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Turtleboy
June 13th, 2006, 02:53 PM
Alot of people think this guys sucks but IMO hes a great hero.

Read his ablility FIRST ASSULT, hes not made to brawl, hes made to run up and slow down / wound heros that are coming foward. Imagine him on height, and his he comes in, hits Mimring, Krug, or someone else for 6. He stops them, hits them hard and has 7 life to stay there for a while.

Imo, when used right Valgaurd is a beast.

AgentX-127
June 13th, 2006, 03:06 PM
My favorite unused hero!

I think a lot of players are waiting for some help for Valguard (like the hypothetical Dreadgulls squad.)

Your suggestion is to put him to use much like I use Major X-17 with Sudema behind him. That may be a good use for him. I may try it.

netherspirit
June 13th, 2006, 03:10 PM
I haven't had a chance to play him yet, but I am planning on doing some gaming tommorrow with the new automated Heroscape rules so perhaps I will throw him in there and see how he does.

[Sidebar]
I edited the title to spell his name right :)

vjoe_udo
June 13th, 2006, 03:36 PM
From Hasbro's tips&tricks page. Of course, I don't have either figure.

If you draft Saylind with Valguard, you don't have to be worried about crowds. She can stay just out of the fray, and use her Spear of Summoning to whisk Valguard away from the engagements with no leaving engagement attacks! This way, he can run back into the skirmish the next turn, causing even more damage. It's rather fun to do this to an opponent. As soon as they think they have Valguard where they want him, you can summon him out and watch them squirm while he rushes back in for more. You can also use Saylind early to fly out into the battlefield, and then summon Valguard. He will be that much closer to the battle, and she can be in a prime location to summon him back if needed. This strategy works especially well with maps that have a lot of inclines that would slow Valguard down.

netherspirit
June 13th, 2006, 03:39 PM
One other thing that might be worthy to note is that he is a Warlord. So he bonds with the Romans :)

gibberish_47
June 13th, 2006, 03:55 PM
He also bonds with the Greeks. Of course then you have to be playing the Greeks. :puke:

netherspirit
June 13th, 2006, 03:56 PM
He also bonds with the Greeks. Of course then you have to be playing the Greeks. :puke:

Yeah, I meant those too, forgot about to put that in my post. I haven't played the Greeks yet. :(

[Sidebar]
Oh man don't puke...its only gonna make me have to.....pu....too late...http://i43.photobucket.com/albums/e383/netherspirit/Smilies/sick.gif

Su-Bak-Na
June 13th, 2006, 03:56 PM
I have rolled three perfect five rolls with him making him one of my favorite heroes.

AgentX-127
June 13th, 2006, 04:39 PM
The fact that Valguard is a Warlord and can be bonded with Greeks or Romans bugs me a lot.
I posted a bit about that in the other thread about Romans and other poorly concieved units.

He needs his own squad to bond with:
The Dreadgulls!

Maybe they can be a little different...they could have Wild Hero Bonding - that would work with Valguard, Sudema, MeBurqSa, and Nerak. And the Swog Riders, I guess, unless it is Wild Unique Hero Bonding.

Oprime
June 14th, 2006, 08:17 AM
I agree, if used right he's quite valuable.

I usually use him for "clean up".

Engage your enemys heros with some squads to occupy and damage the hero.
Then rush in with Val and finish em off.

If your using greeks or romans you can use bonding to run Val in at the "right" time, so if he doesn't kill the hero he has some backup.

(In chess the pawns go first)......

ArchonShiva
June 14th, 2006, 11:00 AM
He also bonds with the Greeks. Of course then you have to be playing the Greeks. :puke:Actually, if you're gonna be using a Disciplined army (that's a big if, agreed), the Greeks are a about equal to the romans. (+1 defense all the time is worth about +0-to-+2, really)

Tossing in Parmenio (again, something that could be considered a sacrifice) makes the occasional Defy Death (when Parmenion is close) the main distinguishing factor between the two cards. Of course, as a long-range offensive force this won't change much (cause you won't have time to bring in both Marcus and Parm) but as a home base defense army, they're nice. Defy Death is just about the best anti-Jotun defense in the game. (unless you're thinking of standing on a very high peak with a ranged weapon)

Jason
June 14th, 2006, 02:23 PM
I'll take Allistair over Valguard almost anyday

Tiberius
June 14th, 2006, 02:41 PM
I guess I am with the people that have never actually used valguard. I see alot of potential with him when used correctly but I doubt I would take the pieces necessary to use him correctly (saylind and Tarn vikings). I would as soon use Agent Carr or someone with a constant high attack as a centerpiece hero.

