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This is a neater way of storing my playtests for my customs that I want other people to be able to see. I mostly intend on posting about units that I'd like to submit to the SoV.
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Buff Masha vs Knights

Posted March 29th, 2020 at 09:53 PM by Astroking112
ARCTIC DIVIDE by UranusPChicago

Glyphs: Wannok (Wound), Kelda (Healer)
Astro: Masha Shingai, Tagawa Samurai Archers x5, Swaysil (485)
Dawn: Knights of Weston x4, Alastair MacDirk, Finn the Viking Champion, Kyntela Gwyn (490)

SURVIVING UNITS:
Alastair MacDirk (1 wound), 6x Knights
~200 Points Left

Current Version of Masha:


GAME SUMMARY:
I quickly claimed Wannok while Dawn’s knights advanced. Each side suffered a few casualties in the early rounds, but Kyntela absorbed Wannok well. The knights then flanked the glyph, claiming Wannok with Finn and skirmishing with the archers and Masha until Finn fell. The knights renewed their efforts, killing Masha soon afterwards.

Things looked bad for the Samurai until an initiative switch in their favor where they were able to land a few more kills from height. After that, the knight reinforcements with Alastair managed to get up on the hill, denying the archers their critical third attack die. The archers started quickly falling, and I switched over to Swaysil. She frolicked about for a bit, staying at her maximum range and killing two knights overall, but she was eventually cornered without too much trouble.

MORE DETAILED NOTES:
  • I lost initiative in Round 2, when I really needed to win with Masha to get positioning. He still managed to subtract 1 attack from a knight the next turn, but the attack was boosted by Finn anyway to still reach 3/3.
  • I also lost initiative the next round, resulting in a devastating Finn/Knights flank where Masha lucked out and got 2/3 defense against 2/4. He then retaliated with a 2/5 against Finn’s 0/4. It was a lucky break, but some archers still fell.
  • He subtracted two dice the next turn, and each attack was blocked by the defending archers.
  • He subtracted two more dice the next turn, but he still suffered a 2/3 attack against 0/3.
    The knights then surrounded him after another initiative loss, but he only took one wound from three attacks of 3.
    He retaliated with a 2/5 against a knight’s 4/4.
  • The knights then attacked him again the next turn, dealing 2 wounds in two attacks of 2 after Masha whiffed each and finishing him off.

Total Damage Dealt: 2 wounds to Finn (40 Points)
Attack Subtracted: 7 Dice
Fiery Retribution was never used.

THOUGHTS:
The only change to Masha that I made against melee is that he works with the Tagawa Samurai Archers now. I was concerned that this combo could become overwhelming for melee (especially one as slow as knights without Gilbert), but that doesn't seem to be the case.

Giving up an Order Marker each round is still highly limiting to the TSA, especially since they then become the main offensive force in this army with their paltry three attacks of 2. This army can actually do well with Raelin from my previous tests, but that's Raelin for you, and it adds even more set-up hassle.

I'd still like to see a little bit of Masha and the TSA against non-A-tier melee, but so far the change doesn't seem to be broken.

DAWN'S THOUGHTS:
Masha seemed pretty balanced this game. He wasn’t overwhelming, but I had to change my plans several times to attack him instead of other Samurai that were in important positions. It was annoying, but it felt more like the right kind of annoying, and the archers basically fell apart as soon as he died.
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