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monkeyfish
August 11th, 2006, 08:32 PM
What are the units you rarely see get drafted. For me it would probably be DW9K and Denrick.

Gambit
August 11th, 2006, 08:36 PM
tarn

D-Dyzzle
August 11th, 2006, 10:54 PM
hey. i like DW9K

monkeyfish
August 11th, 2006, 11:08 PM
The reason I don't use him is that he just gets beaten away be newer cards.
Example: :nkick:
BTW: DW9K got kicked.

D-Dyzzle
August 11th, 2006, 11:10 PM
eh. i dont have many of the newer figures

Fallen Templar
August 11th, 2006, 11:14 PM
Gnators, but thats gonna change

monkeyfish
August 11th, 2006, 11:16 PM
Gnators, but thats gonna change
But those guys rock.

Fallen Templar
August 11th, 2006, 11:45 PM
Gnators, but thats gonna change
But those guys rock.Gnators were my least favorite unit tactically they were pathetic with there movement and low attack I mainly used them as a walking sheilds to hold choke points on the map for a cearti amount of time

negation
August 11th, 2006, 11:48 PM
OMGWTFBBQZ

monkeyfish
August 12th, 2006, 10:33 AM
OMGWTFBBQZ
Translation?

Jesus_S_Preston
August 12th, 2006, 10:41 AM
OMGWTFBBQZ
Translation?

Oh my god, what the f**k? Barbequed Zettains?

Hex_Enduction_Hour
August 12th, 2006, 11:13 AM
The Shaolin Monks are seriously gathering some major dust. I do think that will all change with the castles, but in the mean time they are only drafted by me. I'm not using them correctly and I know usually the Stealth Leap doesn't count for beans when on glacier terrain with heavy snow. :(

monkeyfish
August 12th, 2006, 11:13 AM
OMGWTFBBQZ
Translation?

Oh my god, what the f**k? Barbequed Zettains?

Okay.

feekonea
August 12th, 2006, 07:31 PM
I guess khosumet goes without saying.

(says in his best commercial voice)

...Are you guys ever in the mood to waste 75 ponts? well I am sometimes, and when I do that, I always turn to khosumet to be taken down by like a lone friggin or to do so. Draft khosumet, and you draft a loser, everytime.

I think that should be heroscapes next commercial.

Drumline3469
August 13th, 2006, 03:00 PM
To make a long story short we jokingly wondered what would happen if my friend came back and won since Khosumet was his last character. He killed at least 3/4 of my army. It took everything in me to kill him. But I never use Tarn, Monks, Saylind, Mimring, Denrick, Marden, Gnators, or Drones.

philowar
August 13th, 2006, 03:46 PM
Gnators, but thats gonna change

Having the Nikita Agents have gnator bonding was an open admission by Hasbro that the Gnators have always sucked, just like most everyone has always claimed. Pathetic. If they had gotten them right the first time, they wouldn't have needed to do this. But maybe now we can have more squads or heroes in upcoming waves to fix all the other sucky ones, right? Sloppy.

Hex_Enduction_Hour
August 13th, 2006, 03:52 PM
I guess khosumet goes without saying.
Ah yeah, forgot about the Dustlord, er Darklord.

But I never use Tarn, Monks, Saylind, Mimring, Denrick, Marden, Gnators, or Drones.

Drones get used frequently in our groups as do the Tarns (they're excellent man!) and WHAT? You don't draft the Marrden Hounds. :headshake:
Shame on you. :D



Gnators, but thats gonna change

Having the Nikita Agents have gnator bonding was an open admission by Hasbro that the Gnators have always sucked, just like most everyone has always claimed. Pathetic. If they had gotten them right the first time, they wouldn't have needed to do this. But maybe now we can have more squads or heroes in upcoming waves to fix all the other sucky ones, right? Sloppy.

I don't think the G-nators suck, but I think the designers may have come to realize they're not being drafted much by the fans (hmmmm, I wonder where they'd go to get that information. :wink: ). The Nakita's tacked on Gnaotr ability seem like an attempt to justify the Primadons and get the fans to like them. I want to agree with this.

Drumline3469
August 13th, 2006, 05:13 PM
I personally only own 1 set of drones, I have never rolled for a berserker charge nd got it I got my first frenzy the other day. I can kill people with Morsbane, Mind shackle anyone, but I can't roll for berserker charge or frenzy. I've never really tried the marden hounds but everyone loves them so I think I will.

Hex_Enduction_Hour
August 13th, 2006, 05:16 PM
I've never really tried the marden hounds but everyone loves them so I think I will.

Two or more squads will do nicely. Even one is fun. Just watch if they SNAFU on their movement roll out of the starting zone. Friendly fire with plague is no fun. :evil:

ajisrising
August 13th, 2006, 05:44 PM
We hardly ever use Dund, Gorillinators, Marro Drones, Tarn Vikings, DW7000, Marrden Hounds, or Concan.

Jason
August 13th, 2006, 05:48 PM
I do not understand people not using Drones or Hounds.

The Hounds have Great speed, great defense, nice attack,and an unblockable special attack

The Drones are cheap (50 points), have nice stats 3/3, and have great movement. Additioanlly you can move up to 6 or 9. Getting in 6 attacks or 9 attacks in 1 turn can be game breaking

-Zim-
August 13th, 2006, 06:16 PM
We hardly ever use Dund, Gorillinators, Marro Drones, Tarn Vikings, DW7000, Marrden Hounds, or Concan.

Concan?

He rocks, along with the sentials and knights.

I use him almost every other game.

-Zim-
August 13th, 2006, 06:17 PM
Oh as for figures that gather dust, the werewolves (I have never usued them), "The darklord", Dund, and dare I say it, Mimring. I hate Mimring :x

Jason
August 13th, 2006, 06:19 PM
The wolves can be awesome, 4 defense, 6 movement, and up to 9 attack dice!

Uprising
August 13th, 2006, 07:05 PM
Ahh,
The Wolves are my favorite squad. I have 5 squads of them. I love their look and stats. More often than not, they attack with a 3+ and because of their 6 movement, they also get the height advantage a lot. Defense of 4 is pretty sweet too.

