- Posts: 325
- Joined: Thu Feb 13, 2014 6:09 pm
It's been way too long that the Ram haven't had this sort of thread. This is the army i'm playing around with at the moment.
493 AP / 10 mercenaries.
Melmoth: Like Arinius most opponents won't want to fight him in melee combat but unlike Arinius he can attack twice through Sequence without Elixir and he always gets his counterattacks with or without parrying. Agony is very potent while Drink your blood won't play as much of an important role. Be careful though your opponent will want to take him out in one fell swoop.
x 2 Dark invokers: Powerful in their utility. Setup morbid puppets to encircle your enemy, Blow up morbid puppets or weakened skeletons to hurt multiple adjacent enemies. If your opponent tries to wall you then Morbid Explosion will make your opponent regret it.
Master of the Veil: Master of the Veil lets you abduct an enemy unit or close the gap between one of your units and your enemy or get one of your units out of engagement. It's pretty much impossible for the Master of the Veil to fail a cast due to it's high will, exalted and the low difficulty spells it casts. He is useful against the Lions who often play with powerful ranged units behind cover. He can cast through walls thanks to Concience. His usefulness however very much relies on you and your opponent's wits because he has very little offensive ability.
x 3 Imperturbable Bowman: Powerful ranged units, high accuracy, decent damage. They don't die that easily either.
x 3 Servile Skeletons: Cheap board presense, they can help you to take the capture area while the Dark Invokers setup their morbid puppets.
493 AP / 10 mercenaries.
Melmoth: Like Arinius most opponents won't want to fight him in melee combat but unlike Arinius he can attack twice through Sequence without Elixir and he always gets his counterattacks with or without parrying. Agony is very potent while Drink your blood won't play as much of an important role. Be careful though your opponent will want to take him out in one fell swoop.
x 2 Dark invokers: Powerful in their utility. Setup morbid puppets to encircle your enemy, Blow up morbid puppets or weakened skeletons to hurt multiple adjacent enemies. If your opponent tries to wall you then Morbid Explosion will make your opponent regret it.
Master of the Veil: Master of the Veil lets you abduct an enemy unit or close the gap between one of your units and your enemy or get one of your units out of engagement. It's pretty much impossible for the Master of the Veil to fail a cast due to it's high will, exalted and the low difficulty spells it casts. He is useful against the Lions who often play with powerful ranged units behind cover. He can cast through walls thanks to Concience. His usefulness however very much relies on you and your opponent's wits because he has very little offensive ability.
x 3 Imperturbable Bowman: Powerful ranged units, high accuracy, decent damage. They don't die that easily either.
x 3 Servile Skeletons: Cheap board presense, they can help you to take the capture area while the Dark Invokers setup their morbid puppets.