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C3V and SoV Customs A place for C3V and SoV customs |
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#1
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Competitive SoV & C3V armies
Since we've got some material to work with...
Zombies x4 Zombie Hulks x2 Raelin I Krav 540/20 Basically straight out of dok's How to eat Brains. Depending on the local/event metagame, it might be appropriate to swap a squad of ZoM for a third ZH (if you expect to see a lot of large/huge figures). |
#2
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Re: Competitive SoV & C3V armies
Yep, ZH x2 seems to be the sweet spot for them. Though I prefer a bigger horde, so I would add more Zombies.
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#4
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Re: Competitive SoV & C3V armies
Why not use the incredible undead hulks with other, non-zombie Undead units?
Zombie Hulk x2 120 Phantom Knights x3 210 Raelin 80 Krav 100 500, 17 spaces >>Krav as the fishing pole, then send out your Hulks via Horde Shriek. Once your Hulks have engaged, launch your PKs to take advantage of Paralyzing Fear; mix your OMs based on your opponent's figures. The advantage of this build [with Pk's over Zombies] manifests itself when facing ranged commons, as the PKs can deal directly with said commons, especially if you lose an agent or two early in the game. Cyprien 150 Hulks x3 180 Rhogar 110 Rats x2 520, 16 spaces >>A more hero-heavy build; Rats lead the way, then send out your Hulks and/or Cyprien (who can also take advantage of Paralyzing Fear to help to finish off opponents). Rhogar is more of a OM juggling act, but he will help the Hulks fight off opposing rats, as well as provide a fairly reliable healing mechanism for your second or third Hulk (you probably want the first one for Zombie Rises Again fuel). He could be replaced with Sonya/Zetacron (or another Hulk), and so forth. My Custom Miscellany | Tourney Results Online HS - Master Figure Template | HS Online app | Online Play Instructions Last edited by Filthy the Clown; May 19th, 2011 at 10:15 AM. Reason: Second build, trying to think outside of the brain-eating box |
#5
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Re: Competitive SoV & C3V armies
Either 4 or 5 squads of zombies can make a lot of sense. Fewer than that is really pushing it, and more than that can be nice but usually not as nice as other support figures.
Zombie Hulks without Zombies are playable in a heroes-only format, but I don't think I would do it otherwise unless I was just trying to do something strange. The synergy is so strong between the two. As for the Zombie Hulks, two is often very nice, but I wouldn't discount the value of playing just one, either. More than two starts to experience diminishing returns in most matchups, but there's no reason why playing one would be bad. The opposing armies the Zombie Hulk are most useful against are armies with abundant large/huge figures (many orc armies, Death Knight/Dumutef armies, any of the large squads), and armies that rely on powers that don't work on large figures (Braxas/Grimnak armies). Long story short - I like Kilo's army at the top. I also don't mind the same build with one ZH at 480. |
#6
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Re: Competitive SoV & C3V armies
More toys=more armies.
Zaeus G'nators x3 Nakitas, Raelin II or Rats x3 520/11-22 Zaeus+3x G'nators is a neat 400 point core that can be filled out a lot of different ways. Nakitas allow you to move the apes without putting any OMs on them, Raelin II's large aura boosts the apes while still allowing them to take advantage of their mobility, and Rats are great for anything with the range to shoot over the top of them. |
#7
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Re: Competitive SoV & C3V armies
Ohh, I like getting SotM Raelin in there to both boost the Nators defense and give them even more threat range (in that Raelin II allows them to move further out and stay within the aura). Hadn't thought of that one.
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#8
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Re: Competitive SoV & C3V armies
I like Captain GreyOwl
Shark Support: Alastair MackDirk Airborne Elite Capt. John Varan Ana Karithon Mindflayer Mastermind (just one of them) This hero-heavy army idea is based around protecting yourself, but still dealing out tons of damage. One of the most important parts of this is getting your air support out early to deal out quick damage, but still keeping them on the retreat. At least, to your own band of heroes. If you can bring in the enemy, you can overpower them. Now you might wonder why the only units that Capt. John Varan can aid is Alastair and the Airborne Elite soldiers. Well, the other two heroes serve functions that are especially important. Ana can heal any unexpected damage that is dealt out to your heroes in the early game(and perhaps soak some up, as she is a nasty surprise for Utgar swarms). She can also defend you against the Mindflayer turning against you. The Mindflayer is just as much of a weapon against swarms, and can even take a turn with the vast majority of your units(unleash a Rambo-like attack, reposition Ana, or get Alastair to the enemy or back towards Ana) on a lucky die roll. But, that's just extra gain, and is not the primary reason to use that Mastermind. The captain has a simple role, take a few wounds in place of Alastair (2 is enough) and then heal up at the local friendly Cleric. My customs. NE Ohio Tourney - TBA SW Ohio Tourney - NHSD 550 points AotV - Colliding the minis of AotP with the world of HS. Last edited by flameslayer93; September 3rd, 2011 at 05:08 AM. Reason: The best army? Probably not...but it looks fun! |
#9
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Re: Competitive SoV & C3V armies
150 Romans x3
100 Marcus Decimus Gallus 80 Raelin RotV 80 Capt. John Varan 110 Airborne Elite 520, 19 spaces Pretty nasty firebase if you can set it up. |
#10
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Re: Competitive SoV & C3V armies
Nice! That could be a fun scenario too. Put that army up on a hill with the opposition attempting to uproot them.
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#12
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Re: Competitive SoV & C3V armies
Yep. And it just keeps getting better at higher point totals. At 580 with Raelin, it's positively nasty.
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