Fezzikthedoor
August 30th, 2007, 11:12 PM
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Unit Strategy Review
Unit: Brunak
Author: Fezzikthedoor (with thanks to the other Strategy Guide Authors)
For many players, Brunak is something of a mystery. He has a very high defense coupled with a low life; he possesses a potent attack and a vicious melee special attack but lacks the speed common to four legged units that allows him to close the distance to then enemy quickly; and he is a mount who can traverse deadly terrain that happens to see less use than any other kind. He seems a paradoxical unit who should be able to rule the battlefield but ends up leaving his user puzzled because he can do many things above average but no one thing best. For his point cost it is tempting to think that a more specialized unit might be a better draft, and while this might well be, Brunak does have a niche to fill in an army, and there is one thing he does do better than anyone else, as we shall see.
First let’s take a closer look at his stats:
Analyzed Statistics
Cost - 110 - Knight Class Unit
Size - Huge – Immune to many special abilities/ Difficult to conceal
Life - 3 – Sickly
Move - 6 – Fast*
Range - 1 - Close Range
Attack - 4 – Above Average
Defense - 7 – Massive
Carry – move any small or medium unengaged unit – medium tactical advantage
Blood-Hungry Special Attack – destroy a figure, attack again – moderate tactical advantage
Lava Resistant – take no damage on lava or lava fields – tactical advantage: low
*Does not stop for lava or single water spaces
In-Depth Analysis
Each unit is complex, and must be well analyzed to be truly understood. For Brunak, let us begin with his cost. By cost, we refer mostly to his value in points, but also to his importance in your army. To simplify analysis, Agatagary has created several categories of cost, based off of chess, for comparison and nomenclature. For reference,
Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)
Class:
Mainly due to his cost, Brunak is a Knight class unit. While he does not have an ability that relies upon a lucky twenty-sided die roll, given the right conditions he is a unit that can single-handedly annihilate up to eight units per activation—although, admittedly this is unlikely—and his value on the occasional lava-rich map cannot be overstated. Further, when one considers his high defense, even taking into account his low life, it cannot be denied that he has the ability to go toe-to-toe with some of the game’s heavy hitters. Finally, his Carry ability makes him a valuable asset both in terms of troop movement and to enhance his own battlefield use, as we shall see below.
To examine Brunak’s core stats, we will break them up into two categories – offensive ability and survivability. We will start with his offense.
Offense:
Brunak’s personality is ‘ferocious’, and there is no doubt that he lives up to that title. With an above average attack rating of 4 the Trolticor hero is quite capable of damaging units with a defense of 5, and against units that have fewer points in defense he can be an extremely serious threat. As strong as his regular attack is, it is his Blood Hungry Special Attack that makes him a true danger, and allows him to hold an important place as one of the most efficient swarm killers in the game. He also has one of the largest Threat Ranges (Move+Range) of any double-based melee heroes.
Survivability:
Although a bit frail with only 3 life, Brunak makes up for his weak constitution with his impressive defense rating of 7. Should he be surrounded—in most cases a not entirely unwelcome situation considering his Blood Hungry Special Attack—Brunak has the fortitude to survive multiple attacks. Should one slip beneath his defenses, all is not lost, and you can exact vicious revenge upon the offending unit. If cornered by a strong hero, Brunak should be able to give almost as good as he receives and persevere until help arrives.
His huge size allows him certain immunities, which can be broken down into three categories. First, he is immune to abilities that lower his defense, such as Maul, Net Trip 14, Throw 14, Paralyzing Stare, the Ullar Enhanced Rifle, and Whip 12. Next, are the automatic destruction abilities he doesn’t need to worry about, such as Acid Breath, Chomp, and Lethal Sting. Finally, certain other miscellaneous abilities also present no threat, mainly Cyberclaw and Zombies Rise Again. If your opponent fields Sir Denrick, though, remember that Brunak is vulnerable to his Giant Killer enhancement.
