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Breakdown of a Competitive Army Part II
The Breakdown of Competitive Armies II:
The TTT Archetypes Part I I did a search and one result came up for anything similar to this; it was an article by Jexik way back in 2007 and had a different breakdown than what I plan to present. Introduction The purpose of this article is simple, to provide a very basic outline and classification of different army types. Each of these army types fits very differing play style and each has particular units that fit best. I have broken down competitive armies into three different archetypes: the Turtle, the Torch, and the Trap. Each one of these archetypes is further broken down into sub-types, each with their own play style. At the end of this article is a list of all current Heroscape units and which category they fit into. You will notice that there are some figures that don’t seem to fit in this theory and I will explain my reasoning later. The Basic Breakdown of Competitive Army Archetypes I. Turtle A. Range Pod B. Rat Podge II. Torch A. Legions B. Steam Roller III. Trap A. Swarm B. Blitzkrieg C. Control Let’s look at each one of the archetypes more closely. Turtle A turtle army is an army that consists of a small group of units that can attack most or all of a map from a single, well defended position or a small area of the map.* These groups of units are either protected by a defense screen of units or are enhanced by a powerful cheerleader(s). It gets its name because of how it operates on the board, it wholes up in a protective shell and only exposes itself when it makes a kill. There are two further sub-types of Turtle armies: Range Pods and Rat Podges. Let’s take a close look at each one of these. Range Pod: A small pod of expensive Heros and Unique squads (or multiple expensive common squads) that is able to reach out and touch a large portion or all of the map from a single highly defended position. Having aura based cheerleaders is a staple of these pods. Range Pods are typically very powerful and have a distinctive advantage over melee based armies and are featured in many top ranking tournament armies feature this type of army. One such tournament winner is the infamous Vydar Range Pod: Raelin Laglor Major Q9 Krav This only adds up to 470 so in many tournaments there are small filler units added to this simply for points, this is rarely needed in the hands of skilled player. Range pods work by having high survivability, high powered attackers with long range. The above mentioned army is the GenCon winner from 2007. Rat Podge: A group of multiple, cheap, common squads that use a screen of Deathreavers to protect them (typically 3 squads). These squads are typically medium to long range and works best without being tethered to a cheerleader. These types of armies feature common fragile squads as well that simply cannot withstand a melee attack. The expendable deathreavers give them enough time to significantly weaken the opposing armies. This is the only type or archetype that has a certain unit required to make this category. There are a lot of Rat Podges in the tournament scene because it has the ability to make almost any unit competitive. While still a turtling army, there is much more movement, but not enough to qualify for other army types. An example of this type of army is as follows: 3x Deathreavers 3x Snipers Zetacron Marcu The biggest problem with this type of army is that it depends heavily on 120 points to protect the 380 point attack force of your army. However, with good play and the ability to quickly adjust your strategy and where you turtle it can easily take you to the top ranks of a tournament. Range Pod and Rat Podges: These two army types are very similar and share many things in common, so much so that these two types are often combined. All that it takes to combine these two is to add a at screen to a Range Pod or an aura based cheerleader to a Rat Podge. This is typically the format of turtle armies, however, I split them up because these are fully functional armies types on their own. This is the poster boy of turtle armies. It combines the safety provided Rat Podges and the enhancement of Range Pods and combines them. Sitting down across from this army on the field is a very difficult position to be in. The only way to beat this type of army is to out shoot it or accept a battle of attrition. Another example: 3x Deathreavers Realin Krav Major Q9 Marcu These armies pick a single, defended position on the battle field and then deploy a rat screen and their cheerleader. After that they blast away at anything in reach. Torch I named the next archetype Torch again because of what it looks like in action; it spreads like fire destroying everything it comes to as it makes its way across the board. These armies use a lot of common squads, both range and melee, to have a large sphere of influence on the board and typically employ the use of bonding or psuedo-bonding to increase the number of activations in each turn. This archetype is further broken down into two sub-types: Legions and Steam Roller. Legions: An army with large number of bread and butter squads that give board control and are able to react and adjust to what your opponent does. These armies are typically slower armies because of the large amount of units with average attack and defense. Similar to armies of the ancient world and Imperialism. Also similar to a control army. These armies do not have a point of concentrated power, they have a strongest point just not a concentrated point like a turtle army. This is also the most reactive army type as it allows free movement of your opponent’s army within a certain area of the map and it slowly absorbs the damage a destroys it. My favorite Legion army gets its namesake from a unit in history and Heroscape itself (granted there are more successful Legion armies 3x Roman Legionnaires 2x 10th Foot Marcus Decimus Gallus Ne-Gok-Sa Isamu Legion armies work by using either range of melee, whichever has the best advantage and can handle the certain, special situations provided by your opponent. They