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Competitive Armies Discussion Discuss, critique, and build ideas for tournament-caliber armies.


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Old August 8th, 2013, 04:20 PM
sam268 sam268 is offline
 
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Good armies for taking the high ground

Yeah title sums it all, I was playing a very fun map me and my bro made, which involved alot of caves, and a massive and hard to climb mountain with attack and defense glyph on the top. I was very successful with this 500 pointer:

1. Taelord 180
2. Omnicron snipers 100
3. Izumi samurai 60
4. Marro warriors 50
5. Airborne Elite 110

Reasoning: The Airborne elite were able to immediatly get the top of the mountain and secure glyphs on the first round. Then I moved my samurai up the mountain and secured the only easy ways to get up the mountain, while the airborne covered their movement with their own attacks, boosted even more by Taelord. Soon my samurai were overrun, but I had omnicrons raining down some serious blows on anyone who got close. I think I recall getting 8 skulls on my brothers dw9k

Meanwhile, my small and quick marro warriors were darting in and out of the caves, getting quick blows from behind, then retreating back into the caves only to clone again. Overall, I only lost my airbornes and samuria, and nobody else even took a hit. By the end of the game I had 330 points of my army left. Even though I rolled like crap more than half the game, my mountain climbers worked much better than expected, even with the lack of synergy.

So what armies do you guys use for 20 tall maps with lots of caves? I am curios to hear what your strategies would be
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Old August 11th, 2013, 07:59 PM
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ScapeRaider ScapeRaider is offline
 
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Re: Good armies for taking the high ground

Some figures that excel at taking the high ground are the zombies of morindan. If they are facing a figure with height advantage, destroying and zombifying that figure then grants you a figure on height. Granted, if your opponent has range, you will probably be shot to pieces while you make the climb, so range support (krav) is essential. Interestingly, they can do the same with glyphs...
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Old August 11th, 2013, 08:40 PM
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flameslayer93 flameslayer93 is offline
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Re: Good armies for taking the high ground

Well, one could try an army composition like this...

Marcus 100
Drake (sotm) 270
EI x2 550

All Marcus really does here is boost the movement of units. If you have another 40 points, I suppose you could fly him onto a glyph or something via Theracus. Drake's normal move will give him tons of freedom when moving downhill to his enemies (Marcus makes it a vicious 7), while his Grapple Arm means he doesn't care about moving up the mountain. As far as the EI are concerned, their flying and boosted move of 6 means they can get to anywhere on the mountain to fight and they get double attacks of 3 (or much more likely in this scenario, 4). Not guarenteed to win against Dragons like Braxas, but it can handle many other armies in these conditions.

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