beorn-50
Brunak-110

Charos will be really tough to kill. An upgraded DW8K will have some protection against a whiff and should be able to kill black wyrmlings at a decent pace. Beorn is basically just to help protect DW with upgrades. Brunak can carry him and keep him close to DW. Brunak will be difficult to kill as well.

If you're not rolling for Stinger Drain, you're not living.
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  #4061  
Old August 4th, 2015, 09:38 AM
Rich10 Rich10 is offline
 
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Re: "I could beat that army!" Theoryscape Challenge

Quote:
Originally Posted by mtl1998 View Post

Charos-210
DW8K-130
Beorn-50
Brunak-110
While I was tempted to take Krug to see Charos and Krug fight it out, this should work well.


Kurrok 120
Fire Elementals x 10 350
Marcu 20
Isamu 10

Last edited by Rich10; August 4th, 2015 at 09:56 AM.
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  #4062  
Old August 4th, 2015, 11:03 AM
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Re: "I could beat that army!" Theoryscape Challenge

this is not an army that sees the light of day often:

Shurrak (160)
Obsidian Guards x3 (460)
Siiv (500)

Your all melee army means, the slow move is less devastating, and if there is lava on the map, I can get some nice range buffs. All lava resistance makes searing intensity useless, although 10 fire elementals might still be a tough fight, Shurrak's high life and sweeping sword should make it a bit easier. If the opening arises, Siiv can act as an assassin against Kurrok, assuming he leaves an opening in his defenses long enough for my sneaky assassin to get into position.

~SW, Fighting fire with more powerful fire
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  #4063  
Old August 7th, 2015, 07:14 PM
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Robuts

Quote:
Originally Posted by Smithy Winfred View Post
this is not an army that sees the light of day often:

Shurrak (160)
Obsidian Guards x3 (460)
Siiv (500)

Your all melee army means, the slow move is less devastating, and if there is lava on the map, I can get some nice range buffs. All lava resistance makes searing intensity useless, although 10 fire elementals might still be a tough fight, Shurrak's high life and sweeping sword should make it a bit easier. If the opening arises, Siiv can act as an assassin against Kurrok, assuming he leaves an opening in his defenses long enough for my sneaky assassin to get into position.

~SW, Fighting fire with more powerful fire
Hoplitrons x8 - 280
X17 - 100
J15 - 95
Drow Chainfighter - 25

Same attacks all around and better defense plus J > Shurrak. DC because why not?

~Dysole, noting that a couple of the movement lava tricks don't really work on this army but oh well
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  #4064  
Old August 8th, 2015, 11:40 AM
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Re: Robuts

Quote:
Originally Posted by Dysole View Post
Quote:
Originally Posted by Smithy Winfred View Post
this is not an army that sees the light of day often:

Shurrak (160)
Obsidian Guards x3 (460)
Siiv (500)

Your all melee army means, the slow move is less devastating, and if there is lava on the map, I can get some nice range buffs. All lava resistance makes searing intensity useless, although 10 fire elementals might still be a tough fight, Shurrak's high life and sweeping sword should make it a bit easier. If the opening arises, Siiv can act as an assassin against Kurrok, assuming he leaves an opening in his defenses long enough for my sneaky assassin to get into position.

~SW, Fighting fire with more powerful fire
Hoplitrons x8 - 280
X17 - 100
J15 - 95
Drow Chainfighter - 25

Same attacks all around and better defense plus J > Shurrak. DC because why not?

~Dysole, noting that a couple of the movement lava tricks don't really work on this army but oh well
Another fun one

Microcorp Agents x3 (300)
Agent Skahen (420)
Concan the Kyrie Warrior (500)

With your incredibly slow moving army, it should be easy to maneuver to height with the microcorp. Focusing fire on J-15 will make it very tough to deal any damage at all once he goes down, since my figures have enough range to kite the Hops for a while. Skahen can be activated to pull the agents out of sticky situations, and Concan can be used as a beatstick to tie down Hops, or a clean up unit, depending on how luck favors me.
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  #4065  
Old August 13th, 2015, 09:03 AM
mtl1998 mtl1998 is offline
 
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Re: Robuts

Quote:
Originally Posted by Smithy Winfred View Post
Quote:
Originally Posted by Dysole View Post
Quote:
Originally Posted by Smithy Winfred View Post
this is not an army that sees the light of day often:

Shurrak (160)
Obsidian Guards x3 (460)
Siiv (500)

Your all melee army means, the slow move is less devastating, and if there is lava on the map, I can get some nice range buffs. All lava resistance makes searing intensity useless, although 10 fire elementals might still be a tough fight, Shurrak's high life and sweeping sword should make it a bit easier. If the opening arises, Siiv can act as an assassin against Kurrok, assuming he leaves an opening in his defenses long enough for my sneaky assassin to get into position.

~SW, Fighting fire with more powerful fire
Hoplitrons x8 - 280
X17 - 100
J15 - 95
Drow Chainfighter - 25

Same attacks all around and better defense plus J > Shurrak. DC because why not?

