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Official Units Discussion of official HeroScape units |
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#13
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Re: Werewolf Lord pre-release discussion thread
Also, according to the way the power is worded, you could attack your own hero (preferably something with high life, heh) for the chance to make it a Hybrid, giving you greater potential for 2 turns at once.
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#14
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Re: Werewolf Lord pre-release discussion thread
Finally my wolves have a reason to bond. A great clean up figure since by the time you are putting OM on him all 3 markers should be in play.
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#15
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Re: Werewolf Lord pre-release discussion thread
Quote:
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#16
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Re: Werewolf Lord pre-release discussion thread
Werewolf Lord x2 280
WoB x4 600 I'm trying this out. Dare I say...he might even be a counter to bonding heros and 4th mass? |
#17
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Re: Werewolf Lord pre-release discussion thread
Agreed.
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#18
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Re: Werewolf Lord pre-release discussion thread
x3 Anubian Wolves-225
Khosumet-300 x3 Wolves of Badru-540 x2 Werewolf Lords-820 In expensive games, the wolves can really get rolling. What do you guys think are good low cost builds. x3 Wolves fo Badru-240 x2 WWL-520 Tourney Record:17-10 (08/02/11) |
#19
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Re: Werewolf Lord pre-release discussion thread
But it says if an Opponent's Unique Hero receives at least one wound...
-insert signature here- |
#20
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Re: Werewolf Lord pre-release discussion thread
I'm with gamjuven - I love the way he screws with bonding armies, especially Knights and Orcs. Grimnak isn't all that scary when his T-Rex is acting like a wolf and can't bond with his Orcs, especially when the T-Rex starts eating Orcs, too!
A cool themed army at a higher point total: Werewolf Lord x2 - 280 Khosumet - 355 Anubian Wolves x3 - 580 Wolves of Badru x4 - 900 For standard 500-ish, I'm looking at: Werewolf Lord x2 - 280 Wolves of Badru x3 - 520, 13 hexes add Raelin at 600. I don't think it's all too competitive, but it's gonna be fun as heck. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 Last edited by killercactus; June 23rd, 2010 at 11:34 AM. |
#21
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Re: Werewolf Lord pre-release discussion thread
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You could use it on someone powerful like Cyprien (who could also heal back the damage) in an attempt to get two turns with a figure who would normally limit you to one. Werewolf and Vampire team is thematic too. Not sure how useful it will be, but it sounds fun and that's what counts. Edit: Says opponent's figure, so that won't fly. |
#22
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Re: Werewolf Lord pre-release discussion thread
Tor-Kul-Na and Grimnak HATE this guy. HATE him.
All melee bonding armies take a hit, but those two in particular are really wrecked because those guys have to play at the front. You need to engage the WL with squaddies, but even then, I'd just disengage with the WL to get at the hero. |
#23
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Re: Werewolf Lord pre-release discussion thread
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Hmm, so either they are leaving the possibility open to releasing Hybrid units, or allowing you to use your own Werewolf Lord to control Hybrid units that were bitten by an opponents Werewolf Lord. |
#24
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Re: Werewolf Lord pre-release discussion thread
Quote:
-insert signature here- |
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