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Old May 8th, 2018, 02:10 AM
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Orc's Power Rankings

For a better understanding of these Power Rankings, please read my State of the Meta Address companion piece that largely deals with the shifts in the Meta.

For terminology that I use in the descriptions, please read my Terminology Guide.

These Power Rankings are meant to be a modern look at the Competitive HeroScape scene and the value each unit has within an army in a variety of formats.

Thanks to spider-poison and Jexik for creating and maintaining the older rankings, and dok for creating the VC-inclusive rankings.

Unlike those, this list will only include Classic HeroScape: no customs of any kind and no Marvel.

What to expect in the future: brief blurbs to describe the changes as well as a collaborative set of ratings put out by the Knights of Matthias.

Thanks as well to DragonRuler for helping refine these ratings.

Units in Red were moved down from their place in the official rankings, and vice-versa for units in Green. In parenthesis is the “old” rank; the rank they were in the official rankings.


S
Raelin the Kyrie Warrior-ROTV (80, A+)

A+

Deathreavers (40*)
Hatamoto Taro (130, F)

Major Q9 (180)
Marro Warriors (50, A)



A

4th Mass. Line (70*)
10th Regiment of Foot (75*, A-)

Blastatrons (60*)

Fen Hydra (120+)

Gladiatrons (80*)

Grimnak (120)

Heavy Gruts (70*)
Isamu (10)

Knights of Weston (70*)

Krav Maga Agents (100)

Marcu Esenwein (20, A-)
Marro Stingers (60*)
Me-Burq-Sa (50, A-)
Nerak the Glacian Swog Rider (50, A-)

Nilfheim (185, A-)


Sir Gilbert (105)



A-

Agent Skahen (120)

Airborne Elite (110)

Alastair MacDirk (110)

The Axegrinders of Burning Forge (70*)
Blade Gruts (40*, B)
Braxas (210)
Cyprien Esenwein (150)

Darrak Ambershard (60)

Death Chasers of Thesk (55*)
Eltahale (140, B+)

Greenscale Warriors (60*)
Kaemon Awa (120)
Major Q10 (150)

Marcus Decimus Gallus (100)
Mezzodemon Warmongers (65*, B+)

Mogrimm Forgehammer (120)
Phantom Knights (70*)
Roman Legionnaires (50*, B+)

Zelrig (185)



B+
Arkmer (50, B)

Arrow Gruts (40*, B)
Ashigaru Harquebus (60*, B-)

Atlaga (90, A-)

Black Wyrmling (30*)

Brave Arrow (50)

Charos (210)
Concan the Kyrie Warrior (80, B)
Eldgrim the Viking Champion (30, A-)

Finn the Viking Champion (80)
Fire Elemental (35*, A-)
Frost Giant of Morh (140+, C+)

Goblin Cutters (50*)

Heirloom (90)

Horned Skull Brutes (75*)

Krug (120)

Kurrok the Elementalist (120)
MacDirk Warriors (80*, C+)
Marrden Hounds (90*, B)


Marrden Nagrubs (30*)
Marro Dividers (50*, A-)

Migol Ironwill (110)
Minions of Utgar (110*, A-)

Mohican River Tribe (70*)
Moltenclaw (170)
Ne-Gok-Sa (90)
Ogre Pulverizer (100+)
Raelin the Kyrie Warrior-SOTM (120, B)

Red Wyrmling (30*)

Sacred Band (50*)

Samuel Brown (60)
Sentinels of Jandar (110*, A-)
Sgt. Drake Alexander-SOTM (170, A-)
Sonya Esenwein (45, A-)

Swog Rider (25*, B)
Tarn Viking Warriors (50, C+)


Theracus (40)

Torin (120)

Tor-Kul-Na (220)

Venoc Vipers (40*)

Venoc Warlord (120)

Water Elemental (30*)

Zetacron (60)

Zombies of Morindan (60*)