Unfortunately, his bulk also makes him an easy target on a flat or hilly map, although he doesn’t have the vertical reach of many huge units, most notably the dragons. Positioned correctly he can seek cover behind ruins and Evergreen trees, and if such cover presents itself don’t hesitate to take advantage of it. Of course, a lava field or within a pool of lava is the perfect place to camp out from superior melee opponents, although such placement is worthless against ranged attackers.
Strategy:
As a character that does so many different things, it can be hard to come up with a definitive strategy for Brunak. That flexibility is a source of strength, though, not a weakness. Lets start out with some strategies that can take advantage of his Carry ability, which allows him to move an adjacent, un-engaged unit at the same time he moves, placing said unit into an unoccupied adjacent space.
Uses of Carry
We should first divide the use of this power into two separate categories: the first of these is carrying for personal enhancement. By this I refer to choosing to carry another member of your army for the express purpose of enhancing Brunak’s combat capabilities. There are several units that can be used in this manner for different effects. If you wish to increase his defense to even greater heights, Thorgrim or Raelin can be kept close by his side, though I would recommend the expendable Viking over the more precious Kyrie for a variety of reasons. If you are going to attempt to take down a high life, high defense hero, his natural ally is Finn or Taelord, though, once again, the former is a far safer choice than the latter.
The most useful enhancement “rider” that Brunak can have is, without a doubt, a single member of the Nakita Agents. Brunak’s size and lack of ranged attack combine to make him an easy target for ranged enemies. While rolling 7 defense dice can allow him to shrug off many ranged volleys, some damage will eventually slip through, often before he can close the gap. A Nakita Agent, then, is the perfect companion for him. Not only can Brunak take advantage of her Smoke Powder 13 special ability—allowing him a 40% chance to not even have to worry about rolling defense—his size, previously a determent, can be used to help shield her from the sight of the enemy. This is useful because if you force the opponent to target Brunak instead of the Nakita Agent you keep her from having to roll defense dice (4 less than Brunak!) should the Smoke Powder 13 fail. You will force an opponent to either attack you using a special attack to bypass the Nakita Agent’s protection, or close for melee. If the enemy chooses the first option, probability generally favors Brunak taking little or no damage unless you are walking into an Arrow Volley from the Roman Archers, Kaemon Awa's Double Attack, or Nilfheim’s Ice Shard Breath. Should they instead close for melee they have done your job for you by allowing him to begin his attack.
The second use of Carry is to achieve a tactical advantage for the unit that is transported by Brunak. The strategy of this maneuver is fairly self-evident; the only reminder worth repeating is that Brunak may place his charge upon any unoccupied adjacent space. Don’t forget his height of 8 in this case! For Brunak, adjacent means any space up to 7 levels higher. On the right map this could give the carried figure instant height advantage on many other enemies, or put them close to a valuable glyph.
On the Attack
Now let’s decide how to take advantage of his power as a melee fighter. As alluded to above, Brunak is the ultimate melee fighting machine, although this designation does come with one caveat: he must be facing multiple single life or low defense enemies. The reason for this is the power of his Blood Hungry Special Attack. As long as Brunak kills an enemy he may continue attacking. In theory, this means that he may attack up to 7 additional times in a single turn, should he continue to kill his opponents. The question becomes how to best provide him with the opportunity to wreck such havoc.
If you plan on making the most of Brunak as a squad slayer you must resist the urge to send him out during the early part of the game. This can be particularly hard to do since he has Carry, but remember that unless you are trying to attain a height advantage, as detailed before, that all but the slowest units can move almost as much as he; they can probably get where they need to go on their own two feet so there is no reason to present the enemy with such a big red target. If you absolutely must Carry a unit, move Brunak back into a position of relative safety.
Once several of your first wave units have engaged the enemy it is time to bring Brunak into the fight. Look for engagements that will allow you to come into contact with 3 or more units once you move into them—any less is an inefficient use of the power. Once he has become entangled in the fray it is time to unleash the Blood Hungry Special Attack.
It is important to know in which order to carry out your attacks. The prime target for your first attack is any unit that has a defense of 2 or less and only 1 point of life. The second most desirable victims are units with a defense of 3 and a single point of life. Next, look to heroes with a defense of 2 and up to 3 points of life (you will want to take into account the wounds on the unit’s army card), followed by those with a defense of 3 and only 2 points of life remaining. Finally, you can always end your attack on units with a higher defense or more life than you are likely to take from them.
