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Killometer
January 8th, 2010, 11:40 PM
Parties in 4e DnD are built around four members filling four general Roles, each of which has a specific niche. For personal entertainment and information I divided all the unique heroes into the four roles. I included all the unique heroes, even ones like Deathwalker 9000 (since I remember the good-old days when you could still play things like an Awakened Iron Golem enchanted with the ability to use Fireball as a Spell-Like Ability /rant). I also noted each figures points to help with quick army building.After I finished I decided to post this list, in case anyone else had any interest in running scenarios around a "classic" DnD party other than the one provided in the MS3. I wrote up a brief description of each role to clarify them for people without any experience with 4e.

As always with my lists, this is now a community resource, and if anyone sees a way to better it for the community please feel free to share your ideas (especially if a unit seems out of place-some were quite difficult to nail down).

Defender-Excellent raw survivability through a combination of strong defense and/or high life. Moderate damage output, usually focused on melee combat, often accompanied by the ability to force an enemy to bring the fight to them. MS3 example-Tandros Kreel

Striker-Relatively low life and defense augmented by an ability to avoid damage another way, either by fighting from range or a special ability. High damage output, either through multiple attacks or special abilities that increase damage in specific situations. Often have very high mobility. MS3 example-Darrak Ambershard

Leader-Support allies through numerical boosts or healing. Moderate survivability and damage output. MS3 example-Ana Karithon

Controller-Have the ability to affect several targets with a single attack or control or affect an opponents actions. Low survivability and base damage output. MS3 example-Erevan Sunshadow

The key to a strong party is diversity. Make sure your units support one another. For best effect try to have a solid, lock-down, front-line hero, a mobile, ranged multi-attack hero, a hero that boosts your other hero's survivability, and a hero that can blast several enemies at once or limit your opponent's ability to attack your army.

*, *, * or * after a unit's name denotes that they are also listed under Defender, Striker, Leader or Controller.

* after a unit's points denotes that a large portion of their value is derived from their ability to improve squads.


Defender
Abomination - 320
Brunak* - 110
Charos - 210
Crixus - 90
Eltahale* - 140
Fen Hydra* - 120
Frost Giant of Morh* - 140
Gurei-Oni - 100
Incredible Hulk - 370
Iron Golem - 100
Jotun - 225
Major Q9* - 180
Major X17 - 100
Migol Ironwill - 110
Mogrimm Forgehammer- 120
Ogre Pulverizer - 100
Retiarius - 90
Sgt. Drake RotV* - 110
Sgt. Drake SotM* - 170
Shurrak - 160
Siege - 120
Sir Denrick - 100
Sir Dupuis - 150
Sir Hawthorne - 90
Tandros Kreel - 120
Tor-Kul-Na - 220
Torin** - 120
Thanos - 360
Valguard - 110
Werewolf Lord* - 140

Striker
Agent Carr - 100
Agent Skahen - 120
Alastair MacDirk - 110
Arkmer - 50
Brandis Skyhunter - 90
Brave Arrow - 50
Braxas - 210
Brunak* - 110
Chardris - 90
Cyprien Esenwein - 150
Darrak Ambershard - 60
Deadeye Dan - 60
Deathwalker 7000* - 100
Deathwalker 8000* - 130
Eldgrim - 30
Eltahale* - 140
Estivara - 80
Evar Scarcarver - 110
Feral Troll - 90
Fen Hydra* - 120
Frost Giant of Morh* - 140
Grimnak - 120
Guilty McCreech - 30
Ice Troll Berserker - 85
Iron Man - 220
Isamu - 10
Iskra without Rechets - 50
Kaemon Awa - 120
Krug - 120
Kumiko - 80
Major Q10 - 150
Major Q9* - 180
Marcu - 20
Master of the Hunt - 140
Master Woo - 140
Me-Burq-Sa - 50
Mika Connour - 110
Moriko -110
Nerak - 50
Nilfheim - 185
Ogre Warhulk - 150
Othkurik - 140
Otonashi - 10
Samuel Brown - 60
Sgt. Drake RotV* - 110
Sgt. Drake SotM* - 170
Sharwin Wildborn - 110
Shiori - 60
Silver Surfer - 320
Sonya Esenwein - 45
Spider Man - 160
Su-Bak-Na - 160
Sujoah - 185
Syvarris - 100
Theracus - 40
Torin** - 120
Tornak - 100
Venom - 150
Warden 816* - 90
Wo-Sa-Ga - 135
Zelrig* - 185
Zetacron - 60

