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-   -   The Book of Minions of Utgar (https://www.heroscapers.com/community/showthread.php?t=8693)

dnutt99 May 21st, 2007 12:04 PM

The Book of Minions of Utgar
 
The Book of Minions of Utgar
Utgar's Rage - Collection 2 - "Drones and Minions"


If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: Dwelling amongst the jagged peaks of the Mountains of Kyrien, the Minions were recruited into the ranks of Utgar's vast
hordes long before the first wellsprings were discovered. This warrior society holds the strength of arms and the might of steel above all
virtues. Fearless and blind with rage, the Minions take their battle-hardened cruelty to the enemies of their lord Utgar. Swooping in with
axes raised high, they take aim with such force that they do twice the damage of a normal warrior.
(Hasbro)

http://www.hasbro.com/heroscape/imag...cters/36_1.jpg http://www.hasbro.com/heroscape/imag...cters/36_2.jpg http://www.hasbro.com/heroscape/imag...cters/36_3.jpg http://www.hasbro.com/heroscape/imag...cters/36_1.jpg http://www.hasbro.com/heroscape/imag...cters/36_2.jpg http://www.hasbro.com/heroscape/imag...cters/36_3.jpg http://www.hasbro.com/heroscape/imag...cters/36_1.jpg http://www.hasbro.com/heroscape/imag...cters/36_2.jpg http://www.hasbro.com/heroscape/imag...cters/36_3.jpg http://www.hasbro.com/heroscape/imag...cters/36_1.jpg http://www.hasbro.com/heroscape/imag...cters/36_2.jpg http://www.hasbro.com/heroscape/imag...cters/36_3.jpg http://www.hasbro.com/heroscape/imag...cters/36_1.jpg http://www.hasbro.com/heroscape/imag...cters/36_2.jpg http://www.hasbro.com/heroscape/imag...cters/36_3.jpg
_________________________________________________________________
-Rulings and Clarifications-
  • - DEADLY STRIKE : How Skulls are Doubled
    How does Deadly Strike work? Are the skulls doubled before, or after shields are counted?
    Deadly Strike doubles the skulls before the shields are counted. For example, a Minion who is on height rolls 3
    dice, 2 skulls and one blank. The Figure below him rolls 3 dice, but only one shield. Your skulls are doubled to 4 hits.
    When you subtract the 1 shield, the defender takes 3 total hits. (Hasbro FAQ)

    - UTGAR’S ORDERS : How Many Kyrie Warriors that Follow Utgar
    How does Utgar’s Orders work? Can I take a turn with all Kyrie Warriors that follow Utgar I control first?
    No, you can take a free (move & attack) turn with any one Kyrie Warrior that follows Utgar instead of taking a turn
    with the Minions of Utgar. (dnutt99)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - KHOSUMET THE DARKLORD : Relentless Assault
    Having a Relentless personality, Minions of Utgar may benefit from Khosumet the Darklord’s RELENTLESS
    ASSAULT attack bonus.

    - ATLAGA THE KYRIE WARRIOR : Kyrie Leadership
    Being Kyrie, Minions of Utgar receive one addition movement from Atlaga's KYRIE LEADERSHIP.

Synergy Benefits OfferedC3V and SoV Custom Synergies
Spoiler Alert!

_________________________________________________________________
-Strategy, Tactics and Tips-
  • - TBA

_________________________________________________________________
-Heroscapers Community Contributions-

Power Ranking and Master Index
Quote:

Originally Posted by MKSentinel
Power Ranking
Minions of Utgar- With resurgence in play, the Minions are becoming a good pick to take down most heroes. A

Threads
Minions of Utgar
Odd Bonding? http://heroscapers.com/community/showthread.php?t=2855
Target Zone…WHY? http://heroscapers.com/community/showthread.php?t=2434
Skulls and Hits? http://heroscapers.com/community/showthread.php?t=3456

Unit Strategy Review
  • - TBA

Tai-Pan May 21st, 2007 01:48 PM

What I'm looking for is a good way to kill these guys. People have said Q9, but the minions usually survive the three attack dice in the special attack, or they move in too fast for the normal attack. The guys that I've had the most luck with are Kaemon Awa and Deadeye Dan, usually accompanied by Theracus. Just wondering if anyone else knows a good way to kill Hell's Angels with a relative number of points.

