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Competitive Armies Discussion Discuss, critique, and build ideas for tournament-caliber armies. |
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#121
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#122
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I really enjoy this thread and everyone in my circle of heroscapers has enjoyed and pondered the original post. I have a few questions, and I don't know a better place to post them than here:
1. What is the deathwalker rule mentioned in the rankings? 2. What type of board is usual for tournament play? 3. Is tournament play usually or always 1 on 1? 4. Are there any special rules for tournament play? 5. Do tournament finalists usually have armies built exclusively of A-list units or do they sneak in a B-list or even C-list unit that happens to fit particularly well with thier chosen A-list units? Thanks In the Hood |
#123
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I have one more question I forgot to mention.
6. There is some talk in the FAQ of shooting your own units in order to trigger some special power. Is this a widely played tournament strategy? |
#124
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I've seen a couple tourney finalists that included 'C' and lower.
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#125
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1. It's more or less a thing just between people I play. The deathwalker rule refers to the fact that you will occasionally blank. You're going to average 3 shields per 9 dice rolled, but occasionally 0 or 1 will show up. 2. There really isn't a typical board, but a typical size is one master set and one expansion (but not necessarily an expansion). Forsaken Waters in the master set rule book is regarded by many as an ideal tournament map. 3. Most tourneys run 1 on 1, but there are other formats as well. Heroscape tournies aren't at all controlled by a central authority, so there is lots of flexibility. 4. Usually, no, but some places might have them. 5. Honestly, more of Heroscape has to do with how well a certain person plays the game...not what units they are using. Having said that, most good players will choose from units in the A or B range. I've seen a few C's in good tournament armies as well, but the reason for that person winning has little to do with the C unit...the A's and B's are primarily why they won. |
#127
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#129
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The Agents are more versatile if you are drafting for an unknown map. The love the snipers though and find them underated in general
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#130
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Malpractice makes malperfect! Ohio Valley Association of Heroscapers Art by Susan Van Camp, Copyright 2006. www.artbysvc.com |
#131
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SP
Im sure this has been mentioned before...but where are the Einar Emperium? *spelling* I would have to give them a B+ to an A- with their 'bonding' ability through the Emperess. With the ability to re-roll defense dice, and double attack, and flying...this could have the possibility to be one of the best squads in the game. just my |
#132
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*GaryLASQ crawls out from under a rock*
this thread has been around for a month and a half and i'm just now noticing it thanks to the link on the Home page. excellent thread spider_poison ! great rankings. i agree with most of your opinions on the usefulness of all the units. btw, you can't just say "See B-Trons" for Gladiatrons . the amazing usefulness of Cyberclaw should get a nod, especially against things with Disengage (and now Stealth Flying making it even more useful). * few minutes later after reading through this whole thread... * Quote:
a defense of 6 dice is still the highest normal defense in the game for a common squad, and the only unique squad with a higher defense are the lowly Zettians. if i were to rank Minions, i would give them an A- just keep them away from things like Braxas or Me-Burq-Sa that can strip them of their high defense roll. |