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#1
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Augment strengths, or bolster weaknesses?
In general, which do you find it better to do? Would you rather use glyphs, aura's, and other special powers to boost an already high stat to even higher levels, or would you rather take an average or less stat and boost it to better levels?
For example, let's say you have Finn's Spirit, where do you put it? Would you add it to a hero who already has an attack of five, or is it better to stick on the hero with just three attack, thus boosting him to four? Obviously other factors will figure into your decision, things like special abilities. It's probably better to put Finn's Spirit on a figure like Zetacron or Migol who can actually get twice the benefit that most figures can. The above example then brings up another question in the same line. Take the Zetacron example. His attack of two plus Deadly Shot already gives him a pretty good chance of landing a wound. Adding one more potential skull certainly boosts that ability, almost to the point of overkill though. Against squads your enemy is most likely going to be dead either way, so the skull was sort of "wasted". Conversely, Zetacrons biggest weakness is his low defense. With just two lives and two defense, he can't stand up to even moderate opposition. Would drafting Thorgrim be a better option than Finn? The way I see it we need to define some terms. A "strength" would be any stat that is above average, likewise a "weakness" is one that is below average. Perhaps those that are so mathematically inclined can find a sweet spot where boosting a high stat gives dimishining returns, or where boosting a low stat shows an out of proportion rise in effectiveness? |
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#2
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Re: Augment strengths, or bolster weaknesses?
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#3
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Re: Augment strengths, or bolster weaknesses?
Thanks Killometer, I thought there would be a thread like that but couldn't find one, and searching words like "boost" or "strength" is nigh pointless.
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#4
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Re: Augment strengths, or bolster weaknesses?
That is a good question! I don't have the card in front of me, but I think Zetacron has 4 defense. However I think you're right about "overkill" with an already powerfull attack. I don't usually like to put all my eggs in one basket. It's nice to have a couple of decent attackers.
It's just a "game"? |
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#5
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Re: Augment strengths, or bolster weaknesses?
The simple math is that bolstering weaknesses will always increase the percentage of success more than augmenting strengths, but that doesn't take into consideration the survivability of the unit.
No one (even if they could) would put Thorgrim on the Venoc Vipers because they are going to be slaughtered anyway. But more deeply, if you look at the sweet spot table he doesn't have a clear golden rule for this, and there's no way to generate one either. It will be very situational. As a general rule: 1) Don't bolster figures you expect to die quickly even after being bolstered. 2) Don't augment strengths without a reason. I think that if you follow these two simple rules of thumb you will find your success increasing significantly. Yea, rolling 10 attack dice is great, but being able to attack with 5 attack dice from 3 or more figures is probably worth a lot more. |
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#6
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Re: Augment strengths, or bolster weaknesses?
I think you should boost weaknesses that will affect the most figures.
For example, putting Finn on Marro Warriors is probably a better choice than any of the choices you listed, even Zetacron or Migol. Even though they have Deadly Strike, the Marro Warriors have 4 ranged attacks. The jump from 2 to 3 attack dice is enormous. Add in their cloning ability, decent range, defense, and movement, and they're one of the best spots to put Finn, even though they only cost 50 points. A similar example is Raelin. She works well in both ways. When bolstering weaknesses, you might think of how well she worked in both of spider_poison's GenCon Indy championship winning armies,* by boosting the strength of low defense common squads. But 'augmenting strengths' works well too. Krav and Q9 benefit greatly from Raelin and Laglor, as seen in Mattser's 2007 winning army.** I'm not sure if there's any one way to look at it. Maybe that you should bolster the weaknesses of commons, and augment the strengths of uniques? I don't know. You should do something to try to make your turns more effective than your opponent's, and try to dictate the flow of the game. * 2006 3x Arrow Gruts 120 3x Swog Rider 195 Krug 315 Raelin 395 (400 point max, went 7-0) 2008 4x Gladiatrons 320 2x Blasts 440 Raelin 520 (dropped a glad, went 9-0) ** Raelin 80 Laglor 190 Krav 290 Q9 470 Marcu 490 Isamu 500 (went 7-1, including beating spider) |
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#7
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Re: Augment strengths, or bolster weaknesses?
In my own games I am finding it is highly situational. I think what I unconsciously am trying to decide is what move will let me land the most wounds over the course of the game.
Making a sturdy figure even harder to kill is great, but if he can't land a wound of his own, it isn't really going to win you the game, just drag it out. Conversely, hitting with six dice is wonderful, but if your guy dies two turns later then it was more of a waste than anything else. We've also just talked about attacks and defense. What about something like move? Where would you put Eldgrims spirit, on Cyprien or Krug? I feel like Cyprien isn't going to into or out of anything different with 9 move versus 8, but making Krug a 6 move double spaced figure might mean getting over that hill in one turn, or closing with a ranged figure sooner. |
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#8
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Re: Augment strengths, or bolster weaknesses?
My favorite target for Eldgrim's spirit is a ranged figure, if possible. One extra move on Q9 can really help him out. The Krav with both 7 move and 7 range can really use their full threat range and keep melee figures at bay.
Last edited by IAmBatman : September 10th, 2009 at 01:14 PM. C3G can be played with official Heroscape, but it's not recommended.
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#9
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Re: Augment strengths, or bolster weaknesses?
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7 attack could keep ANYONE at bay Your curiosity will be the death of you....
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#10
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Re: Augment strengths, or bolster weaknesses?
Sorry about that.
C3G can be played with official Heroscape, but it's not recommended.
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#11
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Re: Augment strengths, or bolster weaknesses?
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Edit: Yeah, not unique, but that just makes it worse doesn't it? Last edited by SpartanNinja : September 10th, 2009 at 10:57 PM. Reason: Common, unique, same difference Whether to believe or disbelieve, it is a wicked thing to take away men’s hope. |
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#12
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Re: Augment strengths, or bolster weaknesses?
It all depends on the unit for example Venoc sinpers have a decent shooting and great movability but horribal defence (none) so using thorgrim to boost it to one could make some difference. Or on units with low attack like Marro Warriors or rats.
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| Heroscape Strategy Articles: Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc. | |||||||