Leader
Acolarh - 110
Ana Karithon - 100
Atlaga - 90
Captain America - 220
Concan - 80
Emirroon - 80
Empress Kiova - 90*
Finn - 80
Hatamoto Taro - 130*
Kato Katsuro - 200*
Kelda - 80
Khosumet - 75*
Kurrok the Elementalist - 120
Kyntela Gwyn - 20
Laglor - 110
Marcus Decimus Gallus - 100*
Ornak - 100*
Parmenio - 90*
Raelin RotV - 80
Raelin SotM - 120
Rhogar Dragonspine - 110
Saylind - 80
Sir Gilbert - 105
Sonlen - 160
Spartacus - 200
Taelord - 180
Thorgrim - 80
Torin** - 120
Ulginesh - 150
Venoc Warlord - 120*
Warden 816* - 90

Controller
Deathwalker 7000* - 100
Deathwalker 8000* - 130
Deathwalker 9000 - 140
Doctor Doom - 245
Dund - 110
Erevan Sunshadow - 80
Greater Ice Elemental - 130
Heirloom - 80
Iskra with Rechets - 100
James Murphy - 75
Johnny "Shotgun" Sullivan - 60
Jorhdawn - 100
Kee-Mo-Shi - 130
Mimring - 150
Mind Flayer Mastermind - 100
Moltenclaw - 170
Morsbane - 100
Ne-Gok-Sa - 90
Pelloth - 90
Red Skull - 190
Runa - 120
Sudema - 140
Werewolf Lord* - 140
Wyvern - 100
Zelrig* - 185

Toad Rocket
January 9th, 2010, 12:21 PM
Good post and nice break down of how to build a party. Though from my limited experience I would like to add a few things that really makes a party thrive.

Healer - In an all hero campaign the ability to heal your units has so far proven to be pretty important. Unless you got a decent stock of health potions, or are doing a very short campaign having a healer in your group is very valuable

Multi-attacker - You will be facing multiple foes, most likely squads. Having the ability to strike more than once per OM is also very important.

Special attacker - by passes certain defenses. Makes certain battles much easier.

I will also say that you want all your heroes to have adequate life and half decent defense. Adequate life (minimum 3, but 4+ much better) is very important because of the numerous autowound abilities that would kill them too quickly. Multiple life also means that healing is effective on these units. Without enough life the unit will not get a chance to heal (via other unit or potion) thus negating that advantage you had.

Killometer
January 11th, 2010, 02:29 PM
Healer - having a healer in your group is very valuable
Leader-Support allies through...healing.
Multi-attacker - You will be facing multiple foes, most likely squads. Having the ability to strike more than once per OM is also very important.
Striker-High damage output...through multiple attacks
Controller-Have the ability to affect several targets with a single attack
Special attacker - by passes certain defenses. Makes certain battles much easier.
This is definitely an important consideration in HS, but it's not something that fits within a specific DnD role. Each role includes figures with Special Attacks, so they should be fairly easy to work into a party.

Killz
January 14th, 2010, 02:46 PM
Awesome work! I would +rep, but I need to "spread some around".
But this helps in making custom campaigns a lot!

Bogusoid
January 22nd, 2010, 11:20 PM
Great thread, I like your thinking! Still, going by your list and omitting Utgar units, I find it very hard to form a 360-point, four-man party using figures that were not included in the D&D master set. I decided on 365 - that's no biggy though, at least not to me.

Anyway, here's my theoretical party:

Defender: Migol Ironwill
Striker: Agent Carr
Leader: Thorgrim
Controller: James Murphy

The only thing I don't like is how there are three humans, but I guess it's really no big deal. I wanted an elf but all the wizards rely on the other wizards being present, and Sonlen is too expensive. I must have Migol in my party, he is too cool.

Also, I find the concept of the Defender a devious one seeing as Tandros Kreel is the only figure with a taunt attack. What good is a tank who can't force the enemy to attack him?

This is just nit-picking, but I think it's strange that you call the third class "Leader". Very rarely do I see the healer as the leader; usually the tank is the leader of the group. I guess it's more figurative, especially sense there are pretty much no healers in Heroscape.

SgtHulka
January 24th, 2010, 10:36 AM
Interesting.