I find that the Obsidian Guards, Sacred Band, and Parmenio never get used.

feekonea
August 13th, 2006, 07:08 PM
Ahh,
The Wolves are my favorite squad. I have 5 squads of them. I love their look and stats. More often than not, they attack with a 3+ and because of their 6 movement, they also get the height advantage a lot. Defense of 4 is pretty sweet too.

I find that the Obsidian Guards, Sacred Band, and Parmenio never get used.


Lets see...do you have 5 squads of them because they're good? OR, because they come with the 4th mass? :wink:

Uprising
August 13th, 2006, 07:11 PM
Ahh,
The Wolves are my favorite squad. I have 5 squads of them. I love their look and stats. More often than not, they attack with a 3+ and because of their 6 movement, they also get the height advantage a lot. Defense of 4 is pretty sweet too.

I find that the Obsidian Guards, Sacred Band, and Parmenio never get used.


Lets see...do you have 5 squads of them because they're good? OR, because they come with the 4th mass? :wink:

I only have three squads of 4th Mass. :wink:

Riggler
August 13th, 2006, 07:12 PM
Dund gathers the most dust around our group. Khos has seen more use.

You see somebody loose a couple of wolves in a game just by putting a round marker on them and you see Khos in games with wolves.

Now, even though Dund gathers more dust, that's not to say he's not a worthy figure. I think he'd be great against common swarms. Its just my group never does the common swarm thing.

Uprising
August 13th, 2006, 07:15 PM
Yea,
I forgot to add Dund to that group. Shows how much he gets used huh.

jdtenor
August 13th, 2006, 07:17 PM
Oh as for figures that gather dust, the werewolves (I have never usued them), "The darklord", Dund, and dare I say it, Mimring. I hate Mimring :x

I agree with the wolves, the gorillinators, but minring gets picked almost every game

feekonea
August 13th, 2006, 08:04 PM
Ahh,
The Wolves are my favorite squad. I have 5 squads of them. I love their look and stats. More often than not, they attack with a 3+ and because of their 6 movement, they also get the height advantage a lot. Defense of 4 is pretty sweet too.

I find that the Obsidian Guards, Sacred Band, and Parmenio never get used.


Lets see...do you have 5 squads of them because they're good? OR, because they come with the 4th mass? :wink:

I only have three squads of 4th Mass. :wink:



:shock: Im persuaded

MegadeV
August 13th, 2006, 09:45 PM
Denrick
Knights of Weston
Tarn Vikings
Gorillinators
Zettian Guards
Concan
Shotgun Sullivan
Khosumet

-Zim-
August 13th, 2006, 10:35 PM
Oh as for figures that gather dust, the werewolves (I have never usued them), "The darklord", Dund, and dare I say it, Mimring. I hate Mimring :x

I agree with the wolves, the gorillinators, but minring gets picked almost every game

I just don't like Mimring, I know his fire line is good, but considering the other newer dragons that have came out there is really not use for him.

Hex_Enduction_Hour
August 13th, 2006, 10:38 PM
Oh as for figures that gather dust, the werewolves (I have never usued them), "The darklord", Dund, and dare I say it, Mimring. I hate Mimring :x

No. I think Mimring hates you and me. :grumble:

Oprime
August 13th, 2006, 10:51 PM
OB guards, just not worth the 100 points for range + 2, if that...

I dont understand hate'n on Denrick, Man anytime my opponent picks a dragon, 3/4 of the time my next pick is Denrick.

feekonea
August 13th, 2006, 10:58 PM
Yes, I like Denrick, and the KoW, but my friend loves the obsidian guards, especially since Im better than him and he camps them out in the lava and we end up tieing cuz no 1 wants to do anything haha.

Uprising
August 13th, 2006, 11:03 PM
I just don't like Mimring, I know his fire line is good, but considering the other newer dragons that have came out there is really not use for him.

Well, he is the only dragon that you can bond with. That prolongs his usefulness. Getting a free turn with Mimring and in essence his fire attack each turn is pretty useful. :)

Then again, thats only if you like playing Orcs.

Sir Dendrik
August 14th, 2006, 11:22 PM
Dund isn't gathering dust not because we play with him, but because he always ends up being revealed underneath an overhang or inside a glacier and that's always fun to see

knights of weston never get used, also sacred band/parmenio

Jason
August 14th, 2006, 11:24 PM
Su Bak Na has to be on any unused list

Nwojedi
August 14th, 2006, 11:27 PM
gorillinators have yet to be used
zettian guards
Nerek
DW 7000
Monks
taelord.

these have to be least used armies for me.

1shot_1kill
August 17th, 2006, 07:12 PM
I would have to say the drones are my least used units, followed closely by Khosumet (the joy sucker)

boom
August 17th, 2006, 07:29 PM
Concan gets my vote. Haven't seen that dude in a looong while.

netherspirit
August 17th, 2006, 08:51 PM
None of my figures are getting dusty, the cases I keep them are though. I haven't played in awhile. I am hoping to dust of the containers and break them out soon since I just scored 2 castles at Wal-Mart yesterday!

jcb231
August 18th, 2006, 12:35 AM
I guess khosumet goes without saying.

(says in his best commercial voice)

...Are you guys ever in the mood to waste 75 ponts? well I am sometimes, and when I do that, I always turn to khosumet to be taken down by like a lone friggin or to do so. Draft khosumet, and you draft a loser, everytime.

I think that should be heroscapes next commercial.

