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  #37  
Old April 16th, 2008, 10:45 AM
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Re: The Book of Blastatrons

The Krav might work too, to absorb fire while the Glads move into position.

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  #38  
Old April 16th, 2008, 03:17 PM
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Re: The Book of Blastatrons

Another set of Blastatrons and a unit of deathreavers. Reavers are the only unit that is still usefull without taking multiple units.



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  #39  
Old April 18th, 2008, 12:30 PM
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Re: The Book of Blastatrons

I was also kicking around another set of blastatrons as well as marcu and isamu
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  #40  
Old April 18th, 2008, 12:58 PM
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Re: The Book of Blastatrons

Quote:
Originally Posted by CaptainCanuck View Post
I am setting up a 500 pt team centered around the blast Glad combo

2XGlad 160
1 Blast 60
Q9 180

So I have 100 left what should I do with those points?
I'd go with a second set of blasts and a squad of reavers. Even though the reavers don't count towards the blastatron bonus, they are still an all around good 40 point filler and glyph grabber.

If you don't like the rats, I would recommend Eldgrim and Isamu. Eldgrim can make your Q9 more mobile, while Isamu is just plain amazing for 10 points.

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  #41  
Old April 18th, 2008, 01:44 PM
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Re: The Book of Blastatrons

I have always liked fielding
3xGlads-240
2xBlasts-120
Warden 816-90
Me-Burq-Sa-50
I really think it is the only way to have true crazyness on the battlefield using Glads and Blasts.

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Last edited by Shades fan; April 18th, 2008 at 10:08 PM.
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  #42  
Old April 18th, 2008, 09:28 PM
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Re: The Book of Blastatrons

Quote:
Originally Posted by CaptainCanuck View Post
I was also kicking around another set of blastatrons as well as marcu and isamu
Sure, whatever. The second squad of blastatrons is the real priority; whether you spend your last 40 on rats or Guilty/Isamu isn't nearly as important as locking in that blasts x2.

Here's one I've had some success with:

160 Gladiatrons x2
120 Blastatrons x2
220 Captain America
500

You can move every figure every round if you want. When you get some glads locking the enemy down, then Cap behind them giving a couple a defense boost, and then blasts behind him getting the attack boost... doesn't take very many turns of that to whittle 500 points down to zero, I can tell you. The quality and quantity attacks just keep on coming.

Last edited by rdhight; April 18th, 2008 at 10:46 PM. Reason: 80 + 80 = 160
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  #43  
Old April 18th, 2008, 10:03 PM
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Re: The Book of Blastatrons

The Captain America idea gives me pause. Never considered that. Your math is screwed up wrong value on gladatrons but it still does equal 500 if you use the right value. I like that idea a whole lot.

Last edited by CaptainCanuck; April 19th, 2008 at 01:03 AM.
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  #44  
Old April 18th, 2008, 10:26 PM
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Re: The Book of Blastatrons

I would caution strongly against taking only 1 set of Blasts with you in your army... All your opponent needs to do is knock of 2 of them, and you're suddenly left with 2 squads of Glads with nothing much to do...

In a game a week ago, my opponents rightly ignored my Glads to the best of their ability and targeted my Blasts. Once the Blasts were gone, the Glads weren't worth their points.

Of course, for almost any common squad, one should take multiples when possible. But I'd say this is doubly true with Blasts who are responsible for the Glads earning their point value in most games.

Attrition... It's gonna happen, so plan accordingly.

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  #45  
Old April 19th, 2008, 12:45 AM
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Re: The Book of Blastatrons

I had planned on going with 2 blasta's now based on the previous advice
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  #46  
Old June 22nd, 2008, 09:21 PM
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Re: The Book of Blastatrons

I think this will play well with Blastatrons:

Major Q9: For Long range backup to the Gladiatrons
Warden 816: For added backup and +1 guard movement
Blastatron x2: with 6 movement they should get to high ground fast.
Gladiatrons x2: with bonding they will lock down units and give bonus
of +1 to Blastatrons.
Theracus: To help either Major Q9 or Warden 816 achieve high ground
Isamu: Well who else could fill the 10 point role?

600 points

Any Feedback? I'm playing this one next week.

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  #47  
Old June 22nd, 2008, 09:37 PM
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Re: The Book of Blastatrons

Quote:
Originally Posted by Faxanadu13 View Post
I think this will play well with Blastatrons:

Major Q9: For Long range backup to the Gladiatrons
Warden 816: For added backup and +1 guard movement
Blastatron x2: with 6 movement they should get to high ground fast.
Gladiatrons x2: with bonding they will lock down units and give bonus
of +1 to Blastatrons.
Theracus: To help either Major Q9 or Warden 816 achieve high ground
Isamu: Well who else could fill the 10 point role?

600 points

Any Feedback? I'm playing this one next week.
Nice, but there are some miscalculations in there. Theracus cannot carry Quiggly, because he's large. Also, you could, if you wanted, use Otonashi instead of Isamu.

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  #48  
Old June 22nd, 2008, 10:08 PM
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Re: The Book of Blastatrons

Quote:
Originally Posted by CaptainCanuck View Post
The question of the hour is is marcu q9 and isamu better or worse than Captain america.
Very hard question! Q9's got the longer range and the Chill Touch immunity. Cap can throw quite a few more attack dice over the course of a game. Cap can help the blasts' attack with Tactician, but Q9 can too, by giving homing device. Personally, I would be more inclined to go with Cap, because if you meet a unit that can force you to put order markers on the blasts, such as Krav, Sgt. Drake, Dzu-Teh, or a raelinated Oni, you could engage with Cap and smash face with that 6 attack and counterstrike. But then throw in Isamu/Marcu and it turns back into a crapshoot! I think it has more to do with your personal style than with objective, measurable power level.

Quote:
Originally Posted by Faxanadu13 View Post
I think this will play well with Blastatrons:

Major Q9: For Long range backup to the Gladiatrons
Warden 816: For added backup and +1 guard movement
Blastatron x2: with 6 movement they should get to high ground fast.
Gladiatrons x2: with bonding they will lock down units and give bonus
of +1 to Blastatrons.
Theracus: To help either Major Q9 or Warden 816 achieve high ground
Isamu: Well who else could fill the 10 point role?

600 points

Any Feedback? I'm playing this one next week.
I think a third squad of glads would be a better buy than the Warden. Actually, if you have a third squad of blasts, too, I would ditch the riff-raff altogether and go with:

240 glads x3
180 blasts x3
180 Major Q9
600

That is going to bury most of the 600-point armies I've seen or played.
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