I'd quibble with your list a bit...Strikers seem to be assassins. Phantom walkers/disengagers are obvious, but Darrak doesn't have that power. He does have the biggest attack value of the four heroes, though, which is what makes him a Striker. Also, Strikers, it seems, don't hog the Order Markers until it's time for them to strike. Your defender or controller seems to hog the order markers, with your leader cheerleading. Once it's time to strike (like Darrak gets in a flank with Tandros) suddenly you put all your order markers on the Striker.

Agent Skahen 120 I'd say is either a Leader or a Controller, not a Striker. She doesn't really have any personal mobility, but she can make tricky vydar agents (Carr/Dund) more mobile. She doesn't have a single big attack, like Darrak, but she can attack effectively from range, like Ereven. I'd probably say she's a leader in a Vydar party, or a controller in a non-Vydar party. Another way to look at it: if Emirron is a leader, than Skahen should be, too.

Arkmar 50 I'd say is a defender. Like all the elf wizards you need an all elf wizard party for him, but you can get his defense numbers pretty high and he has engagement strike. Granted, he has low life, but that's why you get what you pay for (as compared to the 120 point Tandros).

Chardris 90 I'd say is a controller. Again, he needs elf wizard support, but he's almost exactly like Ereven...a decent ranged special attack and not much else.

Kaeman Awa 120 I'd definitely say is a controller. A double special attack makes him one of the best controllers out there.

Guilty McCreech 30 I'd say is a controller, too.

Same goes for Syvarris 100. Basically, anyone with a double ranged attack I'd say is a controller, not a striker, even though they don't have a special attack. It seems like the controller is the party's ranged specialist. I agree with Toad Rocket that ideally the controller would have a special attack, but I still think Guilty and Syvarris are controllers.

EDIT: I just wanted to make sure I wasn't coming off as too critical. I think this is a great thread/post by killometer.

Killometer
January 25th, 2010, 12:19 AM
This is just nit-picking, but I think it's strange that you call the third class "Leader". Very rarely do I see the healer as the leader; usually the tank is the leader of the group. I guess it's more figurative, especially sense there are pretty much no healers in Heroscape.

That's the way they're broken down in 4e DnD, so that's how I organized them here. In my experience, who actually leads the party usually has more to do with out-of-game personalities than in-game titles.

Basically, anyone with a double ranged attack I'd say is a controller, not a striker, even though they don't have a special attack. It seems like the controller is the party's ranged specialist. I agree with Toad Rocket that ideally the controller would have a special attack, but I still think Guilty and Syvarris are controllers.

Controller was the hardest group to fit HS figs into. Because there aren't many (any?) figures that negatively modify an enemy unit, other than lowering life, there isn't anyone who fits into the Controller role. In 4e Controllers are the guys who stun or immobilize enemies, or do things like alter terrain to impede movement. Multiple ranged attacks, however, are a central part of the Striker role, thus the nearly complete inclusion of HS units with that ability in that role.

The Elves (along with Marvel) were amongst the hardest units to place, so I definitely appreciate any feedback on them. I'll look into them more when I have a chance to spend some time on it.

EDIT: I just wanted to make sure I wasn't coming off as too critical. I think this is a great thread/post by killometer.

Like I said in my OP I'm always open to criticism and suggestions for improvement. :D

Bogusoid
February 7th, 2010, 09:14 PM
I thought I had mentioned this here before, but I guess not. I tried playing a custom campaign scenario of mine, and I don't know if the monster was too tough (four heroes, 360 points against Su-Bak-Na and two squads of Nagrubs), or if it was the fact that I wasn't using the four D&D heroes. My biggest problem was how no one can taunt except Tandros Kreel.

What is a custom party using Classic heroes to do? If you want everyone to survive to the next map and a hard-hitting monster gets in the way, it's very hard to keep everyone alive when it can target the squishiest member of your party whenever it wants. What is your opinion on the importance of Combat Challenge, and have you experienced success without it?

Killometer
February 8th, 2010, 12:17 AM
What is a custom party using Classic heroes to do? If you want everyone to survive to the next map and a hard-hitting monster gets in the way, it's very hard to keep everyone alive when it can target the squishiest member of your party whenever it wants. What is your opinion on the importance of Combat Challenge, and have you experienced success without it?

The key to a strong party is diversity. Make sure your units support one another. For best effect try to have a solid, lock-down, front-line hero, a mobile, ranged multi-attack hero, a hero that boosts your other heroes survivability, and a hero that can blast several enemies at once.

