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  #1  
Old March 25th, 2011, 09:29 PM
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Your Elementals and You

YOUR ELEMENTALS AND YOU
I had a lot of ideas and thoughts about Elementals and figured that I would just compile them into what is hopefully a helpful guide of how to use Elementals in an army based on them. Any constructive feedback is appreciated. Here goes:

AIR ELEMENTAL (Defensive) – Air Elementals are your group’s guardians. Don’t send them out to fight seeing as they will die quickly and aren’t as suited to combat as the other Elementals. They are useful though in that they can surround Kurrok (he can see over them) and use their vortex to stop approaching units. Then, you can take advantage of their mobility by having them fly out to meet the attackers and dispose of them. You can use stealth flying to grab glyphs as well if you want to, but I recommend keeping them back seeing as the glyphs will quickly become the thick of the action. They can stop units in their tracks and keep them from targeting Kurrok, which is vital because without him you have virtually no hope in winning.
Recommended amount: 2-3 should do the trick

FIRE ELEMENTAL (Offensive) – Fire Elementals are the shotgun of the group. They are powerful, have area effect, and will draw lots of attention. I think Fire Elementals are the most feared because of their Searing Intensity and 4 attack, which provide the opportunity to dispose of several units in a turn. They can act as an anti rat screen, but also are the best Elemental to just send out to meet the enemy. They will cause many problems for a melee army because of how deadly they can be, but they will also draw the most fire and attention. This is why Water Elementals are a key counterpart to FE armies, but we will get into that later. Fire Elementals are devastating when played well, but you need to keep them out of water and on height or behind LoS blockers so they don’t get picked off before they can do damage. SIDE NOTE: If you activate one Fire Elemental then after moving every one you control rolls for Searing Intensity
Recommended amount: 3-4 can be deadly but I lean towards 4 because they will probably go down quickly

WATER ELEMENTAL (Offensive) – Water Elementals are your assassins. I would venture a guess that 8 or 9 out of every 10 maps have water, which is great for our Water Elementals. They are fast moving and have range, and if they are in water you have a 30 point common hero with 4 attack, 5 defense, 5 range, and the ability to pop up all over the map shooting at people. They compliment the Fire Elementals by taking some of the pressure off of them. They can start providing cover fire so that the Fire Elementals can get in and do the job while enemies are trying to take down the Water Elementals. However, getting to water fast is key, because on land they are considerably worse. Water Elementals are key to any Elemental army, but you need to make sure they aren’t the backbone of your army because if you have to play on a dungeon map with no water, you’re sunk. So use these guys as support units, not main fighters.
Recommended amount: 3-4 works to provide good backup

EARTH ELEMENTAL (Defensive/Offensive) – The Earth Elemental is the jack of all trades, but not in a good way. They can’t do anything another Elemental can do better, which is a shame because I love the sculpts on these guys and hate the AE sculpt. However, they don’t work as well at guarding as the Air Elementals despite their strong attack and defense, they are the least mobile of the 4 and can’t use tunneling to run up and down the map like Water Elementals, and their area effect isn’t as good as the Fire Elemental’s in my opinion, but even if you think it is, they have 1 less move than the Fire Elemental, which has the same attack and defense. The main problem with these guys is that they aren’t really specialized like the others. I like using them, but they don’t deliver as the big hitters that I think they were designed to be. If Earth Slam had 1 more attack or they got +1 attack and defense on rock/dungeon, it would help these guys a lot. But for now, stick some blue tape on one and pretend it’s the Thing.
Recommended amount: 0, but if you REALLY wanted to you could fit in 1 or 2

~BassistofDoom

Last edited by BassistofDoom; May 14th, 2011 at 06:48 PM.
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  #2  
Old March 25th, 2011, 09:29 PM
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Re: Your Elementals and You

I'll read it when ya fix all the font messages.