Khosumet gets better if you play a large number of wolves....a little insurance policy against losing them.

jcb231
August 18th, 2006, 12:39 AM
Oh as for figures that gather dust, the werewolves (I have never usued them), "The darklord", Dund, and dare I say it, Mimring. I hate Mimring :x

I agree with the wolves, the gorillinators, but minring gets picked almost every game

I think Mimring is unfairly hated by many. He's a good addition to an Orc army I think, especially if there is rough terrain and you want a flier. His fire-line works wonders for getting rid of large groups of Vipers or other low defense characters....I've also used him against MacDirks to great effect.

happyjosiah
August 18th, 2006, 01:46 AM
Dund and the 7k. Taelord used to be, but castles have seen a rise in his popularity. I saw someone use the Tarns at the Pittsburgh tourney. Dund and the 7k are the only ones that are NEVER picked. I have used them both and really have no desire to do so again. The 7k MAY be a bit more useful with the door, time will tell. But he rarely if ever can take out his point value. And Dund... well... interesting ability, but too expensive. Hmmm, Drake or Dund, I just can't decide.... :roll:

happyjosiah
August 18th, 2006, 01:49 AM
Oh as for figures that gather dust, the werewolves (I have never usued them), "The darklord", Dund, and dare I say it, Mimring. I hate Mimring :x

I agree with the wolves, the gorillinators, but minring gets picked almost every game

I think Mimring is unfairly hated by many. He's a good addition to an Orc army I think, especially if there is rough terrain and you want a flier. His fire-line works wonders for getting rid of large groups of Vipers or other low defense characters....I've also used him against MacDirks to great effect.

Yeah, how about being the only flying unit with a ranged attack? And GOOD range at that. Mimring has a dirty little secret: you have to treat him like a ranged unit. No charging into the fray like other dragons. Use the 8 range to your advantage, and the flying to gain height. Mimring should take out more units in the last 4 hexes of his fireline than the first four. He is vulnerable, but deadly.

Tiberius
August 18th, 2006, 07:06 AM
The obsidian guards have been only used once. Everyone else sees the light of day pretty often.

Agent Minivann
August 18th, 2006, 07:06 AM
Dund and the Dorklord (misspelling intended) are almost never drafted. The Tarn, the Zettians, the Minions, and the Sentinels rarely get drafted. Charos is rarely drafted, but more because of 400ish point battles. If the Dorklord could give a bonus to another type of wolf unit then I could see spending the points on him more. Kind of like Su Bak Na, if I'm drafting a lot of Marros, Su Bak Na makes more sense. If Su Bak Na only enhanced one type of Marro, I wouldn't want to touch him.

Roufus
August 18th, 2006, 09:38 AM
I've never used concan or valguard, but I'm going to edit them so they'll be more appealing.
I edited the other guys that didn't see much action so they'd be worthwhile.

B:T:L Matt
August 18th, 2006, 03:28 PM
For as long as I've had Heroscape, I have yet to draft, the monks, valguard, sudema or any dragons. I've only drafted Concan once and feel I can do better without him.

happyjosiah
August 18th, 2006, 03:33 PM
Why haven't you picked a dragon? You gotta at least TRY them. All of them can be very good. And sudema is one of my favorite figs. She is a great counter to the hounds and really all large figures. She is the only one that can instantly destroy a large or huge figure with a simple d20 roll. Dead Eye Dan can't do it, Braxis can't do it, Grimnak can't do it. Only my hunny, Sudema.

Finrod
August 18th, 2006, 03:57 PM
Kelda.

Our games never have TIME for healing...

As for the gorillinators... guys... the designers are right NOW working on the stuff that will come out in late 2007-2008. The next several waves are already established.

That means the Nikita Agents were designed with the gorilla bonding waaaaay back around the same time the gorillas were just hitting store shelves! Or earlier! I don't think it has anything to do with fan reaction, quite honestly, due to the lead time necessary in designing new units.

peterm
August 18th, 2006, 03:59 PM
Why haven't you picked a dragon? You gotta at least TRY them. All of them can be very good. And sudema is one of my favorite figs. She is a great counter to the hounds and really all large figures. She is the only one that can instantly destroy a large or huge figure with a simple d20 roll. Dead Eye Dan can't do it, Braxis can't do it, Grimnak can't do it. Only my hunny, Sudema.

Dead Eye Dan can do it.
And Morsbane can, too.

fejkl
August 18th, 2006, 04:10 PM
happyjosiah wrote concerning Mimring:Yeah, how about being the only flying unit with a ranged attack?

What about Nilfheim?

I know Braxas' Poisonous Acid Breath isn't an attack per se, but it certainly has the effects of an attack, and it has range as well.

That's the beauty of RV. There are three ranged figures, two of which are the second and third dragons to have a ranged attack.

spleek
August 18th, 2006, 04:15 PM
I dont believe that anyone in our group has ever used Allister McDirk or the kilt commandoes, any suggestions as to an effective application of the scots?

Kepler
August 18th, 2006, 04:53 PM
As for the gorillinators... guys... the designers are right NOW working on the stuff that will come out in late 2007-2008. The next several waves are already established.

That means the Nikita Agents were designed with the gorilla bonding waaaaay back around the same time the gorillas were just hitting store shelves! Or earlier! I don't think it has anything to do with fan reaction, quite honestly, due to the lead time necessary in designing new units.

Nakita Agenst were in the works when the Gortllinators were released, however I am sure there was plenty of time to tweak the stats and SAs before going into production.

I am not saying it was a reaction to the fans, but it very well could have been.

Uprising
August 18th, 2006, 04:56 PM
I dont believe that anyone in our group has ever used Allister McDirk or the kilt commandoes, any suggestions as to an effective application of the scots?

I've found that you need atleast 2 squads to make them effective at all. When I use them, I actually use 3 squads. With their low D, you have to expect casualites before engaging the enemy.

Alastair just usually hangs out in the back and Overextends, thus giving the Scots some MUCH needed power. It may sound silly to leave Alastair in the back, but attacking with 12 MacDirks at potentially 7 a piece is pretty damn good. I also always try and bring Raelin along to give some extra D.

Are there better strategies? Probably, but this one works well for me.

philowar
August 18th, 2006, 05:08 PM
I really, really hate how certain figures/squads are more powerful than others. I hate how some are mediocre or near worthless and so never get any play (unless you like fighting losing battles).

