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I use this blog to record data for testing custom figures and sharing my thoughts on the design process before posting the results in my thread.

I don't plan to submit all customs that I'm recording data for into the SoV but I do plan to test any custom that I make thoroughly so that it is enjoyable for others that might want it for their table.
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Test 1/24/21 Wulfing Hunters

Posted January 25th, 2021 at 11:33 AM by Shiftrex
Test Subject:

GENERAL = JANDAR
PLANET = FEYLUND
SPECIES = WULFING
UNIQUENESS = COMMON SQUAD
CLASS = HUNTERS
PERSONALITY = FEARSOME
SIZE/HEIGHT = MEDIUM 5

LIFE = 1

MOVE = 6
RANGE = 1
ATTACK = 3
DEFENSE = 3
POINTS = 50

HUNTER'S HOWL
After revealing an Order Marker on this Army Card and taking a turn with the Wulfing Hunters, if at least two Wulfing Hunters that you control are engaged, you may take 1 additional turn with an unengaged squad of Wulfing Hunters or an unengaged Hunter Hero.

SILENT STALKER
While a Wulfing Hunter is not adjacent to any other figures it has no visible hitzones.

GAME 1
Map: Iceberg Lettuc (Dagmar, Valda)

Armies:

280 4th Massachusetts Line x4
110 Alastair MacDirk
390, 17 hexes

vs

250 Wulfing Hunters
50 Marro Warriors
95 Arktos
495, 15 Hexes

Stats:

Shiftrex
Attack rolls: 36 out of 74 (48.65%)
Defense rolls: 29 out of 94 (30.85%)
Total dice rolled: 168
Time used: 0h, 17m, 40s


Astro
Attack rolls: 50 out of 105 (47.62%)
Defense rolls: 23 out of 77 (29.87%)
Total dice rolled: 182
Time used: 0h, 36m, 28s

Outcome:

Loss for the Hunters, 2 4th Mass left on the board with a half health Alistair MacDirk. Immediately I spread the hunters out around the board to avoid them being able to get shot in their startzone so I could deny any Wait then Fire scenarios, the 4th Mass took high ground while I moved around the board and set up on Glyphs. Most of the fighting took place around the large glacier in the center where I tried to limit the amount of attacks the 4th mass could get and deny them height when possible, overall it forced them to break out of their flow-chart style of play.

Thoughts:

This game was oppressive to the 4th Mass because they normally don't run with a screen so it required them to move at least 1 member up to engage while leaving 3 men on height or level ground to try and get shots in which meant they were rolling 2 more often and 3 in the worst case scenario because they were not getting their wait then fire bonus. Alistair was able to move about freely with his over extend allowing him to get 2 kills a turn in most instances and he pushed me off the Glyph of Valda quite easily so that the 4th Mass could have the advantage of extra movement and stay relatively save by screening with one of their own and attacking down from height.

Howl was used 4 times this game, the opponent spread the 4th Mass out enough that it was difficult to get multiple engagements and I didn't want to pass up attacks on figures with 3 defense that had height so I took the attack that I got usually. Looking at the bonding option that I took, Arktos did fine here I think and I don't think that the game would have been affected much by Himmelskralle because the 4th were placed well to stay away from my melee figures in most instances. Stalker came into play a lot, I leveraged it from the beginning and prevented the 4th Mass from just podding up on the highest point of the map to rain down terror. Because of Stalker the 4th Mass only got to use their wait then fire bonus once during the game. The flow was usually, Wulfing engage and kill their target or 4th Mass engage and kill their target with little ability to snowball beyond that.

Arguably the Wulfing had the ability to win this game, my choices may not have been the best and perhaps I should have been more aggressive. It should be noted that Arktos enchanted Marro Warriors nearly took the game, they killed 6 4th Mass on their own before falling to Alister MacDirk. The Silent Stalker ability did let me control the Dagmar Glyph for almost the entire game because the opponent was not interested in contesting it, they choose to contest Valda with their melee figure instead and secured it quite easily.

We theoryscaped a while about how the unit was good against 4th Mass but didn't have the same shut down affect against other armies because they could either run a screen (and normally do) or they would function as a screen themselves. The easiest comparison here were Arrow Gruts, Q10, and the 10th Reg who would easily play into this army with their bayonette charge and melee defense without any issues.

GAME 2
Map: Blackroot (Dagmar, Wannok)

Armies:

375 Anubian Wolves x5
75 Khosumet the Darklord
20 Marcu Esenwein
470, 20 hexes

vs

200 Wulfing Hunters
280 Master of the Hunt
480, 10 Hexes

Stats:

Shiftrex
Attack rolls: 36 out of 74 (48.65%)
Defense rolls: 29 out of 94 (30.85%)
Total dice rolled: 168
Time used: 0h, 17m, 40s


Astro
Attack rolls: 50 out of 105 (47.62%)
Defense rolls: 23 out of 77 (29.87%)
Total dice rolled: 182
Time used: 0h, 36m, 28s

Outcome:

Loss for the Hunters against the wolves due to mostly hex advantage, this is a good unit for the Wulfing to go up against not only from a thematic perspective but because each Anubian Wolf is also a 25 point figure so... in a different construction they could come to relatively even hex count armies. The Wulfing developed and took the road early game while I slow rolled the Anubians across the road so that I wouldn't have any need for development throughout the rest of the game, with my 4 defense I wasn't terribly worried. Wulfing made the first engagements and then brought Master of the Hunt up to throw spears from height, his javelin ability actually came into play once this game. Master of the Hunt is a strong figure and was able to kill many Anubians but I managed to get a luck d20 roll and threw 27 dice at him in one turn which made short work of the 140 point investment. Game ended with 5 Anubians, Khosument and Marcu on the board after the last Master of the Hunt made a stand killing off 5 Anubians on the prior turns.

Thoughts:

This unit has the potential to involve and bring some figures that are gathering dust back to the board. Cleon was excited to try a double Master of the Hunt build because he is an uncommon hero but I think here we saw that it was likely more feasible for a higher point game where most of the figures would be heroes and MoTH could excel at bringing them down. I think that that Wulfing work very well with 1 Master and didn't have a bad showing this game vs another 25 point per sculpt army.

Howl was used 4 times this game, this was split between development of Wulfing and activations of MoTH on height throwing spears. Cleon was able to make or decline attacks in order to get the activations that they wanted but the Anubians were just too swingy with their 4 attack dice on most turns and getting a 20 for their fury roll on one turn. They are a hard unit to deal with because they are variance reliant, this could have easily wound up with the Anubians being shorter on man power at the end.

Cleon brought up the idea of a price reduction to be something to consider, I'm saving this as a note in case they are deemed to be too weak for their price point. Right now in comparison to other 25 point sculpts or rather 2 man squads they don't seem to be too off the power curve but they do need to be in a matchup where both of their abilities are relevant to gain their full value.
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