For defenders I'm a big fan of Sir Denrick (100) because A Coward's Reward is a strong deterrent to leaving engagement, and Valguard (110), because if your enemy does move away from him then he can get extra attack dice.

For striker I like Syvarris (100) best-he has excellent abilities and stats (Double Attack and a Range of 9), and fits thematically into BftU.

For leaders either Raelin (80) or Kelda (80) would be great additions to a party. I'm partial to Kelda for an all-hero army, because I find aura's to be too limiting. She can be difficult to work into OM management, but being able remove wounds from your heavy-hitters is worth the effort.

For controllers finding someone cheap with an area effect is difficult, but Johnny "Shotgun" Sullivan (60) performs well without taking up too much of a 360 point army.

Basically, as long as you have all, or even just most, of your bases covered, you shouldn't be too reliant on having a single power to find success.

Killometer
February 14th, 2010, 12:26 AM
I've added the Greater Ice Elemental-he was very difficult to place. Initially I was debating between Defender, due to his potential for high survival thanks to Cold Healing, or Striker, due to his high damage output and ability to resist becoming engaged. Finally, though, I settled on Controller, because I realized that his real strength lies in controlling the battlefield. His double hex base in conjunction with Ice Cold and Ice Spikes allows him to boost the mobility of his allies (by creating large ice bridges-up to 4 hexes long) and hinder his enemies (by blocking up key choke points-Disengage doesn't help getting past this guy).

Killometer
February 18th, 2010, 12:53 AM
I've added the Wyvern to the list as a Controller. At first glance his best use seems to be to grab a figure like Raelin or Sir Gilbert and move them away from the figs they are supposed to be supporting, which is a very Controller-like tactic.

Killometer
February 22nd, 2010, 01:06 AM
Brandis is an easy addition-he is a gimmee for a Striker. In DnD Rangers are Strikers, and Brandis' powers are perfect for the role: high damage potential against a specific target-set with the potential for multiple attacks.

Killometer
March 1st, 2010, 12:32 PM
I'm torn on the Hydra. He is pretty evenly split between Defender and Striker:

Defender-Excellent raw survivability through a combination of strong defense and/or high life. Moderate damage output, usually focused on melee combat, often accompanied by the ability to force an enemy to bring the fight to them.

Striker-Relatively low life and defense augmented by an ability to avoid damage another way, either by fighting from range or a special ability. High damage output, either through multiple attacks or special abilities that increase damage in specific situations. Often have very high mobility.


I'm leaning towards Defender, but he really could go either way, depending on how he is played. Does anyone else have any thoughts on where he should be placed?

MegaSilver
March 1st, 2010, 01:30 PM
I'm torn on the Hydra. He is pretty evenly split between Defender and Striker:

Defender-Excellent raw survivability through a combination of strong defense and/or high life. Moderate damage output, usually focused on melee combat, often accompanied by the ability to force an enemy to bring the fight to them.

Striker-Relatively low life and defense augmented by an ability to avoid damage another way, either by fighting from range or a special ability. High damage output, either through multiple attacks or special abilities that increase damage in specific situations. Often have very high mobility.


I'm leaning towards Defender, but he really could go either way, depending on how he is played. Does anyone else have any thoughts on where he should be placed?

Could it be possible or allowed for some figures to have two party roles, as with the Order Marker Usage of other figures?

Just MO, and I think he should be one of them. Maybe even list him and others like him that you have trouble with in a seperate, "Multiple" category, listing behind thier names thier multiple roles?

MegaSilver

Killometer
March 1st, 2010, 01:42 PM
Could it be possible or allowed for some figures to have two party roles, as with the Order Marker Usage of other figures?

Just MO, and I think he should be one of them. Maybe even list him and others like him that you have trouble with in a seperate, "Multiple" category, listing behind thier names thier multiple roles?

MegaSilver

:ponder: That's a good idea. Instead of an open "multiple" catagory, though, I think that I'll use color-coordinated asterisks to indicate other roles a unit is listed under. I'll enter the Hydra like that now, but it will probably take a couple days before I get a chance to fully update the entire list.


Edit: Thanks, MegaSilver. ;)

MegaSilver
March 1st, 2010, 05:41 PM
Could it be possible or allowed for some figures to have two party roles, as with the Order Marker Usage of other figures?