FIGURES I ALWAYS HEAR ARE GATHERING DUST AKA figures that people think suck compared to the rest and should be worth less their current points (judging by the posts in this thread and many others):

-Khosumet
-Valguard
-Tarn Vikings
-Zettian Guards
-Gorillanators (I guess this might change now that the Disco Agent girls have been released. Was this planned a long time ago or did the Hasbro execs tell the HS designers "These Gorillanators aren't selling! Do something about it!" -- This is my theory. )
-Shaolin Monks (but not as much dust as the others, I guess)
-Concan
-Me-Burq-Sa
-Su-Bak-Na
-James Murphy/Shotgun Sullivan
-Parmenio & Sacred Band
-Obsidian Guards
-Saylind
-Mimring

FIGURES I AM SO SICK OF HEARING ABOUT PEOPLE USING (aka the munchkin/powergaming/overpowered figures):
-Krav Maga
-Raelin
-4th Mass


The only heroes under or around 100 points that are worth a damn anymore are those with squad bonding or those with double attack. Seeing as this game is now Squadscape (has been for a long time I guess), without a mass damage special, double attack, or squad bonding, run-of-the-mill heroes (ie Concan, the gladiators, et al) suck. A couple of exceptions I can think of are Drake and Carr. I love Crixus, but why ever use him just to see him die? What's one 5-die attack per turn when I could be getting 3 or 4 attacks with a squad? Ah, if only they had made Crixus cost 30 points more and gave him double attack!

philowar
August 18th, 2006, 05:12 PM
Alastair just usually hangs out in the back and Overextends, thus giving the Scots some MUCH needed power. It may sound silly to leave Alastair in the back, but attacking with 12 MacDirks at potentially 7 a piece is pretty darn good.


I used to employ this strategy with Alistair + 2 or 3 squads of MacDirks, making MacDirk overextend himself to near-death far away from the enemy while carefully bringing up the MacWarriors. Having 8 or so MacDirks slamming into the enemy lines with 7 attack is brutally effective.

Of course, being that it is a cheap, craven strategy and doesn't make Alistair very heroic at all, I no longer do it.

thehandofzarquon
August 18th, 2006, 05:19 PM
As for the gorillinators... guys... the designers are right NOW working on the stuff that will come out in late 2007-2008. The next several waves are already established.

That means the Nikita Agents were designed with the gorilla bonding waaaaay back around the same time the gorillas were just hitting store shelves! Or earlier! I don't think it has anything to do with fan reaction, quite honestly, due to the lead time necessary in designing new units.

Nakita Agenst were in the works when the Gortllinators were released, however I am sure there was plenty of time to tweak the stats and SAs before going into production.

I am not saying it was a reaction to the fans, but it very well could have been.Yep. My thought is that it was meant to be some sort of Agent Movement Bonding. It proved to be too much, so they just assigned it to the Gorrilinators to throw them a bone... and used the King Kong'ish excuse or whatever to cover it up :P

Uprising
August 18th, 2006, 05:31 PM
Alastair just usually hangs out in the back and Overextends, thus giving the Scots some MUCH needed power. It may sound silly to leave Alastair in the back, but attacking with 12 MacDirks at potentially 7 a piece is pretty darn good.


I used to employ this strategy with Alistair + 2 or 3 squads of MacDirks, making MacDirk overextend himself to near-death far away from the enemy while carefully bringing up the MacWarriors. Having 8 or so MacDirks slamming into the enemy lines with 7 attack is brutally effective.

Of course, being that it is a cheap, craven strategy and doesn't make Alistair very heroic at all, I no longer do it.

I agree. It doesn't make Alastair very Heroic. As to it being cheap, to each his own I guess. :wink:

Agent Minivann
August 19th, 2006, 03:58 AM
I really, really hate how certain figures/squads are more powerful than others. I hate how some are mediocre or near worthless and so never get any play (unless you like fighting losing battles).

FIGURES I ALWAYS HEAR ARE GATHERING DUST AKA figures that people think suck compared to the rest and should be worth less their current points (judging by the posts in this thread and many others):

-Khosumet
-Valguard
-Tarn Vikings
-Zettian Guards
-Gorillanators (I guess this might change now that the Disco Agent girls have been released. Was this planned a long time ago or did the Hasbro execs tell the HS designers "These Gorillanators aren't selling! Do something about it!" -- This is my theory. )
-Shaolin Monks (but not as much dust as the others, I guess)
-Concan
-Me-Burq-Sa
-Su-Bak-Na
-James Murphy/Shotgun Sullivan
-Parmenio & Sacred Band
-Obsidian Guards
-Saylind
-Mimring

FIGURES I AM SO SICK OF HEARING ABOUT PEOPLE USING (aka the munchkin/powergaming/overpowered figures):
-Krav Maga
-Raelin
-4th Mass


The only heroes under or around 100 points that are worth a darn anymore are those with squad bonding or those with double attack. Seeing as this game is now Squadscape (has been for a long time I guess), without a mass damage special, double attack, or squad bonding, run-of-the-mill heroes (ie Concan, the gladiators, et al) suck. A couple of exceptions I can think of are Drake and Carr. I love Crixus, but why ever use him just to see him die? What's one 5-die attack per turn when I could be getting 3 or 4 attacks with a squad? Ah, if only they had made Crixus cost 30 points more and gave him double attack!

I can't say that I agree with MBS needing to be given a discount. I didn't catch that he wasn't getting the love, but I might just need to give the thread a reread. 50 points (it is 50, right?) for good movement, range, and a potentially nasty special, is a bargain in my books. Used him tonight to great effect.

Also, with HJ's post in mind, I drafted Mimring tonight and used Mimmy as a ranged unit that doesn't like to get close to anyone, out of fear of breaking a nail. Works really well. The Range 8 special attack is nasty in and of itself, but add to it the 6 flying movement and it's a very mobile long range threat. Granted, I didn't expect to target more than one at a time with this strategy, but I managed to kill more than 150 points worth this way. Good call HJ!

Agent Minivann
August 19th, 2006, 04:01 AM
Alastair just usually hangs out in the back and Overextends, thus giving the Scots some MUCH needed power. It may sound silly to leave Alastair in the back, but attacking with 12 MacDirks at potentially 7 a piece is pretty darn good.


I used to employ this strategy with Alistair + 2 or 3 squads of MacDirks, making MacDirk overextend himself to near-death far away from the enemy while carefully bringing up the MacWarriors. Having 8 or so MacDirks slamming into the enemy lines with 7 attack is brutally effective.

