BATTLE REPORT – MIMAMEID
BATTLE 1 – RANDOM ARMIES
600 Points
Custom Map of my own making
3 Glyphs – Dagmar (Initiative+8 ), Wannok (Wound), Oreld (Intercept Order) – randomly arranged
ARMY 1 – BAD GUYS – Minions + Snipers
Taelord the Kyrie Warrior, Omicron Snipers x2, Minions of Utgar x2
ARMY 2 – GOOD GUYS – Native Americans and Tree
Mimameid (played by Jotun), Mohican River Tribe x3, Brave Arrow, Venoc Warlord, Marcu Esenwein
Spoiler Alert!
Round 1 – Army 1 Wins Initiative (both tied with a 4 and then Army 2 rolled a 4 again!)
Taelord and Mimameid advance, Minions and Indians advance, Mohicans claim early height and attack, inflicting no wounds on Minions and Taelord. Snipers advance and return fire, killing all three Mohicans (so close on each Concealment). Additional Mohicans move up and attack, killing one Sniper.
Round 2 – Army 2 Wins Initiative
Mohicans rush in to attack, two in melee, one for the Glyph (Oreld, no success on die roll). One sniper killed, Taelord takes three wounds. Snipers return fire. One Indian killed, another survives with Concealment. Mohicans try to finish off Taelord, Kyrie survives with one hit. Brave Arrow approaches using War Cry and Tracking. Minions advance and attack, killing three River Tribe. Mimameid approaches enemy lines and kills Taelord. Minions strike back with height, dealing 4 wounds.
Round 3 – Army 2 Wins Initiative
Mimameid grabs height, avoiding passing swipes. Crashing Boughs SA kills one Minion. Minions advance across map; Mimameid is killed. Mohicans and Brave Arrow fight back, no success. Minions grab Dagmar and kill another River Tribe. Brave Arrow wiffs. Snipers advance and kill the last Mohican.
Round 4 – Army 1 Wins Initiative
Minions attack Brave Arrow, no success. Brave Arrow kills a minion. Snipers grab height, inflicting 3 wounds on Marcu. More attacks for the rest of the round, none successful.
Round 5 – Army 1 Wins Initiative
Snipers inflict one wound on Marcu. BA fails to inflict a wound. Minions deal 2 damage to BA and Venoc Warlord. Arrow takes two more wounds. Warlord kills a minion.
Round 6 - Army 1 Wins Initiative
Brave Arrow dies. Warlord kills another minion. Snipers kill Warlord. OM loss. Snipers kill Marcu. Game
Result:
Army 2 eliminated. Army 1 survives with ~210 Points remaining (4 Snipers, 2 Minions, ~30% strength)
Thoughts on this battle:
As a standalone Hero, Mimameid performed okay, killing Taelord and a Minion and taking a while to bring down with his high Life and Defense, though the Minions—being strong—took him down faster than other squads might. However Taelord only had one Life remaining and I sunk 200 points into the Ent. He didn’t do bad per se, but he didn’t contribute to the match very much, and I was really aching for those 200 points. I could’ve had 6 extra River Tribe warriors and a squad of Death Knights or Armocs for the Warlord (swapping Isamu for Marcu). I could’ve had 5 squads of Venoc Vipers. Either of those may have been enough to overrun Army 1’s remaining troops and secure a victory. It didn’t help that Mimameid’s Thick Roots power was thwarted by only fighting Minions who can fly over the imagined elevation increase. He didn’t even get shot by the ranged opponents—a likely weakness of this unit—but nonetheless it doesn’t seem to have mattered.
Figure’s uses: Killed Taelord and a Minion.
BATTLE 2 – MELEE ONLY ARMY
600 Points
Same Map
2 Glyphs – Kelda (Healing), Valda (+2 Move) randomly arranged
ARMY 1 – BAD GUYS – Romans + Raelin
Roman Legionnaires x3, Marcus Decimus Gallus, Mogrimm Forgehammer, Valguard, Raelin (SotM)
ARMY 2 – GOOD GUYS – Microcorp Legion
Mimameid (played by Jotun), Microcorp Troopers x4 (played by Microcorp Agents), Raelin (RotV)
Spoiler Alert!
Round 1 – Army 1 wins Initiative
Both Raelins advance and claim height. Mogrimm and Romans advance. Mimameid and more Romans advance. Microcorp Troopers fan out. Three shoot Raelin without success.
Round 2 – Army 2 wins Initiative
Mimameid advances onto Height, inflicts 3 wounds on enemy Raelin. Valguard and Romans counterattack to no effect. Troopers fan out, one kills Raelin with Heavy Weapons SA. Mogrimm inflicts one wound on Raelin. Romans claim Valda Glyph, kill one agent. Agents kill Roman occupying Glyph. Mogrimm inflicts another wound on Raelin, Legionnaires kill two more agents.
