majshark's list of Mage Knight armies

"I floss storm golems from my teeth!"


WELCOME!

Thanks to everyone who has submitted armies to be posted.

If you want to submit an army to be posted, please include the following: Your name, the name of your army, how the idea of this army came to be (origin), the army size, the army itself, detailed strategy and how it fares in competition (results).

If you have any questions or comments about anything on this page, let me know.


Index of armies

  • Alex Drosen's Chaos Wraith army (200 points)
  • VampireVladd's Charge n' Chuck army (500 points)
  • Mongoose's and LadyLunaTick's Vladdie's Little Girls army (200 points)
  • majshark's Boomstick Cheese And The Grotesque Brigade army (350 points)
  • BattleMagic's Orc Horde army (199 points)
  • majshark's Stealthqueen army (300 points)
  • Conan the Barbarian's Get Out Of My Face, Boy army (201 points)
  • majshark's Black Powder Necromancy army (300 points)
  • majshark's Swiss-Army Magus army (299 points)
  • Faulkner's Double-Barrel army (200 points)
  • DemiPhant369's NeoPhant army (200 points)
  • AverySMN's Drac Blaster army (200 points)
  • AverySMN's Mage Queen's Guns army (198/200 points)
  • GrimlockDark's Throwing Thunder army (299 points)
  • Sir Necronomicon's Sauna of Chaos army (200 points)
  • DemiPhant369's Priest-Artillerist army (198 points)
  • Kaos's Fire from the Land and Sky army (225 points)
  • Joey A Karr's Boomer-Queen army (200 points)
  • Bulldogms15's Boomer Wall army (198 points)
  • PoisonClaw's Back Stab army (250 points)
  • Bonegolem's Anti-Magic army (599 points)
  • majshark's Magnaphant army (399 points)
  • majshark's Skeleton-Chucking v2 Magus army (300 points)
  • Bonegolem's Undead Stealth Nightmare Magus army (300 points)
  • Miskatonicmage's Wereshock army (200 points)
  • majshark's Hindering, Screeching Doom army (100 points)
  • Chipndip's Magus Drac & Stealth army (199 points)
  • Chipndip's Goon Squad army (199 points)
  • Chipndip's Magna Drac & Wraith army (199 points)
  • Fallenangel's Ranged army (200 points)
  • Sakana85's Magi/Priest army (190 points)
  • majshark's Black Powder Spawn army (300 points)
  • The Irish Rage's Throwing Knives army (199 points)
  • majshark's Dead Or Alive army (200 points)
  • Harlequin's THe Beating Stick army (198 points)
  • majshark's Magna Commando army (200 points)
  • Alphonse's Utem Horde Of Death army (army size unspecified)
  • Dunalready's April Scenario 1 army (200 points)
  • Hitman's Boomer Blast army (300 points)
  • majshark's Hinderblast army concept (army size TBD)
  • majshark's Lots O Trolls With X-Bows army (300 points)
  • majshark's Amazonia army (199 points)
  • majshark's Skeleton-Chucker Magus army (199 points)
  • majshark's Storm Golem army (200 points)
  • Hiryu's Amazon Queen army (199 points)
  • majshark's Troll Artillerist army (200 points)
  • majshark's Storm Golem v2 army (197 points)
  • majshark's Versatilis army (200 points)
  • Dunalready's Chaos Mage army (200 points)
  • majshark's Black Powder Slam formation


    Alex Drosen's "Chaos Wraith" army

    ORIGIN: Alex says...I was told about how well Wraith and Chaos Mage worked together, so I built an army around them.

    ARMY SIZE: 200 points

    Wraith
    Chaos Mage
    Shaman ***
    Ki Devil ***
    Shade *
    Shade *

    STRATEGY: Alex says...I put a forest near where my opponent puts his terrain and my Wraith runs toward it to do some damage. Anything the Wraith can't handle is magic blasted by the Mage with enhancement from the Shaman, who also heals. The Ki Devil uses his excellent maneuverability to move around formations and shockwaves them. The Shades are there to tie down ranged attackers so I can get my attackers into place unharmed.

    RESULTS: Alex says...I've only played this army once and it won against a Magus Drac army.

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    VampireVladd's "Charge n' Chuck" army

    ORIGIN: VampireVladd says none, really. I was just bored one Thurday afternoon and poof!

    ARMY SIZE: 500 points

    Order of Vladd
    Uhlrik Charger
    Nightmare Reaper **
    Nightmare Reaper *
    Nightmare Reaper *
    Nightmare Reaper *
    Skeleton **
    Skeleton **
    Skeleton **
    Technomancer *
    Technomancer *
    Technomancer *

    STRATEGY: VampireVladd says put all the figures behind blocking terrain towards the middle of the battlefield. When the enemey gets close charge them with the Reapers and Uhlrik. Next turn, start chuckin' Skeletons. Then in comes the Vladd. In with the Vladd come the Technomancers to use Flame/Lightning to bust up formations.

    RESULTS: VampireVladd says though it lacks a healer, it does ok.

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    Mongoose's and LadyLunaTick's "Vladdie's Little Girls" army

    ORIGIN: Mongoose says...This army just came out of a conversation between myself and my daughter. It has not been used in a tourney, but the name and composition caught us as rather humorous.

    ARMY SIZE: 200 points

    Order of Vladd
    Nightblade ***
    Nightblade ***
    Nightblade ***
    Nightblade ***
    Nightblade ***
    Nightblade *
    Nightblade *

    STRATEGY: Mongoose says...This army is meant to swarm through hindering terrain. The powerfull Vladd heards his girls through the brush to the enemy, leaps out to encounter them, with his girls following up to protect Vladd. Evil giggles following as yet another figure bites the dust.

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    majshark's "Boomstick Cheese And The Grotesque Brigade" army

    ORIGIN: Warlord Oddball issued a handicap challenge to me and Red; the challenge was for Oddball to use the uniques he just acquired from the Lancer prerelease (Arcane Draconum and High Battle Mage) versus whatever we could muster. He even gave us a 100 point advantage (Oddball built a 600 point army, Red and I each put forth a 350 point army and worked as teammates). Oddball likes using his newly acquired uniques and likes challenges; Red and I obliged.

    This army is designed to take down uniques (or other pieces for that matter) HARD.

    ARMY SIZE: 350 points

    Storm Golem
    Demi-magus *
    Demi-magus *
    Demi-magus *
    Demi-magus *
    Ankhar Archer *
    Half-troll Hacker ***
    Shaman **
    Goblin Volunteer *
    Grave Robber *
    Skeleton *
    Skeleton *
    Shade *
    Imp **
    Imp **

    STRATEGY: Cheese is the game the boomstick plays, as the storm golem is accompanied by four demis, allowing either a single attack for eight clicks (so much for invulnerability) or hit up to three targets for five clicks each.

    I threw in the orcs because, well...they're orcs. The hacker is a bruiser with its quality attack rating and damage, and the volunteer acts as fodder and can chase down weakened/demoralized units when it is "motivated." The ankhar archer provides its bound ability for needling opposition, and the shaman adds healing and magic enhancement. You can get the ankhar archer to do two clicks of bounding damage by moving the shaman to an area where the ankhar will bound, then bound the ankhar in b2b with the shaman, and fire. One damage is increased to two.

    The skeletons are thrown in as harassers and reusable foot soldiers to deliver a good spank when nessesary. The grave robber keeps the skeleton supply fresh. Two imps and a shade provide their services as harassers/fodder, tying up the opponent's power pieces and preventing them from becoming a major factor.

    RESULTS: Both sides experienced some horrible luck from the dice (Oddball could not roll a five to hit the ankhar, and this happened not once but TWICE; Oddball was afforded the opportunity to strike the ankhar because I failed to break away...TWICE). In the end, however, the skeletons took advantage of Oddball's misfiring units to seize the early momentum.

    Oddball managed to slay my partner's Vlaad to make the game interesting late. The storm golem, however (little used up to this point but did dictate opponent unit movement i.e. nothing came near), demolished a Lancer and the goblin volunteer managed to slay a demoralized squire to effectively seal the deal.