Of course, being that it is a cheap, craven strategy and doesn't make Alistair very heroic at all, I no longer do it.

I agree. It doesn't make Alastair very Heroic. As to it being cheap, to each his own I guess. :wink:

I never liked this strategy. Sure you want him wounded AND alive, but if you can't get a few direct kills from him, with 5 figure activations for each order marker on his clan's card, then I'd almost say he's a waste of a draft pick. Sure, let him take a few wounds, but get more mileage out of overextend than just the extra attack dice on the other guys.

Uprising
August 19th, 2006, 10:34 AM
Alastair just usually hangs out in the back and Overextends, thus giving the Scots some MUCH needed power. It may sound silly to leave Alastair in the back, but attacking with 12 MacDirks at potentially 7 a piece is pretty darn good.


I used to employ this strategy with Alistair + 2 or 3 squads of MacDirks, making MacDirk overextend himself to near-death far away from the enemy while carefully bringing up the MacWarriors. Having 8 or so MacDirks slamming into the enemy lines with 7 attack is brutally effective.

Of course, being that it is a cheap, craven strategy and doesn't make Alistair very heroic at all, I no longer do it.

I agree. It doesn't make Alastair very Heroic. As to it being cheap, to each his own I guess. :wink:

I never liked this strategy. Sure you want him wounded AND alive, but if you can't get a few direct kills from him, with 5 figure activations for each order marker on his clan's card, then I'd almost say he's a waste of a draft pick. Sure, let him take a few wounds, but get more mileage out of overextend than just the extra attack dice on the other guys.

Again, that's a good point. I would much rather prefer to wade in with Alastair and fight. I've used him to lead the charge, sometimes to good effect, somtimes to bad. 110 is steep for a Hero to just stand in the back and do nothing, however with only 3 defense Alastair just seems to go down very quick.

Without him, the Scots are weak. So, if I have 3 squads, I'm not going to jeopardize the one thing that makes them good, just for 1 extra attack per turn with Alastair.

If anyone can offer up a better way to utilize this combo, please let me know. I think their a great squad and I love the models.

Hendal
August 19th, 2006, 11:13 AM
I leave allister in back also, but draft thorgrim to move with them and give them better defense, it works oh so well. I try and have a ranged unit I can with the 2nd and 3rd turn the first round - if I can get somesome one on a glyph so be it, or some height. THen wade into battle after you have given macdirk a couple of wounds from unproductive overextions. WHen Thorigrim dies you start moving allister up and now he has +1 def from Thorm. If you have a really big army, what you do is also pick Kelda, then have her heal the fully wounded ALlister after all you macdirks are dead and send a fresh allister into battles with options on the overextention and if he has thorms spirit - all the better really.


I find it hard to believe people have units or heros they have never used when we get new guys it seems like we concentrate on them for the next few days to a week finding out how they work, what they work best with, and little edge we might get from them, that is one of the funniest part of the game. We used allister every game for over a week if I remember correctly.


Still the omnicrom sniper is our dust collector, but I think that will change with the castle set , shotting a doubled 3 attack is a whole new ballgame, put by " overcosted boy " and now your looking at att. 4, ouch.

The dragons are so worth using, mimrig for the bonding if nothing else. Please people use all the cards there are, variety is the spice of life.

When playing a few games in a row with a friend sometimes what we do is say you can only pick a card one time for the day, so you can only pick the Krav or Q-9 once the whole day ( when you pick a common you can pick as many as you want that one game only ). WHen you get to the 4th ande 5th game they really start to get fun. We have said that you can pick mittens twice if you use a snake only army and one with elf archers only ( but that is cause our group loves the frenzy ), if you have an army with both in it then you can't pick mittens again.

countblah
August 19th, 2006, 11:22 AM
Zettian guards are poo.

monkeyfish
August 19th, 2006, 11:25 AM
Zettian guards are poo.
:rofl: :rofl: :rofl: :rofl: :rofl:
BTW: this is my 250th post! yay :D

Smeagol10041
August 19th, 2006, 02:39 PM
Just about everyone from MS

AmishBurrito
August 19th, 2006, 09:35 PM
Saylind and Khosumet are rarely used with my friends, but today i played a game with Noodles, and he showed me how good Saylind can be.

Moving in and attacking with him, while strategically placing other figs along the way, it was really well done, i was in awe. :up:

AmishBurrito
August 19th, 2006, 09:37 PM
Zettian guards are poo.

Lies, Zettians are good

I think all figures are good if you know how to use them properly. That said, i don't know how to use Khosumet

countblah
August 19th, 2006, 09:50 PM
I had it explained to me that Zettian guards are actually superior to Deathwalker 8000, since they attack twice guaranteed, and you're not likely to roll more than two successful attacks with Deathwalker 8000. That's what I've heard. However, experience suggests that those clunky rustbots limp slowly towards an objective before falling over and spraying sparks.

Zettian guards are poo. Perhaps I don't know how to use them, but I stand by my original claim. If anyone here picks them regularly not on a dare, I would be surprised.

Jason
August 19th, 2006, 10:05 PM
"FIGURES I ALWAYS HEAR ARE GATHERING DUST AKA figures that people think suck compared to the rest and should be worth less their current points (judging by the posts in this thread and many others):

-Khosumet
-Valguard
-Tarn Vikings
-Zettian Guards
-Gorillanators (I guess this might change now that the Disco Agent girls have been released. Was this planned a long time ago or did the Hasbro execs tell the HS designers "These Gorillanators aren't selling! Do something about it!" -- This is my theory. )
-Shaolin Monks (but not as much dust as the others, I guess)
-Concan
-Me-Burq-Sa
-Su-Bak-Na
-James Murphy/Shotgun Sullivan
-Parmenio & Sacred Band
-Obsidian Guards
-Saylind
-Mimring "

UNITS THAT ACTUALLY SUCK
------------------------------------
-Valguard-- Yes you are right he sucks
-Saylind- Sucks as well, Worst piece in the Game

SITUATIONAL PIECES (Only meant ot be used in certain cases)
--------------------------
-Obsidian Guards- Only worth using with Lava, are pretty good in this setting

-Mimring- Has bonding, and an 8 Ranged attack is among the highest in the game. Additionally Special Attacks are btter than Regular attacks, especially after Wave 5

-Su-Bak-Na- His +1's can really help a Marro army. 7 attack makes him a nice piece to clean up at the end of games

-Tarn Vikings- 3/4 stats with Berserker charge isn't bad, plus has 4 figures. Not a great unit but certainly worth 50 points.