Double Oak
June 14th, 2006, 11:25 PM
Have used Valguard with the McDirk warriors nicely. He has a lot of lives for a human hero and can get them really hopped up if you get him near death and then get him outta there so they can go in and raise havoc.

We use him a fair amount in our gaming. Only one game did he go down quickly and that was my fault for poor positioning (my son surrounded him, in the water, with three Sentinels - D'oh!).

Su-Bak-Na
June 14th, 2006, 11:50 PM
Have used Valguard with the McDirk warriors nicely. He has a lot of lives for a human hero and can get them really hopped up if you get him near death and then get him outta there so they can go in and raise havac.

He has to be a human champion to enhance the McDirks, he is a human warlord.

Double Oak
June 14th, 2006, 11:51 PM
Ouch. We read human and stopped there. Well there goes one of our favorite strategies - D'OH!!!!!

gorillanator
June 15th, 2006, 11:04 AM
IMO Valguard should be priced at around 60-70 points.

For 110 points I can get 5 attack EVERY turn with Alastair Macdirk who has only 1 less life and defense.

For 110 points I can get 6 attack EVERY turn with Sgt. Drake. and a solid ability that gives him a lot of staying power.

Give Valguard a better regular attack like maybe 4 or 5 and he's worth 110 points or more, but one 5 dice attack is not going to kill everyone and if you blow your dice roll on your first strike then your stuck with either a leaving engagement attack or keeping with your opponent who is probably going to kill you before you inflict a decent amount of wounds even if he does have 7 life.

I have also seen people arguing that a good strategy with Valguard is to summon him away from the engagement so he can rush back in for first strike. This is ineffective because you are wasting a turn marker on Saylind who will probably get to summon but doesn't always get to so you can summon Valguard away from the engagement? If you're going to use a turn marker on Saylind fly to high ground and summon Syvarris or another high ranged unit, not Valguard who because of Saylind's summon gets 1 more 5 dice attack.

Marsman
June 15th, 2006, 01:51 PM
Valguard + Theracus

Oyhedwig
June 21st, 2006, 02:19 PM
Last night I played a 500 point team consisting of Valguard, Sudema, Raelin, Gorillinators, and Gladiatrons. The idea was to play with characters that I never use (Raelin is the exception). My opponent had Syvarris, Krug, Sgt. Drake, Krav Maga, and Zettian Guards. I was owned by this team. The range of the Krav and Syvarris was too much. Sudema only killed one Krav agent. The point of what I'm saying is, I suppose, Valguard and the others I listed (again, exception with Raelin), just don't match up to some of the other "favorites." I must say this bums me out a little, because characters like Sudema are just plain cool. And that's the main reason I check these forums so often. I really enjoy looking for new strategies that you all have that I have never thought of, especially if they are for those characters that are great, but just don't stack up to some of the favorites. Characters such as Valguard and Sudema. I still think the Gorillas suck.

allskulls
June 21st, 2006, 02:35 PM
Took down Q9 with Valguard and Parmenio. Rolling 6 attack (glyph) on first engagement Q9 took 3 wounds. Then I disengaged and ran back in about 4 times until I was down to 1 life. Parmenio was engaged with Q9 the whole time and took the last attack since Valguard couldn't get his First Assault again.

I am liking Einar more and more. Would be great to have some bonding samurai...maybe in future sets?

morbiddrummer
June 22nd, 2006, 12:31 PM
anyone is better than Jonny sullivan

netherspirit
June 22nd, 2006, 12:34 PM
anyone is better than Jonny sullivan

What does that have to do with Valguard? Sullivan is pretty good!

LilNewbie
June 22nd, 2006, 12:43 PM
65 points for a 5 life character with a shotgun....Johnny is a good character. Valguard is good too but has to be used carefully just wish he had disengage.

Newb.

morbiddrummer
June 22nd, 2006, 01:15 PM
disengage would make vulgard so damn powerful. that would be great.

gorillanator
June 22nd, 2006, 01:27 PM
disengage would make vulgard so damn powerful. that would be great.

It wouldn't really change anything because on Valguard's card it says this.

First Assualt 3
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard received 3 additional attack dice.

So at the start of your turn with Valguard when you disengage the defending figure would be adjacent to you so you wouldn't get the extra attack dice from First Assault 3.

toddrew
June 22nd, 2006, 01:50 PM
First Assualt 3
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard received 3 additional attack dice.