Revdyer May 21st, 2007 02:19 PM

Quote:

Originally Posted by Tai-Pan
What I'm looking for is a good way to kill these guys. People have said Q9, but the minions usually survive the three attack dice in the special attack, or they move in too fast for the normal attack. The guys that I've had the most luck with are Kaemon Awa and Deadeye Dan, usually accompanied by Theracus. Just wondering if anyone else knows a good way to kill Hell's Angels with a relative number of points.

I've used two ways successfully: (1) Krug, and (2) 3 squads of 4th Mass. But the Minions are tough, no doubt about it; that's why they are a bit pricey.

NecroBlade May 21st, 2007 02:43 PM

These guys are definitely strong and can dish out some hurt too. Don't know if this works that well, but Kozuke Samurai could do the trick. They should get the first hit, and 5 attack versus 6 defence is pretty good.

GForce3062 May 21st, 2007 08:43 PM

Quote:

Originally Posted by NecroBlade
These guys are definitely strong and can dish out some hurt too. Don't know if this works that well, but Kozuke Samurai could do the trick. They should get the first hit, and 5 attack versus 6 defence is pretty good.

The Kozuke's are a good choice, but if you want a cheaper counter, pick the Izumi. You probably won't kill on offense, but on defense you'll hurt them. With counterstrike, you can take advantage of the whiff or 1(2) dice roll.

*This came from the 'Tip's and Tricks' section on the Heroscape site about the Izumi Samurai because it said "finally a counter to the Minions of Utgar"

Matthias Maccabeus May 21st, 2007 09:21 PM

Statistically Speaking the Sentinels just edge out the minions. (If I did it right)

Chimpy May 22nd, 2007 12:30 AM

Samurai can take them down. The WoA also do rather well against them.

And if you want a fun game, draft 2X Minions and Taelord. Never was there a more mobile 400 point army.

Hex_Enduction_Hour May 22nd, 2007 01:26 AM

Quote:

Originally Posted by Chimpy
Samurai can take them down. The WoA also do rather well against them.

Yeah! I had decent success with Tagaw Samurai Archers Counterstriking Minions.
WoA - I really need to remember these warrioresses more often - great idea for a cheap, potent, counterdraft to the Minions!


Something we've done with the Minions is to fly them backward at the opponent, in some attempt to block their own hit zones with their wings.
:lol:

LilMoochie May 24th, 2007 12:49 AM

Like most expensiveish squads, Braxas makes a good counter but her low def means she'd better acidify them quickly. Nakitas might also be a fair counter with engagement strike.

DingoDarkly May 24th, 2007 05:56 AM

Ways to stop the Minions:
Grimnak - Chomp
Braxas - Acid Breath
Deadeye Dan - Ullar Enhanced Rifle
Sudema - Stare Of Stone

Counterstrike - Probably those with 5+ defense

I had a castle game the other day; Utgar vs Einar, and i had 3 squads of these guys. I moved all of the squads close to the castle but out off firing range, then i moved one squad in the first round and took out some of the romans, Imperium and Tagawa Archers. The next round i moved another squad and took out even more figures. They are great when attacking weakish figures (when on the same level) because they have 6 defense. They can easily turn a castle game to the offensive players advantage.

Cleon May 31st, 2007 03:22 PM

Quote:

Originally Posted by Chimpy
Samurai can take them down. The WoA also do rather well against them.

And if you want a fun game, draft 2X Minions and Taelord. Never was there a more mobile 400 point army.

I would prefer the team (but that's just me):

Taelord 180
Minions of Utgar 110
Omnicron Snipers 100

I think range with defenders/attackers is better than just (more) defenders/attackers. But your team is also good, I'd have to try it to see if it's better, same, or worse. I just wanted to share that team.

Matthias Maccabeus May 31st, 2007 04:01 PM

These guys are medium (size) so,James Murphy's whip and Retarius' net works against these guys. Jandar's Hope also mentioned Braxas, Grimnak, DED. Marden hounds, Kee-mo-shi, Me-burq-sa, Nakita agents (engagement strike), Deathstalkers (maul), there may be a few more. Most of these take a decent roll with the D20, but not all. But once again this is Heroscape making sure no 1 unit is better than all the others. Thanks Hasbro. It makes the game more fun.

