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-   -   The Book of 10th Regiment of Foot (https://www.heroscapers.com/community/showthread.php?t=19518)

spiteofthedice June 24th, 2008 05:38 PM

The Book of 10th Regiment of Foot
 
The Book of 10th Regiment of Foot

Defenders of Kinsland - Collection 8 - Soldiers and Wolves


If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio:The crackling ring of musket fire breaks against the hillside. Men fall screaming all around me. A cannon bellows out a rumbling cry in the distance.

This is our third assault on the rebels at Breed's Hill. The field is littered with our dead.
The steady gun fire is dying, becoming sporadic. Ammunitions run low on both sides. The drum beats out a command to charge. We claw our way up the hill and collide with the rebels. They have no bayonets. We quickly overwhelm them and they break into retreat.

I turn to speak to a fellow soldier on my right, thinking the rebels have dispersed. I look over just in time to see a musket ball rip through the soldier's chest. The shot comes as a sudden shock, stunned I turn, searching for its origin. I catch a glimpse of a man in a brown coat and then the butt of his musket crashes across my vision and sends me into darkness.

I reawaken in another world. Many of my injured comrades of the 10th Regiment have joined me here. Madam Durnipia has healed many from grievous wound that surely should have killed them.

http://www.heroscapers.com/community...3_original.jpg
(Photos courtesy of Truth :truth:)

Quote:

Originally Posted by Confred (Post 1416065)
WAIT THEN FIRE
If none of the 10th Regiment of Foot move this turn, add 1 die to their attack.

MELEE DEFENSE 1
When rolling defense dice against a normal attack from an adjacent figure, a soldier in the 10th Regiment of Foot adds 1 to his defense dice.

BAYONET ATTACK 1
When rolling attack dice against an adjacent figure, a soldier in the 10th Regiment of Foot adds 1 to his attack dice. A soldier in the 10th Regiment of Foot can only use Bayonet Attack if he moved at least one space this turn.

_________________________________________________________________

-Rulings and Clarifications-
- WAIT THEN FIRE : Stacking Per Turn
Does Wait then Fire stack each turn I use it?
No, Wait then Fire does not stack. (Hasbro FAQ)

- WAIT THEN FIRE : Piecemeal
If I only move 2 members of my 10th Regiment Squad, may the 2 that do not move take advantage of Wait Then Fire?
No. The wording on the card states, "If none of the 10th Regiment of Foot move this turn . . ." If you move even one member of the squad, none of the 10th Regiment receive the Wait Then Fire bonus this turn. (Spiteofthedice)

- BAYONET ATTACK 1 : Modification
Is Bayonet Attack 1 subject to modification, such as by height or Taelord's Attack Aura?
Yes. Bayonet Attack 1 is itself a modifier of the 10th Regiment's normal Attack, and so it is subject to further modification. (Spiteofthedice)
_________________________________________________________________

-Combinations and Synergies-

Synergy Benefits Received
- MARCUS DECIMUS GALLUS : Soldier Leadership
As soldiers, the 10th Regiment of Foot can benefit from Marcus Decimus Gallus’ SOLDIER LEADERSHIP movement bonus.

- MARCUS DECIMUS GALLUS : Soldier Attack Enhancement
As soldiers, the 10th Regiment of Foot may benefit from Marcus Decimus Gallus’ SOLDIER ATTACK ENHANCEMENT Attack bonus.
Synergy Benefits Offered
- SACRED BAND : Disciplined Army Defense Bonus
Having a Disciplined personality, the 10th Regiment of Foot may aid the Sacred Band with their DISCIPLINED ARMY DEFENSE BONUS.
C3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________
-Strategy, Tactics and Tips-
- TBA
_________________________________________________________________
-Heroscapers Community Contributions-

Power Ranking

10th Regiment of Foot- They're no 4th Mass, but who is? The Redcoats get better the more people play melee units. A-

Master Index
Unit Debate #2 -- Minutemen Vs. Militia
4th>10th
10th Regiment of Foot- What's your Army Idea?

Unit Strategy Review-
  • TBA

Jexik June 30th, 2008 03:00 AM

Re: The Book of 10th Regiment
 
Today I thought of a good name for Bayonet Charge. On most turns, I decided whether I wished to Wait then Fire, or Stick and Move.

I think they're a lot of fun to play. I played a couple games with these guys, Marcus, MBS, and some Romans on a map with Jungle and had a good time. I have always liked the melee do-si-do, so it's fun to have a ranged squad that can do that, as well as the WTF option.