B

Ana Karithon (100)

Aubrien Archers (70*)

Brunak (110)
Capuan Gladiators (70*, B+)
Crixus (90, B+)
Drow Chainfighter (25*, B-)
Emirroon (80, B-)

Fyorlag Spiders (40*, C+)


Guilty McCreech (30)

Ice Troll Berserker (85+)

Iron Golem (100+)

Izumi Samurai (60)
Jorhdawn (100, B-)
Kozuke Samurai (100, B-)
Kyntela Gwyn (20, B-)

Laglor (110, A)

Marro Drones (50*)

Marro Hive (160)

Microcorp Agents (100*)
Nakita Agents (120)

Ogre Warhulk (150+)

Omnicron Repulsors (40*)

Omnicron Snipers (100*)
Ornak (100, B-)
Othkurik the Black Dragon (140, B+)
Otonashi (10, C+)
Parmenio (90, C)


Protectors of Ullar (110*)
Sgt. Drake Alexander-ROTV (110, B+)
Sir Denrick (100, B-)
Sir Hawthorne (90, B+)
Sonlen (160, B-)
Spartacus (200, B+)

Syvarris (100)

Tagawa Samurai (120)

Tandros Kreel (120)
Thorgrim the Viking Champion (80, B-)
Tornak (100, C+)


Ulginesh (150)
Valguard (110, C+)
Warforged Soldiers (80*, B+)
Warriors of Ashra (50*)

White Wyrmling (30*)
Wyvern (100+, B-)



B-

Air Elemental (30*)

Anubian Wolves (75*)

Armoc Vipers (65*)

Blue Wyrmling (35*)

Chardris (90, C+)

Death Knights of Valkrill (60*)

Deepwyrm Drow (70*)

Earth Elemental (35*)

Estivara (80)

Feral Troll (90+)

Granite Guardians (100*)
James Murphy (75, B)

Johnny "Shotgun" Sullivan (65)

Kato Katsuro (200)

Kelda the Kyrie Warrior (80)

Mimring (150)

Morsbane (100, C+)

Quasatch Hunters (100*)

Retiarius (90)

Rhogar Dragonspine (110)
Shurrak (160, B)
Siege (120, B)


Su-Bak-Na (160)

Taelord the Kyrie Warrior (180)

Tagawa Samurai Archers (65*)

Werewolf Lord (140+)
Wolves of Badru (80*, C+)

Wo-Sa-Ga (135)

Zettian Guards (70)



C+

Agent Carr (100)

Ashigaru Yari (40*)

Brandis Skyhunter (90)

Deathstalkers (100*)
Dumutef Guard (25*)

Erevan Sunshadow (80)

Evar Scarcarver (110)

Greater Ice Elemental (130+)

Gurei-Oni (100)

Kumiko (80)

Master of the Hunt (140+)

Master Win Chiu Woo (140)

Mika Connour (110)
Mind Flayer Mastermind (100+, C)
Ninjas of the Northern Wind (110)

Sharwin Wildborn (110)

Sir Dupuis (150)

Sujoah (185)

Tul-Bak-Ra (130)



C

Elite Onyx Vipers (100)

Gorillinators (90*)

Iskra Esenwein (50)

Jotun (225)

Kee-Mo-Shi (130)
Khosumet (75)

Pelloth (100)

Rechets of Bogdan (50)

Saylind the Kyrie Warrior (80)

Shaolin Monks (80*)

Sudema (140)
Templar Cavalry (120*, C-)

Warden 816 (90, C-)



C-

Acolarh (110)

Dzu-Teh (75*)

Deathwalker 8000 (130)

Deathwalker 9000 (140)

DŁnd (110)

The Einar Imperium (140*)

Empress Kiova (90)

Grok Riders (130*)

Runa (120)

Sahuagin Raider (25*)

Shades of Bleakewoode (100*)
Sudema (140, C)


D

Deadeye Dan (60)

