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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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Thoughts on Sir dupius.
I havn't really seen anyone make armies around Sir Dupius. I think hes really good since he can get up to 7 attack die naturally. What do think about him.
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#2
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Re: Thoughts on Sir dupius.
If you can get him the right circumstances he's a hard attacker, but his defense is low and his life doesn't isn't enough to be survivable. The Templar Knights that go with him aren't that great unless they are against a ranged Utgar army though, if they are the potential 6 attack owns very quickly.
The best army I've come up for him is... Sir Dupuis Raelin Eldgrim Templar Knights X2 Knights of Weston X1 Ends up 570 points, so it will work for a 600 point game. Raelin's aura keeps the knights defense a bit stronger. Eldgrim can either capture a glyph or die and make the KoW more mobile. (If you use a capture the glyph choice I'd suggest that you spend the extra points on somebody to keep by the glyph with Eldgrim.) Then just take advantage of the synergy and go to town with your all knights. Minding to keep Raelin close by of course, but since she flies its not that hard. |
#3
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Re: Thoughts on Sir dupius.
I don't think he's robust enough to be used seriously in a same-army-all-day-double-blind tournament.
I'm sure you could make some okay builds with 4th Mass, or as a coup de grace in a knights (of Weston) army, but he'd probably just weaken it as a whole. Putting him with the Templar Cavalry is likely a recipe for disappointment, unless you're facing all Zombies or B'Wolves or something. 3x Knights of Weston 210 Sir Gilbert 315 Sir Dupuis 465 Eldgrim 495 That's the best 500 pointer I can think of at 2 AM. He might actually fit better than most other Champions in a Gilbert army. To be perfectly honest, I've never actually used him in a game. He seems clunky. Last edited by Jexik; April 10th, 2009 at 03:10 AM. |
#4
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Re: Thoughts on Sir dupius.
Clunky indeed...we made a house rule that gives him a new ability called "Inspire the Charge" that makes him a little bit more playable.
"After revealing an order marker on any Knight army card you control, instead of taking a turn with those knights, you may instead take a turn with Sir Dupuis." So the theme behind this ability is that Dupuis charges courageously into battle and inspires the rest of his Knights to follow boldly behind their leader. In terms of game mechanics, this allows you to take a turn with Dupuis when and only when you really need to - you don't have to guess when a suitable target for Dupuis' dangerous single attack will become vulnerable. Also, you can give Sir Dupuis a second turn to finish off his quarry or make a tactical retreat as long as you have order markers on the Knights of Weston or Templar Knights. |
#5
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Re: Thoughts on Sir dupius.
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Although that alone would make him much more playable. A wizard is never late, nor is he early. He arrives precisely when he means to. |
#6
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Re: Thoughts on Sir dupius.
Try this thread to get some ideas for Dupuis: Sir Dupuis - What's Your Army Idea?
Jexik's 500 pointer above is about as good as I can do at that point level. At 540, you can drop Eldgrim and add another squad of KoW. At 550, you can drop Eldgrim and add Thorgrim (I don't see Finn adding much benefit). Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#7
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Re: Thoughts on Sir dupius.
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Hmm... did I just tell everyone what army Ollie's going to be playing soon? |
#8
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Re: Thoughts on Sir dupius.
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#9
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Re: Thoughts on Sir dupius.
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4 Normal Attack +3 for Knights +1 for Gilbert (to left) +1 for Concan (to Right) Makes for an ass-kicking coctail. I was famous, once... http://www.heroscapers.com/community/blog.php?b=1715 Visit my site: http://www.superflycircus.com "I'm not cute...I'll mess you up!" ~Jake The Dog |
#10
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Re: Thoughts on Sir dupius.
This isn't going to help anyone use Dupuis more effectively, just my thoughts on him.
I wish in place of his attack bonus from knights he had a defense bonus for Templar Cavalry. I'd have it be - for every two wounds on Sir Dupuis any Templar Cavalry figures you control gain 1 defense die. It would make one of my favorite units more playable and it fits with his other two abilities. Chalice of Fortitude would kick in just when the Templar would benefit most from his wounds and his Tactical engagement would help him escape so that the Templar could keep that defense going. I like that idea SuperflyTNT, but whenever I invest in an attack that large I seem to only roll 3 or 4 skulls. Makes for a fun set up though. |
#11
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Re: Thoughts on Sir dupius.
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Knights of Weston x2 - 140 Sir Gilbert - 105 (245) Sir Dupuis - 150 (395) Krav Maga Agents - 100 (500) |
#12
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Re: Thoughts on Sir dupius.
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Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
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