Just MO, and I think he should be one of them. Maybe even list him and others like him that you have trouble with in a seperate, "Multiple" category, listing behind thier names thier multiple roles?

MegaSilver

:ponder: That's a good idea. Instead of an open "multiple" catagory, though, I think that I'll use color-coordinated asterisks to indicate other roles a unit is listed under. I'll enter the Hydra like that now, but it will probably take a couple days before I get a chance to fully update the entire list.

Your welcome.

MegaSilver

TheAverageFan
March 1st, 2010, 08:57 PM
I'd have to agree on the whole idea... I don't have MS3, and our groups tend to range from 600-1000 points of heroes (which allows plenty of room for things such as multiple defenders and possibly even leaders 8)). Although, I must admit, the entire idea of a multiclass thing really works for figures who are just good in about everything (such as Q9 and Nilfeim, who serves well in everything except leader). Still an excellent point though!

--If you think 100 points of dudes is waaay too much, you'll have to remember that we tend to give the DM a little under 6,000 points of guys:whistle:.

TheAverageFan
March 1st, 2010, 08:58 PM
--err, I mean 1000, not 100. Sorry :|.

Killometer
March 8th, 2010, 02:49 PM
Added Morgrimm as a Defender-Tough+6 Life makes him very durable and Commander's Strike makes opponents want to focus on him.

Added Sharwin as a Striker-Arcane Bolt and Shocking Grasp add up to some pretty good offensive options, and Arcane Riposte provides an interesting defensive boost.

Added Torin as a Leader, Defender and Striker-he's a Leader if you keep him close to you other figs to take advantage of his Evil Eye Defense for adjacent figures, and a Defender if you just put him out front to draw in enemies. I'm even considering adding him to the Striker list as well (having 6 Attack against certain targets plus a trick to avoid being attacked meets the key criteria; yeah, I just convinced myself).

Added Estivara as a Striker-she has a good potential to deal unblockable Wounds, and okay potential to hise from any attacks for a turn.

Dragonranger
March 17th, 2010, 03:33 AM
While in 4th Ed they have done alot of pigeonholing when it comes to the "Leader/Striker/Controller/Defender" concept, they have essentially given classes different options depending on their "Spec" much like in an MMO. I hate to use the obvious example but the Rangers in D&D are like WoW Hunters - they have their "I'm me and a pet" style (Beast Mastery - close to a combo of Striker and Controller) the "I'm doing lots of sniper shooting" (Marksman, pure Striker) and the "I bob and weave disorienting" style (Survival, a Controller) The figs that can fit in both could be thought of in this "spec" fashion.

Killometer
March 22nd, 2010, 01:09 AM
I'm really not much of a fan of 4e's role classification, but that's due more to fan interpretation of them than actual in-game implementation. And, in spite of my distaste for them, they are still a handy tool for simplifying the general ideas of party construction.

yamissflash
March 27th, 2010, 09:11 AM
Great thread, I like your thinking!

Agreed.


Also, I find the concept of the Defender a devious one seeing as Tandros Kreel is the only figure with a taunt attack. What good is a tank who can't force the enemy to attack him?


but you don't have to taunt to be a defender ...
Major X17... no running from him.
Sir Denrick ... dangerous to disengage.

The point is to prevent your opponent from wiping out your softies before they get a chance to attack.

Killometer
April 5th, 2010, 03:18 PM
I finally got around to cross-listing most of the units that solidly fit into multiple roles. I've got a few that I'm still mulling, though, so this update might not be finished.

For those who care

Brunak added to Striker
DW7K added to Controller
DW8K added to Striker
Major Q9 added to Defender
Sgt. Drake I and II added to Striker
Warden 816 added to Leader
Zelrig added to Striker

MegaSilver
April 5th, 2010, 04:14 PM
I finally got around to cross-listing most of the units that solidly fit into multiple roles. I've got a few that I'm still mulling, though, so this update might not be finished.

For those who care

Brunak added to Striker
DW7K added to Controller
DW8K added to Striker
Major Q9 added to Defender
Sgt. Drake I and II added to Striker
Warden 816 added to Leader
Zelrig added to Striker



I care. :D Good job again, Kilo. Keep it up! I'm actually using this list to help build a dungeon based battlefield, where the players choose what figures they want from your list.

