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Competitive Armies Discussion Discuss, critique, and build ideas for tournament-caliber armies. |
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#97
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Re: Gen Con 2010 Main Event Armies
I still like my stupidly simple Hydra army:
80 Raelin RotV 120 Fen Hydra 120 Deathreavers x3 180 Major Q9 500, 17 hexes Deathreavers give you board control and pace control. Q9 gives you a counter for ranged squaddies and a way to deal with opposing rats. The Fen Hydra is your counter to anything that breaks through the rat screen. @600, add KMA (20) or Kelda+Marcu (19). @620, add KMA+Marcu (21) or AE + Isamu (22) or Fen Hydra (19) or Kelda + Deathreavers (22). @640, add KMA + Deathreavers (24) or Kelda + Marro Warriors + Isamu (23) or AE + Drow Chainfighter/Air Elemental/Guilty/Eldgrim (22) or Fen Hydra + Marcu (20). |
#98
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Re: Gen Con 2010 Main Event Armies
Personal preferences aside, there are some very good aspects of the Romans, though.
If you keep them bunched together, they're 3-4 just like the Knights. You don't have to activate Marcus or have clear sight to get his movement bonus, which you can rely on to always be 1 space. You can activate Mogrimm until he's dead and still get the movement bonus. Since they're cheaper, you can afford 4 squads, 2 heroes AND Raelin, which is something the Knights and Orcs can't do at 500/510. Plus, they like to bunch up anyway, which makes Raelin's job easier with them. They get +3 to initiative as long as Mogrimm is alive, and if the opponent doesn't have a special attack, that'll be a while, especially with Raelin. The addition of NGS + Romans is a symbol is rolled is pretty darn sickening (of course, so is the symbol add-on for my KoW army below). The thought of having to kill Mogrimm and NGS, both protected by Raelin, and 20 Romans seems daunting. Here's the best KoW army I can come up with quickly - I'm not sure which one I like better: Sir Gilbert - 105 Knights of Weston x3 - 315 Nilfheim - 500, 15 hexes 600 - Knights + Eldgrim, 20 620 - Knights + Marro Warriors, 23 640 - Knights x2, 23 This one has some range and a way to deal with Deathreavers, but less figures on Day 1 and no Raelin. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#99
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Re: Gen Con 2010 Main Event Armies
Today I played the Phantom Knights against Q9 (and Rats/Krav) and they are a very even match up. Needless to say, this says a lot about their anti-range capabilities. This leads me to:
3x Phantom Knights 210 Major Q9 390 3x Rats 510 23 hexes, a bit high, little room for reinforcements but whatever +Raelin 590 +Raelin/Guilty 620 +Raelin/Arkmer 640 The Phantom Knights are effective against range, and rats+Q9 is good against... a lot. Send out the agile PK's to assassinate Raelin or Q9 or any range, really, then let Q9 be Q9. Handle origin: I used to film comedy skits with my friends. I didn't want any cursing in them, so I made up new insults, like "dendrik". Then Sir Denrick came out, and the rest is history. |
#100
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Re: Gen Con 2010 Main Event Armies
Quote:
7xPK Cyprien Isamu and even though the Deathreavers couldn't hold down the PKs due to stealth flying and were basically glyph grabbers, it was a close game. I like the PK a lot, but even with their stealth flying I feel like they aren't game openers. Anyone have any thoughts on Phantom Knights as openers or closers? Check out Gulp's Glyphs Not Worth Grabbing and Gulp's Abilities Not Worth Activating! Very Useful Thread: The Heroscape Library "Heroscapers.com is not a charity site for the illiterate." -Gbob
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#101
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Re: Gen Con 2010 Main Event Armies
Wait, you pitted a 500 pt. army against a 650 pt. army?
I have a solution to shun PK's: x3 Roman Archers 165 x3 4th mass. line 210 Tandros Kreel 120 Total: 495 Hexes: 22 But that's about all it does. It might work nicely against defesive abilities that defend against normal attacks. The 4th mass. also get the defense bonus. Last edited by 1red2blue4; April 13th, 2010 at 08:35 PM. |
#102
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Re: Gen Con 2010 Main Event Armies
I see them as going in right after the Deathreavers in an air mobile army . . .
140 PKs x 2 120 Kaemon 110 AE 80 Deathreavers x 2 40 Theracus 10 Isamu 500 |
#103
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Re: Gen Con 2010 Main Event Armies
Quote:
Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#104
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Re: Gen Con 2010 Main Event Armies
Oh, oops...
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#105
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Re: Gen Con 2010 Main Event Armies
Man, I'm not good at remembering. Hopefully this set works the way I hope:
Marcus Decimus 100 Taelord 180 x3 10 Reg. of Foot 225 Total: 505 Hexes: 14 @ 600, x1 Reg. of Foot + Marcu Esenwein 19 hexes @ 620, x1 Reg. of Foot + x1 Deathreavers 22 hexes @ 640, x1 Reg. of Foot + x2 Water Elementals 20 It can kill figures easier, but it gets killed easier. (sorry for the double post) Last edited by 1red2blue4; April 14th, 2010 at 04:35 PM. |
#106
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Re: Gen Con 2010 Main Event Armies
Could you imagine how sick it would be if the 4th actually did get the Disciplined bonus instead of Valiant?
4th Mass x4 - 280 Kaemon Awa - 400 Marcus Decimus - 500, 18 (that army is probably pretty good anyway.....) Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#107
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Re: Gen Con 2010 Main Event Armies
Sort of a Necro, but I have a moral dilema. Okay, I have the supplies to bring the famed x7 Stingers plus x1 Raelin. My only problem is that when I play people, or go to tourneys where others play an army like that, the player of said army is generally frownded upon for their lack of creativity and there natural ability to win because of their army. So would you guys suggest that I bring an army that is less prone to a cheap win, because it is more fun in general. I could be the uber-arse and bring this army on a hell bent path to win, and we have seen its success in the past, but I don't to be "That guy playing the Stingers". What do you suggest? I think it comes down to playing to win or playing for fun, and is it fun winning, or winning is fun.
Tourney Record:17-10 (08/02/11) |
#108
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Re: Gen Con 2010 Main Event Armies
Do both-use Stingers like I do: Drain every single turn, even when shooting at things with only 1 Defense when you have height and the +1 Attack glyph. Then you'll be "that guy who brought Stingers but played them like a psycho".
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