If you have had the good fortune to sweep clean a cluster of enemy units your range of choices does not dim at this point. You can find another group to engage and repeat the procedure; perhaps you would be better suited to move a unit into a more advantageous position at the same time—Brunak can certainly do both. It may be in your interest to tie up a larger, more dangerous hero. If so, don’t hesitate to do so, for Brunak is capable of holding his own against most heroes. The opponent who ignores his 4 attack dice is sure to pay the price.
A final note when using Brunak: although his defense is impressive his life of 3 can be a serious handicap when trying to move from enemy to enemy. Each time you leave an engagement you take a 50/50 chance of losing 1/3 of his total life. While some situations may call for this risk, a wise player would be well advised to avoid situations which can bog Brunak down with enemies he cannot quickly kill, either by his normal or his Blood Hungry Special Attack.
Optional Strategy:
Another, more devious, use of carry has also presented itself with the arrival of Iskra Eisenwein. Although the point cost is substantial, it is possible to have three deadly units within the unprepared, clustered ranks of your enemy within one move on every single standard map and several custom-built ones as well. I call it the Slingshot.
To perform a Slingshot you need the following units: Brunak, Iskra Eisenwein, the Rechets of Bogdan, and Ornak. Make sure that Iskra is beside Brunak, and that both units are within 8 clear spaces of Ornak. Place your first marker on Ornak, and the second and third upon Iskra (just in case). On your first turn use Ornak’s Red Flag of Fury. Brunak, carrying the vampire, uses his full movement of 6, placing her in front of him, essentially moving her one step closer to the enemy. Iskra then flies towards the enemy, and, at the end of her movement, attempts to Summon the Rechets of Bogdan. If this is successful, the Rechets of Bogdan can then be placed within 6 clear spaces of Iskra, and then immediately take a turn. They may then fly an additional 6 spaces, engaging the enemy and, should your luck hold, eliminating a unit or more with their Lethal Sting.
To summarize, using this strategy you have the opportunity to place an extremely dangerous squad up to 25 hexes away from your starting zone: 6 move for Brunak+1 for placement of Iskra+6 for her movement+6 for summoning the Rechets+6 for their movement=25 spaces. Even if the Rechets cannot kill the units they are engaged with on this first strike, it is sure that no matter what your opponent had planned before, his plans have officially changed.
Units to Avoid:
Knights of Weston: Although they are slow moving (the help of Sir Gilbert aside) there are few squads as dangerous to Brunak as the Knights of Weston. Normally, being swarmed by foot soldiers is a desirable situation, but this squad’s defense is simply too high for the Blood Hungry Special Attack to consistently penetrate and their attack will eventually pierce his defenses. To make them even more deadly they are afforded the Coward’s Reward, which all but guarantees that should Brunak become mobbed he has two choices—stay and be destroyed slowly, or flee and be killed quickly.
Sir Denrick: Although he doesn't see as much play as he once did, the combination of Coward's Reward and Giant Killer make this knight one you do not want to tangle with. If you see Sir Denrick headed towards Brunak allow him a wide berth.
Tagawa Samurai: Although the Blood Hungry Special Attack will not trigger the Tagawa Samurai's Counterstrike, this is a unit to be warry of nevertheless. Dealing with 3 attacks of 6 and trying to penetrate a defense of 5 is a sure way to loose Brunak.
Marrden Hounds: This deadly pack of hunters have a high enough defense to withstand several attacks by Brunak, and while their 3 attack is unlikely to cause too many problems, the Marrden Plague they carry in their blood is to be avoided. When engaged, there is a 25% chance per turn that Brunak will loose 1/3 of his total life. Kill them quickly or stay away from them all together. Kee-Mo-Shi and Sonlen are two units to be wary of for similar reasons, and Cyprien Esenwein can kill Brunak with one lucky touch.