are rely on having a good amount of units available for map control and to absorb the inevitable losses that are going to occur. As far as tournament appearances and victories, this army type is, as far as I can tell, on a slow deathbed. While still viable, most players turn to one of the extreme forms of attacking rather than defending and letting your opponent dictate the battle. However, I have won 1 tournament using a Legion army and have heard of several others. Steam Roller: Named for the recent Capuan Gladiator army of Wave 9, this army features a moderate group (3*-5) melee or short-medium range (3*-6). The defining feature this army types is the slow moving group of units that destroys everything in its path. Similar to a Blitzkrieg, but moves at a much slower rate and is more susceptible to screens. *Wolves of Badru can be used in this fashion and have a 3 range special attack. While this army type has been around for a while, it seemed fitting that earned the namesake of the army that makes it famous. Most people are familiar with the Steam Roller army, but for those who are not: 3x Capuan Gladiators Crixus Spartacus While one of the weaker of this army type it illustrates the major points of this type. First, it is a squad based build with powerful heros. Second, it utilizes bonding to gain an extra activation every turn. Third, it cannot stop advancing. Once a steam roller army gets moving it needs to keep momentum. If it gets hung up, spread out, or just stops, it will be torn apart by ranged armies or powerful anti-squad heros such as Major Q9, Nilfheim, etc. However, as long as it keeps momentum it can keep your opponent reactionary and unable to take the offensive. Difference between Legion and Steam Roller: There is one major difference that separates Legion armies from Steam Roller armies: a Legion army is defensive and reactive whereas a Steam Roller army is offensive and proactive. If a Legion stops it is able to deal with the current threat and readjust its position on the map pick up the momentum and carry on. If a Steam Roller stops it must struggle to regain momentum and, in many cases, it will flounder and be destroyed as the opposing army lays into from range or with superior numbers. Trap The third and final archetype is called Trap because that is exactly what it does. It gives you complete control of the flow of the game and forces your opponent to make poor choices with their order marker to take care of immediate, smaller threat rather begin dealing the opponent’s army as a whole. This is the largest archetype, which is fitting as it matches the Heroscape dice as being more suited for offense rather than defense. There are three sub-types to this archetype: Swarm, Blitzkrieg, Control. Swarm: Large amount of cheap common squads with a 1-2 high powered expensive heros. The theory behind this army is to simply overwhelm the opposing army. Made up of range and/or melee squads. Forces your opponent to make bad decisions to prevent being over run and locked down. These armies work by taking advantage of the Law of Averages, eventually they will get their attacks to land a wound or wounds on your heros and squads. The basic theory behind Swarm armies is to simply outnumber and overwhelm your opponents (hopefully) smaller force. The key to this army is getting to move as many figures each activation as possible. A unit that takes full advantage of this and comes to mind (at least mine) are the Marro Drones. Here is an army that takes full advantage of their swarm ability: 6x Marro Drones Su-Bak-Na 1x Nagrubs Isamu It takes full advantage of all points and hexes available in a typical 500 point tournament. While there are only three members to each squad of Drones, it is their ability that gives a good chance to move and attack with six and even a chance at moving and attack with nine, the most in the game currently. Blitzkrieg: Typically more expensive, very fast units that by pass front line defenses or punches a small hole to move through on their way to more expensive targets. These armies are characteristic of units that can disengage, fly, or have the ability for multiple turns. Typically reckless and has specific targets to destroy first before dealing with the rest of the army. There are several units that fit a Blitzkrieg but most anything with disengage can easily serve this purpose but disengage is not necessary, only helpful. An army that fits this type is an army that has recently been rising in competitiveness and is climbing the Power Rankings, the heavy gruts. However, it is slightly different than the build that is typically thought of: 4x Heavies Grimank Tornak As I said, it is slightly different because there is no Raelin or Nerak featured. However, it is very much a Blitzkrieg army. With the main squad and one hero having the ability to disengage and reach the more important threats such as cheerleaders and/or sleeping units while slipping past Deathreavers or other units. Control: This army quickly takes control of the board with a powerful defensive squads and uses powerful offensive units to strike specifically chosen targets from safety. This army uses short to medium range or melee figures with few attacks a turn to destroy their target(s) on almost every activation. These armies slowly disassemble their opponent instead. This army type can be built using any kind strong melee screen and (typically) powerful heros. It thrives by containing your opponent and strictly selecting and killing chosen targets effectively each activation. Due to the close range of your heros to the enemy units, the melee screen must adjust itself constantly throughout the game. One unit quickly comes to mind, deathreavers, but there are many other units that can fill the role of melee screen for a Control army. However, there is one army that doesn’t fit completely within the above definition but employs the use of control more effectively and efficiently than any other and went undefeated at GenCon in 2008 (with a different point total, but same effect) 3x Blastatrons 3x Gladiatrons Realin (sit a Blast) This is the embodiment of Control. By