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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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400-500point Army Discussion
I'm new on this site, so sorry if a thread like this already exists (if one does, please tell me where i can find it). The purpose of this thread is to discuss different armies, their strengths, weaknesses, and the general stradegy behind them. I prefer to keep the armies smaller (400-500 max) but larger is fine to. The following are the armies i generally like to use:
Castle Storm: Minions of Utgar (x1) Sentinels of Jandar (x1) Sgt. Drake Alexander (x1) 4th Massachusetts Line (x1) Total Points: 400 Background: I recently purchased the Castle Set exspansion. Though i own 3 master sets, 2 road to forgotten forrest sets and most of the unit exspanisions, i couldn't keep the main course of play away from the castle. My friends and i basically decided that the castle is like a 500-1000 point advantage (varrying depending on how well it is used). To keep from losing every time i attempted to seige the castle, i constructed an army with that very purpose. Stradegy: Most castle users will stall until you are in range of their snipers. Under most conditions, they will wait for you to come to them. I find this to work to my advantage, this gives me ample time to get into positions. Set up the sentinells, minions and drake right outside of enemy range. put the mass line a few hexes behind them. The mass line will provide protection in case of a melee charge, but it is un likely this will occur. For this stradegy to work best, it is essential that you go after the opponent. on the third turn of the round, send the minions, sentinells and drake as close to the castle as possible. Ideally, when the inititive changes, if you can win the roll, you will get to go 2 times in a row. The advancing men have a small movement (4 and 5), which is not enough to cover the 6-9 span of death the opponent is likely to have. However, going twice in a row allows you to advance 8-10 spaces! The enemy will probably have the walls lined with weak ranged units. The Minions and Sentinels can make quick work of them. They won't die quickly either. Open up a space for Drake. Once he is up there all hell breaks loose. At this point, the mass line should advance on the gate. Keep them in range of it. This will allow you to keep the ennemy inside, while your meleers kill them all. Strengths: This stradegy really works for any highly elevated point. The minios and sentinells can pass any terrain obstacle with flying, and Drake is immune to long range fire. This team will rip apart any cheap long ranged wimps. Also, the huge defense on the Sentinels and minions will allow them to last a long time Weakness: This army is slow. it takes a number of turns to deploy. it should only be used against an enemy willing to wait for you to come to them. Spike Wall: Izumi Samurai (x1) Tagawa Samurai (x1) Death Reavers (x1) Thorgrim the Viking Champion (x1) Raelin the Kyrie Warrior (x1) Airborne Elite (x1) Total Points: 490 points Background: Recently saw the insanity that raelin can cause (i know its dumb that i have had the game for almost 2 years now and just figured it out) and wanted to take full advantage of her. Upon first glance, i though...death walkers. but those guys can die pretty quickly. So i decided to form an army around the only units that can take full advantage of Raelin's powers. The samurai. After all, the best offense is a good defense. The airboune elite are in their in case of an enemy who waits for me to charge against their lasers. Stradegy: When in full formation (5 samurai surrounding throgrim with raelin in the 6th spot) the samurai boast an enourmus 8 defense! With counter strike, few enemies dare attacking them, even jotun falls before their might! As the army advances forward, the death reavers should be near realin at all times. Incase the enemy cirles around the back, the reavers can keep him tied up until the samurai can get him. The airborne are literally luck units. When they get placed can be long after they are needed, however, once they are down, the fun begins. Gernade immediatly, wipe out as many units as you can. If it is safe to stay and shoot, do so. But most of the time, the samurai will want their ranges support. Advance slowly and surely with the main force. elevation is great if you can get it, but don't worry to much,8 defense units do not die quickly. DO NOT ALLOW RAELIN TO DIE!!! Strengths: Can take down any huge figures without a problem. few armies will simply charge against them. This will allow you to take the high ground. the elite will slaughter most enemy formations, turning a hardened platton into a swiss cheese squad. Weaknesses: Once the elite are dead, there is no long ranges support. Often times the formation must be disregarded to deal with certain ranged nusances. If raelin goes down, the bulk of your army will be lost. this make a thrid of your army incredibly important to your succes, and crippiling in death. Those are my two main armies. Looking to construct a third, long ranged team, possible Q9, Dead Eye, marros and micro corp. But i havent tested it yet. |
#2
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Hey welcome to th site! Alidn should be here to great you.
But nice topic this will come in handy, oh the monks are also usfull for castle storm just a tip. If you dont have a ps3........... buy one. |
#3
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Monks
Thx, we think alike, infact, when taking castle storm and making it a 500 point, i add the monks!
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#4
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Nice discussion! There is a subforum devoted to Competitive Army Discussion, check it out:
http://heroscapers.com/community/viewforum.php?f=29 Welcome to the site. H |
#5
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I only see one flaw with your second army, if there is a glyph of summoning anywhere on the field, if your enemy gets to it he can warp Raelin to him then kill her, personally I think having your whole army depend on one character's survival is a bad idea.
But I do admire your way of coming up with these strategies. |
#6
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Thx alot, i didn't even think of that. For the most part, my friends and i play without glyphs, but that won't always be the case, so i guess i need to think of a precausion. perhaps saylind in place of throgrim, 1 die lost shouldn't hurt as much as 2 die gone?
Any other army suggestions? |
#7
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There are good army suggestions in the Competitive Army Section:
http://heroscapers.com/community/viewforum.php?f=29 |
#8
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The major flaw I see with these aramies is that you only ever have one set of commons. I'd consider taking MoU x2 or SoJ x2 rather than splitting them up.
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