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Examining the Guard Class in Heroscape Part 6: Chainfighter

Posted August 12th, 2010 at 10:24 PM by Filthy the Clown
Unique abilities tend to add a bit of flavor to strategies, leading away from the standard, mundane battle plan of moving forward and attacking. With that in mind, the newest member of the guard class adds a powerful and interesting ability, and with nothing more than a length of chain. Enter the Drow Chainfigher, a highly mobile guard unit with the ability to pull distant units into adjacency.

Drow Chainfighter



The drow chainfighter looks like he stepped out of a Judas Priest video, but don't let appearances fool you: he is a sturdy (and relatively inexpensive) member of the guard class, and he brings a unique offensive special to the table: the Chain Grab. With a modest d20 roll, one can deny the enemy's small or medium figures the advantage of choice terrain. This is a powerful ability, useful for snagging units from height, moving Raelin or other heroes into engagement...
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Examining the Guard Class in Heroscape Part 5: Rock Warriors

Posted August 4th, 2010 at 11:21 PM by Filthy the Clown
Updated August 5th, 2010 at 09:18 AM by Filthy the Clown (Grammar editing)
The following Guard units are the closest that the Guards have to a solid army core...Units that can almost work as a standalone army; they are the rockers of Heroscape: the Granite Guardians, and to a lesser extent: the Obsidian Guards. With impressive stats almost as impressive as their cost in points, these stone-faced squads slowly shuffle towards the enemy, using ranged attacks from height or special terrain.

Let's begin with the Granite Guardians:



The rocks come alive! With a stout defense of 5, and the potential for an attack of 5 from height, the GG's stand tall against your approaching opponent, absorbing damage and acting as a buffer between the enemy and other members of your army. With the Gain High Ground ability, all GGs that you control can take an additional move of 1, including up to 4 levels up or down. Additionally,...
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Examining the Guard Class in Heroscape Part 4: Gurei-Oni

Posted July 26th, 2010 at 12:00 AM by Filthy the Clown
As we continue our examination of the Guard class, we come across one of the more unique heroes to be released: Gurei-Oni.


There is nothing quite like a large, one-eyed, be-dreaded ogre to strike fear in the mind of your opponent. However, when you add a comical eye, large pot belly, ragpicker's wardrobe, and a table leg, one is not quite sure whether to run...Or laugh. That being said, your tears of laughter can quickly turn to tears of pain if you neglect ole one-eye. With a Large size, rat-smacking special attack, and a deterrent to normal ranged volleys, he can be a viable option to your next army.

Gurei is one of the two members of the Guard class with a Large size (the other being the Dumutef Guard). As such, he is afforded all of the bonuses that are due one of his size. With a large base, he can also select his engagements for maxiumum effect, and with is apparel...
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Examining the Guard Class in Heroscape Part 3: ZG and D

Posted July 21st, 2010 at 11:51 AM by Filthy the Clown
Updated September 16th, 2010 at 03:10 PM by Filthy the Clown (Added Dumutef/Death Knight build)
Besides being members of the Guard class, our next two units under the microscope (Zettian Guards and Dumutef Guards) have something else in common: they both have existing strategy guides! Therefore, I will only be glancing briefly at each unit, pointing out guardship-related strategy snippets and army builds (both proven and speculative).

Zettian Guards


The original soulborg duo is the classic example of using ranged fire to harass an approaching enemy. With a range and defense of 7 (range boosted to 9 when adjacent to the venerable Deathwalker 9000), these guys are great to prop on a hill and fire away. They have limited offensive output, but their firing can distract your opponent and draw fire away from key assets.

[View the excellent Strategy Guide]

Zettians shine at:
  • guarding glyphs or key terrain
...
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Examining the Guard Class in Heroscape Part 2: Blastatrons

Posted July 15th, 2010 at 04:44 PM by Filthy the Clown
Updated July 15th, 2010 at 10:44 PM by Filthy the Clown (Added Spider Poison's GenCon 08 championship build.)
As we continue our analysis of members of the Guard class, let's take a look at the only 4-member ranged squad in the Guard class: Blastatrons.


The Blastatrons have a lot going for them: they are soulborgs (thus immune to a host of vulnerabilities); 7 range, 4-unit squad (15 points each; cheaper than 10th Regiment, Minutemen, and Mohicans, whom they have a loose comparison too); and movement bonding with Gladiatrons. However, with weak defensive stats, as well as a paltry base attack of 1 (according to Sisyphus's tables, an attack of 1 will only cause a wound on a defense of 3 about 15% of the time), they must utilize a 'ranged firebase' approach, with as many attack enhancements as they can get, to fulfill their guard obligation: namely, protecting their assets with ranged fire, as well as melee engagement when the need arises.

The Blastatrons...
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