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Official Units Discussion of official HeroScape units |
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The Book of Agent Carr
The Book of Agent Carr Rise of the Valkyrie - Master Set Character Bio: On his home planet Earth, Agent Carr was a revered master of Krav Maga, the 'no rules' art of face-to-face street combat. With his superhuman senses, lightning-fast reflexes and advanced stealth techniques, Agent Carr simply cannot be caught off-guard. A cautious man who leaves nothing to chance, Carr is also well-schooled in the art of weaponry. He usually carries a gun and a long sword, both gifts from Vydar, his Valkyrie General. Agent Carr is the strong, silent type who asks few questions, and answers even fewer. (Hasbro) Quote:
-Rulings and Clarifications- - N/A_________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received - LAGLOR: Vydar’s Range Enhancement AuraSynergy Benefits Offered - OTONASHI: Tricky Speed 4C3V and SoV Custom Synergies
Spoiler Alert!
-Strategy, Tactics and Tips- Strategy Notes: - Agent Carr is a man of great power, and has many weapons in his arsenal. Unlike most figures, he can attack with range even though his strength lies in melee combat. In fact, if you compare them side- y-side, Agent Carr has the same melee attack as Sgt. Drake Alexander, but one more defense dice! However, he is slightly less durable than Jandar’s great soldier with a life of 4 vs. 5. He has the ability to walk through all figures and he is never attacked while leaving engagements. This gives him the very thematic ability to run straight at whatever figure he wants, firing with his ranged attack as he runs along. The targeted figure can only hope that his allies can inflict a few wounds on Agent Carr as he barrels towards him. (Hasbro FAQ)Who else could I draft with Agent Carr? - Krav Maga AgentsWho does Agent Carr work well against? - Kozuke Samurai-Heroscapers Community Contributions- Power Rankings Jexik: Agent Carr- While a bit delicate, Carr can hit hard when needed. C+ OEAO: 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+ Cleon: Tier 4 (166/208) dok (VC inclusive): C+ Master Index Just How Awesome is Agent Carr? Agent Carr Strategy Ghost Walk through Castle Door? Sword of Reckoning Unit Strategy Review - TBA Last edited by superfrog; March 5th, 2019 at 01:05 PM. Reason: vc added |
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Remember, Agent Carr can move through all figures. This includes ennemy figures as well as friendly engaged figures.
Aranas Things you might have missed in the rulebook: Figures can't pass through friendly engaged figures. Figures can't attack themselves. SITE D'HEROSCAPE FRANCOPHONE, C'EST PAR ICI |
#3
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But NOT the castle door...since it is not a figure.
Adam Good Traders: Maska, Fallen Templar, Punisher Fan, loborocket, Marduk, Brotharon 324 figures and counting! Check me out here: http://www.myspace.com/mksentinel And FOR EVERYONE'S SAKE, BEFORE YOU POST YOUR BRILLIANT QUESTION, Self-induced illiteracy should be a crime!!! |
#4
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#5
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Something that they failed to mention in Strategies for Carr is that he is a great Raelin killer. So many people recruit Raelin to pump up their defense that a counter for her has to seriously be considered. Carr can run right through your opponents front line and zone in on Raelin.
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#6
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Ghost walk is indeed great for this purpose. Ninjas of the Northern Wind also make great assassins. I may have to work on a build with this in response to my Objectives article.
Adam Good Traders: Maska, Fallen Templar, Punisher Fan, loborocket, Marduk, Brotharon 324 figures and counting! Check me out here: http://www.myspace.com/mksentinel And FOR EVERYONE'S SAKE, BEFORE YOU POST YOUR BRILLIANT QUESTION, Self-induced illiteracy should be a crime!!! |
#7
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I would add that Carr is great against the rats w/ his 6 attack and ghostyness. He can free up your ranged guys if the rats are bothering them.
I'm Mr. Barkypants, and I'm a mix of ol schoo and new schoo.... |
#8
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Hi folks. Not to hijack, or what, but this made me think- what about Cyberclaw? I remember someone asking, but I lost internet for a while, and now i get other stuff when I search.
