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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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2. Seishin + Archers vs. Tor-Kul-Na

Posted June 6th, 2019 at 09:17 PM by Astroking112
Updated June 6th, 2019 at 09:50 PM by Astroking112
Stalwart by Dignan
Glyphs: 2x Valda, 2x Wannok
Astro: 3x Tagawa Samurai Archers, 3x Seishin Samurai (300)
Angi: Tor-Kul-Na, 3x Marrden Nagrubs (310)

Surviving Units
4x Marrden Nagrubs, Tor-Kul-Na (1 life)
~80 Points Left

Current Version of Unit
Spoiler Alert!


Summary of Game
The Samurai opened strong, winning initiative early and moving on to nab height and deal heavy damage to Tor-Kul-Na thanks to some solid rolls. He managed to eat a Nagrub, but was soon separated from them and struggled to keep up with the archers while he was tied down by the Seishin. Things were going exceptionally well for the Samurai, with them only being down two figures and Angi becoming reluctant to attack the Seishin after Tor-Kul-Na was low on life and couldn't heal.

A rules dilemma soon came up, though: when she killed an archer on Wannok and left a Seishin on its space at the end of the round, we weren't sure whether all Seishin would disappear before Wannok was activated, or if Wannok would be activated before they disappeared. This also impacted the choices of where the wound from her own Wannok could be placed: if a Seishin Samurai is still alive to absorb that wound when it'll die otherwise anyway, it makes sense to put the wound there and essentially negate the problem.

We ended up deciding that since both powers activate "at the end of every round," they were simultaneous and would require a roll-off to determine which goes first. The Seishin lost, dying before Wannok activated, which simultaneously removed a kill from my army and took away one of my few remaining Archers. This turned the game around, with only two Archers left after the first turn of the round and neither managing to deal any damage before dying.

Thoughts
They actually felt pretty good to use before the major rules issue came up. My worries about them not feeling right without Unstoppable seem to be unfounded, although a good deal of that was due to mostly fighting Nagrubs and Angi being reluctant to attack with Tor-Kul-Na when not necessary.

I'd like to test them out more against different armies to see how they fair when not hard-countering the opponent (although they were not nearly as much of a wall for Tor-Kul-Na as they were in the last game). It's possible that letting them be killed mid-round (albeit it posing a serious risk) will make them too weak against other opponents, and necessitate a points drop. The rules dilemma also poses a major problem that needs to be addressed, of course.
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