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Rating: 14 votes, 4.00 average.

Grok Riders - Card Preview

Posted May 27th, 2008 at 10:30 PM by truth
Posted in Heroscape News
Comments 107
Total Comments 107


joepro9950's Avatar
1st off, sporkman, it says WARlord, not HIVElord, so Su-Bak-Na and Tor-Nul-Ka won't be able to be bonded to by them.

2nd off, i think the reason everyone is saying they cost to much is that your missing the point of how to use them: if you are either A) against a mostly melee army or B) have them somewhere where they can hide from range until they are close, I see these guys as someone who, with Me-Burq-Sa, shouldn't charge but should wait for the enemy to get close and then spring, getting Me-Burq-Sa close and then destroying the figure with the squads.

Come to think of it, C) should be a hero army. Particularly one with high life.
Posted May 28th, 2008 at 08:17 AM by joepro9950 joepro9950 is offline
joepro9950's Avatar
also, to the people complaining about the cost: This seems like another Taelord/Sparticus situation. Yes the cost makes them slightly bad, but have you tried playing Taelord/Sparticus with a lower cost? I have and they become cheap really fast.
Posted May 28th, 2008 at 08:19 AM by joepro9950 joepro9950 is offline
Uprising's Avatar
Grok Riders are the bomb.
Posted May 28th, 2008 at 08:36 AM by Uprising Uprising is offline
Phaethon's Avatar
Just a couple random thoughts:

These guys will really help NGS. SUre, he's slow across the field, but envision taking one turn with NGS followed by a turn with the GR. NGS moves 10 spaces and can have support immediately thereafter.

I also like that the GR don't have to be adjacent to the warlord to bond.. .the target has to be adjacent. So you engage someone with NGS, try a mindshackle, and then pound him into oblivion with the GR. NGS's 6 defense will at least let him survive that first turn while you lay some serious hits on him in the second.
Posted May 28th, 2008 at 08:37 AM by Phaethon Phaethon is offline
Mr Migraine's Avatar
Please correct me if I'm wrong or if this has already been said, but the 'Hive couldn't rebirth these guys anyway since they are large Marro common squads. The 'Hive can only rebirth small and medium Marro common squads.
Posted May 28th, 2008 at 08:41 AM by Mr Migraine Mr Migraine is offline
Hero Hot Hatch's Avatar
Marro rebirth is not restricted by size - hive mind is. As such, the GRs card had to be explicit about forbidding rebirth but hive mind is already explicitly limited to small and medium sized figures. Anyway, the Hive can rebirth common marros and not marros and something else. In this case marros and their Groks mounts or Wulsinu or Nagrubs for that matter. That would require a surgical procedure... and some genetic engineering as the Grok's (Wulsinus and Nagrubs) DNA isn't marro although they are from the same planet. I guess that they are from the same planet.
Posted May 28th, 2008 at 08:57 AM by Hero Hot Hatch Hero Hot Hatch is offline
The Mi-Go 13's Avatar
Ok. I'm sure everyone is waiting with baited breath to hear my deep and insightful analysis of these units, so for you my dear friends I will turn a critical eye upon them in much the same way that I did to the Fylorg Spiders and the big mosquito.

Allow me to break it down. They're aliens swinging spinal columns and riding monsters. I think they have a point cost and some stats but all is see is that they're aliens. Swinging spinal columns! Riding monsters! That's just cool.

Hope this helps.

Posted May 28th, 2008 at 08:58 AM by The Mi-Go 13 The Mi-Go 13 is offline
truth's Avatar
An attack of 3 and 3 attacks of 5 for multiple turns in a row is powerful no matter how you slice it. It rings true here that the best defense is a good offense. If you can use some of your many ranged marro options to create pockets of enemies and then send the Grok Riders after those pockets, the Groks will clear them out before they get many shots off.

They are most powerful against heroes or melee squads.
Posted May 28th, 2008 at 09:02 AM by truth truth is offline
Snotwalker 8000's Avatar
Everyone complaining about their defense of 3 really seem to be forgetting something important... JUNGLE TREES!!! At the same time we get these awesome Marro Riders, we get new tree mechanics that pump up defense by 1 against ranged attacks.

So yes, at first glance 3D for an expensive 3-member squad seems weak, but let's not forget that many maps will now be including "+1D vs. ranged attack jungle trees".... and with move 7, these guys will easily be able to run from one protective tree to another as they charge the enemy!!

I'm pumped for these guys. Not for tourneys, sure, but for the sheer joy of new Marro riders!! MBS finally got his posse!!
Posted May 28th, 2008 at 09:04 AM by Snotwalker 8000 Snotwalker 8000 is offline
Hero Hot Hatch's Avatar
To all those critics:

All figures have their weaknesses. The GRs are meant to be used the way that they were meant to be used: hunters not pray. The bottom line again is not getting the perfect squad, is getting new and fun squads. These guys will be fun. That's good enough in my book. If used right, they can be deadly and get their points worth off and on.
Posted May 28th, 2008 at 09:08 AM by Hero Hot Hatch Hero Hot Hatch is offline
whipmaster's Avatar
These guys are awesome grok riders is such a cool name
Posted May 28th, 2008 at 09:08 AM by whipmaster whipmaster is offline
Josh's Avatar
You guys are all giving your opinions but 1)youve never played the figure so how can it be good/bad 2) its all in how you play the game becuse every one plays different (for instance i like to rush so these guys and the templar are right up my ally) 3) you sound like a moron when you say they suck and you argue back and forth about it hay i dont know either mabey they do suck in certain armys
Posted May 28th, 2008 at 09:17 AM by Josh Josh is offline
Updated May 28th, 2008 at 09:39 AM by Josh
Pilgrim's Avatar
The first marro without a D20 ability!

These guys are great. If they strike together with MBS they can quickly overwhelm most heroes or close the distance on most ranged figures.

MBS + 1 Grok = 180pts. Easily a match for Q9 at the same price.
Posted May 28th, 2008 at 10:05 AM by Pilgrim Pilgrim is offline
Taeblewalker's Avatar
They are only height 5, which can help them function as an ambush unit. Which they must, since their Move is only 7, not the expected 8.
Posted May 28th, 2008 at 10:07 AM by Taeblewalker Taeblewalker is offline
Finrod's Avatar
Originally Posted by ReqMan
Oh, and every unit in the Heroscape universe is perfect? It amazes me how the fanboys are always so quick to defend "the suck".
Did I say every unit is perfect? Am I even defending them? No.

You claimed that they "looked good in theory, but not practically." The only way you can claim such practical knowledge is if you have playtested them. Otherwise, EVERYTHING you say about them IS "in theory." Just correcting your language usage there.

But I'm also still amazed that one look at a card is enough to convince you that you know better than the designers and playtesters. You apparently immediately grasp all the ins and outs of this squad's abilities, cost, and stats, and how they interact with EVERY single other Heroscape unit, as well as terrain, and the Heroscape units yet to come... all from reading a card. Whereas the designers who attempted to balance it all out and had it playtested for months, etc.... what do they know?

It may be that the Grok Riders really suck. I don't know. But I don't presume to immediately know all based off my first look at their card.
Posted May 28th, 2008 at 10:08 AM by Finrod Finrod is offline
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