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Official Units Discussion of official HeroScape units |
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#121
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Re: The Book of Tor-Kul-Na
StarofEarendil is correct, Stealth Armor will still work, because Trample Stomp inflicts a wound.
Stealth Dodge is out of the question - TKN is adjacent and you're not even rolling defense dice. Defensive Agility of the Warriors of Ashra would also have no effect. Smoke Powder also doesn't work - Trample Stomp is not an "attack" and again, TKN is adjacent. You might have been thinking of Engagement Strike of the Nakita Agents though, however that also doesn't work because TKN is Huge, and Engagement Strike only affects Small or Medium figures. Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#122
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Re: The Book of Tor-Kul-Na
hey! heres a 490 point army
TKN (duh!) 220 Torgrim 80 Finn 80 Realin RotV 80 Eldgrim 30 first off, kill the vikings. torky has 7 attack, 6 defense, and 7 move. add realin, hes invincable! |
#123
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Re: The Book of Tor-Kul-Na
TKN is one of those heroes that Eldgrim uniquely helps out. On a good turn, his spirit will give him an extra attack.
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#124
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Re: The Book of Tor-Kul-Na
Or an extra trample stomp!
Without dark, there is no light. Without bad HScape figs, there are no good ones. Dund is important, therefore |
#125
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Re: The Book of Tor-Kul-Na
I'm sure that's what he means. However, I think the other Vikings and Raelin are overkill. Also, most of the time I'd rather have a squad of Grubs with TKN before I take Eldgrim.
Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#126
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Re: The Book of Tor-Kul-Na
I meant an extra move could get you another Trample Stomp.
Without dark, there is no light. Without bad HScape figs, there are no good ones. Dund is important, therefore |
#127
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Re: The Book of Tor-Kul-Na
Instead of Finn and Raelin, I would suggest using x5 Marrden Nagrubs and Isamu for cleanup. That gives TKN 21 life if no Nagrubs are killed(that means that your opponent wasted an attack to kill a pointless Nagrub.)
TKN now has 6 attack, 6 defense, 7 move and possibly 21 life! "The greatest advice ever given to me was don't be an idiot. Before I do anything, I always think, would an idiot do this? If they would, I don't do it." ~Dwight, The Office |
#128
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Re: The Book of Tor-Kul-Na
yeah, but what happens when your opponent uses a splash on the nagrubs? doesnt seem too pointless anymore...
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#129
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Re: The Book of Tor-Kul-Na
I say nix all the vikings altogether and get some range in there.
Tor-Kul-Na - 220 Nagrubs x3 - 310 Stingers x3 - 490 Isamu - 500 Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#130
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Re: The Book of Tor-Kul-Na
Quote:
-insert signature here- |
#131
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Re: The Book of Tor-Kul-Na
TKN is best with Stingers and Grubs, without any range your army becomes pretty one dimensional.
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#132
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Re: The Book of Tor-Kul-Na
In my experience,
Tor-Kul-Na is best played with either 3 or 4 squads of Nagrubs giving you 310 or 340 points of your army, respectively. This gives you glyph grabbers, cannon fodder to engage enemies with and mobile life points for TKN. I'd steer away from using more than 4 squads simply because of start zone restrictions and the fact that TKN can always get some deathwalker rolls and die early. IF that happens you want to have a moe effective backup force than just a swarm of Nagrubs (marro blade gruts essentially, except with 1 less attack per turn and no disengage) Thats why Stingers, Marro Warriors, and Krav Maga are all good compliments to the TKN+Nagrub combo, If TKN goes down early you have a small screen of Nagrubs to keep enemies away from your range and hold glyphs, hopefully helping you to make a comeback after the loss of your Marro Giant. ---- Let's all be honest here ---- ---- This is what you thought of when you saw my name wasn't it? |
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