MegaSilver

Killometer
April 6th, 2010, 01:07 PM
I care. :D Good job again, Kilo. Keep it up! I'm actually using this list to help build a dungeon based battlefield, where the players choose what figures they want from your list.

MegaSilver

I'm glad it's seeing some use. :D

And thanks again for sparking the idea to cross-list units, MegaSilver. :thumbsup:

Winin
April 12th, 2010, 09:28 PM
I like this idea, thanks for putting the thought into it. I'm new, but I love the scenario idea from HotU. I've been getting some of the D1 heroes for making the party, then using old school figs for the monsters. I just got some gruts today, because what is dungeon crawl without some orcs?

One of the things I like most is how each scenario is like a puzzle: can you complete the goal of the map without losing anyone? Once I figure out a good strategy for all the maps, I'll have to go back and do it again with different heroes from you list and/or different monsters.

TheAverageFan
April 30th, 2010, 04:36 PM
I never have orcs for a dungeon crawl. Maybe it's just the fact that mine are slightly larger scale than most (well, it's hard to make it small scale when you're trying to use 5 master sets' worth of glyphs for treasure...?) and that I have very few orcs.

Bogusoid
May 1st, 2010, 08:45 PM
I do like your list, Killometer, but I'm having trouble now deciding on what kind of points limit to set for a custom campaign. I figured 400 is a good start - your experience? My intention is to make my maps no bigger than the maps in the MS3 booklet, small and to-the-point. Still, it is a foreign concept and difficult challenge to build small-scale maps for dungeon crawls instead of typical brawls.

Killometer
May 4th, 2010, 04:17 PM
I do like your list, Killometer, but I'm having trouble now deciding on what kind of points limit to set for a custom campaign. I figured 400 is a good start - your experience? My intention is to make my maps no bigger than the maps in the MS3 booklet, small and to-the-point. Still, it is a foreign concept and difficult challenge to build small-scale maps for dungeon crawls instead of typical brawls.

BftU came with 360 points of "good" heroes, iirc, so if your planning scenarios about the same size that it presented then a point limit of 360-400 seems appropriate. I think that a bigger factor in determining point total than the size of the map is the number/points of enemies that they will be facing-Charos, Jotun and Nilf can fit together on a very small map, but a 400 point party would probably go down pretty fast against those three.

TheAverageFan
May 4th, 2010, 05:21 PM
Also, I find the concept of the Defender a devious one seeing as Tandros Kreel is the only figure with a taunt attack. What good is a tank who can't force the enemy to attack him?

Well, this is the partial reason for my gaining experience idea, so that your defenders can have a taunt attack.

Also, Sir denrick makes an excellent defender because of his Coward's reward.

Excellect post, overall!

Bogusoid
June 3rd, 2010, 07:04 PM
Point balancing seems simple enough, in retrospect. With the new rule of Second Wind, death isn't such a threat and the enemy army can stand to be beefier. Still, it is hard to find a balance where clearing a room with no deaths is doable, but not too easy.

I cannot decide if it should be allowed to draft large heroes in your party. On one hand, Major Q10 was a member of the first "dungeon crawl" party in Swarm of the Marro, but he is incredibly powerful for D&Dscape. Likewise, I'd like to use characters such as Gurei-Oni as monsters in the dungeon but allowing any small, medium, or large unique hero that does not follow Utgar into Player 1's party would run the risk of them picking a non-Utgar monster I have planned for an encounter.

However, by ruling out all larges you miss Sir Dupuis and a few other less monstrous heroes who happen to have added to their height. I suppose the gain outweighs the losses, though.

Killometer
June 14th, 2010, 11:47 AM
The Iron Golem is a gimmee. He's a classic Defender-average mobility, one solid melee attack, great Defense with even more Defense against Specials.

Killometer
June 28th, 2010, 03:37 PM
The Werewolf Lord fits well into Defender and Controller-he has the Life and Defense to hold his own in a brawl, but his Special Abilties allow you to control the board pretty well.

The Mind Flayer Mastermind is a perfect fit for Controller-the ability to remove OMs (without even needing Clear Sight!) and the ability to take a turn with any Unique figure near-by are just the type of thing that this role is about.