NecroBlade May 31st, 2007 04:05 PM

Quote:

Originally Posted by Matthias Maccabeus
But once again this is Heroscape making sure no 1 unit is better than all the others.

Except Q9.

MattserTruckRally June 1st, 2007 03:21 PM

Marden Hounds aren't to shabby against the Minions either. With their fast move they're likely to engage them first and have a chance to hit them with their plague or just get lucky with an attack roll. In addition their 5 defense can help them survive a little longer.

GaryLASQ June 1st, 2007 04:18 PM

what's all this talk about Q9 taking out Minions. when faced with Q9 i usually get 2 squads of Minions to take him out. (1 squad is probably enough but i rarely draft 1 of any common, ever)

unless it's an absolutely flat battlefield, flying will get them to him. 6 defense dice will keep them alive (except for the lowly Zettians, 6 is the highest squad defense without special defensive power). and if they get a +1 attack from something (usually height) then it's all over for Q9. i know this from experience.

Hex_Enduction_Hour June 1st, 2007 04:29 PM

Quote:

Originally Posted by GaryLASQ
what's all this talk about Q9 taking out Minions. when faced with Q9 i usually get 2 squads of Minions to take him out. (1 squad is probably enough but i rarely draft 1 of any common, ever)

unless it's an absolutely flat battlefield, flying will get them to him. 6 defense dice will keep them alive (except for the lowly Zettians, 6 is the highest squad defense without special defensive power). and if they get a +1 attack from something (usually height) then it's all over for Q9. i know this from experience.

Gary, I cringe.
Truly.

Only because I took FOUR FRICKIN' SQUADS of Minions against Q9 defending a castle - and lost every single one of them to his ironclad butt.

:evil:

GaryLASQ June 1st, 2007 04:49 PM

Quote:

Originally Posted by Hex_Enduction_Hour
Quote:

Originally Posted by GaryLASQ
what's all this talk about Q9 taking out Minions. when faced with Q9 i usually get 2 squads of Minions to take him out. (1 squad is probably enough but i rarely draft 1 of any common, ever)

unless it's an absolutely flat battlefield, flying will get them to him. 6 defense dice will keep them alive (except for the lowly Zettians, 6 is the highest squad defense without special defensive power). and if they get a +1 attack from something (usually height) then it's all over for Q9. i know this from experience.

Gary, I cringe.
Truly.

Only because I took FOUR FRICKIN' SQUADS of Minions against Q9 defending a castle - and lost every single one of them to his ironclad butt.

:evil:

eek. different experiences i guess.

twice i've done a good old 3 for 3 skulls on a perfectly healthy Q9 who rolled 2 for 7 defense. no more Q9. (granted 6 hits kills most things.)

but with Q9 in a castle...was he getting extreme height advantage on anything?

i have lost a mess of Einar Imperium to Q9 even with Kiova backing them up. but that was because Raelin was backing Q9. i tried getting Raelin out of the picture first but Q9 wouldn't let me.

i've had Minions on the receiving end of Braxas. that was unpleasant. 2 squads of Minions disappeared in a hurry.

Cleon June 1st, 2007 05:11 PM

I always thought that utgar's orders was a useless ability because it's instead of taking a turn instead of before taking a turn until I used them with Taelord. It's pretty useful when you need to move Taelord in a certain position for the attack aura or to run away/hide.

Fezzikthedoor July 16th, 2007 12:39 PM

I really, really hate these guys. When I first got the game, my buddy Tom would consistantly hand my head to me with the Minions. Even 4 waves later, I still have an irrational fear of them and will either run my units away, screaming, or focus an unneccessary amount of firepower on them.

Uprising July 16th, 2007 12:59 PM

Next to the Marrden Hounds, they are probably the most feared squad in our house. I've never, ever had a bad game with the Minions no matter what kind of army I was facing.

Bach July 16th, 2007 01:14 PM

Not exactly "pointwise", but I've taken out the minions in a single turn with none other than the beloved Einar Imperium. With a possible six attacks all together, the minions are bound to roll some blanks. Unfortunately the imperium is doomed if you don't kill ALL of the minions in "one fell swoop".

cosmosis July 25th, 2007 02:13 PM

Quote:

Originally Posted by Tai-Pan
What I'm looking for is a good way to kill these guys. People have said Q9, but the minions usually survive the three attack dice in the special attack, or they move in too fast for the normal attack. The guys that I've had the most luck with are Kaemon Awa and Deadeye Dan, usually accompanied by Theracus. Just wondering if anyone else knows a good way to kill Hell's Angels with a relative number of points.

