Heroscapers
Go Back   Heroscapers > Blogs > I pled insanity... Why am I in in this white room??


If you have at least 7 Luck, you will hit "777" on your first slot spin...

Warning: The following blog post contains material suitable for people who breathe air. Zombies and the otherwise deceased need not apply.
Rate this Entry

Da Bomb!!

Posted February 12th, 2018 at 02:39 AM by flameslayer93
It's been a long while since I've talked strategy on this site. At least nothing serious anyways. So today, I think I'll use my blog to talk about Deathwalker 7000. Now, a lot of this is just theory, since I don't believe I've used him in a long time. Heck, maybe only twice.

First, let's really break the 'borg down. He has all kinds of things going against him, the classic 1 Life for Deathwalkers, a ranking of Unique, and a power that still kills him even if it fails. To make matters worse, he is moderately expensive at 100 points, and has little synergy in Classic 'Scape. But he has a really good pair of powers, even if his main thing has a large margin of error, and a good defense rating of 7.

C3V/SoV units have given this soulborg a new chance though. Not necessarily a great new perspective on life so that he should avoid blowing up of course, he still has that thing going for him, but at least he isn't an OM sink anymore. Zettian Infantry, and Hoplitrons are able to take standard bonding turns with him. Elaria the Pale can also help you trigger a bigger boom provided she is within range. I wouldn't suggest using him with Myrddin's Mystic Sacrifice power unless he is almost dead anyway...

A possibly good build might be something along the lines of 7000, 9000 and a bunch of Zettian Infantry. You can use Bonding to throw 7000 directly into a big group of enemies and then use 9000's special attack to target 7000. Stealth Dodge lets the blast bounce right off (roll 1 shield on 7 dice is pretty easy to do... but beware the dreaded Deathwalker roll). Then, during turns when 7000 isn't being a "beacon" he can keep approaching an important hero your opponent has.

I think with 7000, it's important to not pop him until you are either in a good position to (maybe adjacent to a hero who costs a crapload of points per life?) or unless you have to. Adjacent to 3 minions? May as well go for it. At least you'll be up 10 points if you don't fail.

7000 also looks like a great counterdraft option. Since during the draft you can see what your opponent is taking, you can save the robot for figures he can fight. Either ranged hordes who only like fighting at range. Huh, the Cathars probably don't like him either, but they can corral him well enough. Maybe he's even not a half bad "Defender" mini, since he does a decent job at tying down minis as well as they tie him down. Then there's always the route of having him hold a glyph, since he's not going anywhere for a long, long time. Depending on where the glyph is and your opponent's figures, you could even lure your opponent towards 7000 and then go boom.

I gotta get some time in with 7000. But I also need some of those Zettian Infantries... a fickle thing HeroScape is.
Total Comments 0

Comments

 
Recent Blog Entries by flameslayer93

All times are GMT -4. The time now is 05:59 PM.

Heroscape background footer

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2024, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2024 DragonByte Technologies Ltd.