So at the start of your turn with Valguard when you disengage the defending figure would be adjacent to you so you wouldn't get the extra attack dice from First Assault 3.

But one would get to go after somebody else without fearing the attack die. But I guess that's what the additional life is for :)

I'm interested to see the stats for the next wave - see if any figures directly or indirectly increase Valguard's playability, the Gladiators maybe?

morbiddrummer
June 22nd, 2006, 11:31 PM
It wouldn't really change anything because on Valguard's card it says this.

First Assualt 3
When attacking with Valguard, if the defending figure was not adjacent to Valguard at the start of this turn, Valguard received 3 additional attack dice.

So at the start of your turn with Valguard when you disengage the defending figure would be adjacent to you so you wouldn't get the extra attack dice from First Assault 3.

but one wouldnt worry about the extra damage he would recieve from disengaging. I think it would be perfect for him. keep him moving to the enemy camp and killing people along the way

gorillanator
June 23rd, 2006, 12:13 AM
^^You are both right I thought morbid misunderstood the rules but he was thinking of something entirely different.

morbiddrummer
June 24th, 2006, 12:16 PM
its cool, I understand whats going on with vulgard. I dont really use him too much but he is a decent character

Turtleboy
June 24th, 2006, 07:01 PM
Also he can make a good anti ranged unit.

Most ranged units are very "squishy" if you will, and hus 5 attack can drop one, and then he can run to the next guy and first assult them.

Oprime
July 10th, 2006, 12:30 AM
Battle reports, nah, Meta maps, nah, this is really just a story 'bout Valgard.

So I played a game with my bud tonight on a quick < 1 MS map I built right at gametime (with a small amount of lava).

He drafts:
Marro drones x3
Marro warriors
Obsidian guards
Brunak
dumtef

I draft:
Tarn vikes
Valgard
Jotun
Johnny Shotgun

I start off with my vikes and he starts with his drones.

The vikes kill a couple of lava dudes, while the drones and Brunak kill the vikings.

His drones are responsible for killing Johnny(but he takes some with him), while Jotun wipes out the Marro warriors.

Valgard is fighting some drones as well he kills 3 and takes 1 wound.

His Dumtef lands a 5 skull attack against Jotun, I roll 1 shield and he succumbs a few turns later to Brunak.

Sooo that leaves Brunak (1 wound) and 3 drones vs Valgard (with one wound).....

I gambled with his 7 life leaving engagement and running to high ground, then charging back down after gaining initiative. I did this twice,killing the drones, then just faced off against Brunak with height.

Last one standing...Valgaurd with 6 wounds (1 life left)

I was amazed, I had mentaly conceded the game, facing Brunak, but good old Val came through. :shock:

Mystyc
July 10th, 2006, 12:52 AM
The 7 life really seems like it's intended to allow Val to soak up disengagement rolls. Even if it isn't, it's really good for doing that anyway, and tearing through ranged squads is seriously his forte.

Revdyer
July 10th, 2006, 08:01 AM
Thanks for the report, OPrime. Sounds like a great game!

Roufus
July 10th, 2006, 10:24 AM
have you seen ol' Val's hit area?
I don't know about you guys, but I'm not going to count the front of his CAPE as a place to hit if that's all you can see.

jcb231
July 11th, 2006, 01:25 PM
I think that Dreadguls, when they come out, should be a Unique squad of four, to complement/oppose the Tarns.

They should have Wild Hero Bonding, as someone suggested, or Human Warlord bonding.

And I think its a foregone conclusion that they will have Berserker Charge...otherwise that would be the first instance of a power that only works cross-general and cross-theme.

gorillanator
July 12th, 2006, 05:19 PM
I think that Dreadguls, when they come out, should be a Unique squad of four, to complement/oppose the Tarns.

They should have Wild Hero Bonding, as someone suggested, or Human Warlord bonding.

And I think its a foregone conclusion that they will have Berserker Charge...otherwise that would be the first instance of a power that only works cross-general and cross-theme.

What are the Dreadguls?

Jandars_Hope
July 12th, 2006, 05:46 PM
The 7 life really seems like it's intended to allow Val to soak up disengagement rolls. Even if it isn't, it's really good for doing that anyway, and tearing through ranged squads is seriously his forte.
That's exactly what i do when i use him...because 2 attack just ain't that good!

Roufus
July 13th, 2006, 08:55 AM
Re: What are the Dreadguls?