-Parmenio/Sacred Band- Underated Units. Death Defy 15 can be amazing vs High Attack figures and for getting close to ranged figures

-Khosumet-Generally only worthwhile with an army of Wolves. A few +1s to boost the wolves to that next boost can be gamebreaking

-Zettian Guards- With a mere height advantage you have basically a 3/8 and a 4/8 figure with a range of 7. 7 defense for a ranged unit + great range lets them stick around for a bit. They are almost mini deathwalkers

-GNators-Fastest Ranged squad in the game + decent defese

-Monks-Rarely used in my circle but very mobile, have decent stats, are are pretty good anti-swarm

-Concan- Decent stats + flies. Adding 1 attack and 1 defense to Sentinels and KNights can be Huge

-Su Bak Na- Nice defense and life, has the single biggest Game Breaking effect in the Game

Murphy/Sullivan-Explosion Attack is Great vs Bonding armies and bypasses many defense abilities (tough, smoke screen, etc)

Me Burq Sa- Most reports I read he is commonly used and possibly underpriced

**In Heroscape some pieces are great in practically ANY situation (Krav, AE), whereas others are only useful in the right armies (Khosumet with Wolves, Parmenio with the Sacred Band). the real question is whether people agree or disagree with situational pieces. (I'm surprised Dund was not included on the list)

countblah
August 19th, 2006, 10:11 PM
"-Zettian Guards- With a mere height advantage you have basically a 3/8 and a 4/8 figure with a range of 7. 7 defense for a ranged unit + great range lets them stick around for a bit. They are almost mini deathwalkers



Have fun getting height with a movement of four. Very very slow. Low attack. High defense, so they're good for holding glyphs that they will never get to. I understand that they might be situationally good, but that situation would be:
Your opponent is a brainless hobo, to whom you are giving booze in exchange for losing. He has never played before, and his army consists entirely of Khosumet and the dust from the bottom of the corn pops box.

Agent Minivann
August 20th, 2006, 02:32 AM
I had it explained to me that Zettian guards are actually superior to Deathwalker 8000, since they attack twice guaranteed, and you're not likely to roll more than two successful attacks with Deathwalker 8000. That's what I've heard. However, experience suggests that those clunky rustbots limp slowly towards an objective before falling over and spraying sparks.

Zettian guards are poo. Perhaps I don't know how to use them, but I stand by my original claim. If anyone here picks them regularly not on a dare, I would be surprised.

Yeah Zettians are missing something. More move, less points, more figs, DW9K bonding, common squad, anything. Maybe a new walmart exclusive: Elite Zettian Guards, 3 figs, move 6, same special (+1,+2 for attacking same fig) plus bonding, allfor only 80 points. Finally the Zettians would be worth drafting.

DW8K is far more useful. I used him last night to great effect. I didn't always hit with rapid fire, but I hit enough. He took out big chunks of Charos' life in one turn. He killed many squad figs. I hadn't touched him in a while, but I'll think more about him in drafts after last night's strong showing.

Agent Minivann
August 20th, 2006, 02:38 AM
Again, that's a good point. I would much rather prefer to wade in with Alastair and fight. I've used him to lead the charge, sometimes to good effect, somtimes to bad. 110 is steep for a Hero to just stand in the back and do nothing, however with only 3 defense Alastair just seems to go down very quick.

Without him, the Scots are weak. So, if I have 3 squads, I'm not going to jeopardize the one thing that makes them good, just for 1 extra attack per turn with Alastair.

If anyone can offer up a better way to utilize this combo, please let me know. I think their a great squad and I love the models.

I meant to also say to know when Alastair needs to leave the table and cut his losses. With the bonding he can be moving back while the Scots are moving forward. Maybe space them so so one can pursue their champion without 1 or more leaving engagement dice (no one mention orcs, please).

I leave allister in back also, but draft thorgrim to move with them and give them better defense, it works oh so well. I try and have a ranged unit I can with the 2nd and 3rd turn the first round - if I can get somesome one on a glyph so be it, or some height. THen wade into battle after you have given macdirk a couple of wounds from unproductive overextions. WHen Thorigrim dies you start moving allister up and now he has +1 def from Thorm. If you have a really big army, what you do is also pick Kelda, then have her heal the fully wounded ALlister after all you macdirks are dead and send a fresh allister into battles with options on the overextention and if he has thorms spirit - all the better really.


Or do that. Good strategy Hendal. Me likey!

Jason
August 20th, 2006, 02:40 AM
You can leave your zettian guards near where you start, just have them take the height advantage near your starting zone

countblah
August 20th, 2006, 02:51 AM
Beh? How are you going to tactfully convince your opponent to walk into their fire zone? Send them some cakes?
Also, you waste several activations in getting them up to high ground. Activations that would be better served using Saylind to haul Krug across the board. :wink:

Jason
August 20th, 2006, 02:52 AM
"Beh? How are you going to tactfully convince your opponent to walk into their fire zone? "

They'd have to evetnually if they are planning on winning unless they are willing to agree to a draw

countblah
August 20th, 2006, 02:58 AM
"Beh? How are you going to tactfully convince your opponent to walk into their fire zone? "

They'd have to evetnually if they are planning on winning unless they are willing to agree to a draw

Or unless they're ahead on points, in which case, you'd have to go chasing them down...and with their stubby legs, the poo-bots are going to have a tough time of it.

