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  #13  
Old May 6th, 2008, 09:07 AM
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Matthias Maccabeus Matthias Maccabeus is offline
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Re: Sir Dupuis - what's your army?

I really like the knights + Eldgrim + Dupius combo. 9 move is amazing! Just think of what he could do to the Krav, or Nakitas (he's large and won't get hit for an engagement strike) with a threat range of 10 or even 9 w/o Eldgrim.

I think Gilbert and Dupius will become best friends.
I think Jandar's Dispatch will be key for Dupius, for keeping the knights up within range of his knight's courage.
That being said -
Knights x 3 - 210
Gilbert - 315
Dupius - 465
Eldgrim - 495
I know I already posted somehting similar to this, but I really like the synergy!
I'm definitely taking this or somehting similar to my next tourney.

Eldgrim gives Dupius 9 move. Gilbert keeps the knights together and pressing forward, giving the occasional attack boost. Dupius rides in strong and fast against the tougher ranged units, such as Q10, Q9, etc.
I love it!!

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Last edited by Matthias Maccabeus; May 6th, 2008 at 09:14 AM.
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  #14  
Old May 6th, 2008, 12:51 PM
BigBadBruinsMac BigBadBruinsMac is offline
 
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Re: Sir Dupuis - what's your army?

Quote:
Originally Posted by Hex_Enduction_Hour View Post

For 490 points
Dupuis 150
KoWx2 290
Templar 410
Finn or Thorgrim 490
Very similar to an idea I had, only I'd replace Finn or Thorgrim with a 4th Mass unit. Then add Kyntela Gwyn with the last 20 pts and you still get the Valiant bonus.

For a 600 pts army I'd love to try

Dupuis 150
KoWx2 290
Templar 410
Concan 490
AE 600

Last edited by BigBadBruinsMac; May 6th, 2008 at 12:57 PM.
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  #15  
Old May 6th, 2008, 12:57 PM
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Re: Sir Dupuis - what's your army?

Quote:
Originally Posted by yagyuninja View Post
Quote:
Originally Posted by Matthias Maccabeus View Post
Templars x 2 - 240
Dupius - 390
AE - 500
I declare this the raddest army ever. Charging Templar Knights and Easy Company laying waste to evildoers across the land!
I agree!

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  #16  
Old May 6th, 2008, 12:58 PM
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Re: Sir Dupuis - what's your army?

Quote:
Originally Posted by darkclown789 View Post
Quote:
Originally Posted by Jexik View Post
Pretty self explanatory- can be adjusted for given point totals with more, or slightly different vikings.

Coup de Grace
3x Knights of Weston 210
Finn the Viking Champion 290
Eldgrim the Viking Champion 320
Sir Dupuis 470
That army is great on paper, but will be cut down by range. I'll post my army using him a bit later.

~Darkclown
You're probably right. I just liked the idea of using a French term for a killing blow with a French named figure who would hopefully deliver just that. Matthias' army with Sir Gilbert is much better.

Quote:
Originally Posted by fomox View Post
(I've also played many matches with great, fun people who were using Q9. So using Q9 doesn't make you a tool. But being a tool sure seems to make you use Q9.)
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  #17  
Old May 6th, 2008, 02:19 PM
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Re: Sir Dupuis - what's your army idea?

Quote:
Originally Posted by ParaGoomba Slayer View Post
I disagree with your choice of range units. The Microcorp can't ALWAYS get height, and without it they suck, especially with only one set.

I'd go with the Krav or Omnicrons. But unlike the Krav or Microcorp, the Omnicrons can movement bond with Sir Gilbert.
PGS,

As kinda noted, I think the KMA would be good too, but I'm thinking water - not height. The MCA are simply more flexible than the KMA - especially with a number of swamp maps in the mix. Between the extra defensive dice and the D20 second chance I think their survivability is potentially better than the KMA. Since either exists primarily as bait to get your opponent to do foolish things (like waste Braxas/Nilfheim's attacks on the 33 point figs instead of the 18 point figs), I prefer the mobility and toughness of the water-suited. Remember that the KMA whiff on three dice about a third of the time, but five dice only whiff a little more than one time in ten (we're not even counting their second chance here). I find that at range I'm far more often rolling against a single skull than against two or more. The MCA get the benefit when adjacent as well, a failure of the KMA. OCS have neither defensive advantage. If I was looking for my best offensive punch from a water free height I'd take the KMA, but I want something that'll distract my opponent while I bring up the Knights and for that I'll take the Microcorp.

~Aldin, who notes that MCAx2 scales well into a 600 point army as well

He either fears his fate too much
or his desserts are small
That dares not put it to the touch
to gain or lose it all
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  #18  
Old May 7th, 2008, 03:46 AM
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Re: Sir Dupuis - what's your army?

Quote:
Originally Posted by Matthias Maccabeus View Post
Templars x 2 - 240
Dupius - 390
AE - 500
Beware, mighty Templar!
It's a very sad sight
when a 13pt Viper
kills a 40pt knight.