    The army (and the game itself) was a blast to play. The game showed how powerful the new uniques can be if left alone to do their business, and as described before, Oddball used, among other things, the Arcane Draconum and the High Battle Mage--very nasty.

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    BattleMagic's "Orc Horde" army

    ORIGIN: A "disturbing army" BattleMagic came up with one day.

    ARMY SIZE: 199 points

    Chaos Mage
    Slasher **
    Slasher **
    Slasher **
    Slasher **
    Slasher **
    Slasher **
    Slasher **
    Shaman *
    Shaman *

    STRATEGY: BattleMagic says...Usually, I use two formations of **Slashers, one with 3 and one with 4, and keep them in a line. Behind the line I put the Chaos Mage with the two *Shamans so that they can heal the Slashers while making the Mage's magic blast do 1d6+2 damage at the same time.

    Another tactic is to push the Chaos Mage until he receives his Magic Levitation and Necromancy click and fling slashers around the board as well as ressurecting them.

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    majshark's "Stealthqueen" army

    ORIGIN: Using stealth and shockwave units supported by the Amazon Queen.

    ARMY SIZE: 300 points

    Amazon Queen
    Dwarven Fuser ***
    Leech Medic ***
    Nightstalker ***
    Screeching Terror **
    Screeching Terror **
    Nightblade ***
    Grave Robber *
    Skeleton ***
    Skeleton *
    Werewolf *
    Imp **

    STRATEGY: The stealth units (nightstalker, nightblade, and werewolf) take advantage of the terrain to get close and score safe hits on opposing units. This also allows the grave robber to position itself in a area where it cannot be easily harmed (with exception of those units with magic blast).

    The amazon queen lends her punch with magic blast and 12" range. The dwarven fuser role is to deal with magic blaster/enhancers, and add support fire. Leech medic cures what ails the friendly units.

    The weak skeleton acts as fodder, interference or a one-time hitter. The tough skeleton can tie up a unit for a modest duration and can deliver consistent damage when healthy. The grave robber keeps them on the table, and the imp fuliflls its role as fodder.

    RESULTS: This army did very well in a four-way game, slaying units left and right. The queen, nightstalker, fuser and terrors hammered and killed many units. The queen's magic blast was welcomed, since other opponents used stealth units too. The terror's mobility and range eliminated units trying to flee from death.

    As well as the army did, the army came in second; an opponent scored a kill on a wraith on the last turn.

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    Conan the Barbarian's "Get Out Of My Face, Boy" army

    ORIGIN: Conan the Barbarian says...I was thinking, "What is a good way to use the Magna Draconum?" So after careful planning and, I threw this bad boy together.

    ARMY SIZE: 201 points
    Conan the Barbarian notes...I'm allowed to go one point above 200.

    Magna Draconum
    Troll Artillerist **
    Troll Artillerist *
    Troll Artillerist *
    Mending Priestess **
    Shade **

    STRATEGY: Conan the Barbarian says...Move your Draconum to a safe place away from ranged attackers. If your opponent is using a 14"er, stay OUT of the line of fire. Use the Draconum to take on melee groups and any ranged group you can get to unharmed. The Arties are a sort of protection system. Use them to shoot down over-powered trying to b2b with the Magna. If Vladd wants some action with your Dragon, shoot him before he goes b2b, or else your taking the chance that the Dragon will miss(and it probably won't, but its better safe than sorry). The shade ties up or distracts uniques or those damned gunners. And if needed, heal the Draconum, there is no shame in retreating to get patched up. It just stalls your victory for a few seconds:).

    RESULTS: Conan the Barbarian says...I took this mother to a tourney and was scoffed at. They said HA! YOU'RE USING A UNIQUE WITHOUT COMMAND OR RANGE!!!MWAHAHAHAHAHA! Okay, thats exaggerating.

    Round One: Me Vs. Magus/Werebear Fling
    I saw his army and yawned. His Magus was in the predicted formation with Demis, and he had Werebears to fling at me(how UN-original). At least he had no gunners. I went first, moved the Magna behind blocking, I moved the Artie/Priestess to around the same spot, and the Shade went to the other side. His 2 werebears went b2b with his Magus. I passed. He moved forward a little. I flew the Draconum outside of his range, I ran the Shade behind him. He rolled command, flung two bears, faced my Draconum with his Magus/Demi thingy. I guess he thought I was finished of something, so I shot one of his Demis and one bear, who wasn't happy about it. He put the angry bear into b2b with the Dragon, the moved the weaker bear, ALMOST into b2b. I finished the Demi, still one more, I then hit the angry werebear for 3(-1 from toughness). The anger had died down. He MB'ed the ** Artie, killing it. He pushed the other bear into b2b. My shade then went b2b with pushed werebear. He scowled, I smiled. I shot his Magus. He retreated the Magus, leaving the Demi to die. He tried to hit the Dragon and failed. I then captured a bear with my Shade, and killed the other werebear with the Dragon. The next turn he withdrew.

    Round 2 - Me Vs. Some formationless thingy
    This guy's army had NO formations. You can guess how long he lasted, with no formations, the Dragon could just pick off lone targets, as could the Arties.

    I went 5-0 and won a Storm Golem. I then traded it for a Heiro. Why? Because I didn't like Stormies and wanted to use my brain to think of an effective Heiro strat. THATS WHY!!! SO GET OUT OF MY FACE, BOY!!

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    majshark's "Black Powder Necromancy" army

    ORIGIN: Combining specialized elements from the Black Powder Rebels with necromancy.

    ARMY SIZE: 300 points

    Amazon Queen
    Steam Golem ***
    Amazon Blademistress ***
    Dwarven Fuser ***
    Khamsin Freelancer ***
    Leech Medic ***
    Grave Robber *
    Skeleton ***
    Skeleton *
    Skeleton *
    Shade *
    Imp **

    STRATEGY: The amazon queen brings her quickness, command, defense-lending and most importantly, magic blast to lead the army. The steam golem is the brute of the army, cabable of imposing its will because of its high damage and defense values, toughness, and quality attack rating and range. Amazon blademistress lends her 10" movement to cover the backs of formations, to flank, or to hunt down and dispatch weaker units (and keeps the queen and steamer free to deal with larger game). Dwarven fuser's role is to deal with magic-blasting/magic enhancing units/formations (and 10" firing range is respectable for support fire). Khamsin freelancer is added to keep formations together and to deal with weakened foes (and I just wanted to include one in an army), and the leech medic keeps the units in fighting form. All these units are capable of a formation with one another.

    The skeletons (one tough, two weak) provide their services as hard-hitting harassers that will keep coming back thanks to the grave robber. The shade and imp are quality fodder pieces to disrupt line of fire, slow down units, harass units, set up shot on units, etc.

    RESULTS: This army won in a five-way meele. The queen was effective with her magic blast and range. The fuser was a welcome unit to have, as it confronted a magus/demi-magus combo without a serious threat of retailiation. The skeletons were a factor, flanking my opponents and dictating their strategy. The blademistress stuck around my units, keeping the area safe from incoming flankers and denying escape routes for any wounded opposition that did come near. And, believe it or not, the freelancer almost became a factor.

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    majshark's "Swiss-Army Magus" army

    ORIGIN: Inspired by the constant rant from players about unoriginal "sling" armies. Devised an army that can sling what it needs without the nicks and cuts of a blade.

    ARMY SIZE: 299 points

    Magus
    Demi-Magus ***
    Amotep incinerator ***
    Troll Artillerist ***
    Ki Devil ***
    Shade ***
    Shaman *
    Leech Medic ***
    Grave Robber *
    Skeleton ***
    Skeleton *

    STRATEGY: The magus levitates whatever is needed for the situation (a la swiss army knife). Levitate a figure, then have it do its business. Need a magic blaster to get close and strike right away? Send that demi-magus forward. Need flame, bring up the incinerator (probably should've went with a gunner, but I wanted to bring an incinerator into an army). Need a qualtiy ranged strike, levitate the troll artillerist. Need a piece to cover a great distance quickly? Enter the shade. How about magic lending or healing? Send the shaman flying. Want to put a quick spank on someone with weapon mastery. Introduce the skeleton to the opposition. You could even send the grave robber to resurrect units at ground zero.

