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


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  #769  
Old December 27th, 2007, 06:27 PM
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Quote:
Originally Posted by STAROCEAN980
How's this?

Major Q9 180
Rats x3 120
Deathwalker 8000 130
marro wariors 50
Isamu 10
Total-490
It has lots of good options against squads, but lacks against high defense heroes. Maybe take out Isamu, a squad of rats and the MWs and add the Old Drake?
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  #770  
Old December 31st, 2007, 01:27 PM
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Quote:
Originally Posted by Sherman Davies
What do you all think about this one:

Major Q10 - 150
Sonlen - 310
Nilfheim - 495

I guess it's lacking in board control, but it's got special attacks up the wazoo, two large figures immune to specials, flying, lots of range and even healing. Not to mention order marker placement would be pretty easy.
You've got three figures with sixteen life to absorb all the attacks. Your highest defense is five. Survivability is probably the biggest concern with this army. A few "un/lucky" rolls could end the game quick.

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  #771  
Old January 3rd, 2008, 07:46 PM
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Here's an army I played last night and had good luck with. Has anyone ever tried this?:

Minions of Utgar x3 330
Warden 816 90
Zettian Guards 70
Isamu 10

When I played this army, I first took out the Minions with the movement enhanced Zettians doing a little backup. The Warden and Isamu were to handle the endgame.

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  #772  
Old January 6th, 2008, 01:31 AM
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This is an army I played with today.

Sgt. Drake SotM-170
Marro Stingersx4-240
Raelin RotV-80


and I guess Isumi

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  #773  
Old January 11th, 2008, 02:41 PM
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Here's an army I've been thinking about - what do you guys think the weaknesses of this army are?

Braxas - 210
Brunak - 110
Krav Maga Agents - 100
Raelin RotV - 80

Total = 500

I see three possible problems:

1) Q9 or some other tank - There isn't a huge amount of raw firepower here, but I do have two heroes with a normal attack or 4 or greater.

2) Sheer lack of numbers - there are only 6 units to kill here, but Brunak and the Krav have great survivability (especially with Raelin) and both Brunak and Braxas are efficient at getting rid of swarms.

3) Cyprien Esenwein - I'm not sure this army has enough repeated offense to bring Cyprien down without a lucky gassing from Braxas.

The first two things I think I can at least deal with some of the time - the only real problem I can see on the surface (without playtesting) is Cyprien. Everyone in this army has at least 6 move, it has 2 multiple special attacks to deal with rats and swarms, it can bypass high defense sqauds, it has good survivability, only 3 army cards that will ever need an Order Marker (assuming Brunak is carrying Raelin, she'll need her own marker to fly to a high point) and both Brunak and the Krav are good glyph holders. Can anyone else see some real problems with this?

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  #774  
Old January 12th, 2008, 09:16 PM
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What do you think of this army?

Sentinals of Jandar x2 -220
4th Mass x1 - 70
Charos - 210

My maps:

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  #775  
Old January 12th, 2008, 09:20 PM
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Quote:
Originally Posted by War Solves Everything
This is an army I played with today.

Sgt. Drake SotM-170
Marro Stingersx4-240
Raelin RotV-80


and I guess Isumi
That looks like a fun one. It's Isamu. Izumi are the samurai.


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  #776  
Old January 13th, 2008, 09:27 AM
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Quote:
Originally Posted by STAROCEAN980
What do you think of this army?

Sentinals of Jandar x2 -220
4th Mass x1 - 70
Charos - 210
It seems that it has lots of good defens and glyph grabbing, but 1x 4th Mass probably isn't enough. What is your strategy with it and who did you base it around?
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  #777  
Old January 13th, 2008, 11:55 AM
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How about this?

350 Aubrien Archers x5
110 Acolarh
40 Theracus

500 Total

Just trying to think of something that would make Acolarh save his points' worth. Always put order markers on Theracus instead of the Flagbearer, thus keeping Acolarh in range to save archers but still behind the lines to avoid getting killed too soon.

With a lot of practice and clever planning you could hopefully even use him to boost the Aubriens' movement often, especially out of the starting zone or rushing to the middle of the battlefield.

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  #778  
Old January 13th, 2008, 12:32 PM
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Quote:
Originally Posted by Clarissimus
How about this?

350 Aubrien Archers x5
110 Acolarh
40 Theracus

500 Total

Just trying to think of something that would make Acolarh save his points' worth. Always put order markers on Theracus instead of the Flagbearer, thus keeping Acolarh in range to save archers but still behind the lines to avoid getting killed too soon.

With a lot of practice and clever planning you could hopefully even use him to boost the Aubriens' movement often, especially out of the starting zone or rushing to the middle of the battlefield.
I've been wanting to play this army but don't have enough archers. I think it could perform quite well.

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  #779  
Old January 13th, 2008, 04:44 PM
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Quote:
Originally Posted by Clarissimus
How about this?

350 Aubrien Archers x5
110 Acolarh
40 Theracus

500 Total

Just trying to think of something that would make Acolarh save his points' worth. Always put order markers on Theracus instead of the Flagbearer, thus keeping Acolarh in range to save archers but still behind the lines to avoid getting killed too soon.

With a lot of practice and clever planning you could hopefully even use him to boost the Aubriens' movement often, especially out of the starting zone or rushing to the middle of the battlefield.
You are unlikely to make Acorlarh make up her points even here but it sure looks fun to play. Just watch out for large robots.
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  #780  
Old January 13th, 2008, 05:32 PM
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By the numbers you should get an average of 4-5 saves, but of course I'm assuming Acolarh is alive and in range every time an Aubrien takes a wound. And that's not factoring in the possibility of archers being killed by automatic destruction powers like Acid Breath and Chomp. Nevertheless saving archers on the front lines allows them to fight more effectively when you don't have to move up new ones from your start zone. In a game when controlling the high ground is crucial (so, pretty much any map) it might make a big difference.

And as a "last stand" figure Acorlah at least has a decent attack and life, enough to fend off a couple squad members if it came down to that.

I never lay awake at night wondering how to design an army that will help me win 40% of my games. -- Jexik

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