Jason
August 20th, 2006, 03:09 AM
"Or unless they're ahead on points, in which case, you'd have to go chasing them down"

I don't play games where after so many turns whoever has the most points wins. In order to win you have to eliminate everyone in the opponent's army. If neither side wants to engage the other then it is a stalemate

countblah
August 20th, 2006, 03:15 AM
"Or unless they're ahead on points, in which case, you'd have to go chasing them down"

I don't play games where after so many turns whoever has the most points wins. In order to win you have to eliminate everyone in the opponent's army. If neither side wants to engage the other then it is a stalemate

But then, prisoner's dilemma, it is in everyone's best interests to not move, and to call it a stalemate every time. This is what having points means: that you can't just take the high ground with Zettians, and lose the rest of your army, and wait for all of your opponents to catch up to them. They can wipe out the rest of your army, while your 70 point suckness occupies the high ground, waiting. Then, on points, they'll be way ahead, which punishes you for turtling with your Zettians, and rightly so. Whether you play it that way or not, that's how it's played. That's the game we're playing, and using your house rules to justify your choices doesn't apply. Nor does saying "we don't play with glyphs" or "I play that every time I roll, I get all skulls".

Jason
August 20th, 2006, 03:27 AM
I'd like to know how you think playing an eliminate all opponents is a house rule. Having points determine winners enables many type of cheese tactics. Last time I checked playing without glyphs is no more a house rule than is choosing to play with them

Agent Minivann
August 20th, 2006, 03:44 AM
But all "official" scenarios come with round limits and the contingency of most points on the board wins. 70 points doesn't hold up much hope of being most points on the board, thus the house rule of stalemate.

Jason
August 20th, 2006, 03:47 AM
All official scenarios seem to inficate 400 points or less so I guess using more than 400 points is a House rule

thehandofzarquon
August 20th, 2006, 03:49 AM
All official scenarios seem to inficate 400 points or less so I guess using more than 400 points is a House ruleUsing a non-offical map or scenario is technically a house rule, imho. And honestly, the game works best with 400pt armies, in my experience.

philowar
August 20th, 2006, 04:54 PM
And honestly, the game works best with 400pt armies, in my experience.

I was once a big fan of 600-800 point games, but those kinds of games never get played anymore. I'd have to agree that less is better. 300-450 points works best for us, and Heroscape does in fact seem to have been designed with those scale armies in play.

Jason
August 20th, 2006, 05:22 PM
I like 500 points, with 400 or below it's too tough to have 1 or 2 decently expensive heroes on your team

Hendal
August 20th, 2006, 07:54 PM
I like all games, lots of points or only a little. Just getting rapped up right from the draft, being in a different state of mind, the game zone where your concentrating on your own little fantasy world, where every conterpick matters, doesn't matter what else is going on around you , it is all zoned out and your in the realm of fantasy getting ready to be a general.

I like the idea of 525 pt. games, there are enough guys that end in 5 points that this makes youuse one of them, plus you can get a good theme going with over 500 pts.

aielman
August 21st, 2006, 01:15 AM
Personally I like 500. Alot of good combos occur at 400, its true, but its tough to use those same combos without some backup. (IE Gladiators or Taelord and Minions) They are both fun combos that come out at about 400 but if I choose either, I want some ranged guys for support.

countblah
August 21st, 2006, 01:24 AM
But all "official" scenarios come with round limits and the contingency of most points on the board wins. 70 points doesn't hold up much hope of being most points on the board, thus the house rule of stalemate.

Yep. Any scenario that rewards you with a tie by turtling yourself on top of a mountain and offering your opponent no incentive to come and get you is atrocious. You can seriously play however you want, and I don't care, but hiding Zettians on a mountaintop, thus wasting 70 points, and expecting to get a tie out of it = not cool. If you are down in points (as you must be if you are expecting units to come and find you) close to the end of the game, you've got to make a play. Otherwise, dude at the end with more points (probably more than 70) still on the board wins. But...

whatever, man.

B:T:L Matt
August 21st, 2006, 01:04 PM
Well after reading Happy Josiah's post about atleast trying a dragon, and having had the drummer of my band play for the first time, drafting Nilfheim as his first pick (which I thought was rather bold), it came to me that yes, maybe I should try out some of the dragons. Needless to say, the drummer of my band, won the battle, and the only figure he had left standing from his army was indeed his first draft pick, the great and mighty Nilfheim.

I use Alistair and his warriors, they are decent with a move of 5 each and with human champion bonding, you can't go wrong with that. Plus when you're using highland fury on Alistair, the warriors can get pretty deadly. I've been known to do quite some damage with that group when playing with my girlfriend, friends, or brother.

Zettians do kinda suck, I've used them before, but they are useless with a 2 attack and a movement of 4. I also agree that Saylind is crap. I forgot that I've never drafted that figure as well.

ultradoug
August 21st, 2006, 01:20 PM
all my stuff is gathering dust. someone come play with me :/

happyjosiah
August 21st, 2006, 01:46 PM
Can someone please explain why Saylind sucks?!!!
Oh my goodness! I am speechless. Wow. Okay.
Saylind + Syvarris = Best ranged hero at the highest point in the game attacking twice.
Saylind can bring the big guys to places they cannot get to. (like deathwalkers, who cannot climb ladders, to the top of castles).
Saylind actually can do some damage with her 3 attack.
Saylind can summon people out of harm's way, even out of engagements.
Saylind and Kelda can sit in the back and summon and heal to full health your Braxas, Jotun, Krug, Charos, etc.
Saylind can summon your Alastair back to protect your MacDirk's might.
Saylind pwns castles. Syvarris to the top. Krug to the inside. No problem.
Saylind's summon rarely misses. Even if it does, you will get it next turn.

Even if only used situationally, Saylind rocks. But I think she is solid ALL THE TIME!

feekonea
August 21st, 2006, 02:00 PM
for me its the AE, 4th mass, romans, krug, braxas, and Q9. :D

tmacdagreat
August 21st, 2006, 02:31 PM
guilty mcreech as i still cant find a use for him... hes not fast and his attack is weak

Eclipse
August 21st, 2006, 02:58 PM
Guilty is awesome! At 25 points, he's the perfect unit to fill out an army. Playing a 500 point game and finding yourself with 465 points is a considerable disadvantage that Guilty can certainly assist with.