Killometer
June 30th, 2010, 04:19 PM
His life of 8 makes the Ogre Warhulk atypical for a classical Striker, but his low Defense brings some of fragility of that role (relative to a Defender) to the figure, and the ability to throw 5+ Attack dice against everybody adjacent is pure Striker killin' power! :twisted:

Orwald
July 2nd, 2010, 04:46 AM
I like this thread, excellent job!
The controller class is difficult to find a good hero for. Removing OM's is a very good example for controller abilities ,unfortunately there are only 3(?) units with such ability, but imo not good for a party: -spiders (squad), the MF (utgar), dünd ( a beast). I'm thinking of using Morsbane for my controller, any suggestions for him?

Killometer
July 2nd, 2010, 12:48 PM
I like this thread, excellent job!
The controller class is difficult to find a good hero for. Removing OM's is a very good example for controller abilities ,unfortunately there are only 3(?) units with such ability, but imo not good for a party: -spiders (squad), the MF (utgar), dünd ( a beast). I'm thinking of using Morsbane for my controller, any suggestions for him?

Morsbane is an excellent choice for a Controller. Negation's Range of 6 means that it can cover the majority of most dungeon scenario maps, and since it's a Special Ability, even if he gets engaged my some mooks he can still use it against the main threat. I'm also a big fan of risking Leaving Engagement Strikes with Morsbane if necessary to get in a better position-his Defense of 2 means that he won't block a lot of attacks, so why wait for them, but 6 life means that he can afford to take a wound or two.

Killometer
July 7th, 2010, 05:27 PM
Mika Connour-Easy. Striker. She has very high damage in limited circumstances, potential for excellent mobility, and a special way to boost her Defense.

Heirloom-Controller. He has an area attack (that doesn't affect friendlies!) and moderate battlefield contol with his ability to move Treasure Glyphs.

Rhogar Dragonspine-Healing=Leader.

Kurrok the Elementalist-Summoning+Turn Replacement=Leader.

Shurrak-High Life, a solid Melee Attack and solid Defense all put this guy in Defender. Knockback gives him interesting Controller-y potential, but not enough to include him in that role, imo.

Killometer
September 24th, 2010, 07:55 PM
Eltahale's class, Warden, is a Defender in 4e, and with 6 Life and 4 Defense she can definitely fill that roll, but with the ability to hit 3 targets with one attack and to effectively teleport adjacent to any enemy within 5 spaces she has a distinct Strikeryness, so I've included her in both catagories. She's looks like one of the best hybrid heroes yet, and will almost certainly make an excellent addition to most dungeon parties.

Killometer
September 30th, 2010, 05:04 PM
The Frost Giant is another Defender/Striker hybrid-he has the durability to hold on for a long time in a slug-out fight, but he has fantastic ability to get to an opponent, then do a lot of damage once he gets there. Also, Battle Frenzy means that he has the potential to attack multiple times/targets, and Dying Swipe is just the icing on the cake.

Siege is a good old-fashioned Defender. He's going to park himself in a crucial spot and make the other guy come try to move him. But his 8 defense is going to make that hard to do. The ability to attack everyone adjacent while in his Crag of Steel stance is a bit Striker-y, but his limited mobility tempers some of that potential, and it acts as more of a battlefield control ability.

Taeblewalker
September 30th, 2010, 08:37 PM
Skimming the list, I agree with everything I see.

Killometer
October 6th, 2010, 02:09 PM
The pulverizer is kind of an odd-ball unit, and I had a hard time placing him. Double Attack is a Striker feature, but he lacks the mobility or range to guarantee two attacks most rounds. Six life is a Defender feature, but three defense often doesn't backit up very well, especially when he's dealing wounds to himself. But Leader and Controller were definitely out, so I at least had him narrowed down a little.

Final decision-Defender: 6 life is very solid, no two ways around it, defense is easy to improve, and he has decent melee damage output. Also, he can dictate your opponent's choices a little-they're going to want to engage him with their high defense units, instead of letting Pulvy run amok amongst their low-D guys, where he'd get full effect of Double Attack with little risk of Bully damage.

Killometer
October 13th, 2010, 11:20 PM
Evar Scarcarver-Striker. This is appropriate, since a Frostrager is a Barbarian which is a Striker in 4e. He's got moderate base Life, Attack and Defense, with special abilites to increase his value as an attacker (Double assault and Frost Rage) and his Defense ( Frost Rage).

Because I've only been doing this since the release of MS3, I have only posted my reasoning for units released since then. If anyone ever has a question about why I chose to put who where, feel free to ask, and I'll happily expound my decision.

