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Competitive Armies Discussion Discuss, critique, and build ideas for tournament-caliber armies. |
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#1
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roborats x5
isnt it fun just pissing your opponent off? great traders: Hilo-scaper and NEMT |
#2
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Reaks for you! |
#3
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feekonea,
You can't draft five squads of the Deathreavers because that would exceed the two squad limit. R˙chean, I like your Krav Maga Agents/Agent Carr combo. Not only does it fill the point limit perfectly, but it is also thematic and very effective! It should be effective against most other 200-point armies, due to its power and versatility. |
#4
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Against anything good at taking out 3 defense squad members this army is just a bunch of targets. I believe you'd have to have a very small board to have a hope with this one so that you could close on the opponent before they killed too many of you. And you'd certainly have to get some blastatrons adjacent to the target to boost the other blasts. 1xBlasts and 2xGlads wouldn't be bad as a 220-point army - the glads would have a good chance of enough of them surviving to do their job, with the blastatrons hiding out of range until the glads engaged. Malpractice makes malperfect! Ohio Valley Association of Heroscapers Art by Susan Van Camp, Copyright 2006. www.artbysvc.com |
#5
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Hmm, what about:
2xSwog Riders 2xArrow Gruts 1xHeavy Gruts Put the heavies out in front as a screen, arrange the arrow gruts around (and between, for three of them) the swogs. That gives you three arrow gruts with three attack, three defense, and the rest with two each. You're going to pound anyone who has to approach you, and if you have to close with them the beast bonding will let you keep at least one die of bonus from a swog. Of course the swogs are the obvious targets here, similar to the vulnerability of the blast/glad combo. The differences are the higher movement, enough to insure that you attack first in the exchange; and the fact that the swog riders don't have to engage to do their job. The arrow gruts can do the engaging themselves. (Not recommended against samurai.) Malpractice makes malperfect! Ohio Valley Association of Heroscapers Art by Susan Van Camp, Copyright 2006. www.artbysvc.com |
#6
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#7
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Concan - 80
SOJ - 110 200 points Puts ALOT of faith in those double shields, but for 200 points these guys can do their fair share of hurt. OR Romans X2 - 100 Me-Burq-Sa - 50 Marro Warriors - 50 Got some key bonding with that warlord and some range and staying power with those peskey marrow warriors. (Not a bad counter to my first army if you can get that 20sider working for you...) Looking for quality maps for 3+ players? Think your latest map-masterpiece deserves a place of honor? Join in the discussion of The War-zones of Valhalla It doesn't get any more classic than this: The C3V project |
#8
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I have to go with 8 bridge guards.
The defense is ok enough to handle most of the swarm armies put forth here. With enough attack dice to mow through. I would consider going with 1 mimring and whatever elese I could fit in. Being as mimring has the range and power to take out most of the small pointed swarm armies. |
#9
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I know you wanted only 2 of any common, but I think this could be pretty good...
3x Arrow Gruts (120) 3x Swog Riders (75) 195 Going with 2 of each -------------------------- 2x Arrow Gruts (80) 2x Swog Riders (50) Marro Warriors (50) -------------------------- 2x Heavy Gruts (140) Nerak (50) |
#10
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great traders: Hilo-scaper and NEMT |
#12
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Point for point, the blastatrons lose both ranged and melee battles (even against the lowly arrow gruts). Their only saving grace is the homing beacon boost - and that requires a positional advantage. Normally you get a positional advantage by being faster than your target - the blastatrons can't really do it this way. They have to get their positional advantage by slowing down the enemy with their glad buddies, and be faster that way. But the glads are pretty sad for melee units, aside from the boost they give to the blastatrons. So you need to start with enough of them to survive the approach to the enemy, and still have enough left over to both pin a substantial number of the enemy and give a good boost to the blastatrons for at least one target. That's why the recommended glad/blastatron ratio is 2:1 or 3:2. Four glads just aren't going to manage that unless the map is small enough to get to the enemy on the initial rush - and that still requires that you win the initiative. All the enemy really has to do to defend against this is spread out - if you concentrate on one target, the others are free to attack whoever they want, probably killing more than one while you only get one of theirs. If you spread out to pin four of the opponent and get your bonuses against as many as possible, you're not going to end up doing any better than any other squad with a three attack - you're just going to cost more. If you are relying on putting the blastatrons adjacent to the enemy, you've already lost. All the enemy has to do is target the blastatrons, who have no defense to speak of. The glads are completely harmless as long as all the order markers go on the blastatrons. In fact, with only four glads I would be tempted to ignore them from the start in favor of killing the fragile blastatrons first. I'm not knocking the idea as an impulse - as I said, it was the first combo that occured to me. But comparing both blastatrons and gladiatrons to other ranged and melee squads shows that they are hideously overpriced aside from their unique combination ability. In order to get the benefit of the combination, however, you have to use it properly. That means having enough glads to do the job and keeping the blastatrons safe until the glads are in position. Heaven help you if you run into a Deathwalker 8000 or 9000 with this army - I'd even back two squads of Knights of Weston against them and be happy to give up the extra 60 points. Against two sets of glads and one of blastatrons, I'd want four squads of the knights to be comfortable with my chances - quite a difference. Malpractice makes malperfect! Ohio Valley Association of Heroscapers Art by Susan Van Camp, Copyright 2006. www.artbysvc.com |