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Low Key Underboss
 1231 Posts




 | | 03/31/2006 2:21 AM |
| Were having a 100 point/12 activation/tiles game this weekend, a sort of an "old school" game. I've got no problems with the tiles, but the problem is I've never played 100 points with 12 activations. Even if the competition is more of a casual type, I could still use a few pointers.
Is it worth going for the 12 activations? What should I be on a look out for? Is it better to go with more expensive (30+) units or medium cost ones? (10-20) What kind oh commanders to use? Is a commander assasination something to worry about? And so on.
Any pointers would be useful. Feel free to post sample warbands, though I'd rather build my own from scratch. | | Champion of the Sarrukh | |
| robbdaman Underboss
 2380 Posts




 | | 03/31/2006 3:53 AM |
| 100 point games will be very different after the last couple sets. I will say that smaller builds are generally more effective as the 30-40 point range beaters for whatever faction can be extremely powerful. Titans of up to 70 pts can be crazy powerful too. That said I'd probably be tempted to run a Tiefling Captain, Quaggoth Slave X7, Orc Warrior X3 warband just because I think it'd hit well enough and survive enough. A popular play is also the Lich Necro as he can build up a nice army very quickly.
R~ | | Champion of the Titan ****************************************************************************************************************************************************** Successful trades with: Tickparasite, Iyceman, Faragdar The Wise's friend, avrivah, Drakkengi, brucemc, Krush, maniacal_mini_monger, hung4treason, Gandy, NarlethDrider, Kunimatyu, etc, etc, blah, blah, blah..... | |
| Sean-Khan Commander
 2723 Posts




 | | Low Key Underboss
 1231 Posts




 | | 03/31/2006 4:58 AM |
| Since all the sets post-Aberrations are designed for 200 points, not really.
Thats a part of problem as well, I started my collection post-Aberrations so I lack most of the old 100-point designed pieces.
My main concern is activation control/amount of fodder used. Is it worth it to go for the full 12? That would mean I should use horrid amounts of 3 pointers or use alot of cheap 10-20 point creatures... Or maybe go with an opposite plan and build something "stupid" Like a 20 point commander + 70p titan and end up with 5-8 activations. | | Champion of the Sarrukh | |
| Sean-Khan Commander
 2723 Posts




 | | 03/31/2006 5:49 AM |
| With fodder you control initiative. If you have a few hitters and opponent has little smaller hitters, he can activate the fodder and shield with them while you move your hitters and then move in with his hitters when you can't react.
High-ac/conceal -fodder can hold back more expensive figs, faster/flying can easily act as flankers & move to be the closest enemy for enemy tech pieces. And, high -damage fodder has a chance to roll well and inflict a lot of damage.
In bounty -scenarios, this can be a setback, but generally at least some amount of fodder is recommended. | | Vindicated AtG Called shot: 2nd Huge Red Dragon My collected trade reference links Star Wars tactical combat -project My modelling/terrain pages Suomen miniatyyrikeräilijät / Miniature collectors of Finland | |
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