I still think they're inferior to Valiant 4th Mass though. ;)

Soul Shackle June 30th, 2008 03:05 AM

Re: The Book of 10th Regiment
 
I played these guys today. Armies:

Mine
Sujoah 185
Zelrig 370
Fyorlags (x2) 450
10th Reg (x2) 600

Opponent

Sir Denrick 100
Sir Gilbert 205
Major Q9 385
Isamu 395
Knights of Weston (x2) 535
Zetacron 595

Sujoah handled Q9, Zelrig did nothing (again), and the 10th Reg really held their own against the Knights/Champs. They work really well against melee, and their Bayonet Attack really makes them flexible. I had a lot of fun using them, as well. Me likey! :D

spiteofthedice June 30th, 2008 09:30 AM

Re: The Book of 10th Regiment
 
Quote:

Originally Posted by Soul Shackle (Post 601486)
Sujoah handled Q9, Zelrig did nothing (again)

:lol: Don't you hate that? We just fielded Wo-Sa-Ga for the first time last game with the same result. Poor Marrworm never got the chance to do anything.
Quote:

Originally Posted by Soul Shackle (Post 601486)
the 10th Reg really held their own against the Knights/Champs. They work really well against melee, and their Bayonet Attack really makes them flexible. I had a lot of fun using them, as well. Me likey! :D

Yeah, the 10th Reg were in our game too, and while they didn't hold up well against my Gurei, they were very good at dispatching a couple squads of my spiders (although the spiders aren't bad at killing them, either).

------

I love the cyclical nature of the 10th Reg, the way they fall into a sort of rhythm: Melee Attack boost, Melee Defense boost, Ranged Attack boost, Move, Melee Attack boost, Melee Defense boost . . . It plays very well and it mimics perfectly the sort of incremental advances that the colonial "soliders" would have made.

Revdyer June 30th, 2008 10:06 AM

Re: The Book of 10th Regiment
 
I've been playing the 10th Reg. a lot lately, too; especially comparing it, mentally, to the 4th Mass. While the two squads seem very similar, they do play quite differently. The 10th really shines when it gets into the rhythm of which spiteofthedice speaks. In addition, being able to bayonet charge a couple of the squad while being also able to shoot from a distance (albeit at a mere two dice) with the other members of the squad makes for some very interesting tactics.

I like them quite a bit.

Tai-Pan June 30th, 2008 11:20 AM

Re: The Book of 10th Regiment
 
So, reading the card, it looks like the 10th can run in circles around an enemy and still receive the bayonet bonus. Am I reading it correctly? Because they seemed to have avoided issues with powers like these (Valguard and Templars) It seems that it should work, but I'm having some pretty hilarious mental images of a bunch of redcoats stabbing a dragon, then running a lap around it, and stabbing it again.

Revdyer June 30th, 2008 11:58 AM

Re: The Book of 10th Regiment
 
Yes, Tai-Pan, that is how it works, although, in my experience, the "running around" usually involves a single hex of "still-engaged shuffle."

Soul Shackle June 30th, 2008 12:04 PM

Re: The Book of 10th Regiment
 
What's really cool is that if one of your 10th Reg dies, you'll (like all commons) have to bring another up. With the MM, you'd lose your WtF bonus while bringing one forward. With the 10th Reg, as long as you can move a space, you can use Bayonet Attack and keep that extra die. If the one you've brought forward is within range, he may even have himself a target to shoot at, as well.

Faxanadu13 August 12th, 2008 11:41 PM

Re: The Book of 10th Regiment
 
I really want to run these guys since I now have five sets of them. I have been pondering the best 600 point army for them. I have been thinking of useing Marcus or Taelord, but its bugging me, I know there is a killer combination out there hidden in some cryptic synergy. Anyone discover what that is?

Jexik August 12th, 2008 11:51 PM

Re: The Book of 10th Regiment
 
Jotun. He ends in a 5 too. Jotun + 5x Regiment of Foot = 600

Coincidence? (The funny thing is that it just might work since he rocks against Q9)

Faxanadu13 August 13th, 2008 01:24 AM

Re: The Book of 10th Regiment
 
Quote:

Originally Posted by Jexik (Post 646593)
Jotun. He ends in a 5 too. Jotun + 5x Regiment of Foot = 600

Coincidence? (The funny thing is that it just might work since he rocks against Q9)

Funny you should say that. I've been battleing against a undefeated champion of our games and she uses Q9 in EVERY game! Even when I kill Q9 he leaves a deep hole in my army every time. And Jotun is a figure I rarely bring to to use. And thats only 21 figures and 22 hexs!

Faxanadu13 August 13th, 2008 01:32 AM

Re: The Book of 10th Regiment
 
I was actually thinking that the wolves of badru would be good personal bodyguards to the 10th. Like this:

10th foot x3 225
Wolves of Badru x2 385
Khosumet 460
Deathwalker 8k 590
Isamu 600


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