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Official Units Discussion of official HeroScape units |
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#13
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Look, since syvarris is only one unit, he can put all 3 order markers on his card, allowing him to gain height faster than 2 units. He now has 2 attacks of 4. what do samurai archers have? 3 attacks of 2, and you'll lose one or two each turn. as for 2 squads of vipers, guilty is not in that army :P . as for the 4th mass and guilty, I don't know. they wouldn't get the height first, and they'd lose one or two each turn. |
#14
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I would have to say I think Syv would do fairly well in those matchups. (I well have to try those out later) However, I believe a more valid conversation would be how does Guilty compare to the other filler units. Is it better to draft him over Isamu and Marcu? Elgrimm? I don't know, but for 30 points you get 2 attacks, and range which is more than the others can say. Unfortunately he doesn't have the synergy benefits that the other fillers have. The Utgar ones have Ornak, which negates the drawbacks (Waste of Order Markers, and Eternal Hatred) Elgrimm gives a boost after he is dead, which is a distinct possibility for any "Filler" unit. The only synergy for the Cowboy is Adjacent tough for the FB which is probably going to be filled by a Samarai or Ahigaru which fits better. The only filler unit that I think he is hands down better than is Kyntela. The others depend on the situation in my opinion.
DD I just hope Aquilla doesn't summon me any time soon. |
#15
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I grabbed guilty the other day as filler. He managed to come in between Drake and death several times but he went down hard anyway.
I think that maybe he'd be good in a castle scenario instead of say... Morsbane, Seduma, or a more expensive "guard unit". But for the time being I just consider him worthless filler as well. He's a great unit to summon/sacrifice if that means anything to you. |
#16
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I look at this thread again and now I'm "on the fence" on Guilty. Unless you can really spike his defense (which won't do anything if you roll like crap during the fight) or keep him far away, then you would probably have to save him for the later rounds. Sort of like pulling the goalie in hockey: if it works you might win, if not you lose.
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#17
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#18
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The guy's on 30 points. What do you expect? He only has to, on average, two squad figures to get his points back, which really isn't that bad. I bet he could do that half the time.
I really want Guilty... blah... "Comics are a wellspring of imagination; comics can tell stories cheaply that other mediums cannot express. Today it costs $100 million to do special effects on film in 'Fantastic Four' that Jack Kirby could create 40 years ago with a pencil." -Grant Morrison, at the New Yorker Festival |
#19
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He's a closer, pure and simple. Take out all the enemy's ranged figures and then all their fast melee figures and after all your more powerful, higher priced fighters go down, he can run and gun whoever's left. If they can't get in range to attack him, they can't kill him.
C3G can be played with official Heroscape, but it's not recommended.
![]() DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#20
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I love the little point units. Strokes of design genius.
In the early days of custom designing, none of us saw that coming! Guilty is one of my favorites in this category and would've secured my vote if I'd made the polls in time. Midgame on Friday night, in an epic Einar army vs. a all-unique Hero army, I sent guilty up for turns 1 and 2 and wiped out an engaged 1-wounded Kaemon Awa on height. The dice gods were with me and I was granted ![]() ![]() ![]() I love using this Lawman! He nearly always gets his points worth of kills. If that objective is accomplished, he can draw fire for a turn or two, sidelining your opponent's strategies. 7 Range, Double Attack for 30-points is some good fun right there, huh! Last edited by Hex_Enduction_Hour; October 26th, 2008 at 06:55 PM. |
#21
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Re: The Book of Guilty McCreech
i think you guys lost what this was all about. Guilty is not as good as Syv as far as being in a main fight yea (everyone knows that no offence). Guilty though it still a great filler. thats is what he is mainly used for.
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#22
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Re: The Book of Guilty McCreech
So I tried the Guilty and 4th Mass vs. Syv scenario and Syv had it really easy, he just had to sit around and shoot whenever he pleased whereas it took a lot of work to get Guilty and the 4th Mass to win (I played a couple of times). So in no way is Guilty underpriced, he's just right.
Welcome to Heroscape acer1000! Whether to believe or disbelieve, it is a wicked thing to take away men’s hope. |
#23
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Re: The Book of Guilty McCreech
Darn ol' Guilty was tearing my army apart on Monday night. Guerillinator and I got together to play few before we went our separate ways until '09.
In one game, Guilty was picking off my Tagawa Samurai just as they were powering up to deal with TKN and WSG. ![]() The the six-shooter finished the game by shooting down Raelin and the last Samurai. He'd also killed Carr. I'm familiar with Guilty's potency, but that's 300 points of carnage asada right there. Dang. ![]() |
#24
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Re: The Book of Guilty McCreech
I believe it. Why am I not surprised? Guilty rules the nest any time. He is legendary and generally a lot of fun.
I don't care about choosing my army based on strategy. I choose an army based on coolness and personal appeal... even if it means that my units will die trying. Hail to the glory of HeroScape and bravery. |
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