Major X17 (100)

Marro Drudge (50*)

Moriko (110)

Obsidian Guards (100*)
Roman Archers (55*, C-)

Shiori (60)



F

Deathwalker 7000 (100)




Unit Descriptions:
10th Regiment of Foot: Almost as good as 4th Mass when you add Raelin. Marcus synergy is a nice way to consistently (yet predictably) get 4x4s. Vulnerable to range if they don't have Raelin... which they will. A
4th Massachusetts Line: The gold standard for a ranged squad, 4th Mass excel at throwing 4 attacks of 3 into targets at 6 range. A
Acolarh: Almost more useful for the additional two move he grants than for his statistically poor chance of saving an Elf at 22.48% of the time. Really doesn't have a whole lot going for him. C-
Agent Carr: Nice for his ability to create action and draw the opponent in to set up his 6-die melee attack. Not the tankiest figure so he should be used opportunistically. If you jam him in the middle, he's going to die. Kite from range and poke the edges of your opponent's army. C+
Agent Skahen: Actually better against melee than against range. Very solid ranged hero: 2x3s at 7 range is solid, and 6 move with 7 range is stupid good for kiting. Otonashi with her Cover Fire is hilariously good for the 10 points. Unfortunately, Skahen suffers from whiffs more than even Krav, as a single whiff can easily spell 2 wounds or death. A-
Airborne Elite: 4x4 at 8 after a first round Drop is crazy ridiculous. Avoid using grenades other than in a very specific few circumstances as they are a trap. Inconsistent in that they can fail to drop or just not drop when you need them to, and 2 defense is bad. A-
Air Elemental: A decent figure who is often stronger on paper than in gameplay. The problem is that he does not really help the two armies that synergies with him: Death Knights and Elementals. Death Knights already are fine vs melee, they don't want to invest points into figures that aren't helping their atrocious range matchups. Elementals outside Fire Elementals aren't really viable, and while splashing one of these in alongside Water and Earth Elementals is... ok, it's not good. B-
Alastair MacDirk: The best bruiser in the game, 2x5 in one Order Marker is fantastic. Even one squad of Knights of Weston alongside him creates great board control, staying power, and offensive potential. Works well solo or with MacDirks or Knights. Can fall fast if he's alone, but you should have Knights or Raelin with him in just about any situation anyways. A-
Ana Karithon: One of my favorite figures in the game. I spent years trying to perfect a hero podge with Tandros Kreel and Ana. Off-turn healing is fantastic, and her anti-Utgar aura is useful in a surprising percentage of games. Unfortunately, she's just a tad to pricey for what she brings to the table. At 80 points, I'd be totally in. B
Anubian Wolves: The Anubians are cool. 6 move, 4 defense is great. The problem obviously lies in their special ability. It's very swingy, but a smart player will make sure to set up each turn as if they'll hit a nice roll the next turn. Unfortunately, the same can be said for the opponent; they can make sure that even if you hit that great roll, you can't decimate their army (generally through protecting their key figures and setting up tethers). B-

Feedback welcomed! Happy ‘Scaping!

Last edited by OrcElfArmyOne; November 3rd, 2018 at 11:35 PM. Reason: 10/8/18
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Old May 8th, 2018, 12:18 PM
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Re: Orc's Power Rankings

There's weird artifacts throughout (at least on my computer), they look like this: 



What does S mean, for Raelin?

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Old May 8th, 2018, 12:47 PM
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Re: Orc's Power Rankings

Quote:
Originally Posted by superfrog View Post
There's weird artifacts throughout (at least on my computer), they look like this: 



What does S mean, for Raelin?
Basically higher than A+. An alternative ranking to the standard grade system we and the American education system used (A, B, C, D, F) that goes SSS, SS, S, A, B, C, D, F. This system originated because A rank didn't cut it for some which I suppose is the case here. Can't wait for the SS and SSS figures to reveal themselves.

