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Competitive Armies Discussion Discuss, critique, and build ideas for tournament-caliber armies. |
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#13
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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!! Dragon Dice - (the 2nd best game there is) Learn to Play! http://www.youtube.com/watch?v=1h3q6...wujcr8vVf8e21G Last edited by Matthias Maccabeus; May 6th, 2008 at 08:14 AM. |
#14
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Re: Sir Dupuis - what's your army?
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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 11:57 AM. |
#15
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Re: Sir Dupuis - what's your army?
I agree!
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#16
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Re: Sir Dupuis - what's your army?
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#17
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Re: Sir Dupuis - what's your army idea?
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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 ~James Graham |
#18
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Re: Sir Dupuis - what's your army?
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 03:06 AM. |
#19
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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. Romans 3:22-24 |
#20
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Re: Sir Dupuis - what's your army idea?
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 10:49 AM. |
#21
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Re: Sir Dupuis - what's your army idea?
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HOWEVER, the Omnicrons movement bond with Sir Gilbert. I think that is rather valuble. Circumcision? HIS body, HIS decision. A person should have the right to their own body. "Sometimes you're right but you're always an asshole." - Anonymous neg rep |
#22
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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
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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. |
#24
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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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