    This army is all about the magus and his ability to chuck stuff. Keep the leech medic close to him, so he can push if necessary and still be healthy. Also keep the grave robber near, so resurrected pieces can be chucked. Keep one skeleton nearby to protect any straggling units trying to pop the magus.

    RESULTS: I doubt this army would do much of anything, but it would be a blast. I hope to try it soon (I do need to acquire a couple of the above units or use lesser versions), and when I do, I will post the results.

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    Faulkner's "Double-Barrel" army

    ARMY SIZE: 200 points

    Elemental Priest
    Troll Artillerist ***
    Troll Artillerist **
    Demi-magus **
    Demi-magus *
    Utem Guardsman ***

    STRATEGY: Faulkner says...I saw the inherent benefit of being able to shoot a bolt 12" as a big advantage, and the added benefit of the Magic Enhancement from the Demi-Magi means that each of my Trolls will hit for 4 each, practically eliminating any figure on the board. The Priest is there to pump up everybody's defense value to 18, as all are in contact with him, and he even hits for 4 because he's in b2b contact with the Magi.

    The only reason there's an Utem Guardsman back there is to get the 2nd formation for the Atlantis Guild back there so I can move the whole group in 2 moves. The trolls can hold their own in b2b combat fairly well since by the time most enemies get that close, they've been hit at least once or twice by either them or the DM's Magic Blast which can shoot right through the front line for a range of 10". If I can roll a command, then I'll use the priest to heal one of the pushed trolls, as I usually push the Trolls when someone gets in range.

    RESULTS: Faulkner says...I've only used this particular army in 3 battles, winning 2 and losing 1 to a Magus army who threw a Ki Devil grenade at me to whack everyone (except the priest) for 1 very early, thus putting me ad an immediate disadvantage. The key I see is to keep the army in formation as long as possible to utilize the Priest's defense. The problem I can foresee with this army is its lack of mobility, held back by the trolls 6" movement. Faster, more mobile armies will probably be able to circle around to punch out the Magi early, or be able to tie up the trolls while the rest of their army closes in.

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    DemiPhant369's "NeoPriest" army

    ORIGIN: DemiPhant369 says...I devised it from my original Artillerist-Priest army.

    ARMY SIZE: 200 points

    Neophant
    Elemental Priest
    Troll Artillerist **
    Troll Artillerist **
    Troll Artillerist **

    STRATEGY: DemiPhant369 says...This army works a lot like the Artillerist-Priest army. The Artillerists and the Priest run in form. and the Neophant runs alone and the two blocks flank and sandwich, hitting from both sides.

    This army has one big weakness, lack of characters.

    RESULTS: DemiPhant369 says...

    I have won many battles with this and hope to keep winning.

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    AverySMN's "Drac Blaster" army

    ORIGIN: AverySMN says...I've devised a new army I plan on trying out at the next tournament.

    ARMY SIZE: 200 points

    Magus Draconum
    Amotep Gunner ***
    Amotep Gunner ***
    Amotep Gunner ***
    Shaman ***
    Imp *

    STRATEGY: AverySMN says...One formation, and the Imp as a harasser. You use the Magus Draconum for ME and MB if you want him to attack. The Gunners are used for their F/L +1 from the Draconum. The Shaman is a tag-along healer and the imp is to block any long ranged attacker if they plan on attacking you with a Stormy/Heiro or other longer ranged units.

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    AverySMN's "Mage Queen's Guns" army

    ARMY SIZE: 198/200 points

    Amazon Queen
    Amotep Gunner ***
    Amotep Gunner ***
    Amotep Gunner ***
    Shaman **
    Shaman * and Imp **
    or Shaman ** and Imp *

    AverySMN says...The "or"s are unit chages.. If you go with the 1*, 1** Shaman and **Imp, then you get 200 If you go 1* Imp and 2**Shaman then you have 200 points. I use 1*, 1**Shaman, 1*Imp so I only have 198 points for a tie breaker.

    STRATEGY: AverySMN says...Send Queen off by herself hiding behind terrain with M/B...don't forget her command and quickness. set up Amotep with shamans like this:
    A A A
    S S
    Amtoep have F/L that does 2 or 3 now (or 4-5 w/o F/L). And Naturally use the imp as a blocker.

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    GrimlockDark's "Throwing Thunder" army

    ARMY SIZE: 299 points

    Magus
    Storm Golem
    Shaman ***
    Shaman ***
    Grave Robber ***
    Skeleton *
    Skeleton *
    Skeleton *
    Skeleton *

    STRATEGY: GrimlockDark says...These figs are put into starting formation as follows:

    . . . . . . .O (Grave Robber)
    . . . . . . .O (Skele)
    . . . . . .OOO (Skele, Magus, Skele)
    . . . . . .OOO (Shaman, Storm Golem, Shaman)
    . . . . . . .O (Skele)

    The skeletons are put in for harassment and to stop any approaching unit, especially ones with F/L or Shockwave, from firing or approaching the formation. The grave robber is placed about an inch behind the Magus so that he can revive the skeletons and the Magus can throw them. The magus is pushed in the first two turns by throwing skeletons. This allows him to push himself again to help the Storm with magic enhancement. The shamans are turned to heal both the Magus and the Storm, allowing the Magus to go from command to magic enhancement with ease. If grave robbers or a necromancer is present, the army peppers the opposing units with fire and ties them up with skeletons. Once enough damage has been done, the Magus tosses the Storm to an unoccupied are and he shoots down the necromancer or grave robber. If he dies too soon, then revive him, heal him, launch him, repeat. The magus can hold the base, and he can use the shaman's ranged if needed.

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    Sir Necronomicon's "Sauna of Chaos" army

    ORIGIN: Sir Necronomicon says...I created this army because I was inspired by SeethingImp's "Hackers, Antlers, Nuts and Bolts" army.

    ARMY SIZE: 200 points

    Chaos Mage
    45 Steam Golem ***
    Shaman *
    Shaman *
    Grave Robber *
    Skeleton *
    Skeleton *
    Skeleton *

    STRATEGY: Sir Necronomicon says...The Steamer is a beatstick, and he usually takes on big important units like Magus and Wraith. I always use one Skeleton to march ahead of the Chaos formation to make sure they don't get F/Ld, and the other two are just there to go around and kill stuff. Really, what explanation does a Skeleton need?

    To deal with Gunner formations, it's reccomended that you send all three Skeletons with the Chaos formation behind them. First, blast the support for the Gunners (probably a Demi). The double-enhanced Magic Blast of the Chaos Mage should be enough to wipe them out. After the support's wiped out, rest the Mage and attack the Gunners with the Skeletons (at least one will probably be dead, don't worry). If all the Skeletons die, your Chaos Mage should have been rested, so just blast another Gunner if it hasn't run away. If it has, you've always got a Steam-powered juggernaut waiting to mow them down.

    RESULTS: Sir Necronomicon says...This army performs very well against Wraith, as it lets you use the Sneaky Wraith Killer strategy.

    The following is the "Sneaky Killer Wraith" strategy Sir Necronomicon refers to. This piece was originally authored by Hitman on the MKRealms Battle Plans forum.

    Ok, it works a little something like this: Take a formation of a chaos mage, a shaman, and a ** half-troll hacker, and close in on the wraith's hiding spot. Set yourself up for the kill by 'accidentally' leaving the mage within range of the wraith, and give it a clear line of fire. If the wraith takes the bait, you're good to go. Once the wraith shoots the mage, dealing 4 clicks of damage to it, you can spring the trap. You see, when the mage takes four clicks of damage, it gains MAGIC LEVITATION...Throw the hacker into b2b in the wraith's rear arc and attack. Wraith (with a little bit of luck) takes 4 clicks. At this point the wraith will usually freak out and push itself to attack the hacker that is chewing it up. Whether or not it does is not important; the wraith is still doomed. If the hacker is undamaged, it will deal another 4 clicks of damage next turn, killing the wraith. IF the wraith hits the hacker, doing 4 clicks to it,(3 minus toughness) the next turn when the hacker attacks, it will still deal FOUR clicks, killing the wraith.(The hackers stats drop at first, but then it gets really mad, see, bringing its damage back up to 4...)
    In just three actions, one of the nastiest, most troublesome figures in the game is eliminated, with no losses on your side. (I think you can figure out what the shaman is for...)
    This trick also works ok against a storm golem if he has no enhancers (shockwave can see to that) and you have some fodder to help you get set up. Just levitate the hacker in like before, and attack with him till he dies. Meanwhile, use the (tuff) shaman to heal the mage two clicks, giving him a ranged attack of 10, damage of 4. If you've managed to hit with the hacker twice, this will flat take the golem out. If you only hit with the hacker once, then after the mage hits him he will only deal 2 clicks of damage when firing. Just heal for two if you get hit for two, and then deal four right back. Dead golem.