Brian |
#9
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Quote:
The user formerly known as Bloody the Marro Stinger! |
#10
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DEATHWALKER please elaborate on why you think his abilities are phenomenal. My guess is it allows Agent Carr to move through the field to choose his target. If he wants to attack, say, Raelin he can move through his opponets figures and find cover. With this he is able to sneak around.
Now if your opponed realizes your target Agent Carr can get out of there and then wait for the next chance. Alternatively he could choose a different target while your opponets loaded up on Order Markers for protecting the first one. The opponets weaker units will stay away knowing he can't be tied down (minus Gladitrons and Major X17) and his Sword of Reckoning. With these abilities I view them to make Agent Carr truly tricky as his personality. He can make you think you are going after his support unit, (Raelin, Taelord, Most Flagbearers, ect.) and load up Order Markers on protecting them. You then are able to get at least one free attack on a sleeping unit usually. If you think your opponet may come after you, Agent Carr can retreat and come at a different angle. This of course is if your basing and Army around him. Against heavy hitters he won't last long. If they start coming that's where his abilities kick in again. You can choose to retreat from them and when your opponet starts focusing on a different part of the battle field you attack when no Order Markers are on them. Agent Carr can retreat on his last turn and possibly fire a ranged shot to try to do more damage. This seems to justify his Tricky personality as it seems to be a decent way to use him in battle. Now if the heavy hitter is after Agent Carr you can tie him down with some of your Pawn units. Then while Order Markers are spent on getting away from them you may go after your original target. Just my |
#11
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I think people underestimate the power of having 6 attack dice. It is really a huge plateau.
On average your getting 3 hits on an attack, not too many figures for the points have his attack, and his versatility. |
#12
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Re: The Book of Agent Carr
I already posted this in Agent Skahen's book but since it really involved both Skahen and Carr as a team I though I'd post it here as well...
I guess this could count as a sort of battle report but it was too funny to not mention in Skahen's book... Last Monday, during my weekly Heroscaping at Armada Games I watched a game between my friends David and Vaughn. David fielded... Zombies x7 - 420 ROTV Raelin - 500 Vaughn fielded... Skahen - 120 Carr - 220 Krav Maga - 320 Warriors of Ashra x2 - 420 Shotgun Sam - 485 Otonashi - 495 Towards the end of the game, the Zombies had overrun Vaughn's ranged forces (Vaughn started out strong but some very unlucky rolls with the WoA left his range open to attack, and the zombies kept reviving with everyone they killed ). At the end of the game it was 1 squad of WoA, Carr, Shotgun Sam, and Skahen against an almost completely revived Zombie army (Raelin being killed earlier). After Shotgun Sam went down, Skahen got virtually all the order markers and was able to run and gun her way onto a small tower on the side of the map accessible only by a short ladder. As she killed zombies Carr followed her, leaving engagements and walking through everybody. Vaughn got Skahen up onto the small tower (5 height) and proceeded to pick off zombies, usually 2 every turn. Carr followed her up the ladder and stood in front of her with his higher defense like a body guard. (he was blocking at the top of the ladder to keep Skahen safe) What proceeded was the most hilarious and loud game ending I've ever seen. David (with his zombies) got ahold of the move glyph and swarmed all around the tower while Skahen and Carr, with multiple wounds each, re-enacted something that could have been from Dawn of the Dead or Resident Evil. Only 2 and sometimes 3 zombies could attack from low ground each turn while Skahen killed 2 zombies almost every turn with Carr taking most of the Zombies' attacks. We were all laughing our heads off as David pulled out his hair in disbelief at the final stand the two wounded heroes were making. After several ROUNDS of this, Skahen was killed by a bad defense roll (having only 1 lifepoint left) and Carr was left alone with a zombie on high ground behind him. Somehow he still managed to survive another round and 2 turns, cutting down 4 more zombies with that sword of his before he died. It looked really one sided for a long time until both Skahen and Carr made their stand. Skahen killed at least 300 points worth of zombies before falling and Carr killed about 100-120 points. It was a loss that still felt like a victory for Vaughn. ---- Let's all be honest here ---- ---- This is what you thought of when you saw my name wasn't it? |
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