There is no difference, for all have sinned and fall short of the glory of God, and are justified freely by his grace through the redemption that came by Christ Jesus.

Romans 3:22-24

Last edited by Messenger; May 7th, 2008 at 04:06 AM.
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  #19  
Old May 7th, 2008, 04:06 AM
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Re: Sir Dupuis - what's your army idea?

Oh yeah. Here's my army:

350 4th mass x 5
150 Sir Dupuis
500

That's 22 starting spaces. He's valiant. They have guns. What's not to like?

There is no difference, for all have sinned and fall short of the glory of God, and are justified freely by his grace through the redemption that came by Christ Jesus.

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  #20  
Old May 7th, 2008, 11:43 AM
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Re: Sir Dupuis - what's your army idea?

Quote:
Originally Posted by Messenger View Post
Oh yeah. Here's my army:

350 4th mass x 5
150 Sir Dupuis
500

That's 22 starting spaces. He's valiant. They have guns. What's not to like?
Sir Dupuis definitely gets some of his value when he is boosted by other knights. Otherwise, drop him and get a squad of templars instead of him. However, if that floats your boat, go for it.

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; May 7th, 2008 at 11:49 AM.
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  #21  
Old May 7th, 2008, 05:23 PM
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ParaGoomba Slayer ParaGoomba Slayer is offline
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Re: Sir Dupuis - what's your army idea?

Quote:
Originally Posted by Aldin View Post
Quote:
Originally Posted by ParaGoomba Slayer View Post
I disagree with your choice of range units. The Microcorp can't ALWAYS get height, and without it they suck, especially with only one set.

I'd go with the Krav or Omnicrons. But unlike the Krav or Microcorp, the Omnicrons can movement bond with Sir Gilbert.
PGS,

As kinda noted, I think the KMA would be good too, but I'm thinking water - not height. The MCA are simply more flexible than the KMA - especially with a number of swamp maps in the mix. Between the extra defensive dice and the D20 second chance I think their survivability is potentially better than the KMA. Since either exists primarily as bait to get your opponent to do foolish things (like waste Braxas/Nilfheim's attacks on the 33 point figs instead of the 18 point figs), I prefer the mobility and toughness of the water-suited. Remember that the KMA whiff on three dice about a third of the time, but five dice only whiff a little more than one time in ten (we're not even counting their second chance here). I find that at range I'm far more often rolling against a single skull than against two or more. The MCA get the benefit when adjacent as well, a failure of the KMA. OCS have neither defensive advantage. If I was looking for my best offensive punch from a water free height I'd take the KMA, but I want something that'll distract my opponent while I bring up the Knights and for that I'll take the Microcorp.

~Aldin, who notes that MCAx2 scales well into a 600 point army as well
As a Microcorp hore myself, I'd probably go with 3x microcorp for 700 points. I have drafted them, literally, 8 times in a row. I've only recently broke the addiction.


HOWEVER, the Omnicrons movement bond with Sir Gilbert. I think that is rather valuble.

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  #22  
Old May 7th, 2008, 07:07 PM
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Re: Sir Dupuis - what's your army idea?

I myself played an Army of this guy (Proxies) and Knights of Weston when I forgot to copy down his stats right. I played him as a champ and he dominated.
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  #23  
Old May 7th, 2008, 10:34 PM
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Re: Sir Dupuis - what's your army idea?

My idea is fairly easy but may have been posted
Sir Dupuis-150
Sir Gilbert-105
Templar-2x240
This army is played by having Gilbert move the templar. Then you move Dupuis and repeat till you get to the enemy, then you attack.

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  #24  
Old May 8th, 2008, 12:49 AM
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Re: Sir Dupuis - what's your army idea?

I'm actually having a hard time wrapping my mind around Sir Dupuis. Every army I come up with either starts:
1)2xKow+Human Champ (min 170 - min w/KoW boost 220)
or
2)2xKT (240)
Then the 150 points of SD is added and you're at a minimum of 320 - more likely 370-400. That means that 500 point armies are gonna look a lot alike, regularly featuring the KMA, the AE, the NA, Kaemon Awa or 2xStingers.

I sort of like the minimalist:
2xKoW
Eldgrim
Sir Dupuis
Q9

but I want something with a real Human Champ that is a bit better rounded. Here's what I came up with as a core:
1xKoW 70
Alastair 110
Sir Dupuis 150
I figure Alastair has the biggest target on his back here with the low defense and the strong attack potential vis-a-vis the KoW - when he's used up, SirD charges in. The 170 can be used to buy 2x4th Mass + Eldgrim in a tourney configuration, but I kinda like this for the anti-range:
1xKoW 70
Alastair 110
Sir Dupuis 150
2xWolves of Badru 160
Isamu 10
Give your opponent yet another non-KoW force to worry about that moves fast and hits hard. Variety is the spice of life, eh?

~Aldin, musingly

He either fears his fate too much
or his desserts are small
That dares not put it to the touch
to gain or lose it all
~James Graham
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