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    DemiPhant369's "Priest-Artillerist" army

    ORIGIN: DemiPhant369 says...I stumbled upon this army while experimenting with my Elemental League faction.

    ARMY SIZE: 198 points

    Elemental Priest
    Troll Artillerist ***
    Troll Artillerist ***
    Troll Artillerist ***
    Shade **

    STRATEGY: DemiPhant369 says...This 200 point army is a big powerhouse from afar and close up. The artllierists stay with the Priest in form. the whole form. gets a defense of 18 and then the attack numbers are high, 11 for all. The shade just runs around and captures small figs and tries to kill healers.

    RESULTS: DemiPhant369 says...I have played this army against many different armies. Powerful armies. And it wins 90% of the time.

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    Kaos's "Fire from the Land and Sky" army

    ORIGIN: Kaos says...This Army was created for a tournament I never went to.

    ARMY SIZE: 225 points

    Hierophant
    Black Powder Boomer ***
    Black Powder Boomer ***
    Black Powder Boomers **
    Leech Medic ***

    STRATEGY: Kaos says...Use the Hierophant to lure your enemies troops close to your boomer fireing squad and if need be push the to blast any unit that gets within thier range. If possible land the Hierophant on some terrain and use him to weaken enemy units before they hit the boomers. If the boomers begin to get weak move the Hierophant into Base to base and use the leech medic to heal your boomers.

    RESULTS: Kaos says...I have used this army in quiite a few games and have won at least 2/3's of the games I play. Creative use of terrain and precise but measured movements is all that I needed.

    Scenario completions (Not the official club just scenarios me and my small group run: This army has won 7 of the 8 scenarios we have played in our on going campaign. Here are some of the figures it has defeated.

    Order of Vlad and his escort of 3 *** Seething knights
    Magus and his escort of 2 ** Demi-Magi
    Necromancer and his escort of 4 *** Bone Golems

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    Joey A Karr's "Boomer-Queen" army

    ORIGIN: Karr says...This army was designed for a tournament, in an environment with heavy use of Troll Artillerist.

    ARMY SIZE: 200 points

    Amazon Queen
    Black Powder Boomer ***
    Black Powder Boomer **
    Shaman *
    Nightstalker ***
    Ki Devil **

    STRATEGY: Karr says...Amazon Queen backs up boomers to give them a total of 19 defense against ranged. The shaman shadows the formation and stays in b2b with queen and Boomer***. The Ki Devil and Night Stalker head up the flanks. I usually use mostly hindering terrain and put it on the sides, my night stalker goes up ahead of the formation and I try to use hindering terrain for the boomers to bring their defense e up to 20. The formation moves into the boomer range and ten the queen just blast away.

    RESULTS: Karr says...In playing in the local tourney I took first place, I had 3 match streak with only one causality. I took on a Elemental Priest/Artillerist army and a black powder dwarf army with stellar results.

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    Bulldogms15's "Boomer Wall" army

    ORIGIN: Army designed for tournament (specific scenario unknown).

    ARMY SIZE: 198 points

    Black Powder Boomer ***
    Black Powder Boomer ***
    Black Powder Boomer ***
    Black Powder Boomer ***
    Black Powder Boomer ***
    Black Powder Boomer ***
    Shaman **
    Shaman **
    Skeleton *
    Skeleton *

    STRATEGY: A shaman and three boomers in a formation, with a skeleton behind them.

    Bulldogms15 says...use any available cover to but a back to a wall and play it defensively. The boomers are okay in range and the shamans magic enhancement is able to make them deadly if they hit. If they get in a hand to hand fight, bring the skeletons around and hit where it will help.

    RESULTS: Bulldogms15 says...In some senarios this army is God. In some it is useless. I have won 6 out of 8 matches with it. The major weakness is the magic blast against you. A good base though for larger armies.

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    PoisonClaw's "Back Stab" army

    ORIGIN: Army designed for tournament (specific scenario unknown).

    ARMY SIZE: 250 points

    Steam Golem *
    Steam Golem *
    Leech Medic **
    Blade Golem **
    Altem Guardsman **
    Altem Guardsman **
    Shade *
    Imp ***
    Imp **

    STRATEGY: Hold the opponents shooters with the imps and the shade. Move the steam golems in range, so when they kill the imp or the shade you can blast back. If they don't kill them you can break away with the imp (easy enough to do), then fire. The other figures go around the back and take care of necros, healers and anything that the imps and shade didn't stop from moving.

    RESULTS: PoisonClaw won both games he played with this army.

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    Bonegolem's "Anti-Magic" army

    ORIGIN: Bonegolem came up with this concept to negate magic effects.

    ARMY SIZE: 599 points

    Mystic Draconum
    Dwarven Jarl
    Dwarven Fuser **
    Dwarven Fuser **
    Dwarven Fuser *
    Dwarven Fuser *
    Dwarven Berserker ***
    Dwarven Berserker **
    Dwarven Berserker *
    Dwarven Berserker *
    Temple Blademaster ***
    Temple Blademaster **
    Temple Blademaster **
    Temple Blademaster **
    Temple Blademaster *
    Ki Devil ***
    Ki Devil *
    Deep Spawn **
    Deep Spawn **
    Deep Spawn *

    STRATEGY: The two ki devils guard the mystic while the dwarven berserkers go in a formation. The dwarven jarl and the dwarven fushers go in a formation--the primary fighting units. The temple blademasters go in a formation and back the dwarves. The deep spawns are in front of the ki devils and captuure/destroy people (with no range) if they come too close.

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    majshark's "Magnaphant" army

    ORIGIN: My first large scale army concept with the Hierophant. I also wanted to include the best range and meele combatants the draconum had to offer.

    ARMY SIZE: 399 points

    Hierophant
    Magna Draconum
    Troll Artillerist *
    Troll Artillerist *
    Troll Artillerist *
    Troll Artillerist *
    Troll Artillerist *
    Mending Priestess **
    Imp *
    Imp *
    Imp *

    STRATEGY: This army combines arguably the best ranged and meele units in the game, the hierophant and magna draconum, repsectively. Both these heavy hitters have quality support in the form of five troll artillerists. The artillerists and the hierophant are capable of punching a hole in anything that comes even remotely close. The magna engages relatively strong but still inferior or weakened foes to ensure kills. This frees up the artillerist and the hierophant to do what they do best.

    The mending priestess can lend her shield to the defensively-challenged trolls, or sit back and heal as needed. Imps are present to tie up opposing units, firing lanes, etc.

    RESULTS: Although I did not win in the five player free-for-all we played, the army did well. I killed more points than I lost, although I did not play the magna as aggressively as I should. The hierophant's presence dictated what a couple of my opponents planned. Its actions only resulted in severely wounding a screeching terror and killing a grave robber. However, his presence allowed my army to go about their plans without fear of an army front advancing.

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    majshark's "Skeleton-Chucking v2" Magus army

    ORIGIN: Using a previous army idea and formatting it for a 300 point game.

    ARMY SIZE: 300 points

    Magus
    Troll Artillerist ***
    Troll Artillerist *
    Troll Artillerist *
    Woodland Scout **
    Woodland Scout **
    Grave Robber *
    Skeleton ***
    Skeleton ***
    Leech Medic ***
    Shade *
    Shade *
    Imp ***
    Imp **
    Imp *

    STRATEGY: Mostly the same as my original Skeleton-Chucking army. The addition of upgraded woodland scouts and shades ties up opponent's key figures or firing lanes.