For additional information see the Book of Brunak (http://www.heroscapers.com/community/showthread.php?t=8584)
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Unit Strategy Review
Unit: Brunak
Author: Fezzikthedoor (with thanks to the other Strategy Guide Authors)
For many players, Brunak is something of a mystery. He has a very high defense coupled with a low life; he possesses a potent attack and a vicious melee special attack but lacks the speed common to four legged units that allows him to close the distance to then enemy quickly; and he is a mount who can traverse deadly terrain that happens to see less use than any other kind. He seems a paradoxical unit who should be able to rule the battlefield but ends up leaving his user puzzled because he can do many things above average but no one thing best. For his point cost it is tempting to think that a more specialized unit might be a better draft, and while this might well be, Brunak does have a niche to fill in an army, and there is one thing he does do better than anyone else, as we shall see.
First let’s take a closer look at his stats:
Analyzed Statistics
Cost - 110 - Knight Class Unit
Size - Huge – Immune to many special abilities/ Difficult to conceal
Life - 3 – Sickly
Move - 6 – Fast*
Range - 1 - Close Range
Attack - 4 – Above Average
Defense - 7 – Massive
Carry – move any small or medium unengaged unit – medium tactical advantage
Blood-Hungry Special Attack – destroy a figure, attack again – moderate tactical advantage
Lava Resistant – take no damage on lava or lava fields – tactical advantage: low
*Does not stop for lava or single water spaces
In-Depth Analysis
Each unit is complex, and must be well analyzed to be truly understood. For Brunak, let us begin with his cost. By cost, we refer mostly to his value in points, but also to his importance in your army. To simplify analysis, Agatagary has created several categories of cost, based off of chess, for comparison and nomenclature. For reference,
Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)
Class:
Mainly due to his cost, Brunak is a Knight class unit. While he does not have an ability that relies upon a lucky twenty-sided die roll, given the right conditions he is a unit that can single-handedly annihilate up to eight units per activation—although, admittedly this is unlikely—and his value on the occasional lava-rich map cannot be overstated. Further, when one considers his high defense, even taking into account his low life, it cannot be denied that he has the ability to go toe-to-toe with some of the game’s heavy hitters. Finally, his Carry ability makes him a valuable asset both in terms of troop movement and to enhance his own battlefield use, as we shall see below.
To examine Brunak’s core stats, we will break them up into two categories – offensive ability and survivability. We will start with his offense.
Offense:
Brunak’s personality is ‘ferocious’, and there is no doubt that he lives up to that title. With an above average attack rating of 4 the Trolticor hero is quite capable of damaging units with a defense of 5, and against units that have fewer points in defense he can be an extremely serious threat. As strong as his regular attack is, it is his Blood Hungry Special Attack that makes him a true danger, and allows him to hold an important place as one of the most efficient swarm killers in the game. He also has one of the largest Threat Ranges (Move+Range) of any double-based melee heroes.
Survivability:
Although a bit frail with only 3 life, Brunak makes up for his weak constitution with his impressive defense rating of 7. Should he be surrounded—in most cases a not entirely unwelcome situation considering his Blood Hungry Special Attack—Brunak has the fortitude to survive multiple attacks. Should one slip beneath his defenses, all is not lost, and you can exact vicious revenge upon the offending unit. If cornered by a strong hero, Brunak should be able to give almost as good as he receives and persevere until help arrives.
His huge size allows him certain immunities, which can be broken down into three categories. First, he is immune to abilities that lower his defense, such as Maul, Net Trip 14, Throw 14, Paralyzing Stare, the Ullar Enhanced Rifle, and Whip 12. Next, are the automatic destruction abilities he doesn’t need to worry about, such as Acid Breath, Chomp, and Lethal Sting. Finally, certain other miscellaneous abilities also present no threat, mainly Cyberclaw and Zombies Rise Again. If your opponent fields Sir Denrick, though, remember that Brunak is vulnerable to his Giant Killer enhancement.