I just treat him as a cowardly snake. I draft him last, I put him in the back, and I keep him hidden and safe. If things turn bad and I lose the bulk of my army, I can always pull out Guilty to make a daring last stand. With height you're looking at 2 attacks of 3 dice each. I've had some great battles where he's retreated uphill taking pot shots at charging armies, whittling them away to nothing. I don't always win when this happens, but I sure go out fighting. I've taken down 150 points worth of squads with that lone 25 point hero. I certainly think he's worth it.

LilNewbie
August 21st, 2006, 03:06 PM
One side note: Guilty costs 30 points.

But he is a cool character.

Newb.

B:T:L Matt
August 21st, 2006, 04:37 PM
Guilty is a good figure, at times... AE can be a deadly squad. This past saturday, with my drop, I landed them on the highest point to shoot with height advantage, and my grenade special attack destroyed 9 figures.

Good points on why Saylind might be worth drafting Josiah. Guess from now on when I doubt a figure, I'll come to you to prove their worth, heh...

tmacdagreat
August 21st, 2006, 09:02 PM
guilty i can only see as a filler but still id prefer swog rider for a 25 point option other than guilty thats just me though but maybe if i was lacking range then id pick guilty

B:T:L Matt
August 21st, 2006, 09:46 PM
My gripe with guilty is his life hit points, and low dice. If he's the first character your opponent goes after, he can be destroyed in no time. However, when not the first behind a reticle, I've been able to do damage to heroes focusing him on them with his double attack.

Agent Minivann
August 22nd, 2006, 01:50 AM
Can someone please explain why Saylind sucks?!!!
Oh my goodness! I am speechless. Wow. Okay.
Saylind + Syvarris = Best ranged hero at the highest point in the game attacking twice.
Saylind can bring the big guys to places they cannot get to. (like deathwalkers, who cannot climb ladders, to the top of castles).
Saylind actually can do some damage with her 3 attack.
Saylind can summon people out of harm's way, even out of engagements.
Saylind and Kelda can sit in the back and summon and heal to full health your Braxas, Jotun, Krug, Charos, etc.
Saylind can summon your Alastair back to protect your MacDirk's might.
Saylind pwns castles. Syvarris to the top. Krug to the inside. No problem.
Saylind's summon rarely misses. Even if it does, you will get it next turn.

Even if only used situationally, Saylind rocks. But I think she is solid ALL THE TIME!

I have two words for you: Ask Jason!

From my memory, Jason is the only user here that thinks Saylind is the worst unit in the game, let alone sucks. :shrug:

Jason
August 22nd, 2006, 02:56 AM
My Saylind analysis is not factoring castles and having not played any castles scenarios I stand by my comments about her atleast in terms of pre castle heroscpae



-Undefeated Heroscape Champion

thehandofzarquon
August 22nd, 2006, 01:02 PM
My Saylind analysis is not factoring castles and having not played any castles scenarios I stand by my comments about her atleast in terms of pre castle heroscpaeYes, Saylind is often the only way to get Large or Huge Figures on top of a castle, unless you start them there or they fly... :shrug:

happyjosiah
August 22nd, 2006, 01:55 PM
My Saylind analysis is not factoring castles and having not played any castles scenarios I stand by my comments about her atleast in terms of pre castle heroscpae



-Undefeated Heroscape Champion

Have you ever played with.... um... height? At all? This might explain why people think the AE suck... Um... guys.... you know you can STACK the pieces right?

PS: Sorry for quoting Jason, all you ignorers...

bluekitsune13
August 23rd, 2006, 12:13 PM
Saylind is best used on larger maps, as she can easily be killed on smaller maps. Seeing as I play mainly small skirmish battles, she doesn't get that much use. But I still like here.

Uprising
August 23rd, 2006, 12:34 PM
Hmm,

You guys are all making Saylind look real good. I'm gonna have to give her another go and see how she does. I really need to start using support characters more.

B:T:L Matt
August 23rd, 2006, 12:37 PM
Some characters can sometimes be a waste based on their level of intimidation. Raelin and Kelda for instance... Those two are the first two characters my opponent's try to kill. Granted I try to keep them at somewhat of a safe distance, but also too, you need them near to serve their desired purpose. So often times I rather not draft them and focus those points on other heroes or squads.

Deathwalkers too... I'm pretty successful with them, but I hate that when your opponent sees the Deathwalker on the board, its often the first they go for. I had a battle last week where we were playing on a small map, my opponent won the initiative and advanced a ranged squad. They barely made the range on their card to attack my Deathwalker 9000 to which he survived the first 3 attackers but the fourth, I botched the defense roll and my DW was out by the 1st turn of the 1st round without me even getting to use him.

Dragons can have the same intimidation effect. More often than not, when a dragon is on the battlefield, it tends to be the first character sought after...

geddy lifeson
August 23rd, 2006, 01:00 PM
Can someone please explain why Saylind sucks?!!!
Oh my goodness! I am speechless. Wow. Okay.
Saylind + Syvarris = Best ranged hero at the highest point in the game attacking twice.
Saylind can bring the big guys to places they cannot get to. (like deathwalkers, who cannot climb ladders, to the top of castles).
Saylind actually can do some damage with her 3 attack.
Saylind can summon people out of harm's way, even out of engagements.
Saylind and Kelda can sit in the back and summon and heal to full health your Braxas, Jotun, Krug, Charos, etc.
Saylind can summon your Alastair back to protect your MacDirk's might.
Saylind pwns castles. Syvarris to the top. Krug to the inside. No problem.
Saylind's summon rarely misses. Even if it does, you will get it next turn.

Even if only used situationally, Saylind rocks. But I think she is solid ALL THE TIME!

I have wondered why people think she is not that great...sure she aint much to look at (kinda manly if you ask me) but her stats are pretty solid.

For a mere 80 points you get a 5 life Hero with 3 atk, 3 def, 6 move (with flying at that!) throw in the almost guaranteed Summoning and she is an excellent addition to an army. Regarding Jason and his non-analysis of why she sux, only he knows and now...we will never know.

My add to the non-used figs are lava men...look great but pretty useless.