Round 3 – Army 1 wins Initiative
Mogrimm whiffs on Commander’s Strike and attack. Romans reclaim Glyph. Two Romans make it into enemy start zone outside of Raelin’s protection: kill two more Troopers. Troopers kill two Romans. Mogrimm KOs Raelin. Romans advance. One Microcorp killed, Mimameid sustains three wounds. Another Roman dies.
Round 4 – Army 1 wins Initiative
Mimameid sustains more wounds. Mogrimm and two more Legionnaires are killed. Marcus advances. Valguard advances and kills another agent. Mimameid is killed. OM lost.
Round 5 – Army 2 wins Initiative
Remaining 2 Romans are killed. OM lost. Microcorps injure Valguard. Valguard kills an agent.
Round 6 – Army 2 wins Initiative
Marcus is shot and takes 1 wound. Valguard kills an agent. Marcus and Valguard take further wounds. Two more agents killed.
Round 7 – Army 2 wins Initiative
Valguard kills an agent and then dies. Marcus sustains another wound
Round 8 – Army 1 wins Initiative
Marcus fails to wound anyone. Marcus dies.
Result:
Army 1 eliminated. Army 2 survives with 60 Points remaining (3 Troopers, 10% strength)
Thoughts on this battle:
Here Mimameid performed much better, able to grab height on a chokepoint while bolstered by Raelin early in the match due to an Initiative switch. While he didn’t attack much the entire game, he fulfilled his role as a blocker by just sitting there. First Raelin had to be killed and then he himself had to be killed, wasting several valuable turns that could’ve otherwise killed the three troopers that ended the game. Even with a +2 Move glyph his Thick Roots forced the army to waste movement, both through the power and through having to go around him and his aura (since he on height with Raelin is basically invincible). With the movement buff from the glyph, some of the Romans managed to get past Army 2’s Raelin and into Army 2’s Start Zone, killing the 2-Defense Microcorps gathered there. Had Mimameid not been blocking the rest of the army’s access, a lot more Romans could’ve made it there and done far more damage.
Figure’s uses: Killed a Roman Legionnaire. Inflicted 3 wounds on Raelin. Blocked exit to start zone, costing movement for units having to move around to avoid engagement. Slowed some units. Took a long time to kill.
BATTLE 3 – WHATEVER ARMIES
500 Points
Custom Map of my own making
3 Glyphs – Jalgard (+2 Defense) face-up in center; Dagmar (Initiative+8 ), Wannok (Wound): randomly arranged
ARMY 1 – BAD GUYS – Knights + Sharwin
Knights of Weston x3, Thorgrim, Finn, Sharwin Wildborn, Otonashi
ARMY 2 – GOOD GUYS – Orcs + Tree
Arrow Gruts x3, Krug, Swog Rider x2, Mimameid (played by Jotun), Isamu
Spoiler Alert!
Round 1 – Army 2 wins Initiative
Mimameid advances. Finn and Knights move out, fanning across the board. Swogs and Orcs advance. Knights reach glyphs first: Finn claims Jalgard. Knight claims Dagmar. Orcs inflict one wound on Finn.
Round 2 – Army 1 wins Initiative
Knights and Thorgrim advance. Knights claim Wannok. Archers and Swogs kite. Finn takes another wound. Three Knights die. Wannok is freed.
Round 3 – Army 1 wins Initiative
Thorgrim and knights engage. Thorgrim kills an archer. Knights miss their attacks. Swog kills Knight. Archers prove ineffective. Knights finally pin Swogs and Archers: both swogs killed as well as 4 Archers. Both Thorgrim and a knight reach Army 2’s Start zone. Grut claims Wannok, killing Otonashi with it.
Round 4 – Army 1 wins Initiative
Thorgrim and knights continue rampage, killing 3 more Arrow Gruts. Only 1 grut remains soon. 2 Knights killed, one by Krug and one by an Arrow Grut. Last remaining Arrow Grut escapes harm, keeping OMs.
Round 5 – Army 2 wins Initiative
Krug swings and misses. Last grut is finally killed. Mimameid inflicts one wound on Thorgrim. Krug receives 2 wounds and kills the attacking knight. Finn and a Know swap places for the Jalgard glyph. Isamu is killed. Dagmar glyph is reclaimed by knights.
Round 6 – Army 2 wins Initiative
Krug kills two knights. Thorgrim and knight attack with height, inflict one wound.
Round 7 – Army 1 wins Initiative
Thorgrim inflicts 3 wounds on Krug. Krug kills both Thorgrim and knight. Thorgrim’s spirit is placed on Sharwin. Finn kills Krug. OM loss.