Crixus (with maybe Thogrim/Raelin help) should be able to let the Minions swarm and take them down without taking too mcuh of a scratch...

I recently had a 2x Minions + Taelord vs Gladiators battle

and Crixus was the big killer of my Minions (though I still won cuz I also had Krug and the other team had Kaemon and Tagawa Archers, who the Minions killed off first)

DingoDarkly July 25th, 2007 05:34 PM

Unfortunately like every other figure these guys still have their weaknesses; Stare of stone, Poison Breath, Ullar Enhanced Rifle are some of the few abilities that can take the minions down quickly!
But i still say that the Minions are a great force - if only they have an 5 or 6 move instead of 4!

Mystyc July 26th, 2007 01:28 AM

Quote:

Originally Posted by cosmosis
Crixus (with maybe Thogrim/Raelin help) should be able to let the Minions swarm and take them down without taking too mcuh of a scratch...

Also Me-Burq-Sa. He has the movement to stay out of range until he hits that Paralyzing Stare, and his great climbing means the flight shouldn't even be that much of an issue.

Zealot October 3rd, 2007 02:07 AM

Quote:

Originally Posted by GaryLASQ
what's all this talk about Q9 taking out Minions. when faced with Q9 i usually get 2 squads of Minions to take him out. (1 squad is probably enough but i rarely draft 1 of any common, ever)

unless it's an absolutely flat battlefield, flying will get them to him. 6 defense dice will keep them alive (except for the lowly Zettians, 6 is the highest squad defense without special defensive power). and if they get a +1 attack from something (usually height) then it's all over for Q9. i know this from experience.

I second this statement, Minions have ALWAYS made an excellent Q9 counter for me when I've played. He just cant stop all of them consistently, especially if you draft 2 squads and even more so if you can get ahold of the movement glyph, these guys become a force of nature.

Plus their sculpts are one of my favorites for a melee squad, Axes are awesome.

STAROCEAN980 October 5th, 2007 11:47 PM

I love these bad boys! I finally got a second set of these and it's awsome. They took out Kaemon Awa, Raelin, and Q10 all with 1 squad's worth of attacks. Thay are my second favorite squade naxt to thae Tagawa Samurai.

Sherman Davies January 4th, 2008 11:37 AM

Does anyone know if their Deadly Strike applies to passing swipes? Reading the rules very strictly, it sounds like it doesn't, but I'm curious what others think.

"... the opponent's figure may take a 'leaving engagement attack' at your figure. To do this, the player who controls the opponent's figure rolls one die to attack. If a skull is rolled, your figure takes one wound."

Revdyer January 4th, 2008 01:34 PM

Quote:

Originally Posted by Sherman Davies
Does anyone know if their Deadly Strike applies to passing swipes? Reading the rules very strictly, it sounds like it doesn't, but I'm curious what others think.

"... the opponent's figure may take a 'leaving engagement attack' at your figure. To do this, the player who controls the opponent's figure rolls one die to attack. If a skull is rolled, your figure takes one wound."

I do not think it has ever been applied to a disengagement or passing swipe, ever. So, no, it doesn't.

NecroBlade January 4th, 2008 01:58 PM

Rev is correct. The same was asked about the Snipers not too long ago.

Oyhedwig January 4th, 2008 04:10 PM

I already posted this army in the 500 point thread, but since I saw the book of Minions up here, I wanted to throw it out there. I really dig this army. I've played two games now and done really well.

Minions of Utgar x3
Warden 816
Zettian Guards
Isamu

Equals 500 points and I have a lot of fun with this one.

killercactus January 4th, 2008 05:26 PM

No love for Runa in whole book... :cry: at least so far.

Utgar's Orders really does make Runa a dangerous character. If Runa flies in just ahead of the rest of her army, engages a hero and starts attacking and Mitonsouling, what are you going to do? Leave her alone and come closer to the minions AND let her keep trying Mitonsoul? Stay put and attack her to avoid her D20 and possibly let the Minions catch up? Either choice poses some nasty potential consequences.

Utgar's Orders with Runa offers some nice versatility with a squad that is already strong in attack and defense, and a hero that has the capability to change the game with a good roll. It's a really underrated power, especially with Runa.

