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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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Masha Shingai vs Knights of Weston (Rematch)

Posted November 13th, 2018 at 06:40 PM by Astroking112
Updated November 30th, 2019 at 12:40 AM by Astroking112
Fire Isles by yagyuninja
300 Points
Glyphs of Dagmar (Initiative +8 ) and Valda (Move +2)

Current Version of Unit:
Spoiler Alert!

Leo: Masha Shingai, Tagawa Samurai Archers x3, Otonashi (290)
Astro: Knights of Weston x3, Sir Hawthorne (300)

Which Units Survived?
Sir Hawthorne (no wounds), 8 Knights of Weston
~230 Points

Game Summary:
Since Hawthorne's untimely betrayal significantly hampered the knights' progress in the last game, I wanted to see this match-up again. I won initiative and my defense dice didn't fail me as I advanced my very slow knight build forward.

Leo overextended with Masha on OM2 of Round 1, letting me gang up on him from height under the hopes that the defense penalty would slow down my knights. Hawthorne didn't manage to deal any damage (to him or me, thankfully), and the knights were mostly unsuccessful on their first attempt to kill the demon, but after I won initiative in the second round and was able to get in a full five attacks on the demon before Awakened Fear could activate (having grabbed Valda earlier to make up for my slow knights), Masha melted like butter.

This left Leo with only the TSA to deal with my knights and Hawthorne (who I stopped taking turns with near the end, to avoid any potential backstabber-y). I lost 2 knights to Counterstrike and 2 to defense whiffs, but other than that, there wasn't much the TSA could do without their demon leader.

Usefulness of Powers:
Awakened Fear:
-2 dice to TSA (both attacks whiffed)
-3 dice to Knights of Weston (2 whiffed, one from height was blocked)

Averages:
Shields: 1.33
Skulls: N/A
Wounds Per Successful Attack: 1.67

False Slumber: Never activated, since I intentionally put no range in the opponent's army.

Normal Masha Defenses:
(2/3) against (2/5) from Hawthorne
(2/3) against (4/4) from KoW
(2/3) against (2/4) from KoW
(0/3) against (2/3) from KoW
(1/3) against (2/3) from KoW (dealt final wound)

Masha Defenses with Awakened Fear active:
N/A against (0/2) from KoW
N/A against (0/2) from KoW
(1/3) against (1/3) from KoW

KoW Defenses against TSA in Awakened Fear:
N/A against (0/2)

Hawthorne Defenses against TSA in Awakened Fear:
N/A against (0/2)

Awakened Fear was annoying for the turn that it was active, but since I was able to target Masha directly, it wasn't in effect for very long at all. The initiative switch definitely helped in letting me kill him quickly.

Additional Comments:
Leo said, and I quote:
Quote:
Originally Posted by Leo Ultra
Gg knights too op
As the person who was playing against Masha, I did not feel like he was nearly as frustrating as I had expected. This could be tied to him being overextended, though, since it could've been a very different story if I had lost Hawthorne early or been unable to reach Masha because of the TSA.
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