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Power Rankings Revealed

Posted March 28th, 2007 at 06:04 PM by Jormi_Boced


With the Heroscape tourney scene becoming more and more popular, Heroscape players look to bring their best game and army to tournaments. Heroscapers spider_poison and Jormi_Boced look to offer some of their advice based off of the Heroscape Power Rankings thread. Spider has played and won in various tournaments in the Midwest and also claims the title of Heroscape Gen-Con Champion and Mindshackle Champion. Jormi has won a Gen-Con tournament in addition to the most recent Midwest tournament. Both look to offer some insights on the strengths and weaknesses of a wide variety of Heroscape units in their monthly segment, Power Rankings Revealed. With the new Swarm of the Marro master set around the corner, spider_poison and Jormi_Boced look to some of their current favorite Marro units. Spider will discuss his favorite squad, while Jormi explains the benefits of an often misunderstood Marro hero.


Marro Warriors


Marro Warriors are my personal favorite squad in the game; they offer a decent ranged force for little cost. When only fifty points are left for an army, the Marro Warriors are almost always the best filler for the available options. However, the Marro Warriors can also play a major role in the strategy of a good tournament army.


Strategies:


The Marro Warriors perform poorly when used as the first units to hit the front lines. Their firepower is sub-par, and the Water Cloning ability becomes nearly useless. The first wave of troops should rarely be a unique squad with low attack; your opponent will dispatch of them quickly and keep you from controlling high ground. The Marro Warriors do much better in an environment in which your opponent has fewer numbers and weakened heroes. This will allow you to control the pace of the game and better utilize the Water Cloning ability. However, it should always be noted that a turn taken to Water Clone is a turn spent without attacking your opponent. Water Cloning, though a powerful ability, should only be used under a slow game pace or desperation. Marro Warriors should rarely be used with multiples of common ranged squads. If you’re already using three squads of the 4th Massachusetts Line, using a squad of Marro Warriors usually doesn’t make much sense. Also, Marro Warriors are best used in conjunction with other unique ranged squads. I often pair the Marro Warriors with the Krav Maga Agents when building a melee-favored army. The Krav Maga make an excellent first line of troops, with the melee troops being the feature of the middle game strategy, and the Marro Warriors come in last to do cleanup.


Suggested Armies:


450 point army:

Raelin (80)

Krav Maga Agents (100)

2x Minions of Utgar (220)

Marro Warriors (50)


This 450 point army is both easy to play and versatile. Krav Maga backed up by Raelin should usually start off the game, minions fly in second, and the Marro Warriors are there for cleanup and utility. It is both tough as nails and entertaining to play.


500 point army:

2x Marrden Hounds (180)

Su-Bak-Na (160)

Marro Warriors (50)

Airborne Elite (110)


This 500 point army is much harder to play and much more luck-reliant, but it can excel when played correctly. Just remember two things: Su-Bak-Na hates ranged figures, and the Hounds need at least average D-20 rolls. If the AE don’t drop right away, it’s usually not best to start the game off with your Marro Warriors. Use the speed of your Hounds to tie up your opponent and wreak havoc until the AE drop.


550 point army:

2x Knights of Weston (140)

Finn the Viking Champion (80)

Marro Warriors (50)

Krav Maga Agents (100)

Raelin (80)

Syvarris (100)


Though this 550 point army largely uses master set figures, it can still compete with top tournament armies. The Marro Warriors should usually get Finn’s spirit, but there are two other great targets as well. If possible, this army prefers to fight at range with the knights and Finn usually playing the role of bodyguards. Though Sir Gilbert immensely helps out the Knights of Weston, this army doesn’t need him as much since movement will hopefully not be as pivotal.


Ne-Gok-Sa


Ne-Gok-Sa is a hero that is oftentimes overlooked as a bad hero because his special ability occurs rarely and is completely undependable. I believe a closer look at this hero will reveal a unit with good stats for his points, and how he can also be p sychological force on the battlefield.


Strategies


At 90 points, Ne-Gok-Sa reigns as a fairly powerful hero with great stats. The 3 attack and 5 movement are average, but the 5 life and 6 defense are great. These stats allow a 90 point figure to tie up higher point figures like Major Q9 without fear of taking much damage. Ne-Gok-Sa also has a very handy trait, warlord. This trait allows the Roman Legionnaires to bond with Ne-Gok-Sa, and together they make a very powerful team. Now, you might be thinking, “But what about his special abilities? I want to play figures with good special abilities, and Mind Shackling on a 20 is almost never going to happen.” It’s true that an actual Mind Shackle is a rare occurrence, but it isn’t a factor that you, or even more importantly, your opponent, can ignore. The real power of the Mind Shackle is positioning Ne-Gok-Sa in ways that make your opponent uncomfortable and paranoid. The mere threat of the Mind Shackle is enough to influence your opponent’s actions. It may be a very rare case to get the Mind Shackle, but can your opponent really afford to get Major Q9, Krav Maga or any other pivotal unique unit too close to your Ne-Gok-Sa? I find that an actual Mind Shackle does not need to occur to make it a valuable special ability.


Suggested Armies:


440 point army:

Ne Gok Sa (90)

Krav Maga (100)

Marro Warriors (50)

Theracus (40)

4x Deathreavers (160)


Obviously this army is probably not the most competitive army around, but it will annoy your opponent. The rats will be all over the board hampering your opponent’s movement while your Krav wreak havoc from above. You can then use Theracus to cart around Ne- Gok-Sa to your chosen targets for shackling. Like I said before, this may not be the most effective army you could field, but it should be one that you can have some fun with.


490 point army:

Ne Gok Sa (90)

Me Burq Sa (50)

3x Roman Legionnaires (150)

Marcus Decimus Gallus (100)

Krav Maga Agents (100)


This is a very synergistic 490 point army that utilizes the Roman Legionnaires powerful warlord bonding special ability with several good warlords. A good plan for this army is to usually start off the battle by splitting order markers between the Krav Maga Agents and the Romans, who will be bonding with Me-Burq-Sa. This type of play will get the Romans to the pivotal spots on the map while providing ranged cover for them from your Krav and Me-Burq-Sa. After Me-Burq-Sa is destroyed, it is generally Ne-Gok-Sa’s turn to enter the fray. It is usually best to leave Marcus in a safe spot until the end game since his bonus movement for the Romans is too important to lose. This army has the ability to do very well in tournament setting, and it gives Ne-Gok-Sa a chance to shine.


550 point army:

Su Bak Na (160)

Ne Gok Sa (90)

Me Burq Sa (50)

Marro Warriors (50)

4x Marro Drones (200)


Although this army may not be the most tournament-worthy, it is a lot of fun to play and has the ability to do very well with some good D20 rolls. The general plan of this army is to leave Su-Bak-Na in the back to get the most out of his bonus to the Marro D20 rolls, but in some instances it will be necessary to bring him into the fight earlier in order to take out a high defense character. Just be careful not to get him into a sticky situation, as his 3 defense won’t keep him alive for very long in the thick of the battle. The Marro Drones are obviously this army’s backbone and can be devastating with some good D20 rolls. Me-Burq-Sa and the Marro Warriors are your range power and can be used to help cover Ne-Gok-Sa as he moves into the battle with the ability to Mind Shackle on a 19 or 20. Again, this army is not necessarily tier 1, but it can be a ton of fun to play and has the ability to take on any other army when the D20 is landing favorably.


We hope you have enjoyed the first installment of Power Rankings Revealed. Be sure to check out our new article next month. Units covered in depth will be determined by popular opinion, so be sure to let your voice be heard on what you want in the Power Rankings thread!

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