The dreadguls are the enemies that the tarn vikings and all them were fighting before they were yanked to valhalla to fight there. Valguard was their leader. It's all in their bio's.

jcb231
July 14th, 2006, 04:03 PM
Re: What are the Dreadguls?

The dreadguls are the enemies that the tarn vikings and all them were fighting before they were yanked to valhalla to fight there. Valguard was their leader. It's all in their bio's.

Exactly. They had another leader besides Valguard, and we've been told there are more characters from the Dreagul/Viking battle coming our way. Safe bet is on Dreadguls and another leader for them.

philowar
August 14th, 2006, 12:52 AM
He also bonds with the Greeks. Of course then you have to be playing the Greeks. :puke:Actually, if you're gonna be using a Disciplined army (that's a big if, agreed), the Greeks are a about equal to the romans. (+1 defense all the time is worth about +0-to-+2, really)

My gf and I have played all-Greek vs all-Roman brawls more times than I can count -- Greeks + Parmenio vs. Legionaires + Marcus only. Not once have the Greeks won. Not once. A couple of times they came close, but not close enough.

Yet people have the cajones to say certain squads aren't broken.

philowar
August 14th, 2006, 12:54 AM
Give Valguard a better regular attack like maybe 4 or 5 and he's worth 110 points

We have solved the "Valguard sucks" problem in our games buy making his regular attack 4, not the pathetic 2 as listed on his card.

Hex_Enduction_Hour
August 14th, 2006, 01:15 AM
My buddy took Valguard on Saturday night. He got him out early and came at my Tarns right quick. He killed the white viking outright with the Assault ability.

My remaining Vikings surrounded him and Guerillanator brought in one of his minions to assist. The beatdown was painful for Valguard. My buddy couldn't get Saylind's Spear of Summoning to work and free the Einar warlord out of that Tarn mosh-pit.

and yep, Valguard's 2 attack was pretty much ineffectual while he took the beating of his life to the end of his life.

NiteRaider
August 14th, 2006, 05:04 AM
I don't have Valguard...yet. I have been studying up on the Heroes of Trollsford and Valguard looks like he has the capabilities of hammering people. My question is this...


...if he hates the Tarns, then why does one of his abilities help the Vikings Besserker Charge? :?

Hahma
August 14th, 2006, 08:21 AM
I don't have Valguard...yet. I have been studying up on the Heroes of Trollsford and Valguard looks like he has the capabilities of hammering people. My question is this...


...if he hates the Tarns, then why does one of his abilities help the Vikings Besserker Charge? :?

Doesn't seem to make sense that he hates them but can help their charge.

Maybe use them in tandem somehow :shrug: Try to get the tarns to engage a hero and then come in with Valgaard and hopefully take out the hero.

Roufus
August 14th, 2006, 09:59 AM
I heard that his very presence made the tarn vikings go into a seething rage and therefor fight harder.

feekonea
August 14th, 2006, 12:57 PM
I heard that his very presence made the tarn vikings go into a seething rage and therefor fight harder.

Yes it says that in the valguards bio.

NiteRaider
August 14th, 2006, 04:17 PM
No it doesn't.

thehandofzarquon
August 14th, 2006, 04:32 PM
No it doesn't.
Close enough, it's in his Hints and Tips (http://www.hasbro.com/heroscape/default.cfm?page=tips&id=62) section

feekonea
August 14th, 2006, 05:01 PM
No it doesn't.
Close enough, it's in his Hints and Tips (http://www.hasbro.com/heroscape/default.cfm?page=tips&id=62) section

Oh, thats where I saw it, sorry, thought it was their bio.

NiteRaider
August 15th, 2006, 01:07 AM
Yeah, it's in Valguard's hints and tips, I checked his profile and it makes no mention to it (though it really should've)

blindmiceinboots
September 26th, 2006, 10:50 PM
does anyone else think Valgaurd is a little underpowered?
i think it would fix him to:
add an extra attack dice and reduce First Assault by 1
make him move of 7 or 8, hes a bloody savage that charges around hitting people, so he needs a little bit more movement
disengage, this would let you use his unique ability better (first assault)
raise his points by 10, reduce life to 6

anyone else agree? i love playing this guy, hes the coolest looking by far

countblah
September 26th, 2006, 11:00 PM
Pretty sure his very presence makes the Tarn Vikings run away from him.