    RESULTS: Although it did not win in its first run, it still faired well. The option of levitating tough skeletons, artillerists or shades adds to the army's overall versatility. I am finding tough skeletons to be more annoying for my opponents than weak skeletons since they stick around a lot longer.

    This is a quality army that is quite fun.

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    Bonegolem's "Undead Stealth Nightmare" army

    ORIGIN: Bonegolem's fondness of zombies, skeletons and units with stealth inspired this design.

    ARMY SIZE: 300 points

    Nightstalker ***
    Nightstalker **
    Nightstalker *
    Grave Robber ***
    Grave Robber ***
    Grave Robber **
    Grave Robber *
    Grave Robber *
    Skeleton ***
    Skeleton *
    Skeleton *
    Zombie **
    Zombie *
    Shade ***
    Shade **
    Shade **
    Shade *
    Leech Medic **

    STRATEGY: Skeletons and zombies are the primary attackers. The five robbers stay back with the medic, resurrecting whatever is necessary. The nightstalkers are used to protect the nightstalers; shades remain close and are used as capturers.

    majshark's input: With thr number of grave robbers used, some can be moved up in formations into the fray. This will allow resurrected skeletons and zombies to engage immediately.

    REULTS: This army was won three of four games it has played.

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    Miskatonicmage's "Wereshock" army

    ARMY SIZE: 200 points

    Werebear **
    Werebear **
    Ki Devil **
    Grave Robber *
    Troll Artillerist *
    Troll Artillerist *
    Mending Priestess **

    The artillerists and the priestess remain in formation, while the other units are "free range."

    STRATEGY: Miskatonicmage says...The werebears are pushed once and the turn before engagement fly in the ki devil and shockwave EVERYBODY including the bears who go into full rage right before commencement. The trolls stand back and pick off stragglers and the Grave brings back bears ready to go.

    RESULTS: Miskatonicmage says...So this is my nasty werebear army that has ripped a Stormy army apart. I have played it four times and one all four against some tough armies too. I got the idea from the first starter I had which had both the werebear and the ki devil.

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    majshark's "Hindering, Screeching Doom" army

    ORIGIN: 100 point army put together to take advantage of hindering terrain.

    ARMY SIZE: 100 points

    Nightstalker ***
    Screeching Terror **
    Nightblade **
    Nightblade **
    Imp *
    Imp *

    STRATEGY: This army uses the available hindering terrain to snipe at opponents (with nightstalker) or get close enough to engage in meele combat (nightblades). The screeching terror provides range support, great mobility (10" flight), and the threat of shockwave that can be devastating (especially in a 100 point game). The terror can also move in formation. The two imps act as fodder/nuisances.

    Because there is no healing, it is especially important to keep the nightstalker and terror healthy. The nightstalker's stealth and the terror's flight, as well as imp placement, can aid in army longevity.

    RESULTS: The army succeeded in a three-way meele. With the quality range and attack rating of the nightstalker, I was able to wear down some army units. The terror was a major wrecking force, cleaning up on weakened foes and wearing down the stronger ones. The nightblades added some offensive meele support and cover for the better units, and the imps allowed me to protect my pieces and allowed my plans to be executed without too much trouble.

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    Chipndip's "Magus Drac & Stealth" army

    ARMY SIZE: 199 points

    Magus Draconum
    Nightstalker ***
    Nightstalker ***
    Nightblade ***
    Leech Medic ***
    Shade **

    STRATEGY: Chipndip says...This thing is to take to Magic Blast infested tornaments. Magus Draconum is the undisputed favorite Magus killer. Why? He can hit you and you can't hit back. Is that fair? No, but neither is Magus... warning, watch out for flinging stuff. M Drac sucks up close. If something goes b2b run away, rest, then shoot. Push initially if you get a good target.

    The beauty of Magic Blast armies is they will bring lots of blocking terrain, which will only help the Magus Drac. Hide the healer in back by the Nightstalkers. Don't forget about her, she will win the match for you if she stays healthy. Sometimes she can hide directly behind the Drac if you are not facing other Magic Blasters.

    The Nightstalkers just rock, and they are there to kill Wraith, other Nightstalkers, Amotep Gunners, Boomers, Steam Golems, and anything else that wanders into range. Because they also have stealth, Wraith can't shoot them and must go b2b and Nightstalkers have a decent chance of knocking her down with Weapons Mastery and getting away to be healed. And the nightblade can hurt Wraith once the Nightstalkers hit him once.

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    Chipndip's "Goon Squad" army

    ARMY SIZE: 199 points

    Magus
    Amazon Queen
    Shaman *
    Shade *
    Imp ***
    Imp ***
    Imp *

    STRATEGY: Chipndip says...This army should not work, and yet, it does. The double command roles are fun, and let the army move pretty fast, as well as the two figures with quickness. It's just pure offense. It can almost anything on the board, with a range of 22 inches (10" levitate and 12" Magic Blast from the Queen). It is a great army for an active player. And this army either wins big or loses big, but so far it hasn't lost in 5 matches.

    The imps are sticky patches used to hold down formations or heavy hitters while my big guns either rest or run. If you get lucky, you can do the command imp go round thing. It works like this:

    1) roll for command (twice) and get at least one;

    2) break away imp that begins turn in b2b with target;

    3) MB target;

    4) move other imp in b2b with target you just hit with MB;

    5) repeat until target dies.

    It's just disgusting that you can MB twice with ME from the shaman in 180 degree arc and 12" range. And you don't have to worry about Wraith b/c you can always throw the queen at him for a cheap slap, and then use imps to tie up Wraith while the queen runs back for healing.

    RESULTS: As stated above.

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    Chipndip's "Magna Drac & Wraith" army

    ARMY SIZE: 199 points

    Magna Draconum
    Wraith
    Black Powder Boomer ***
    Black Powder Boomer ***
    Leech Medic ***
    Shade *

    STRATEGY: Chipndip says...This is a funny little army. Wraith and Magna are actually there to push the opponent into range of the boomers. Magna ends up being used as very nasty harasser because he it too easy to kill if he gets tied up... I usually pit him against the weakest support troops like medics and shamans. He has to stay far far away from big magic blasters.

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    Fallenangel's "Ranged" army

    ORIGIN: A concept Fallenangel came up with for a strong ranged army.

    ARMY SIZE: 200 points

    Chaos Mage
    Shaman **
    Shaman **
    Shaman *
    Noble Archer ***
    Noble Archer ***
    Skeleton *
    Skeleton *
    Skeleton *
    Grave Robber *

    STRATEGY: Fallenangel says...First off, have the chaos mage in base contact with all the shaman and you obtain the magic enhancement. this quite literally means that you could do from 4 to 9 clicks of damage with one shot. Have the skeletons for some good old cannon fodder and one of the royal archers in base contact with two of the shamen to get 3 clicks on two shots.

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    Sakana85's "Magi/Preist" army

    ARMY SIZE: 190 points

    Magus
    Demi-magus ***
    Demi-magus ***
    Elemental Priest

    STRATEGY: The magus is the focal point, with the demi's on either side. The elemental priest follows behind in base contact with the others.

    Sakana85 says...It's an army that can all move one turn because of the movement formation while the Elemental Priest gives them defence 18. So Magus can attack one for six, or two for three. then the next tuen if hit, heal with the Priest or push Magus to kill then heal the push damage with the Priest. Then with the extra command slots you can not only do the above things but you can attack with the Demi Magus. I have bee able to take on both the Hierophant and the Storm Golem at the same time. The only thing I have to worry aboutis the Priest being hit with Magic blast but that so far has never happened.

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    majshark's "Black Powder Spawn" army

    ORIGIN: Army put together for Warlord Oddball's cavern scenario (check out his site for details).

    ARMY SIZE: 300 points

    Amazon Queen
    Steam Golem ***
    Amazon Blademistress ***
    Leech Medic ***
    Leech Medic ***
    Werewolf ***
    Deep Spawn ***
    Deep Spawn ***
    Shade ***
    Imp ***

    STRATEGY: Amazon queen is backed up with the steam golem, blademistress, and the leech medics. The queen's quickness and magic blast makes her brutally effective in this scenario. The steam golem is the resident heavy hitter, while the blademistress lends her speed and attack support. The leech medics keeps the pieces healthy.