literally immobilizing most or your opponents army and placing strong attacks right where they are needed to hurt your opponent the most. This also serves as an example for a range pod, however, by exercising such an extreme control over the situation, Raelin is able to move forward and support the screen rather than just the ranged units. Now, you may have noticed that several of these types seem similar. In fact, they are very similar indeed. There are only a few things that move a Torch-Legion army to Trap-Swarm army, two completely different archetypes. That is because Heroscape is such a varying game that if these army types couldn’t switch back and forth it would seem to loose some of what makes this game great. With that in mind, there are three comparisons that we need to make (I plan updating this later, so there might end up being four or even five later down the road, but for now). Rat Podge vs. Control: Rat podges utilize range that are safe from attack to reach out touch units that are stuck trying to destroy deathreavers to get to the ranged units. Control armies use short range or melee armies that select targets behind a screen that is always adjusting. Rat Podges are more defensive in nature where as Control armies are more offensive in nature. Legion vs. Swarm: Legion armies focus on controlling the board and killing all enemy units as they approach on the board. A swarm rushes the opponent forcing them to fight in a bad position and at a numerical disadvantage. Legions play more slowly and deliberately than a Swarm which is more reckless and rushed. Steam Roller vs. Blitzkrieg: A Steam Roller army moves across the board destroying what ever is in its path slowly decimating the opponents army as it makes its way towards weak cheerleaders and clean up units in the back. A Blitzkrieg quickly strikes at opponents cheerleaders and sleeping units in an effort to cripple their opponents army before it can strike back. Note that many army times cross different boundaries on certain maps and situations. For example, a Steam Roller army on a road map may turn into a Blitzkrieg simply because of the movement bonus provided by the road. A Control army might quickly Turtle if facing a Swarm, Legion, or more effective Control. Because of so many variables that happen in the game, it is impossible to say that one particular build fits perfectly into a particular army type, or even Archetype. Units and their Archetypes This is the label that I put on each unit in the current game of Heroscape. I intend to update this as new waves come out and I hope to have up through wave 9 before wave 10 hits. I put these in spoiler boxes simply for convenience, this post is monstrous already. If you don't like it let me know. These labels are also based on the current metagame. Rise of the Valkyrie
Spoiler Alert!
Swarm of the Marro
Spoiler Alert!
Wave 1 - Mallidon's Prophecy
Spoiler Alert!
Wave 2 - Utar's Rage
Spoiler Alert!
Wave 3 - Jandar's Oath
Spoiler Alert!
Wave 4 - Zanafor's Discovery
Spoiler Alert!
Wave 5: Thora's Vengeance
Spoiler Alert!
Wave 6: Dawn of Darkness
Spoiler Alert!
Wave 7: Fields of Valor
Spoiler Alert!
Wave 8: Defenders of Kinsland
Spoiler Alert!
Wave 9: Blackmoon's Siege
Spoiler Alert!
Wave 10: Valkril's Gambit
Spoiler Alert!
Last edited by KCU Master 2007 : December 2nd, 2009 at 10:44 AM. Reason: Added waves 5-10 My Map Thread My Battle Blog and Strategy Blog and Article Links. OVAH site. Sept. 19, 2010 - ITS A BOY |
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Re: Breakdown of a Competitive Army Part II
Where would something like the Arrow Gruts fit?
Are they a Legion, or a Swarm? If I had to name an army on your list that I feel that they play the most similarly to, it would probably be the Gladiatrons and Blastatrons. They both are easy on the order markers, have range, and the ability to really ramp up their attacks based on your own figure placement. Disengage for your own guys is kind of the mirror image of locking down the other guy. If there were a tougher Beast Bonding squad, it would probably be my favorite army out there. Or, if you toss Raelin in there, is it more of a Ranged Pod? Last edited by Jexik : October 5th, 2009 at 12:53 PM. |
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Re: Breakdown of a Competitive Army Part II
Hmm...Let me see. I was gonna put this in the update this weekend (work and school permitting) but I'll take care of these question now.
Assuming you use the GenCon winning build (even though it is only 400 points) 3x Arrow Gruts 3x Swog Rider Raelin Krug This is one of those armies that has some confusing units in it. However, the main force of your army is buffed Arrow Gruts bonding with Krug. Nice custom by the way. I would have to call them a Turtle-Range Pod. Krug is the only unit who goes against the Turtle but I can only assume in this build (as I have never been proficient with Arrow Gruts in actual play) that he is not going to stray to far from his ranged support. Maybe I'll get RotV up tonight, shouldn't take too long if I wanted to. My Map Thread My Battle Blog and Strategy Blog and Article Links. OVAH site. Sept. 19, 2010 - ITS A BOY |
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Re: Breakdown of a Competitive Army Part II
I have both the units from both Master Sets and Wave 1 included now. They are in the spoiler boxes on the bottom of the first post simply to save some space. If that doesn't work its quick enough to get rid of the boxes.
The tags of these units are, of course, open to discussion but keep in mind they are based on the current metagame. When it shifts I will go back and look at these units, however most are fairly set in stone due to stats and abilities. I'm hoping to have the rest of the small waves (1-9) done soon and the large expansions will come after that. My Map Thread My Battle Blog and Strategy Blog and Article Links. OVAH site. Sept. 19, 2010 - ITS A BOY |
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| Competitive Armies Discussion: Discuss, critique, and build ideas for tournament-caliber armies. | |||||||
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