~Dysole, noting that a couple of the movement lava tricks don't really work on this army but oh well
Another fun one

Microcorp Agents x3 (300)
Agent Skahen (420)
Concan the Kyrie Warrior (500)

With your incredibly slow moving army, it should be easy to maneuver to height with the microcorp. Focusing fire on J-15 will make it very tough to deal any damage at all once he goes down, since my figures have enough range to kite the Hops for a while. Skahen can be activated to pull the agents out of sticky situations, and Concan can be used as a beatstick to tie down Hops, or a clean up unit, depending on how luck favors me.

Braxas-210
Crypt Guards x2-120
Drake (SotM)-170

Braxas can take out a lot, if not all, of the microcorp. Crypts are for bonding and should hold up well enough with tough against no specials attacks and could be good for a few wounds. Drake should do well against a lot of range and no special attacks, and if it comes down to him and Concan, Drake will win that fight.

If you're not rolling for Stinger Drain, you're not living.
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  #4066  
Old August 19th, 2015, 10:49 AM
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Smithy Winfred Smithy Winfred is offline
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Re: Robuts

Quote:
Originally Posted by mtl1998 View Post
Quote:
Originally Posted by Smithy Winfred View Post
Quote:
Originally Posted by Dysole View Post
Quote:
Originally Posted by Smithy Winfred View Post
this is not an army that sees the light of day often:

Shurrak (160)
Obsidian Guards x3 (460)
Siiv (500)

Your all melee army means, the slow move is less devastating, and if there is lava on the map, I can get some nice range buffs. All lava resistance makes searing intensity useless, although 10 fire elementals might still be a tough fight, Shurrak's high life and sweeping sword should make it a bit easier. If the opening arises, Siiv can act as an assassin against Kurrok, assuming he leaves an opening in his defenses long enough for my sneaky assassin to get into position.

~SW, Fighting fire with more powerful fire
Hoplitrons x8 - 280
X17 - 100
J15 - 95
Drow Chainfighter - 25

Same attacks all around and better defense plus J > Shurrak. DC because why not?

~Dysole, noting that a couple of the movement lava tricks don't really work on this army but oh well
Another fun one

Microcorp Agents x3 (300)
Agent Skahen (420)
Concan the Kyrie Warrior (500)

With your incredibly slow moving army, it should be easy to maneuver to height with the microcorp. Focusing fire on J-15 will make it very tough to deal any damage at all once he goes down, since my figures have enough range to kite the Hops for a while. Skahen can be activated to pull the agents out of sticky situations, and Concan can be used as a beatstick to tie down Hops, or a clean up unit, depending on how luck favors me.

Braxas-210
Crypt Guards x2-120
Drake (SotM)-170

Braxas can take out a lot, if not all, of the microcorp. Crypts are for bonding and should hold up well enough with tough against no specials attacks and could be good for a few wounds. Drake should do well against a lot of range and no special attacks, and if it comes down to him and Concan, Drake will win that fight.
Vulcanmech Incendioborgs (180)
Deathstalkers x3 (300)
Marcu Eswein
500 points/22 hexes

All units are immune to acid, so Braxas gets taken off the table. The Deathstalkers not only provide a big meat shield for the Borgs, but can also use Maul to bypass the Crypt Guardians defenses. Vulcans focus on Drake till he goes down, shouldn't be too tough, then the Stalkers clean up whats left.
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  #4067  
Old August 19th, 2015, 09:57 PM
Rich10 Rich10 is offline
 
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Re: Robuts

Quote:
Originally Posted by Smithy Winfred View Post
Vulcanmech Incendioborgs (180)
Deathstalkers x3 (300)
Marcu Eswein
500 points/22 hexes
Dwarves are just a little too easy and while I'd like to take a chance with Quasatch hunters, lets go with:
Omegacron 180 2
Repulsors x 3 120 9
Snipers x 2 200 6
500/17
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  #4068  
Old August 21st, 2015, 08:10 PM
mtl1998 mtl1998 is offline
 
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Re: Robuts

Quote:
Originally Posted by Rich10 View Post
Quote:
Originally Posted by Smithy Winfred View Post
Vulcanmech Incendioborgs (180)
Deathstalkers x3 (300)
Marcu Eswein
500 points/22 hexes
Dwarves are just a little too easy and while I'd like to take a chance with Quasatch hunters, lets go with:
Omegacron 180 2
Repulsors x 3 120 9
Snipers x 2 200 6
500/17

Bramcephys-230
Garrett Burns-70
Red Ants x5-200

Ants take all OMs first few rounds and swarm and take out repulsors first and then as many snipers as possible. Bram follows. Evil eye glare should take out a couple snipers on his advance to them and Omegacron. Bram should focus his attack on Omegacron since he has the highest attack and the greatest chance to break through Omega's defense. Garrett cleans up. Quick draw's a nice power against a ranged army (as well as evil eye which is especially good against the snipers without their repulsors).

If you're not rolling for Stinger Drain, you're not living.
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