Unfortunately, his bulk also makes him an easy target on a flat or hilly map, although he doesn’t have the vertical reach of many huge units, most notably the dragons. Positioned correctly he can seek cover behind ruins and Evergreen trees, and if such cover presents itself don’t hesitate to take advantage of it. Of course, a lava field or within a pool of lava is the perfect place to camp out from superior melee opponents, although such placement is worthless against ranged attackers.
Strategy:
As a character that does so many different things, it can be hard to come up with a definitive strategy for Brunak. That flexibility is a source of strength, though, not a weakness. Lets start out with some strategies that can take advantage of his Carry ability, which allows him to move an adjacent, un-engaged unit at the same time he moves, placing said unit into an unoccupied adjacent space.
Uses of Carry
We should first divide the use of this power into two separate categories: the first of these is carrying for personal enhancement. By this I refer to choosing to carry another member of your army for the express purpose of enhancing Brunak’s combat capabilities. There are several units that can be used in this manner for different effects. If you wish to increase his defense to even greater heights, Thorgrim or Raelin can be kept close by his side, though I would recommend the expendable Viking over the more precious Kyrie for a variety of reasons. If you are going to attempt to take down a high life, high defense hero, his natural ally is Finn or Taelord, though, once again, the former is a far safer choice than the latter.
The most useful enhancement “rider” that Brunak can have is, without a doubt, a single member of the Nakita Agents. Brunak’s size and lack of ranged attack combine to make him an easy target for ranged enemies. While rolling 7 defense dice can allow him to shrug off many ranged volleys, some damage will eventually slip through, often before he can close the gap. A Nakita Agent, then, is the perfect companion for him. Not only can Brunak take advantage of her Smoke Powder 13 special ability—allowing him a 40% chance to not even have to worry about rolling defense—his size, previously a determent, can be used to help shield her from the sight of the enemy. This is useful because if you force the opponent to target Brunak instead of the Nakita Agent you keep her from having to roll defense dice (4 less than Brunak!) should the Smoke Powder 13 fail. You will force an opponent to either attack you using a special attack to bypass the Nakita Agent’s protection, or close for melee. If the enemy chooses the first option, probability generally favors Brunak taking little or no damage unless you are walking into an Arrow Volley from the Roman Archers, Kaemon Awa's Double Attack, or Nilfheim’s Ice Shard Breath. Should they instead close for melee they have done your job for you by allowing him to begin his attack.
The second use of Carry is to achieve a tactical advantage for the unit that is transported by Brunak. The strategy of this maneuver is fairly self-evident; the only reminder worth repeating is that Brunak may place his charge upon any unoccupied adjacent space. Don’t forget his height of 8 in this case! For Brunak, adjacent means any space up to 7 levels higher. On the right map this could give the carried figure instant height advantage on many other enemies, or put them close to a valuable glyph.
On the Attack
Now let’s decide how to take advantage of his power as a melee fighter. As alluded to above, Brunak is the ultimate melee fighting machine, although this designation does come with one caveat: he must be facing multiple single life or low defense enemies. The reason for this is the power of his Blood Hungry Special Attack. As long as Brunak kills an enemy he may continue attacking. In theory, this means that he may attack up to 7 additional times in a single turn, should he continue to kill his opponents. The question becomes how to best provide him with the opportunity to wreck such havoc.
If you plan on making the most of Brunak as a squad slayer you must resist the urge to send him out during the early part of the game. This can be particularly hard to do since he has Carry, but remember that unless you are trying to attain a height advantage, as detailed before, that all but the slowest units can move almost as much as he; they can probably get where they need to go on their own two feet so there is no reason to present the enemy with such a big red target. If you absolutely must Carry a unit, move Brunak back into a position of relative safety.
Once several of your first wave units have engaged the enemy it is time to bring Brunak into the fight. Look for engagements that will allow you to come into contact with 3 or more units once you move into them—any less is an inefficient use of the power. Once he has become entangled in the fray it is time to unleash the Blood Hungry Special Attack.
It is important to know in which order to carry out your attacks. The prime target for your first attack is any unit that has a defense of 2 or less and only 1 point of life. The second most desirable victims are units with a defense of 3 and a single point of life. Next, look to heroes with a defense of 2 and up to 3 points of life (you will want to take into account the wounds on the unit’s army card), followed by those with a defense of 3 and only 2 points of life remaining. Finally, you can always end your attack on units with a higher defense or more life than you are likely to take from them.
