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Official Units Discussion of official HeroScape units |
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#85
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Re: Turtle and Anti-Turtle Unit Lists
Through my research with my Army Debate Series, I have been able to Update my current list!
Helm in hand, fist in the air, the knight screams of victory. |
#86
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Re: Turtle and Anti-Turtle Unit Lists
Update... It's been a while, but I'm getting back.
Helm in hand, fist in the air, the knight screams of victory. |
#87
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Re: Turtle and Anti-Turtle Unit Lists
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#88
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Re: Turtle and Anti-Turtle Unit Lists
What about Elves? I know that they've been added to the turtle side, but about anit-turtle offensives? When they first arrived, I was stoked to have more choices, and since then each time I loaded up a team with them, it didn't go so well, but I wonder nonetheless.
It seems that you really need some area damage ... like Jorhdawn's Rain of Flame. Or maybe someone's Shotgun Blast? What about taking Airborne Elite and praying for a good roll? With the Elite you have the advantage of not having to charge if your opponent has already assumed the turtle defensive. And even if you didn't use a grenade, three rolls of 3 against Raelin or another particular person could change the tide of battle and break down the turtle from the inside. Yes. I did end up just asking a lot of questions, so give some feedback. bg |
#89
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Re: Turtle and Anti-Turtle Unit Lists
I just wonder, why everyone is so upset about turtling or camping - if i were a soldier in a war, and this strategy (and yes - it is a strategy) would be an option, i would curse the army-leader if he would risk my life, just becouse camping is boring - whoever has an option to minimize his risk without loss and doesn´t choose to do so is a fool.
Ok, but the game is no fun for some people, becouse they always loose against turtlers - so what to do against it? If i had a friend who always uses this strategy to win, i would either tell him to look for a new opponent or make just the same army and wait for the whole game... i don´t think he would like to have more such games. Another point is, that if you use different settings, a turtling or camping opponent could barely win all with just his strategy. How about a "capture the flag"-scenario where the flag is not at a high point? How about a race for one target in the middle? The only scenario a turtler will win without question is a scenario, where he has to guard a place which suits his strategy. A last-man-standing would be a draw, whenever the opponent of the turtler refuses to attack. And last but not least - if you find games boring and slow, just because the camper just doesn´t do anything, i wonder if you use the round-marker - the game is over after a set number of rounds, and if nothing happened till then, it´s a draw - if you put some treasures in, which give some points worth at the end of the game, the turtler will always loose, becouse noone killed the other and the turtler did not get any bonus-points. Sorry, if my English sounds a little funny (and please have in mind that i did not want to offend anyone - even if it may sound so), but it´s been some years since i used English more often than once in a while. |
#90
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Re: Turtle and Anti-Turtle Unit Lists
D1 has given us some interesting new options here.
Wyvern and Chainfighter-These two units disrupt turtling by removing key components like Raelin or Laglor, or bringing units like the KMA or Nakita's into the fight. Phantom Knights-Stealth Flying 6+Insubstantial 7 practically guarantees being able to engage an entrenched ranged pod. Having a base Defense of 4 makes them able to survive most popular ranged pod Special Attacks (Queglix Gun, Machine Pistol, Autoload) almost as well as their normal attacks. Torin-This guys plays for both teams. Turtling camp can start with the Zettian Guards, maybe add DW9K for a Range boost, or Raelin for a Defense boost and you've got a pretty defensible core. Anti-Turtling camp starts with any medium Utgar Squad and mixes in some Raelin. Suddenly Range 8-9 Krav, Nakitas or Blasts aren't so scary anymore. Sharwin-Arcane Riposte helps her live long enough to get in range to use Arcane Bolt, which has the potential to bounce through a tightly packed ranged pod. |
#91
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Re: Turtle and Anti-Turtle Unit Lists
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Helm in hand, fist in the air, the knight screams of victory. |
#92
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Re: Turtle and Anti-Turtle Unit Lists
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Helm in hand, fist in the air, the knight screams of victory. |
#93
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Re: Turtle and Anti-Turtle Unit Lists
Any noob reading this post would come to the conclusion that turtling is the best strategy? Why? Because everyone keeps talking about it and saying how much they hate it. Only things/people that kick @__ are hated like that. The more effective it is, the more it's "hated". Therefore, the turtling strategy must be very effective indeed!
As for some of you with gender hang-ups (misogyny issues?), like that guy who always plays knights and claims that anyone using range is "girly", I got news for ya: range wins tournaments. Oh, and I could easily crush an all-knight army with an all-"girly" army (the Warriors of Arseface). Funny, isn't it? |
#94
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Re: Turtle and Anti-Turtle Unit Lists
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The only person to use the term ”girly” in this thread is you. (and now me) Are you purposely trying to stir stuff up? Because that is exactly what this looks like. BTW, it is Warriors of NiceAshra. Last edited by R˙chean; March 24th, 2011 at 03:10 PM. Reason: Is this Jason relocated to Canada? DAs Canadian brother? |
#95
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Re: Turtle and Anti-Turtle Unit Lists
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#96
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Re: Turtle and Anti-Turtle Unit Lists
Sun Wukong = Troll
See also: Any thread with posts from both him and D.A. ~AW88 Currently playing: Dixit; Catan; Pastiche; and waiting for my copy of Critical Mass to arrive from Arcane Wonders! Dum Vivimus, Vivamus! |
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