|
Competitive Armies Discussion Discuss, critique, and build ideas for tournament-caliber armies. |
|
Thread Tools | Search this Thread | Display Modes |
#13
|
||||
|
||||
600 points is starting to get dangerously close to Taelord range, so lets see what I can come up with....
Taelord - 180 Raelin - 80 Omnicron Snipers x2 - 200 4th Mass x2 - 140 Total = 600 This army seems to have some potential.... position the Rae/Tae combo and let the Mass and Snipers do all the work. Wait and Fire will put the Mass at 4 dice and the Snipers will be at double 2, which is about as good as 4 dice if not better, all before height. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#14
|
|||
|
|||
Quote:
Drake Yes, finally new and better elves to improve my already thick ranks of elves. Elves shall prevail! |
#15
|
||||
|
||||
Quote:
|
#16
|
||||
|
||||
Quote:
About the Izumi - i love the Izumi (especially with Rae) but I don't know if they're worth dropping a 4th Mass squad for. If I do that, as soon as one 4th Mass goes down they're much less effective. I have, however, thought of replacing both 4th Mass squads with the Krav and oen squad of Rats to serve as a small meat shield for the agents and snipers. I could also replace the Mass with Marro, Izumi, Guilty. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#17
|
||||
|
||||
Quote:
Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#18
|
||||
|
||||
I agree totally, which is why Drake doesn't scare this army. He has to stay away (at least initially) and he can't do any harm to me there.
Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#19
|
||||
|
||||
Quote:
I think this is a pretty good counter actually... SoJ x2 - 220 KoWX2 - 140 Sir Gilbert - 105 Kravs - 100 Eldgrim - 30 TOTAL - 595 The knights bond with Gilbert and he can dispatch the SoJ to enhance their movement even more. The bas defense of the entire army is pretty high (3-4 with various defensive abilities) excluding the Viking who is just filler anyways. Move the Kow and their entourage into position just out of range of the enemy and hold. Once they start ripping off shots move in with the Kravs. Either they will keep shooting at the meleers or they will be forced to pray for a few wiffs by some kravs. Either way with gilbert moving the SoJ and the knights moving Gilbert there will be ALOT of tie down in 1-3 rounds and things just get dicey after that. EDIT: WOOOOOOOOOOOOOOOOT!!! 100th post! And a quality one at that if I do say so my self... hehe. Looking for quality maps for 3+ players? Think your latest map-masterpiece deserves a place of honor? Join in the discussion of The War-zones of Valhalla It doesn't get any more classic than this: The C3V project |
#20
|
||||
|
||||
The Krav are definitely the biggest threat, though that can be said about any range-based army. Drake and DW7K can hold glyphs (this army's biggest weakness, no glyph holding at all), but Drake doesn't see too much play, and DW7K hardly any (though I think he should). I've actually considered replacing the 4th Mass here with the Marros and Deathreavers x2 recently. The reavers can tie up units like the Krav (and even kill one or 2) and let the snipers and marros (who become much more powerful with 3 attack dice rather than 2) shoot away.
Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#21
|
||||
|
||||
Now that I've built a Taelord army, I'll try another lesser used figure - Acolarh
Acolarh - 110 Syvarris - 100 Aubrien Archers x3 - 210 Deadeye Dan - 60 Deathreavers x3 - 120 Total = 600 I'm not really a big fan of Acolarh's abilities, but I love Ullar and with 600 points, I'm tempted to try him out. The elves (and deadeye) are all very fragile, which means they need a nice meat shield, so rats x3 need to be in. I really think the army needs Raelin, but I can't find a place to put her. Any suggestions? Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#22
|
||||
|
||||
Quote:
|
#23
|
||||
|
||||
Quote:
Acolarh - 110 Syvarris - 100 Aubrien Archers x3 - 210 Raelin - 80 Warriors of Ashra x2 - 100 Total = 600 I now feel better about my fragile elves with Raelin in, and dem sexy WoA can provide a meat shield and be affected by Acolarh's live saving tactics. My fear here is 1) lack of glyph grabbing ability and 2) the Krav Maga agents. The agents will be difficult to deal with here (that was Dan's purpose in the army above) and without the rats, it becomes much harder to take glyphs. However, I vow to try this army if I can ever get my hands on Acolarh for a reasonable price. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#24
|
||||
|
||||
Thats a lot of range to deal with.
Knights x2 = 140 4th Mass x 2 = 140 Gilbert = 105 Charos = 210 total = 595 All valiant army so 4th Mass get extra def. With Gilbert they can move more. Knights can bond and move with Gilbert and Gilbert can support the knights with xtra Atk and Def dice. Send Charos into the thick of things first and absorb some attacks. The knights, Gilbert, and 4th Mass come in and start hacking away at the enemies. Sounds good in theory but I haven't tested it yet still waiting on those knights. Dragon Dice - (the 2nd best game there is) Learn to Play! http://www.youtube.com/watch?v=1h3q6...wujcr8vVf8e21G |
|
|