How could the valiant be 595, there are no amounts of 5 points. It is 480 or 540 depending on which Drake you used. The Audrien/Viper one is 495 points. So, one army must have had an advantage.SME said:I play tested (10) games using 4th mass and they lost 8 times out of 10. I think it was the support that the Abrien Archers had or the support that the 4th did not. Still the 4th can be overrun.
3x 4th Mass
Sgt Drake Alexander
Finn
Thorogrim
All Valiant at 595 points?
3X Aubrien Archers
1x Onyx Vipers
1x Arnoc Vipers
1x Veonc Warlord
600 points?
Map was relatively flat with forrest north and centrally bridged river overlooked by two hills.
The first game the 4th Mass won. Then I realized tactical errors made with Arnoc Vipers (I actually used them).
Then (4) games of Onyx Vipers seizing all 8 glyphs without being touched. Then the AA frenzy and seize glyphs to free up onyx who close and desimate first 4th squad.
Then the 4th Mass win with SDA being sole survivor after one of the 4th revive him using a close glyph. Unusually low frenzy occurances.
I realized the true power of the frenzy and range 7 for the next (4) games and swept the Jandarians with the Armocs and Venocs and a squad of AA intact.
Note I was very aggressive with the onyx and they always were destroyed but usually got their licks in and got almost all of the glyphs no matter how close to the Jandarian side the glyphs were.
Does anyone have any other ideas with the play test prior to breaking the board down? I am unsure if the Viper and AA army can challenge much else.
Shades fan said:I like these two armies
This one is Revdyer's
2x Sentinals of jandar-220
4x 4th Mass line-280
This one is just a fun one to play!
Saylind-80
2x 4th Mass line-140
2x MacDirk Warriors- 160
Alastair MacDirk-110
When Alastair gets into trouble summon him with Saylind.
I agree completely, gamejuven. It is not just the all army bonus you lose, but the order markers that you have to put on Raelin also detract from what the 4th can do.gamjuven said:NFCfan said:6x 4th mass + raelin is a good army, even if you lose 1 4th mass due to starting zone restrictions
Eh, I don't like having raelin in my 4th mass armies. Having that valiant bonus is too good a thing to pass up for 1 more measly defense die on a couple of figures
ParaGoomba Slayer said:Wait a second, how come 4th Mass have 5 move? When I think of Revolutionary soldiers I think of a marching "brick" or line of soldiers, not a running one.
rdhight said:ParaGoomba Slayer said:Wait a second, how come 4th Mass have 5 move? When I think of Revolutionary soldiers I think of a marching "brick" or line of soldiers, not a running one.
Almost all of the 4-Move figures either have another movement power to help them (zombies, airborne, minions/sentinels) or compensate for low individual speed by being a common squad with four figures and bonding (knights, greeks/romans). The figures that have a flat four move with no built-in way to speed up or compensate are like molasses.
Perhaps then you have an incorrect understanding of the guerrilla war tactics of the Revolutionary Forces. They weren't Red Coats. Besides 5 move is pretty much standard for humans. Those humans higher than that are exceptional, like Ninjas.ParaGoomba Slayer said:Wait a second, how come 4th Mass have 5 move? When I think of Revolutionary soldiers I think of a marching "brick" or line of soldiers, not a running one.
ParaGoomba Slayer said:Wait a second, how come 4th Mass have 5 move? When I think of Revolutionary soldiers I think of a marching "brick" or line of soldiers, not a running one.
MKSentinel said:Um...no. Someone is really going to have to justify to me how the Stingers are better than 4th Mass at ANYTHING. 10 more points and you get a FOURTH ATTACKER.
I mean...WTF?
Fred
NFCfan said:the Stinger's are only in some ways cheaper than the 4th Mass. Yeah they cost 10 points less but each Stinger costs you 20 points whereas each 4th Mass only costs 17.5 12 Stingers will cost you 240 whereas 12 4th Mass only costs you 210