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Hold the Clone

I am doing a series of entries on my favorite unique squads. I am in no way looking to define everything about them and how to use them. I will just give some incite into ways I use the units or combos I like or some strat or tactic. I gave much love to Vydar in my first entry so this one will not be about my beloved Krav or Nakita.

I will start with the much deserving and the often used Marro Warriors. I know that most of us are already impressed and know the ins and outs of what they can do. I shan't bore you too much. Besides, these guys are far too versatile to ever think I could cover it all.

The Marro Warriors have a reputation for being good in the late game with their speed, range, and Water Clone; and this is true, at least in most settings. However, in a tournament setting, end game is not necessarily their best area. If a player is relying on the Warriors as their closer, more often times than not, they will be behind on points. Not a good place to be with time running out. This doesn’t mean the Warriors are a bad idea for tournaments. On the contrary, they are almost always good to have around. Here is a few reasons why:

Price

Their value is pretty much unmatched. Water Clone could be removed from their card and they would still be worth their 50 points. At 12.5 points per figure, they are the lowest priced ranged unit in the game. There is no two ways about it: They are cheap. As such, they are versatile before the game even starts. They can be worked into so many different builds to do so many different things. You would never set out to build an army around them like you would with a unit like the Krav, but you certainly want to keep them in mind as you are rounding out your points. Being cheap also makes them expendable, not that they should always be played that way but you certainly should give up a Marro to protect something more valuable. With solid stats and a low price, the Marro Warriors can make almost any army better.

Speed

Movement can make or break a unit and the Marro Warriors are a good example of this. These guys have a speedy move of 6. Move 6 is just awesome in this game. The difference between move 5 and move 6 seems almost astronomical at times. Speed translates to high ground and these guys are able to pick up those height bonuses. The Warriors can get out quickly to get things done, whether it is early game or mid game. Their speed allows them to catch up to the fight no matter when you bring them out. If you are using them early, they can get out in front, grab glyphs, take key positions and dictate game play. In terms of Cloning, their speed allows them to fall back a bit or get to water with greater ease. Their speed is one of the main attributes that makes them so functional.

Numbers

Figures per card is pretty important. When it comes to a ranged squad, the difference between 3 figures and 4 figures can be significant. The MWs have the numbers. They need the numbers. Their Water Clone wouldn’t even make sense if there was only 3 of them in the squad. Also, being able to get 4 cracks at a key target versus 3 can be game turning at times. The Warriors can fan out for you to contest key spots or they can run interference while you set up another unit. They can be a multitasking unit, like being able to threaten multiple attacks while also securing a glyph. Having 4 of them makes them good at absorbing damage and creating barriers. It also helps keeps them viable even without cloning.

Here are a couple of tournament armies I have played them in:
  • Krav Maga, Tagawa Samurai, Raelin, MeBurqSa, Marro Warriors - In this army, they were the glyph grabbers; the go getters. They were the lead card. I used them to control key spots and dictate action. With Raelin backing them up, they became down right pesky. I went 5-1 playing this army at GenCon 2006 with the Marro Warriors leading the way.
  • Kaemon Awa, Airborne Elite, Krav Maga, Marro Warriors, 3xDeathreavers - In this army, they didn’t need to be the lead, the reavers were there for that. I used them mid game. I typically lead with reaver/Krav depending on the AE drop. I would bring the Marros in once the Krav were in trouble. More times than not, they were able to get the job done. I went 4-2 playing that army at GenCon 2007.
The Marro Warriors, like most units, will disappoint from time to time, but at 50 pts it isn't the end of the world. I like having them around to use like a pocket knife. Sometimes they might do nothing more than secure a glyph. Other times they may be shielding key figures or establishing high ground. Their uses are plenty and their numbers, speed, and price make it all possible.

Hmm, I haven't mentioned Water Clone too much. You know why? Because I found Water Cloning to be a bit like activating Raelin. If you have activated Raelin 3 or more times in a game, you are probably losing. The same is true for Water Clone. If you have Water Cloned 3 or more times in a game, you are probably losing. This isn't always the case, but it seems that way more times than not. As such, I don't view Water Clone as a necessary component to the Marro Warriors. It is certainly nice to have and does come in handy, but it isn't what makes them so good. Besides, an ability like Water Clone deserves an entry all it's own…..
___

My next entry will be about the pricey and sometimes awesome Tagawa Samurai.

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Rÿchean
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