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Use the Terrain to create a "Pass" in the centerish of the board, as close together as I can.
Against a Tank or other Melee army, put the ThornMaiden/Arial formation so that it blocks the center of the pass - in a "V" formation so that the opponent can't touch Arial without touching both of the Maidens. Then have Kermit MB over the blocking terrains.
Biggest Problem? Highest attacks are 10. against something like a Striker I would need a lucky MB with Kermit, using CP as wall from counter attack.
I really like the terrain/figure placement tactic you mentioned. It's great, and a good example of an army working together with the terrain placement. What is this army's main strategy for taking out the opponent? Do you plan to use Kermit against everything you face? I'm just trying to get a better feel for the way this army works.
I like the army. I remember the Kermit vs. Striker duels I had at Nationals, and those seemed to always end in Kermit's favor (for me anyway).
I just picked up Arial, and haven't gotten a chance to play her, but she seems like the most cost effective MF I have seen. Your army seems good, and I wouldn't worry at all about tanks.
I can't realy think of anything I would change in the army. Good job.
Thanks guys - there is a good chance that this is the army that I'll be playing at Nationals (well, this is my "If I don't do well during the sealed portion" army).
Because Kermit has the longest range he really is designed to take the first shot at the opponent's most threatening piece. Once that shot is fired - he is supposed to run as fast as he can back to the healer to heal the push (and whatever other damage) he took.. meanwhile the hope is that any figure with toughness/invulnerability has either lost it.. or is in position for Frostfall to try and make that figure push past toughness. At that point the Maidens sweep in and do their jobs.