Mimring>Krug. 'Nuff said.
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  #3  
Old March 25th, 2011, 09:36 PM
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Re: Your Elementals and You

Done. I noticed as soon as I put it up. Also some suggested armies:

Kurroka-Flocka-Flame
Kurrok 120
FE x6 330
WE x4 450
Marro Warriors 500

Basics
Kurrok 120
FE x4 260
WE x5 410
AE x3 500

Earth, Wind, and Fire
Kurrok 120
EE x3 225
AE x4 345
FE x4 485
Isamu 495

Last edited by BassistofDoom; March 26th, 2011 at 02:44 PM.
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Old March 25th, 2011, 09:57 PM
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Re: Your Elementals and You

Nice article. Thank you for taking the time to write it. You make some good points and leave plenty of useful tips. Good work!
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Old March 25th, 2011, 10:14 PM
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Re: Your Elementals and You

Quote:
Originally Posted by BassistofDoom View Post
Water Elementals are key to any Elemental army, but you need to make sure they arenít the backbone of your army because if you have to play on a dungeon map with no water, youíre sunk.
This sentence made me laugh. Not sure if it was intentional but I enjoyed the ironic play on words.
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Old March 25th, 2011, 10:30 PM
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Re: Your Elementals and You

Quote:
Originally Posted by Devil's Advocate View Post
Quote:
Originally Posted by BassistofDoom View Post
Water Elementals are key to any Elemental army, but you need to make sure they aren’t the backbone of your army because if you have to play on a dungeon map with no water, you’re sunk.
This sentence made me laugh. Not sure if it was intentional but I enjoyed the ironic play on words.
I was trying to think of a way to say that you would lose and I thought that was good so it was semi-intentional. Glad everyone likes the thread!
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Old March 25th, 2011, 10:48 PM
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Re: Your Elementals and You

Quote:
Originally Posted by BassistofDoom View Post
EARTH ELEMENTAL Ė The Earth Elemental is the jack of all trades, but not in a good way. They canít do anything another Elemental can do better, which is a shame because I love the sculpts on these guys and hate the AE sculpt. However, they donít work as well at guarding as the Air Elementals despite their strong attack and defense, they are the least mobile of the 4 and canít use tunneling to run up and down the map like Water Elementals, and their area effect isnít as good as the Fire Elementalís in my opinion, but even if you think it is, they have 1 less move than the Fire Elemental, which has the same attack and defense. The main problem with these guys is that they arenít really specialized like the others. I like using them, but they donít deliver as the big hitters that I think they were designed to be. If Earth Slam had 1 more attack or they got +1 attack and defense on rock/dungeon, it would help these guys a lot. But for now, stick some blue tape on one and pretend itís the Thing.
Recommended amount: 0, but if you REALLY wanted to you could fit in 1 or 2
Very nice analysis of the Elementals' roles. I have to say, though, that I find the Earth Elemental to shine in certain situations; primarily in matches in which my opponent's army has many low-defense common squad figures, such as Ashigaru, Kilts, Vipers, etc.

You know, move into position early, then wait for the opportunity to move in and special attack. Of course, his uses are situational, but I usually make room for 2-3 Earthies in my Elemental armies (assuming I have no foreknowledge of my opponent's army...drafting's an entirely different story).

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Old March 26th, 2011, 10:51 AM
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Re: Your Elementals and You

Thanks nate the dawg! I know the Earth Elemental isn't all bad, and I like to include him in my armies too when I have the space. Earth slam can be valuable against low life squads and what not but I just find him to be a lot more situational and not as consistent as the others.
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Old March 26th, 2011, 01:16 PM
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Re: Your Elementals and You

Quote:
Originally Posted by BassistofDoom View Post
Earth, Wind, and Fire
Kurrok 120
EE x3 225
WE x4 345
FE x4 485
Isamu 495
But there is no Wind in that army?
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Old March 26th, 2011, 02:36 PM
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Re: Your Elementals and You

I think earth elementals are good for hitting harder. They get height pretty well. I've only used them a few times but I just don't think the real world cost of a fire elemental is warranted over an earth elemental (which is much cheaper).

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Old March 26th, 2011, 02:44 PM
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Re: Your Elementals and You

Quote:
Originally Posted by Kaemon Awa 123 View Post
Quote:
Originally Posted by BassistofDoom View Post
Earth, Wind, and Fire
Kurrok 120
EE x3 225
WE x4 345
FE x4 485
Isamu 495
But there is no Wind in that army?
You're right I meant 4 Air Elementals. Nice catch.
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Old March 26th, 2011, 03:45 PM
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Re: Your Elementals and You

Nice write-up. I really like your posts(Zombies has inspired me to post some of my fiction). I personally like the EE. I find them to be quite maneuverable depending on the map. I have never found much use for the AE myself. Of course much like many armies this depends on the map and what you are fighting. Nice job Keep up the good work... peace

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With the intimacy of destruction, One knows what it is to be alive
The empty sky holds no reflection, for sorrow
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