Round 8 – Army 2 wins Initiative
Mimameid kills the last knight sans the one on Jalgard glyph. Finn fails to inflict any wounds. Sharwin begins advancing up.
Round 9 – Army 1 wins Initiative
Sharwin advances, fails to inflict wounds. Mimameid wounds Finn. Sharwin moves to Wannok glyph.
Round 10 – Army 1 wins Initiative
Sharwin advances. Mimameid fails to inflict any wounds. Sharwin inflicts 2 wounds on Mimameid. The ent inflicts 4 wounds on her. She repays him another 1.
Round 11 – Army 1 wins Initiative
Sharwin and Finn fail to inflict any wounds. Mimameid kills Sharwin.
Round 12 – Army 1 wins initiative
Finn inflicts 2 wounds. Mimameid kills him.
Round 13 – Army 1 wins Initiative
Last knight and Mimameid w/ 1 Life remaining race to Wannok glyph. Mimameid forces confrontation. Both fail to wound the other.
Round 14 – Army 1 wins Initiative
Both fail to wound the other again. Knight finally kills Mimaeid w/ 3 Skull attack.
Result:
Army 1 eliminated. Army 2 survives with ~17 Points remaining (1 Knight, 4% strength)
Thoughts on this battle: This one was hard to gauge because the dice were so skewed: Knights’ army consistently trading evenly with the Gruts despite possessing the +2 Defense glyph for 90% of the game, only barely coming out ahead after an agonizingly long duel against Krug and Mimameid. At first Mimameid was working against his own army simply by having cost an OM leading to the enemy reaching the Jalgard glyph first. However his power did come in handy as the Disengage 6-Move Gruts kited their 4-Move enemies, able to use Mimameid’s aura to further aid their fighting retreat. The ent himself proved to be quite the menace in the endgame as well since all his foes only had three attack dice, save for Sharwin (effectively 5 attack with Shocking Grasp) who bungled her every roll (and luckily did not get in any counterstrikes even with 6 defense). Nonetheless his single-attack and tankiness did slow the game down to a crawl. He might’ve made more use of his SA had all the enemies not had 6 Defense minimum thanks to the glyph.
Figure’s Uses: Slowed some knights while they chased gruts. Killed Finn and Sharwin. Last figure alive.
Final Thoughts:
As a standalone Hero, Mimameid’s tankiness and single-attacking remind me the most of Charos. Charos is well-known for being one of the tankiest units in the game (and Mimameid only having 1 less Life). Mimameid mostly excelled at tanking hits as well, taking a long time in most of the games to be killed. His aura of Thick Roots, despite only being 2 spaces, covers quite the area given his being Double-Spaced. It proved exceptionally annoying and cost a couple Attacks here and there because of it. When it worked as intended I was surprised by how much it affected the game. I found myself going around him a lot rather than through him, making him an effective blocker in many scenarios. In an important lane with his roots down he costs movement to those going by, and even if it’s only one space that still took its toll in a noticeable fashion.
Of course, the thing with Charos is that he is dangerous. 5 Attack and Counterstrike make him threatening to be sure, and his offensive potential is further bolstered by having Bonding nowadays with the Greenscales. Additionally he is much more mobile since he has Flying. Mimameid by comparison was slow and lumbering, and unless he was forced to fight as he was in the final match where he was the last unit alive (outliving even Isamu and the entire reserves in the Start Zone) I didn’t put many OMs on him at all. In that sense if you’re wondering if he is boring or unfun I would say “Yes”, since he mostly moves into position and then just sits there until he is killed or forced to fight. Effective, sometimes, yes. But not the most fun of units. He’s not really worth killing right away so you may be in for a real slow slugfest come the end of the game.
Perhaps an Attack of 5 or a more potent Special Attack (I found Crashing Boughs to be not all that useful, generally using his Normal Attack 9 times out of 10) would liven him up a bit: give the player more of a choice between laying down Thick Roots or activating him and doing some damage.
As it stands, he is effective at his job when placed correctly against the correct army. Bad placement or a bad matchup (as it was in the Minions’ case (wings and all)) makes you sorely miss the 200 Points you spent on him. He feels terribly expensive in games where his power causes little disruption. 200 Points is a lot—you could have 20 Deathreavers for that much. But I’d sooner him be more dangerous and 200 Points like Charos is rather than the same but with a reduced cost, where he’s still a little dull. The best tanks are the ones that can't be ignored, after all.
Overall he was better than I'd thought he'd be when he worked as intended. I wouldn't say he's unfair since he's so expensive. But he is somewhat unfun: a little dull to use and he takes a long time to kill.
~TAF