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| Walker, Martian Ranger |
Jul 27, 2009 |
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| Total Cost / Value of this Deck: $ | Average Rank: 4.33/5 |
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Jason Miller
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Recent decks by this user
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Walker, Martian Ranger 1.0 (Yes, that says 1.0)
To start, this army isn't designed to be sexy, flashy, overpowering or brimming with unbridled fury. Rather, this is an army I use to cut loose and play an unconventional game against friends who truly enjoy seeing me play weird armies.
To begin, the monster choice is specifically picked for one thing, and one thing only: Radar, both Global and Adjacent. Regardless of form, Phobos has a range of 7 and is capable of throwing a LOT of dice around. In Alpha form, Phobos is going to pull in P-Dice faster than a fat kid on a pinata thanks to Multi-shot. In Ultra form, Phobos is wielding more dice than any other monster in the game! Couple that with either Lightning Attack on his Blast or Blast-Triggered Fling and you've got a fairly well-balanced monster. His speed is good enough, his defense is good enough, and doggonnit, Martians like him!
Moving onto the actual "weird" of this army, we come to the Reapers and Despoilers. Here, we have the much-maligned, non-flying redheaded step children of the Martian world. Just because these guys don't fly doesn't mean they aren't capable of enjoying themselves! They're primary purpose is moving from building to building, securing and controlling. Why? Cover turns the Reaper into a G-Tank and turn the Despoiler into a smaller Phobos. Their secondary job is picking off incoming enemy units, both grounded and not. As both units are capable of reducing an enemy's defenses, they are more than suited for funneling, as well as screening.
Moving onto the standard of any Martian army, the Vanguard and Marauder units will form up into Hunter/Killer groups, roaming the battlefield, searching for ways to cause problems. Depending upon what monster your opponent chooses, these unit groups have differing functions. If you're facing a highly mobile monster, the H/Ks will move to filter and funnel, trying to push the monster into unfavorable positions, while trying to keep the enemy units from forming defensive placement (as a way to prevent Power Attacks). If you are facing a slower, more heavily armored monster, the H/Ks will move in to do as much damage as possible, all but ignoring enemy units, provided they don't offer up healing. When you've got this many B-Dice to sling around, you're going to crack any shell.
Building placement is delicate, but not overly important. Nuclear Power Plants litter the center of the map, while Arsia Outposts are placed in flanking positions, placed so that they direct traffic towards choke points. The Banks often get shoved more towards the outside edges of the map, occasionally serving as battle platforms. The Apartments are really the only "important" buildings, as controlling them all faster regeneration of fallen H/K groups.
Should you wish to try a radically different Martian army, this one certainly fits the bill. Little flying, an aggressive monster and little regard for your own safety.
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| Comments: |
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Zach Bunn says: |
What is up with you and spacing? Are you pasting this in or something? Haha... Good writing. Care to blog over on our site? |
Jul 29, 2009 |
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Jason Miller says: |
Yeah, I just pasted this from Word, as I has to redo the whole thing when I hit Filter. Ugh.
I'd be happy to drop some blogging madness over on the site. |
Jul 29, 2009 |
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Denny says: |
Have you had many opportunities to try this force yet? Has it created those strange looks from the opponent? How have you faired? I'm considering build that would be more for fun then for solely competitive purposes. |
Aug 9, 2009 |
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Jason Miller says: |
I played this army today, but with a couple modifications.
It worked surprisingly well. I took out Rogzor and his army without taking a single point of damage. He had a LOT of bad rolls. |
Aug 11, 2009 |
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Bradley Hubsky says: |
Just out of curiosity have you thought of adding a nullifier pod for weaken and mire? If you have can I ask what prompted you not to include one? I could see a use for mire and weaken to help the despoilers keep range on enemy units , and its always nice to stack debuffs on your opponent. |
Aug 12, 2009 |
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Jason Miller says: |
I've actually made some significant modifications to the army list, Brad. Can I call you Brad? Anyway, yes, I added three Nullifier Pods to the list, as I didn't actually have them when I thought this crazy-ass army up, and they worked like a charm.
If you'd like to take a look at the modified list, head here: http://teamcovenant.com/08/03/2009/a-little-odd-walker-martian-ranger/
I write a weird little column for Team Covenant that you might enjoy. |
Aug 12, 2009 |
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Bradley Hubsky says: |
Cool, I was just wondering on the nullifiers as they has some options that looked like they may help this army.
As for calling me Brad its what I go by most of the time but when filling out info I put in my entire name so I have no problem with people callig me it .
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Aug 13, 2009 |
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