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Competitive Armies Discussion Discuss, critique, and build ideas for tournament-caliber armies. |
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#14
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Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#15
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How 'bout -
Minions x 4: 440 Izumi Samurai: 60 Total: 500 Pretty simple, really. Advance minions first, possibly grabbing glyphs along the way (get an attack glyph and you're golden). Try to keep them together until engagement - makes for slow going, but also for a brutal assault. I'd focus on ranged and heroes with the minions. Hopefully, all that's left after the minions are through are a few melee units - that's what the Izumi's are for. So far, I've never had to use them! Not sure how this army would fare against the WoA, but it's done very well vs. Q9/Nakitas/Legionaires/MBS, Jotun/Brunak&friends, and KoW,Gil,4thM,Nilf armies. |
#16
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I'd go for the knights.
One possibility: Finn Thorgrim Eldgrim Dendrick Knights x3 All of the order markers go on the knights, who bond with one of the vikings. After each viking dies, place their spirit on Dendrick. You now have a supercharged dendrick for clean up duty. Just watch out for Dund. Another possibilty is to drop Dendrick and Eldgrim for Gilbert and a Dumutef (with Gilbert taking on Finn's and Thorgrim's Spirits) if you want to boost the knights with Gilbert's powers. Do not meddle in the affairs of dragons; for you are crunchy and taste good with ketchup. Record in Beantown Beatdown Tournaments 15-1-1 |
#17
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Okay, how's this for a 500 point all melee army:
2xMinions 220 Charos 210 Heavy Gruts 70 The only job of the minions and gruts is to take out the ranged units. How they do that and which order they go out in depends on the army they face. Minions clearly have better shock value, they hit harder and they're harder to kill. The Heavies though have more figs, are faster and can slip through enemy lines with disengage. Should they suceed in eliminating all or most of the ranged units, Charos should be unbeatable. ~Aldin, like a rock 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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Raelin, 4x Warriors of Ashra (one shield blocks all), Kozuke Samurai, Tagawa Samurai. Move Raelin out on first move of game to a strategic position, then use Warriors of Ashra to tie up enemies, and finally swarm in with Kozuke's 5 attack dice or build up Tagawa by attacking enemies with low defense.
One in a million chances tend to come up nine times out of ten. |
#19
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Hey I just PMed you! |
#20
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A couple other squads I haven't seen featured yet are marro drones and zombies. Use 12 marro drones. At 200 points, they are a steal in a melee game. I've seen the drones take out Jotun by themselves with only 4-5 drones lost (and they only got to attack with 6 once or twice, and never all 9). Also, without range on the board, the zombies are tough and with the ability to keep zombifying small and medium figures, you can afford a few losses and still keep up your strength.
So how about zombies x3, marror drones x 4, Raelin, and maybe one set of reavers to protect Raelin? One in a million chances tend to come up nine times out of ten. |
#22
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Sir Gilbert 1xKoW 2x4th Nilfheim The Minions actually handled everything but Nilfheim. Charos was good enough to take care of that ~Aldin, who needs to playtest more but is starting to think this all melee army might be competitively viable 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 |
#23
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Keys element that you must have when using an all melee army are; one you must be able to sustain casualties and two you must be able to engage the opponent.
Lets take the first component sustaining casualties. We two thing for this numbers or a high number of wounds, alternatively we need high defence to combat a large number of attacks. Engaging the opponent can achieved in three ways. One is to run down the opponent which requires speed. Another is to out maneuver them and thirdly outlast them by allowing the opponent to fire on us as we cross the battlefield. In play we need to be able to do all of things to engage the opponent on our terms and not their's. So here are a couple of selections to try out. Venoc Warlord 120 Armoc Vipers x4 260 Venoc Viper x3 120 Total 500 points 22 figures Brunak 110 Ne Gok Sa 90 Marrden Hounds x3 270 Dumetef Guard 25 Total 495 ponts 12 figures Any of Kyrie combinations will do well Minions and Taelord Imperium and Empress Kiova Sentinel with Realin and Concan (be sure to have both) I'm very interested to see what the Ullar Kyrie are going to be like, 7 movement with flying is my guess The Meaning of Life is to Give Life Meaning! The More I learn, the Less I know. |
#24
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