    The rest of the army is composed of mage spawn. The werewolf is an effective base-to-base brawler, and also takes advantage of the hindering terrain since it has stealth. The two deep spawns are quality attackers/capturers that are immune to the effects of magic blasting (which, again, is devastating). The shade's quickness and speed can reach pieces and areas where needed, and the imp is fodder.

    RESULTS: The army came in second (out of five armies) and did not lose a piece. The queen, not suprisingly, did the most damage to the opposing forces. The deep spawns were able to penetrate deep into the catacombs as they did not have to fear the mystic draconum (or other magic blasters). The werewolf did get jarred, but did dictate to another army just by its presence.

    The army would have came in first had an opponent not destroyed another player's magus as time expired.

    I would like to try this army in a normal battle scenario to see how it fares. When I do, I'll post the results.

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    The Irish Rage's "Throwing Knives" army

    ORIGIN:

    ARMY SIZE: 199 points

    Magus
    Amazon Blademistress ***
    Amazon Blademistress ***
    Amazon Blademistress *
    Amazon Blademistress *
    Shaman *
    Imp *
    Imp *

    STRATEGY:Irish Rage says...A lot of it, like throwing knives, is based on luck. If you hit the target, you win big, but if you miss, your outta the competition.

    Benefit 1: I chose to throw Blademistresses. For one, they have weapon mastery. So I can throw a Blademistress into base contact, hit, and do a decent amount of damage.

    Benefit 2: Not a real threat to long range guys, because the Blademistresses have a 6 inch range, which means if a tough Amotep Gunner approaches me, I fling the Blademistress at the Gunner and throw a sword at him. 16 inches beats their 12 inches.

    Benefit 3: Unlike most flinging armies, where the flingees (Like employees as opposed to employer...nevermind) have a movement of 8 and may have to take multiple turns to get back into a flinging stage, the Blademistress can fling, attack and run back, and then fling again without any 1 or 2 inch discrepancies in the way.

    Benefit 4: The Blademistresses have a generally low defense, making the Shaman an ideal healer to heal in the middle of the fray. And defense is somewhat negligible when I start getting first strike by flinging.

    Benefit 5: This army has imps. Imps are fun. Imps are neat. I like imps. Enough said.

    So in conclusion, this is my army. I feel even though I am committing the sin that was rubbed out of the ten commandments (Thou shall not use a Magus) I am incorporating a new and generally un-used unit; the Amazon Blademistress. Anyway, I tried to be creative and monotonous at the same time. By the way, another option is to remove the two tough Blademistresses and add three more weak ones.

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    majshark's "Dead Or Alive" army

    ORIGIN: The concept of an unrelenting army that can capture or maim its opponents.

    ARMY SIZE: 200 points

    Grave Robber *
    Grave Robber *
    Skeleton ***
    Skeleton *
    Skeleton *
    Skeleton *
    Zombie ***
    Zombie *
    Zombie *
    Shade ***
    Shade ***
    Deep Spawn ***
    Deep Spawn ***
    Imp ***

    STRATEGY: The extra grave robber is for redundency, in case one happens to piff. It also allows one to move in formation w/ the zombies to necro stuff in the heat of battle. I included the tough skeleton since they can push and take a hit and stay alive, which can be REALLY annoying (idea borrowed from Oddball). Extra zombies and skeletons act as capturers, mobile blockers/fodder and attackers. I included two tough shades for the same reason I put in the tough skeleton (although I have thought about taking both out, adding three weak shades, pulling a weak skeleton and adding another weak graverobber, just for added insurance). I incorporated two tough deep spawns because of their excellent attack rating (11) and are magic immune (maguses hiding behind walls can be captured EASILY by these guys--see my article on deeps spwans for more). The imp is in there for fodder, interference, and to deficate on the heads of the opposing pieces. (That's why everyone thinks they're annoying.)

    RESULTS: The army was slow going at first--admittedly, I made a couple of tactical errors that led to the needless death of a skeleton or two. As the game wore on, however, the mix of zombies, skeletons, imps and shades disrupted and put the hurt on the opposition. A paladin prince went down because of sheer numbers.

    This army is competitive and fun.

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    Harlequin's "THe Beating Stick" army

    ARMY SIZE: 198 points

    Chaos mage
    Blade Golem ***
    Shaman ***
    Shaman *
    Khamsin Fuser ***
    Khamsin Fuser ***
    Khamsin Fuser ***
    Imp **
    Shade *

    STRATEGY: Harlequin says...This army is called THe Beating Stick b/c of the way it moves.

    .......SH K K K I
    ...........S S
    ............C
    ............B

    K=Khamsin Fuser, S=Shaman, C=Chaos Mage, B=Blade Golem, SH=Shade

    Move Forward, and fire with fusers, chaos mage advances with shamans, then when they are in position he can move away, to make use of terrain. But he dont have to, blade golem is for support, and to handle enemy harasers. Shade and imp distract, and delay, giving more time to fire.

    RESULTS: Harlequin won a tourney with this army. The stats: 4 rounds, 1179 victory points, and 3 captives.

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    majshark's "Magna Commando" army

    ORIGIN: A brutish army based around arguably the best meele attacker in the game, the magna draconum.

    ARMY SIZE: 200 points

    Magna Draconum
    Troll Artillerist ***
    Troll Artillerist **
    Mending Priestess **
    Grave Robber *
    Skeleton *
    Skeleton *
    Imp *

    STRATEGY: While the artillerists get in range and blast opposing units, the skeletons come forward to either finish the job, or in the case of a tough piece, run a screen for the magna draconum to fly in and finish the job. The army is built around setting up easy kills with the magna draconum. Magna picks its spots and strikes where it is most needed. This ensures its longevity and helps eliminates other tough pieces.

    The mending priestess lends its defense and keeps the trolls in fighting condition. The grave robber keeps the skeleton supply fresh. The imp is supplementary interference/fodder.

    RESULTS: Has not been tested yet, but I intend on trying it out soon. I am a believer that the magna can tribute itss 68 point value to a 200 point army. For better or for worse, I will post results here.

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    Alphonse's "Utem Horde of Death" army

    ORIGIN: I posted a challenge on the MKRealms forum for an army with often-disregarded units that functioned well. Alphonse responded with this army.

    ARMY SIZE: unspecified

    Brass Golem *
    Brass Golem *
    Utem Guardsman ***
    Utem Guardsman **
    Utem Guardsman **
    Utem Guardsman **
    Utem Guardsman **
    Utem Guardsman **
    Utem Guardsman **
    Utem Guardsman **
    Utem Guardsman **
    Utem Guardsman **
    Utem Guardsman **
    Utem Guardsman **
    Imp (unspecified)

    STRATEGY: Alphonse uses three formations; two formations of a brass golem and four standard utem guardsmen, and a formation of three standard and a tough utem guardsmen. Each group of four hide behind the Brass Golem, Conga Style.

    RESULTS: Alphonse says...I've actually won a game against a Storm Golem with this one!

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    Dunalready's "April Scenario 1" army

    ORIGIN: Designed for the April scenario tournament, week 1.

    ARMY SIZE: 200 points

    Amotep Gunner ***
    Amotep Gunner ***
    Amotep Gunner ***
    Amotep Gunner ***
    Shaman ***
    Grave Robber *
    Skeleton *
    Skeleton *
    Shade ***
    Imp ***
    Imp **
    Imp **

    STRATEGY: Gunners are used to cover all of the bridge and any approaching figs, shaman to heal and enhance the gunner, robber to necro anything that dies, skeletons to kill, maim, and capture attempts, shade for quickness to bridge and capture attempts, and imps for interference/fodder and maybe even capture attempts.

    Dunalready says...the key to this strat is, of course, control of the bridge. The most effective way is to capture an enemy fig, and thereby cutoff any way to pass the 2 figures on the bridge(because, 2 figs cannot fit side by side on narrow bridge), without the possibility of any ranged attacks(can't attack captor unless base 2base), and positioning the captive between you and bridge entrance (in a diagonal pattern, completely disallowing any spaces between the sides of the bridge) so that a fig can't walk around you and the captive, there's no way for the opponent to get at you (unless he flys or levitates behind you, in which case you reposition the captive between you and the enemy piece, of course, the gunners will blast the enemy into the river).

