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Official Units Discussion of official HeroScape units |
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#25
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Re: The Book of 10th Regiment
How about 3x 10th, Marcus + New Drake?
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#26
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Re: The Book of 10th Regiment
Quote:
~Aldin, asking "when is a Dragon not a Dragon"? 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 |
#27
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Re: The Book of 10th Regiment
Quote:
I recently played this 500-point army: Marcus - 100 pts Roman Legionnaires x 2 - 100 10th Regiment of Foot x 2 - 150 Major Q10 - 150 It did quite well, helping my team win the game. Q10 provides two flexible special attacks that the army would otherwise lack, as Aldin pointed out, and adds even more range to the militia army. Less mobile than Mimring, perhaps, but sturdier. I do have to disagree with Aldin about this army's lack of mobility, however; the Romans with a 5 move and the Redcoats with 6 move is enough movement to do the job. |
#28
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Re: The Book of 10th Regiment
Sherman Davies,
Nice, Q10 is another great option. I have to admit a certain penchant for mobility. Having played on a number of hilly, roadless maps I tend to crave a flier or two ~Aldin, too sturdy by about twenty pounds 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 |
#29
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Re: The Book of 10th Regiment
Q10, yes, that could work nicely...
EDIT: I fought a 490-point elf wizard army (should have added Otonashi but we miscalculated) on a small jungle-swamp map with that Marcus, 2xLegio, 2xRedcoats, Q10 set-up and all the soldiers were fried before they could attack anything; I managed 1 wound with a Redcoat but after that it was all over. However, Q10 messed some mothers up when I utilized him last and won me the game in the end. Last edited by Blackrock; August 28th, 2008 at 10:08 PM. |
#30
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Re: The Book of 10th Regiment
I have found the 10th reg gery effective, especially when using them with deathreavers or wolves of badru. The 'reavers get your enemy engaged & even if they land an attack, the scatter ability kicks in which leaves your oppnent's enemy open to wait-then-fire from the Reg. If you get them on height, then your pretty much have a great defensive line. Just don't group them adjacent or you could fall victim to a dragon's special attack or a wild swing attack.
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#31
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Re: The Book of 10th Regiment
One 500 point army that looks good on paper (I don't have the 10th Regiment) is:
10th Reg x2 150 Sacred Band x3 300 Marcus 400 Parmenio 490 Isamu 500 This allows the Sacred Band their extra defense die, and a very valuable soldier enhancement. |
#32
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Re: The Book of 10th Regiment
Quote:
I would use Romans instead. More defense. Jugger It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect! |
#33
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Re: The Book of 10th Regiment
My brother ripped me a new one tonight with x2 10th; His army was:
x2 10th 150 Alistair 110 Finn 80 x2 Kow 140 Total: 480 We don't have some of the smaller point people, and I was using Otonashi. He grabbed height with the 10th and sat Finn in the middle. Alistair and the KoW did the dirty work and grabbed/held +1 all attack and +1 common attack. I picked absolutely pathetically and played worse, but I think he had a really solid army. He could easily have used 4th, but we only have 1 set. In forest dark or glade beferned
No blade of grass shall go unturned Let those who have the daylight spurned Tread not where this green lamp has burned. |
#34
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Re: The Book of 10th Regiment
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That being said, with height, +1 Attack, and +1 Common Attack just about any ranged squad is going to dominate... |
#35
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Re: The Book of 10th Regiment
Quote:
Does Finn's aura work when the 10th is engaged to an enemy? EDIT: To avoid a thread jack I'll go to the Finn thread. REEDIT: Got my answer. Its no. In forest dark or glade beferned
No blade of grass shall go unturned Let those who have the daylight spurned Tread not where this green lamp has burned. Last edited by GreenLanturn; October 27th, 2008 at 12:31 AM. |
#36
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Re: The Book of 10th Regiment
Oooh, I do love me some cross-theme armies, though. For 500 points:
110 Alastair MacDirk 080 Thorgrim the Viking Champion 150 10th Regiment of Foot x2 140 Knights of Weston x2 020 Marcu Esenwien Thorgrim can boost the 10th unlike his brother. And when he dies both Alastair and Marcu are good low-defense, high-life targets for his Spirit. Or 110 Alastair MacDirk 160 MacDirk Warriors x2 080 Thorgrim the Viking Champion 150 10th Regiment of Foot x2 Now you only have Alastair to put the Spirit on, but his Warriors are faster than the Knights and can have higher attack. I can honestly say I hadn't thought of either of these armies before. +rep Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
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