NecroBlade January 4th, 2008 08:06 PM

The problem is you really need to get that good roll, or else that 120 points isn't going to do much. That doesn't mean you can't build a good army with that core, though.

220 Minions of Utgar x2
120 Runa
120 Marro Stingers x2
040 Filler

StLouisBear January 5th, 2008 09:38 PM

I want to love these guys; but my set must be cursed. I cannot seem to roll any defense dice for them. Every time I draft them, they swoop in only to be gunned down by ranged units, outfought by some brawler, or even whipped by support units. I've lost a whole unit to original Raelin for goodness sake.

But they're just so cooooool.

OmniMoose February 17th, 2008 07:46 PM

Quote:

Originally Posted by white_dragon_master
Quote:

But i still say that the Minions are a great force - if only they have an 5 or 6 move instead of 4!
I cringe to think of a world where the Minions had a movement higher than 4!

That world's not to far when there's a move +2 glyph on the map.... :twisted:

Sherman Davies February 17th, 2008 11:19 PM

Quote:

Originally Posted by StLouisBear
I want to love these guys; but my set must be cursed. I cannot seem to roll any defense dice for them. Every time I draft them, they swoop in only to be gunned down by ranged units, outfought by some brawler, or even whipped by support units. I've lost a whole unit to original Raelin for goodness sake.

Sorry to hear that - if you can't roll shields with six or seven defense dice, your armies must collapse like a house of cards on a regular basis. :wink:

Revdyer February 18th, 2008 08:54 AM

Last night I had a great time playing this army:

2 x Minions
Taelord
Marro Warriors
Deathreavers
Isamu (which, of course, means "ten points" in Japanese)

killercactus February 18th, 2008 09:20 AM

Quote:

Originally Posted by NecroBlade
The problem is you really need to get that good roll, or else that 120 points isn't going to do much. That doesn't mean you can't build a good army with that core, though.

220 Minions of Utgar x2
120 Runa
120 Marro Stingers x2
040 Filler

Even if you don't get the good roll, Runa can slow up opposing forces with here mere presence (much like Raelin actually, if you lead out with her). When she is on the board and a big hero is near her, she commands the opponent's attention. This gives you time to move the Minions up to deal with the hero if Runa can't Mitonsoul it. It also keeps that hero occupied until the AE drop....

Runa - 120
Minions x2 - 220
AE - 110
Marro Warriors - 50

Total = 500

Using the Marros as cleanup figures, this army will let you focus on just Runa and the Minions early game. The AE can catch up to them wherever they go and also, the AE is another unit that commands attention when they're on the board. I've found the greatest strength this army has is giving your opponent so many tempting targets to attack, while you have versatility in your Order Markers to make the best decision based on the strategy the opponent takes. That's the true power of Utgar's Orders.

Jexik March 11th, 2008 10:16 AM

I know it's kind of early, but I think these guys are going to make a comeback again this summer if the large heroes come out before GenCon. They seem like one of the few common squads that won't be hurt too badly by Zelrig's special, since they'll still have 4 defense. I think just the fear of Zelrig might convince some people to shy away from 4th Mass and similar squads, and these guys will be a good counter to the Hero and Unique-heavy armies that we will likely see.

nyys March 11th, 2008 10:59 AM

I really like the Minions. Expensive, but a lot of fun to play IMO. Get them on height and along with an A+1 glyph, they are Hella-Deadly (the 6 defense is huge as well, I think that's the stat I like most).

I haven't looked up the stats on Zelrig, does he take defense dice away?

gamjuven March 11th, 2008 11:02 AM

Hmmm, I like it. That's a good point. We'll have to see when it gets closer. Heck, I remember thinking about Zelrig affecting my army choosing at the end of last year when we thought we'd get them. But we all know that didn't happen. I am looking forward to seeing what the new stuff will do. There is so much we haven't seen of the new stuff like most of the wave with sir dupuis and a couple of heroes from Aquilla's Alliance. I lvoe new figures adn seeign what they will do to the game.

Also, where are the stats for Zelrig'sa special attack? It's been so long since I've looked at them I've forgotten where they are. Could you post a link if it's not too much trouble? Thanks!