If you have had the good fortune to sweep clean a cluster of enemy units your range of choices does not dim at this point. You can find another group to engage and repeat the procedure; perhaps you would be better suited to move a unit into a more advantageous position at the same time—Brunak can certainly do both. It may be in your interest to tie up a larger, more dangerous hero. If so, don’t hesitate to do so, for Brunak is capable of holding his own against most heroes. The opponent who ignores his 4 attack dice is sure to pay the price.
A final note when using Brunak: although his defense is impressive his life of 3 can be a serious handicap when trying to move from enemy to enemy. Each time you leave an engagement you take a 50/50 chance of losing 1/3 of his total life. While some situations may call for this risk, a wise player would be well advised to avoid situations which can bog Brunak down with enemies he cannot quickly kill, either by his normal or his Blood Hungry Special Attack.
Optional Strategy:
Another, more devious, use of carry has also presented itself with the arrival of Iskra Eisenwein. Although the point cost is substantial, it is possible to have three deadly units within the unprepared, clustered ranks of your enemy within one move on every single standard map and several custom-built ones as well. I call it the Slingshot.
To perform a Slingshot you need the following units: Brunak, Iskra Eisenwein, the Rechets of Bogdan, and Ornak. Make sure that Iskra is beside Brunak, and that both units are within 8 clear spaces of Ornak. Place your first marker on Ornak, and the second and third upon Iskra (just in case). On your first turn use Ornak’s Red Flag of Fury. Brunak, carrying the vampire, uses his full movement of 6, placing her in front of him, essentially moving her one step closer to the enemy. Iskra then flies towards the enemy, and, at the end of her movement, attempts to Summon the Rechets of Bogdan. If this is successful, the Rechets of Bogdan can then be placed within 6 clear spaces of Iskra, and then immediately take a turn. They may then fly an additional 6 spaces, engaging the enemy and, should your luck hold, eliminating a unit or more with their Lethal Sting.
To summarize, using this strategy you have the opportunity to place an extremely dangerous squad up to 25 hexes away from your starting zone: 6 move for Brunak+1 for placement of Iskra+6 for her movement+6 for summoning the Rechets+6 for their movement=25 spaces. Even if the Rechets cannot kill the units they are engaged with on this first strike, it is sure that no matter what your opponent had planned before, his plans have officially changed.
Units to Avoid:
Knights of Weston: Although they are slow moving (the help of Sir Gilbert aside) there are few squads as dangerous to Brunak as the Knights of Weston. Normally, being swarmed by foot soldiers is a desirable situation, but this squad’s defense is simply too high for the Blood Hungry Special Attack to consistently penetrate and their attack will eventually pierce his defenses. To make them even more deadly they are afforded the Coward’s Reward, which all but guarantees that should Brunak become mobbed he has two choices—stay and be destroyed slowly, or flee and be killed quickly.
Sir Denrick: Although he doesn't see as much play as he once did, the combination of Coward's Reward and Giant Killer make this knight one you do not want to tangle with. If you see Sir Denrick headed towards Brunak allow him a wide berth.
Tagawa Samurai: Although the Blood Hungry Special Attack will not trigger the Tagawa Samurai's Counterstrike, this is a unit to be warry of nevertheless. Dealing with 3 attacks of 6 and trying to penetrate a defense of 5 is a sure way to loose Brunak.
Marrden Hounds: This deadly pack of hunters have a high enough defense to withstand several attacks by Brunak, and while their 3 attack is unlikely to cause too many problems, the Marrden Plague they carry in their blood is to be avoided. When engaged, there is a 25% chance per turn that Brunak will loose 1/3 of his total life. Kill them quickly or stay away from them all together. Kee-Mo-Shi and Sonlen are two units to be wary of for similar reasons, and Cyprien Esenwein can kill Brunak with one lucky touch.
For additional information see the Book of Brunak (http://www.heroscapers.com/community/showthread.php?t=8584)