    RESULTS: Dunalready says...I scored 2060 points in 3 matches using this army, while only giving up 439 points in those same 3 matches. (765 to 56 points in #1, 672 to 127 points in #2, and 623 to 256 in #3.)

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    Hitman's "Boomer Blast" army

    ARMY SIZE: 300 points

    Amazon Queen
    Black Powder Boomer ***
    Black Powder Boomer ***
    Leech Medic ***
    Magus
    Amotep Gunner ***
    Amotep Gunner ***
    Shaman *
    Shade **
    Shade *

    Amazon queen, the boomers and leech medic act as one formation; magus, gunners and the smaman join together for a second formation.

    STRATEGY: Hitman says...This has become one of my favorite armies of late, with the queen's defend and the boomers' battle armor conspiring to give them a 19 defense against range. (Props to warlord hourg1ass). The medic in formation 1 tries to keep them all healed, and allows the boomers to still move in formation if the queen decides to use her quickness and go off somewhere else (usually to hide behind a wall and MB the turd out of somebody).

    Formation two is there simply because I'm an Atlantis die-hard at heart. The Magus blasts for 2-7, the gunners flame for 2 each or hit for 4, and the shaman makes it all come together, enhancing everyone and keeping them fighting fit. ( I ALWAYS use shamans instead of demis, even at the cost of a slower-moving formation. The demi's magic blast is a nice 'mop-up' attack, but no way can it replace the healing potency of the shaman.)

    Shades are there to make someone's life miserable, harrassing disrupting, capturing, etc. Sometimes they ride shotgun with the queen, other times (particularly when facing stormie or heiro armies) they stick around the Magus, so he can levitate them far enough that they can use their free move, and get into b2b with an enemy figure.

    All in all, the army works pretty well against most threats. It has two sources of command, two sources of healing, two sources of magic blast, 4 sources of 12" ranged attack, and another two at 10" , and of course, the fast-moving shades.

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    majshark's "Hinderblast" army (concept)

    ORIGIN: Still in the concept phase, this army will focus on one central piece and make use of hindering terrain for solid, near inpenetrable protection.

    ARMY SIZE: TBA; it will be a 200 point army when all is said and done.

    The following are pieces I am considering for this army (note the list only includes pieces I own; mystic draconum would be the most desirable piece for this experimentation, but I lack one).

    Primary magic-blaster: Amazon Queen or Magus
    Protect/Defending pieces: Nightstalkers, Nightblades, Grave Robber, Elven Rangers
    Support pieces: Skeletons (if using Grave Robber), Zombies (ditto), Shades, Imps, Deep Spawns, Leech Medics, Shamans

    STRATEGY: Magic blaster in hindered terrain, with stealth units (Nightstalkers to supply offense, or Nightblades if you want to go cheap) surrounding it to prevent any ranged hits. Mystic Draconum would be the perfect primary magic-blasting piece for the army, sinice it has magic immunity. Alas, I will make this army with the pieces I have (unfortunately, mystic draconum is not in my collection).

    Once the army is built and playtested, I will post the army list and results.

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    majshark's "Lots O Trolls With X-Bows" army

    ORIGIN: Wanted to make a tough, resilient army with the aid of one of our friends, the troll artillerist.

    ARMY SIZE: 300 points

    Troll Artillerist ***
    Troll Artillerist ***
    Troll Artillerist *
    Troll Artillerist *
    Troll Artillerist *
    Troll Artillerist *
    Troll Artillerist *
    Troll Artillerist *
    Mending Priestess **
    Woodland Scout **
    Woodland Scout **

    STRATEGY: Get 12" from something, then blow it clean off the table. Eight total artillerists, two of which the tough variety used as lead gunners (with their 11 attack rating) to ensure the six weak artillerists (10 attack rating) can mop up. The mending priestess lends her typical healing and defensive support, while the woodland scout can act as fodder/intercepters with their quickness or help out completing formations. The use of a single faction in this army should offset the troll's slow rate of movement (6").

    In a lot of cases I keep the priestess back from the trolls. Since she can heal from a range, I can have her behind the front-line artillerists to keep 'em fresh. Keeping her away from battle negates the effect of flame/lightning attacks and keeps her further out of reach of opposition.

    RESULTS: I believe it will do quite well, but I have yet to playtest it. Once I do, I will post the results.

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    majshark's "Amazonia" army

    ORIGIN: An army that sticks to the amazon theme. Built more as a fun army as opposed to a competitive one. I plan to try it out soon to see how it fares.

    ARMY SIZE: 199 points

    Amazon Queen
    Amazon Blademistress ***
    Amazon Blademistress **
    Amazon Blademistress *
    Amazon Blademistress *
    Leech Medic ***
    Leech Medic **

    STRATEGY: With the queen as the focal point, the blademistresses surround her for protection; in turn, the blademistresses benefit from the queen's defensive lending. The two accompanying leech medics can keep them fresh and viable if they sustain hits. Since every piece of the army is from a single faction, any number of formations can be used. Bladmistresses can break off from the queen, and with their 10" movement, intercept opposing pieces/formations. Since the queen is the only substancial threat, a leech medic can park behind her to keep her healthy.

    RESULTS: I have yet to try this army; I have put together some that are similar, and have fared passibly well (10" movement can make up for some sins). Once I have playtested this army, I will post the results.

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    majshark's "Skeleton-Chucker" Magus army

    ORIGIN: Wanted to try the concept of levitating skeletons into battle.

    ARMY SIZE: 199 points

    Magus
    Troll Artillerist *
    Troll Artillerist *
    Woodland Scout *
    Grave Robber *
    Skeleton *
    Skeleton *
    Skeleton *
    Leech Medic ***
    Imp ***

    STRATEGY: The magus can levitate skeletons into the fray to beat on enemy units. If the skeleton should happen to die, necro it back with the robber (positioned convenienty beside the magus, so resurrected pieces will be in base contact) and the cycle can be repeated once again. One could also levitate an artillerist to get a quality shot on an opposing unit. I included the woodland scout into the army for two reasons: One, only seven points, making it quality fodder. Two, and more importantly, it allows the two artillerists to move in formation, if necessary. The leech medic ensures the primary pieces remain healthy.

    With the skeletons role as front-line soldiers/fodder, the grave robber to keep them coming back for more, the magus ability to levitate as well as his magic blast, and the quality ranged support of the artillerists, this army is well balanced and has quality firepower.

    RESULTS: Success! The chuck-a-skeleton idea paid off with major dividends, either keeping my opponents busy or taking down major pieces (an amazon queen went down for the count as a result). The healer proved vital, keeping both the magus and troll artillerists in fighting form.

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    majshark's "Storm Golem" army

    ORIGIN: My attempt at creating a viable army that includes the storm golem.

    ARMY SIZE: 200 points

    Steam Golem
    Demi-magus *
    Demi-magus *
    Grave Robber *
    Skeleton *
    Skeleton *
    Imp **

    STRATEGY: Demi-maguses lend extra damage to the golem's multi-attack or a single, crippling strike. They also lend a little support with their magic blast, although use of it was secondary at best. Two skeletons act as fodder/front-line troops, while the grave robber ensures they keep coming. The grave robber is also handy should the storm golem be lost in battle (don't laugh; I did lose the steam golem in a match, resurrected it with the robber, and exacted revenge on those who put it down. Despite having it killed, I came back and won the match).

    RESULTS: This army is a brutal one, one that I play fairly often and that wins with some consistency. Even the loss of the steam golem in one of my matches could not deny me victory--thanks to the grave robber. The superior range enchanced by the magi makes the skeletons' mop-up work academic.

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    Hiryu’s Amazon Queen army

    ARMY SIZE: 199 points

    Amazon Queen
    Amotep Gunner ***
    Amotep Gunner ***
    Amotep Gunner ***
    Shaman *
    Shade *
    Shade *
    Imp *

    TERRAIN: Hiryu says...I use a couple of standard blocking walls with this army.