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Old May 8th, 2018, 02:09 PM
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Re: Orc's Power Rankings

Not sure I buy Raelin being stronger than Q9.


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Old May 8th, 2018, 02:55 PM
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Re: Orc's Power Rankings

Quote:
Originally Posted by Lazy Orang View Post
Not sure I buy Raelin being stronger than Q9.
Given an option between bringing any army that includes Raelin, or any army that includes Q9, I think Raelin would be the safer bet. However, I don't think she is a whole grade better.

As far as Artifacts go, there are some other moves that seem odd...

Atlaga*(90, A-)
Still seems like a good sniper and with more heroes that bolt may be more useful, as well as 120 for other common clean up is fairly pricey in smaller armies.

Marcu Esenwein (20, A-) and Marro Warriors (50, A)
Don't see why these guys should be with the big boys. If you have 20 points left you should rebuild your army instead of throwing in a clean up figure.



Ashigaru Harquebus (60*, B-) not sure how they can be better when the startzones are smaller and points are less for the 200 point hero.


MacDirk Warriors (80*, C+) How?

Minions of Utgar (110*, A-)
and Sentinels of Jandar (110*, A-) again if the start zones are smaller, shouldn't they stay the same in value?

Tarn Viking Warriors (50, C+) again, how?

Khosumet the Darklord (75, C) ha, ha, ha. No.

It seems like you have a preference for Unique squads and fillers. I think if you are building an army that includes fillers you are building the wrong army for that point total. Also if you theory is that reverse the whip is the drive, I think you should look at the Bugbears and Mohicans. Those are tough units to use well. I think the Sacred Band is also undervalued if you know what you are doing. The Warforged are another tricky squad to get the most out of which may make them valuable if you know how to use them well.


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Old May 8th, 2018, 03:00 PM
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Re: Orc's Power Rankings

Quote:
Originally Posted by wriggz View Post
Marcu Esenwein (20, A-) and Marro Warriors (50, A)
Don't see why these guys should be with the big boys. If you have 20 points left you should rebuild your army instead of throwing in a clean up figure.
A lot (sometimes most?) of Marcu's value comes from being able to soak up wounds from the Wannok glyph, which is pretty common in Gen Con maps. Whether that warrants an A+ is debatable and really depends on what year it is.
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Old May 8th, 2018, 03:07 PM
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Re: Orc's Power Rankings

Quote:
Originally Posted by Mr Migraine View Post
Quote:
Originally Posted by wriggz View Post
Marcu Esenwein (20, A-) and Marro Warriors (50, A)
Don't see why these guys should be with the big boys. If you have 20 points left you should rebuild your army instead of throwing in a clean up figure.
A lot (sometimes most?) of Marcu's value comes from being able to soak up wounds from the Wannok glyph, which is pretty common in Gen Con maps. Whether that warrants an A+ is debatable and really depends on what year it is.
Okay, but Q9's guns are always valuable (even his regular attack is valuable to out range waiting 4th or to attack an iron golem). Deathreavers clog up basically everything, (even orcs can't move through them). A figure that might soak up wounds if a glyph is on the board and your opponent has is far more situational. The Marro Warriors are fairly good, but 2 attack is still pretty rough. If you are activating them, then something bad happened to the rest of your army.


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Old May 8th, 2018, 03:15 PM
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Re: Orc's Power Rankings

Quote:
Originally Posted by wriggz View Post
The Marro Warriors are fairly good, but 2 attack is still pretty rough. If you are activating them, then something bad happened to the rest of your army.
Au contraire, in many builds where you see the Marro Warriors, you seem them come out first. They give you a huge threat range for only 50 points, and 4 attacks per turn, even with only 2 dice on even ground, can't be ignored forever.