Roufus
September 26th, 2006, 11:17 PM
wow

Chimpy
September 27th, 2006, 12:09 AM
No, he does pretty well for me. If he only had one more attack die I wouldbe more than fine with him.

toddrew
September 27th, 2006, 01:27 AM
does anyone else think Valgaurd is a little underpowered?
i think it would fix him to:
add an extra attack dice and reduce First Assault by 1
make him move of 7 or 8, hes a bloody savage that charges around hitting people, so he needs a little bit more movement
disengage, this would let you use his unique ability better (first assault)
raise his points by 10, reduce life to 6

anyone else agree? i love playing this guy, hes the coolest looking by far

I mostly agree with you, in spirit at least :lol: I think most everyone would like to see his base attack raised by 1 or so. I like how his life, defense, and First Assualt (with no disengage) are balanced. I do think that there will be a squad (or 2) released in the future that will work well with him and let him see more play - which I hope happens soon, as like you, I also like this figure :)

EDIT: I was pretty sure, but wanted to check first - he does bond with Romans and Greeks, so those would be good squads to help him out until a dedicated (assuming there is one...) squad comes out. I haven't tried this out yet (lost in the shuffle I suppose) but will soon.

anarki
August 2nd, 2007, 12:32 PM
Alot of people think this guys sucks but IMO hes a great hero.

Read his ablility FIRST ASSULT, hes not made to brawl, hes made to run up and slow down / wound heros that are coming foward. Imagine him on height, and his he comes in, hits Mimring, Krug, or someone else for 6. He stops them, hits them hard and has 7 life to stay there for a while.

Imo, when used right Valgaurd is a beast. i agree if u keep him higher than ur enemy units then the first assault will help whenever i draft him i usually draft the sacred band so that he can take a turn without having a round marker on him and his other affect berserker charge enhancment helps the tarn vikings get across a large battle field i once used his enhancment with the tarn vikings and i got to move them 20 spaces!!!!! that helped a lot

Temprit
August 12th, 2007, 01:52 AM
So in his Bio it says-
It was on Valhalla that Valguard had the alien lizard arm magically attached by Durnipia,

Who or what is Durnipia???

johnny139
August 12th, 2007, 09:43 AM
So in his Bio it says-
It was on Valhalla that Valguard had the alien lizard arm magically attached by Durnipia,

Who or what is Durnipia???

I assume one of Einar's Kyrie.

Hex_Enduction_Hour
August 12th, 2007, 11:25 AM
Do any of you think Valguard is a bit overshadowed now that we have Isamu and the Northern Wind Ninjas?

I recently played him with Legionnaires x2, Marcus, DW8K (counter to Venocs), and Izumi.
It was a decent, back 'n forth battle against DW9K, Raelin, Venoc Warlord and 4 squads of Venocs.
I used Valguard to push his way deep into the opponent's line, taking disengagement after disengagement swipes. And because I was lucky enough not to take many skulls, I could keep pushing the luck. His goal was Raelin and/or DW9K. As the battle unfolded, I could never find the opportunity to close in on the Soulborg - either because of height issues or friendly or enemy bodies blocking an avenue.

I look back on the game and realize if I wanted an assassin-type melee unit, my points could have been better spent on The Ninja of the Northern Wind or even Isamu.
I trade off beefy life and defense as well as bonding with the Legos and possible five attacks in one turn, but getting to Raelin or DW9K would've been much simpler using the ninja units.

Regardless, I'm still a fan of Valguard. He was a ton of fun moving him down the field, bouncing off of opponents, and risking disengagement swipes.

johnny139
August 12th, 2007, 12:04 PM
I think he needs more figures with Berserker Charge. Right now, all he has is a unique squad that people already brush aside. With more, an actual army could form, and he'd have more than just one useful ability.

Hex_Enduction_Hour
August 12th, 2007, 12:06 PM
I think he needs more figures with Berserker Charge. Right now, all he has is a unique squad that people already brush aside. With more, an actual army could form, and he'd have more than just one useful ability.
That's right, the Berserker Charge!
Definitely would be nice to see the Dredguls someday.

Barbell Hero
September 30th, 2007, 02:32 AM
The fact that Valguard is a Warlord and can be bonded with Greeks or Romans bugs me a lot.
I posted a bit about that in the other thread about Romans and other poorly concieved units.

What does that even mean?

Barbell Hero
September 30th, 2007, 02:35 AM
I look back on the game and realize if I wanted an assassin-type melee unit, my points could have been better spent on The Ninja of the Northern Wind or even Isamu.
I trade off beefy life and defense as well as bonding with the Legos and possible five attacks in one turn, but getting to Raelin or DW9K would've been much simpler using the ninja units.