Edit* Ah nevermind, found it. It's at the offical website. What a great article. I hope they make more of them.
http://www.hasbro.com/games/kid-game...nity/Designers

Jexik March 11th, 2008 11:06 AM

I don't have a link, but I remember that it had 7 range, 3 Attack, explodes like a DW9K or shotgun blast, and that Common Squad figures roll two fewer defense dice when hit by it.

It pretty much owns Romans, Sentinels, 4th Mass, Thorgrim, and Gruts. How good he is will depend a lot on his stats, but based on that special attack alone, I think that Minions might be better when he comes out. Sacred Band too, incidentally, and of course any unique squad.

But if he's too expensive or frail to really make work, he might not affect the metagame much at all. He's the one figure whose stats I'm anticipating the most.

gamjuven March 11th, 2008 11:09 AM

Quote:

Originally Posted by nyys
I really like the Minions. Expensive, but a lot of fun to play IMO. Get them on height and along with an A+1 glyph, they are Hella-Deadly (the 6 defense is huge as well, I think that's the stat I like most).

I haven't looked up the stats on Zelrig, does he take defense dice away?

MAJESTIC FIRES SPECIAL ATTACK
Range 7. Attack 3.
Choose a figure to attack. Any figures adjacent to the targeted figure are also affected by Majestic Fires Special Attack. Common Squad figures roll 2 less defense dice against Majestic Fires Special Attack. Roll attack dice once for all affected figures. Each figure rolls defense dice separately. Zelrig cannot be affected by his own Majestic Fires Special Attack.

from the main website: http://www.hasbro.com/games/kid-game...nity/Designers

paradox22 March 11th, 2008 11:21 AM

OUCH! Majestic fires will pretty much lay waste to every common squad... Stingers and Aubrien Archers will burn as well. I bet his life and defense are low to balance him out. He sure does make raelin more appealing. :shock:

You're right about the minions though... but with only a 4 defense, they sure are expensive...

Imagine the impact Zelrig would have if his majestic fire affected any figure... hello melted slag puddle that used to be Q9.... LOL :twisted:

gamjuven March 11th, 2008 11:29 AM

I could see zelrig being scary, but I doubt he'll be too good. Just make sure your commons aren't adjacent to each other, then he'll only be able to kill one a turn, hardly anything to be afraid of. Now if he gets to your starting zone before you can move any of them away, or if you have too many figures to be spaced apart then he may be awesome. I think he'll be a "paper" unit. Still sounds like fun though. If he can cause people not to play with the 4th mass that will be good enough for me.

Oh and paradox, Zelrig's magestic fire can target any figure, unique or common, It's just that the defense dice modifier only affects common figures. I am sure that's what you meant but just in case I'm clarifying. So if your opponent surrounded his Q9 with common figures, go ahead and target him. It's like an upgraded shotgun blast that is especially good for juicy generic soldiers.

nyys March 11th, 2008 11:45 AM

I see how the Minions may be a popular common to take against him, throw RotV Raelin in and the effect is negated.

That or just go after him with unique squads.

Definitely a start zone killer.

1st turn Fly Theracus out and take Saylind (that's the summoning elf right?) with him. 2nd turn make normal move with Saylind and summon Zelrig. 3rd turn reach opponents start zone with Zelrig and reek havoc.

A lot can happen in between of course.

CheddarLimbo September 27th, 2008 10:05 AM

Re: The Book of Minions of Utgar
 
~sigh~ Sometimes, these guys dominate, and sometimes they fold faster than Superman on laundry day.

I played this army yesterday:
:utgar:
Minions x 2
Wolves of Badru x 2
Anubian Wolves x 1
Khosumet
Isamu

Five of my six Minions died by rolling NO shields the first time they were attacked. The last one managed to block one whole attack before dying in his starting zone!

But I recognize that as a particularly unlucky circumstance. The Red Tide is an awesome force.

Boondocksaint October 4th, 2008 06:11 PM

Re: The Book of Minions of Utgar
 
So any suggestions for heros that complment these guys for a 480 point army. So 3 or 2 squads of these guys and something else?

Onion Knight October 4th, 2008 07:19 PM

Re: The Book of Minions of Utgar
 
480? Well I love these guys with Stingers, even though you asked about Heroes.

Minions x 3
Stingers x 2
Guilty McCreech

With heroes...

Minions x 2
Taelord
Zetacron
Marcu

It lacks significant range, but should be fun.


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