Killometer
October 18th, 2010, 12:40 PM
Master of the Hunt-Striker: Good to very good range, with a special ability that potentially deals lots of damage to a specific set of enemies (heroes, in this case).

Ice Troll Berserker-Striker: Solid attack, excellent potential to move a looong ways with just one OM, generally fragile, but with a special ability that can extend his life.

Moltenclaw-Controller: His measly 3 defense is usually going to keep him off the front line, but Burning Breath means that he is still going to dominate the field and affect your opponent's movement.

Killometer
November 29th, 2010, 11:45 AM
Samuel Brown-Excellent range, moderate survivibility, and a Special Attack that can hit twice-Striker.

Angear
December 3rd, 2010, 10:50 PM
I always thought Sir Hawthorne would be interesting as a character for a dungeon crawl. He may start as a hero but eventually will turn on you and join the enemy side. Might make for a unique scenario

Kaiser Cat
December 4th, 2010, 08:55 AM
I always thought Sir Hawthorne would be interesting as a character for a dungeon crawl. He may start as a hero but eventually will turn on you and join the enemy side. Might make for a unique scenario
I played a crawl with Hawthorne in my dungeon report thread and he performed well as a defender.

TheEpicLlama
January 24th, 2011, 05:25 PM
Thanks for the tips. Here are some army ideas I have. I haven't tested any of them yet.

Army 1
Defender- Tandros Kreel 120
Striker- Carr 220
Leader- Ana Karithon 320
Controller- Erevan Sunshadow 400

Army 2
Defender- Crixus 90
Striker- Syvarris 190
Leader- Raelin 270
Controller- DW9000 410

Army 3
Defender- Siege 120
Striker- Brandis Skyhunter 210
Leader- Kelda 290
Controller- Heirloom 380

I tried to keep all of the armys around the same number of points. I do not want any of the armys to be more powerful then another. Please give feed back.

Killometer
January 25th, 2011, 11:47 PM
Honestly, it doesn't look like you need too much feedback. :D Your selected units all seem to support each other pretty well, and each army look balanced with the others. Army 2 looks the strongest, but it doesn't have healing like the other two, and any time DW9K's around there's the potential for a reeeeal big loss with just one bad roll, so that levels it out a lot.

TheEpicLlama
January 26th, 2011, 05:18 PM
Honestly, it doesn't look like you need too much feedback. :D Your selected units all seem to support each other pretty well, and each army look balanced with the others. Army 2 looks the strongest, but it doesn't have healing like the other two, and any time DW9K's around there's the potential for a reeeeal big loss with just one bad roll, so that levels it out a lot.

Thanks, I did keep in mind DW9K one life, and I put him in an army because he does not see much play now a days, but in a DnD type scenario that every figure lost can be a very big hit to a player. I have been thinking about putting in Q10 would be just as good if not better. But Q10's special attacks would be able to take out opposing monsters faster then the other heros and allied players can.

BOOM!
September 29th, 2011, 04:27 PM
When I want dungeon crawlers I don't do HeroScape. I do Descent. It's just not HS's appeal. HS is best left at being a wonderfully simple game of small squads and groups of heroes. Believe me, I've tried to mod it, and it's just not a good dungeon delver. Just go play D&D or Decent for this.

kolakoski
October 7th, 2011, 10:29 AM
When I want dungeon crawlers I don't do HeroScape. I do Descent. It's just not HS's appeal. HS is best left at being a wonderfully simple game of small squads and groups of heroes. Believe me, I've tried to mod it, and it's just not a good dungeon delver. Just go play D&D or Decent for this.

Well met!

Although rarely played in dungeons, per se, if it's adventure you crave . . .

http://www.heroscapers.com/community/showthread.php?t=37864

kolakoski
October 14th, 2011, 10:05 AM
Added Mogrimm as a Defender-Tough+6 Life makes him very durable and Commander's Strike makes opponents want to focus on him.

Well met!

Nice article, Killer! But I respectfully disagree with the above. Mogrimm is a classic Leader, with his Combat Leader initiative power.:duh: Also, Commander's Strike requires him to lead from the rear, a classic Leader tactic.

I am fielding this army for the Gang of Four's Halloween Dungeon Crawl (http://www.heroscapers.com/community/blog.php?b=1889):

Hidden from you, Taeblewalker!



120 Siege Defender
100 Ana Leader
100 Syvarris Striker
100 Wyvern Controller
80 Raelin Leader
500, 6 spaces