Until 9k unloaded an explosion and waxed them with their 3 defense dice. Disappear is totally rad, but I don't think NotNW would do any better what you did with Valguard.

Bloody the Marro Stinger
September 30th, 2007, 10:13 AM
I look back on the game and realize if I wanted an assassin-type melee unit, my points could have been better spent on The Ninja of the Northern Wind or even Isamu.
I trade off beefy life and defense as well as bonding with the Legos and possible five attacks in one turn, but getting to Raelin or DW9K would've been much simpler using the ninja units.

Until 9k unloaded an explosion and waxed them with their 3 defense dice. Disappear is totally rad, but I don't think NotNW would do any better what you did with Valguard.
It's called splitting up so he can't kill more then one unit at a time. Plus, the ninja can live through the explosions (barely), so they should be able to reach DW9K.

elf326
September 30th, 2007, 10:46 AM
I once had a game where the old Drake was battling Q9. It seemed like a close battle, both units were almost destroyed, when suddenly, my Valguard arrived, and destroyed Q9 (that's how I remember it). I could just picture Valguard swinging his hammer, charging in, and destroying Q9.

Barbell Hero
September 30th, 2007, 01:12 PM
Is that what it's called? :) You can still use Explosion even if your targets are spread out. 3 attack beats 3 defense a lot more than it doesn't.

Bloody the Marro Stinger
September 30th, 2007, 03:00 PM
Is that what it's called? :) You can still use Explosion even if your targets are spread out. 3 attack beats 3 defense a lot more than it doesn't.
True, but I still would pick them over Valgaurd, if only barely.

Barbell Hero
September 30th, 2007, 05:14 PM
Picking one unit over another in every single situation isn't very strategic. :)

The ninjas are ok...the cool factor is very high. They are great for rushing through front lines and taking out soft targets. They are fantastic counters to the KMA.

Valguard is a freaking tank. You can play him like an assassin, or you can play him like a tank: roll him up for one big swing, then park him while ranged units kill Val's adjacent targets. Rinse and repeat. Ninjas can't pull that trick, not even close. Your enemy can either leave Val's range and take attacks, or they can fight with him and likely do very little.

Furthermore, there are only a few units that even have a chance of killing Valguard in one round; the amount of units that can kill all 3 ninjas in 1 round is much greater. Braxas and Q9 own the pants off ninjas, for example, while Val would be able to withstand them much longer.

They are 2 completely different kinds of units. It doesn't make sense to always take one over the other.

Bloody the Marro Stinger
September 30th, 2007, 06:13 PM
Picking one unit over another in every single situation isn't very strategic. :)

The ninjas are ok...the cool factor is very high. They are great for rushing through front lines and taking out soft targets. They are fantastic counters to the KMA.

Valguard is a freaking tank. You can play him like an assassin, or you can play him like a tank: roll him up for one big swing, then park him while ranged units kill Val's adjacent targets. Rinse and repeat. Ninjas can't pull that trick, not even close. Your enemy can either leave Val's range and take attacks, or they can fight with him and likely do very little.

Furthermore, there are only a few units that even have a chance of killing Valguard in one round; the amount of units that can kill all 3 ninjas in 1 round is much greater. Braxas and Q9 own the pants off ninjas, for example, while Val would be able to withstand them much longer.

They are 2 completely different kinds of units. It doesn't make sense to always take one over the other.
Agreed. But past the first strike, if he fails to kill DW9K, he's screwed. The Ninjas, meanwhile, can kill somebody behind him or just poke him.
I'll agree with you that I'd rather draft Valgaurd over the Ninjas any day, though.

AgentX-127
October 1st, 2007, 10:51 AM
The fact that Valguard is a Warlord and can be bonded with Greeks or Romans bugs me a lot.
I posted a bit about that in the other thread about Romans and other poorly concieved units.

What does that even mean?
Hello Barbell Hero.

Hmmm, sorry for any confusion.
I am not saying that the Romans are a bad squad to use for Warlord Bonding with Valguard. In fact, they are a very good squad. Maybe too good, as I referenced in this (now very old) discussion, here:
Romans & other lamely concieved units. (http://heroscapers.com/community/showthread.php?p=21042#23726)

My point is basically that while playing Valguard with the Romans makes him decent, there are better "Warlord" class units to use with the Romans.

At the time I wrote that, well over a year ago now, I was expressing disappointment that we don't have a more thematic squad (Dreadgulls) to bond with Valguard.

And here it is, 4 waves later, and I am quite surprised that we still have no Dreadgull squad!