I was first introduced to Eliatropes about a week after
picking up the game, when R.Nav was training for US nationals and put down his
team of teleporters. At the time I was still very new to the game and was too
smitten with a certain bearded Foggernaut Boss to give the Eliatropes the
proper time and consideration they deserved, and to be honest, I still didn’t
until nearly 6 months later.
I was lying in bed the night before our next theme based open play flipping through YouTube on my iPad watching whatever Krosmaster content I could find when I stumbled on to one of France’s strongest players Wendig0’s recordings of his twitch stream. He was playing an entire team of Eliatropes and after watching a few matches, I decided I wanted to try it out. The next thing you know I’m 60 ish games into playing this same list grinding my way through local and online play. Which brings us to the list and what it does:
Theo: Theo is sort of like Mr T. He drives the van and is
handy in a fight. With his group teleport spell and health regaining powers,
he’s able to able to engage or disengage on a fight and usually should be in
the front line taking the brunt of the enemy’s attacks. Theo is a great fighter
who under the right circumstances can heal for 9 HP a turn and has access to
both neutral and air damage types some of which pierces armor.
Yugo, Young King: Yugo provides great mobility and a very
high damage output in the form of Spirit bam which does a point of damage for
every other Eliatrope, which in the best scenario is 5 points of neutral damage
do your opponent at a range of 3. Depending on what the fight calls for,
putting a +HP item on him is a good call keep the spirit bam good times rolling
and to let him use Wakfuria more liberally.
Ayan: Ayan is the other real threat on the team which his
ability to attack 3 times per turn or 1 attack after a 7 space move. Tack on
the farmer and intelligence powers and you have a well-rounded krosmaster
clocking in for a mere 2 points. Ayan loves anything that increases his damage,
but is a huge fan of Iop style and stasis crystal.
Kivin: Kivin is a sniper moving around the board putting in
the killing blows if possible to capitalize on his Wisdom power and gain extra
GG’s. He’s a little fragile at only 5 HP, but he can strike up to 10 squares
with an armor piercing attack that doesn’t require line of sight. He’s content
picking up those random kamas that hang out in your deployment area until he’s
called into the battle.
Pros:
- Very mobile: Everyone on the team has a personal teleport and can cover a lot of ground in a short amount of time.
- High Damage on demand: This list can dish out as much as 22 points in turn under perfect conditions and without any damage buffs.
- Great for Economy: with everyone having a teleport it’s not uncommon to begin turn 2 with at least 10-12 kamas without your pieces being out in obscure places.
Cons:
- Weaker at Attrition games: outside of theo they have very limited defenses and lower hit points, so if the game gets prolonged, they often have a harder time keeping up.
- Demonic rewards: If the demonic rewards aren’t in your favor, that too can be really tough for this team especially if Ayan or Yugo go down early.
- Short range: while they have the mobility to get into a fight they don’t have the ranged options to harass the enemy before committing.
So if you are looking for something new, give them a try and
let me know how you do.
-Jeric is an established miniatures player who provides tactical insight, event reports and a few odds and ends along the way
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