    STRATEGY: Hiryu says...I make one formation consisting of the three amotep gunners with the shaman backing them up. The shaman lends the gunners magic enhancement which makes the gunner’s flame/lightning attack much more deadly, and he can also heal the gunners if they get hit. The second formation consists of the two shades and the amazon queen. It’s not really a formation, but since they all have quickness they can move like one. The imp is cannon fodder, so he goes where he is needed. The basic strategy is to get the queen behind some blocking terrain and magic blast stuff while her escort of shades can tie up any units that are threatening her like other magic blasters. The gunners should attack any big formations with their flame/lightning attack. Common sense and tactics should be all you need to win with this army.

    RESULTS: Hiryu says...I won the first week of the March senerio club using this army, so I think it is a pretty effective army.

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    majshark's "Troll Artillerist" army

    ORIGIN: This army was built for the week 1, March 2001 MK tornament scenario. This army focuses around arguably one of the best pieces in Mage Knight, the troll artillerist.

    ARMY SIZE: 200 points

    Troll Artillerist *
    Troll Artillerist *
    Troll Artillerist ***
    Troll Artillerist ***
    Crystal Bladesman **
    Mending Priestess **
    Woodland Scout **
    Woodland Scout **

    STRATEGY: While the troll artillerists are the focal point of this army, the mending priestess is there to ensure they stick around. Crystal bladesman acts as meele beef, and the woodland scouts run interference and act as fodder.

    RESULTS: I won two of three matches. I faced the magus and six demi-maguses in the first match. The magus was constantly surrounded by the lesser magic blasters the entirety of the matchup. I lost an artillerist early as I did not recognize-maguses' magic enhancement until it was too late (plus six damage plus whatever my opponent rolled for the magic blast). I spent the rest of the match weakening the demi-magus shield, evenually eliminating one. The early hits my army sustained was too much to overcome; I lost match one.

    My match two opponent had a motley assortment of pieces spearheaded by a steam golem. This game was much more engaging than the previous one. The match was even until I eliminated his steam golem with the artillerists. Momentum swung my way at that moment, eventually carrying my army to victory.

    Match three was versus an opponent who used the magus and miscellaneous support pieces (I cannot remember which pieces he used). This match was similar to match two, as both sides engaged early and often. My opponent made the mistake of leaving his magus vulnerable to assault by my artillerists; it would lead to his demise. His army was eliminated as he had few pieces left, and what pieces he did have was demoralized or captured. I won match three.

    With the exception of the mistakes made in the first match, the army did quite well. The troll artillerists did their part, the mending priestess was invaluavle in keeping the troops fresh, and the woodland scouts made life a little easier by interfering in my opponents' plans. The crystal bladesman was not a factor in any match; he was killed in each case before he could become a factor.

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    majshark's "Storm Golem v2" army

    ORIGIN: This army was originally built before the March scenario tourney even started. I made some adjustments, however, for optimal use in the week 3, March 2001 MK tornament scenario. I felt board control was more important that key retrieval, and my army reflects this point.

    ARMY SIZE: 197 points

    Storm Golem
    Demi-magus *
    Demi-magus *
    Deep Spawn ***
    Deep Spawn ***

    STRATEGY: Storm golem see, storm golem kill. His 14" range would be able to control a good portion of the island and deal with forces that stayed home. Demi-maguses lend extra damage to the golem's multi-attack or a single, crippling strike. They also lend a little support with their magic blast, although use of it was secondary at best. The two deep spawns are the only pieces capable of retrieving the key from the isle. Thier good attack rating made them viable for retrieving the key and possible capture attempts. With no healing or necro, pushing the steam golem is a no-no. Since the army was completely based around it, it needed to be performing at full health to guarantee success.

    RESULTS: I won one of two matches. The first match was versus an army that included the heirophant, skeletons and imps. The heirohant matches the storm golem in range, and it made for an interesting chess match. The heirophant's flight, however, permitted my opponent to grab the key. A deep spawn did manage to sneak in and attempt a capture on the heirophant while on the island. Since it did NOT have battle fury on its starting click and that the spawn needed to only roll a 10 to capture (not horrible odds), I went for the attempt. Hoping for a success to all but end my opponent's game, my attempt came up short and my deep spawn was squashed. The heirophant kept the key but since my storm golem occupied an area near my opponent's start area, he could not get it back. It was still enough to him to seal a victory.

    My second opponent used a magus, with a few ki-devils, imps, and leech medics with a truly novel idea: to levitate the medics onto the island to heal any wounded ki-devils. My golem used its multi-attack to weaken the ki-devils and medics that made it onto the island. The deep spawns made their way to the island as well, attacking the devils. While he managed to secure the key (later we found out he couldn't because of the ki-devl's battle fury) my storm golem made its way to my opponent's start area, wounding and killing any pieces within range along the way. Once again, I failed to obtain the key but kept my opponent from returning it to his start area. With or without the key, I eliminated enough of my opponent's army to secure the victory.

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    majshark's "Versatilis" army

    ORIGIN: This army was built for the week 4, March 2001 MK tornament scenario. Priority was put on versatility rather than brute strength when I came up with this army concept.

    ARMY SIZE: 200 points

    Amazon Queen
    Amazon Blademistress ***
    Leech Medic ***
    Troll Artillerist ***
    Grave Robber *
    Skeleton *
    Skeleton *
    Imp **

    STRATEGY: The eclectic assortment of units allows many options. The amazon queen is the primary offensive piece, making good use of her magic blast and quickness--invaluable in 200 point games. The troll artillerist lends qualtiy ranged support. Two skeletons act as fodder, front-line attackers and relic studyers, and the amazon blademistress acts as a support piece, capable of meele combat as well as limited range support. Grave robber keeps the front line (i.e. skeletons) on the table, while the leech medic ensures the primary pieces remain healthy.

    RESULTS: I won the second of two games in the scenario, and arguably had an opportunity with a victory in the first game had I been alert and returned a captured magus to my start area before time expired. While only one formation could be formed (queen, blademistress, medic), it was never used and never became a problem; the army worked well as individuals. The army was the slowest to reach the relic to obtain points, but it made up points in dispatching opponent's pieces, which it did quite well. The one-two punch of the queen and artillerist, supported by the skeletons, sent many pieces to their demise. The army succeeded where I wanted it to succeeed; it was adaptable to changing situations.

    I tried it in a normal 200 points one-on-one game, and was ready to put the lumber on the opposing magus when my amazon queen pulled up lame with a critical miss on a push (yeowch!). It proved to be the fatal blow to my army, which succumbed. I hope to try it again soon, as I really want to make this army work.

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    Dunalready's "Chaos Mage" army

    ORIGIN: Dunalready is crazy about his chaos mage. This army is built around the most unpredictable unit in Mage Knight.

    ARMY SIZE: 200 points

    Chaos Mage
    Magus
    Shaman ***
    Shaman ***
    Grave Robber *
    Skeleton *
    Imp **

    RESULTS: I have played against this army (or variants thereof) and have had little to no success dealing with it. The chaos mage and the magus, backed by the healers, can make life difficult. The grave robber keeps the skeleton and the chaos mage onto the table. What can I say...Dunalready likes his chaos mage.

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    Although not an army in itself, this formation has proven lethal in the big games.

    majshark's "Black Powder Slam" formation

    ORIGIN: I borrowed the idea of leech medics supporting steam golems, and I took it one step further by adding the amazon queen.

    FORMATION SIZE: 217 points

    Amazon Queen
    Steam Golem *
    Steam Golem *
    Leech Medic ***
    Leech Medic ***

    POSITIONING: Steam golems positioned out front, side by side; amazon queen behind and between both golems; each leech medic covers the rear of each golem.

    STRATEGY: Steam golems are known for their toughness, and with the amazon queen lending her defense, it makes taking one down very difficult. Back it up with a leech medic that can heal once the golem's defense is down, and you have a virtually impenetrable formation. The golems pack a heavy punch which is backed by the queen's magic blast. The formation can take a serious pounding and dish it out big time. Once the smoke clears, heal the forces back up to do it all over again.

    If you have the extra support, be sure to cover their back sides as to prevent cheap hits and possible formation disruption.

    RESULTS: This formation has had tremendous success in the larger (400 point or greater) games. Note that this was done with weak steam golems, as I had no tough golems at the time.

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