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Old May 8th, 2018, 03:47 PM
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Re: Orc's Power Rankings

Quote:
Originally Posted by itsbuzzi View Post
Quote:
Originally Posted by superfrog View Post
There's weird artifacts throughout (at least on my computer), they look like this: 



What does S mean, for Raelin?
Basically higher than A+. An alternative ranking to the standard grade system we and the American education system used (A, B, C, D, F) that goes SSS, SS, S, A, B, C, D, F. This system originated because A rank didn't cut it for some which I suppose is the case here. Can't wait for the SS and SSS figures to reveal themselves.
This. S is the top tier; in this case, just Raelin. I don't foresee a need for SS or SSS in this scenario.
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Old May 8th, 2018, 03:48 PM
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Re: Orc's Power Rankings

Quote:
Originally Posted by Dad_Scaper View Post
Quote:
Originally Posted by wriggz View Post
The Marro Warriors are fairly good, but 2 attack is still pretty rough. If you are activating them, then something bad happened to the rest of your army.
Au contraire, in many builds where you see the Marro Warriors, you seem them come out first. They give you a huge threat range for only 50 points, and 4 attacks per turn, even with only 2 dice on even ground, can't be ignored forever.
It's also worth noting that Marro Warriors are one of the highest-skill units to use in the game. In the hands of an S-Tier or Tier 1 player, they are incredible and well worth the points. In the hands of a weaker player, they are merely good or great.
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Old May 8th, 2018, 03:49 PM
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Re: Orc's Power Rankings

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Originally Posted by wriggz View Post
I think the Sacred Band is also undervalued if you know what you are doing.
I've been a big fan of the Sacred Band for a long time, ever since I finally picked them up (they were some of the last official units I got, partially due to their reputation...). I think they're massively underrated. Granted, I think they're tonnes better now than they were when they were released - the need to take an all Disciplined army is a lot less painful now we have a lot of strong Disciplined units around, including the Redcoats. They need an all Disciplined build and Marcus to work well (that third defence die and fifth move point are both essential), but once you've got that, I think they're arguably better than the Romans due to not needing to maintain a tight formation, allowing greater flexibility and easier management. You can then essentially use them almost like Knights or Heavy Gruts, and while both of those are still better (Knights are tougher and Heavy Gruts have both Disengage and Heroes who can boost them to really high levels), they're also 20 points more expensive per squad. Don't bother with Parmenio, though - he's just bad.


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Old May 8th, 2018, 03:56 PM
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Re: Orc's Power Rankings

Quote:
Originally Posted by Lazy Orang View Post
Quote:
Originally Posted by wriggz View Post
I think the Sacred Band is also undervalued if you know what you are doing.
I've been a big fan of the Sacred Band for a long time, ever since I finally picked them up (they were some of the last official units I got, partially due to their reputation...). I think they're massively underrated. Granted, I think they're tonnes better now than they were when they were released - the need to take an all Disciplined army is a lot less painful now we have a lot of strong Disciplined units around, including the Redcoats. They need an all Disciplined build and Marcus to work well (that third defence die and fifth move point are both essential), but once you've got that, I think they're arguably better than the Romans due to not needing to maintain a tight formation. You can then essentially use them almost like Knights or Heavy Gruts, and while both of those are still better, they're also 20 points more expensive per squad. Don't bother with Parmenio, though - he's just bad.
Unfortunately, mixing squads of 10th and Sacred Band is significantly worse as of late, seeing as you don't have 24 hexes to play with.

Their biggest problem when compared to Romans is they lack a killer bonding hero: Me-Burq-Sa. MBS is absolutely incredible for his points, and a bonding range option is really the only thing Romans have over other bonding melee. They also have a defense cap of 3, and the 4th die is huge. This really, really, REALLY hurts, and is a huge reason why they are a B+.

I also disagree they can be used like Gruts- Gruts need to maintain formation. That's the only way to get the most value out of them. Romans are much closer in play style to Gruts than SB.

All this being said, SB are a middling to high B+. They're extremely solid... just not good enough to be an A-.
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