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Official Units Discussion of official HeroScape units |
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#205
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Re: Capuan Gladiator Discussion Thread
After Wave 9, The MacDirk's and Alistair still hold the most-attack-dice-per-order-marker without bonuses at 38.
(2 attacks of 5, 4 attacks of 7) However, that is a one-time-per-game achievement. The Glad army gets 18 dice from the start (6Ax1 4Ax3) until they are down to less than a squad. Still, striking first is as important as striking hard. Glads do both. Knights do neither. I'd throw in Raelin to fill it out more if needed, since she usually doesn't need an OM, provides a bit more defense, and creates a non-gladiator target for your enemy. As someone once said, Raelin works for Target as she's wearing their logo. My rule is only 2 squads of commons. Wave 9 is challenging all that. |
#206
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Re: Capuan Gladiator Discussion Thread
I would disagree about Raelin, but after reading the Overrated thread, many people would expect me to.
I don't like RotV Raelin with melee squads, especially this one. She doesn't need Order Markers when she's protecting ranged units, but she does when she has to keep up with melee. In this army, not only do you have to spend markers to move her up, but you lose both Gladiator Inspiration and Initiative Advantage, which are too big to let go of for a round. The Capuans are Rebellious - they don't work well with others. Kinda strange that Einar summonned them when he values discipline and cohesion. Nonetheless, they are probably the most stand-alone army that Heroscape has yet seen. Even more than the 4th Mass, who at least have some Valiant units to work with, the Gladiators are their own army. Also, am I the only one who's going to yell this before either myself or my opponent plays the steamroller? Contenders Readyyyyyyyyy? Gladiators Readyyyyyyyyy? <whistle!!> Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
#207
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Re: Capuan Gladiator Discussion Thread
I'm not liking them as much as I thought I would, but I'll give them a try
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#208
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Re: Capuan Gladiator Discussion Thread
I haven't seen it mentioned, though I'll admit I skipped pages 6 - 10. Flog me.
Why not just take Spartacus, 3x Gladiators, and Raelin (+Isamu). I know you'll have order marker issues, but if you get Raelin positioned in the 1st round, you ought to be okay. It seems like +2 defense and using Sparty on the front lines might be better than coordinating 2 heroes with the squads. Yes, Crixus is great, but at 500 points, I'm not sure I bring him. |
#209
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Re: Capuan Gladiator Discussion Thread
Quote:
When he dies, then use Spartacus. |
#210
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Re: Capuan Gladiator Discussion Thread
We can settle this the way the 4th Mass vs 10th debate always goes:
The Glads are better toe-to-toe vs the Kow. confirms this with playtesting, and I have to admit I see it as I've seen what all melee armies can do - speed and attack are most important. But the KoW are more flexible. |
#211
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Re: Capuan Gladiator Discussion Thread
Gladiators are a melee army. You are most likely fighting a army that doesn't have this issue. Not only are you losing inspiration to move raelin but you are also putting her with in 5-6 spaces of your opponents figures if shes helping the front line. On top of that you are also hand feeding your opponent Sparty, the very figure that makes this army work. (wow, that last sentence felt weird). If anything I'd lose Raelin for more squads or gladiators.
Leave rae rae at home, this is an all gladiator squad. ...and then he used his fight money to buy two of every animal, and then he herded them all onto a boat and then he beat the crap out every single one. |
#212
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Re: Capuan Gladiator Discussion Thread
It's easy enough to settle. A Valhallan Chess Match: GB and Steamroller vs. M&M and the Knights.
I'm more excited that 7 of the 10 new cards are melee units. |
#213
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Re: Capuan Gladiator Discussion Thread
I dunno, even if the KOWs are not as durable than the Capuans, there's still the extra Gilbert movement, and the fact that 2xKOWs + Gilbert + 4th Mass gives the KOW a chance to hold the line and allow the 4th Mass to snipe the **** out of them, not to mention the 4th mass get 4 shots at it per turn where the Capuan get only 3.
I was famous, once... http://www.heroscapers.com/community/blog.php?b=1715 Visit my site: http://www.superflycircus.com "I'm not cute...I'll mess you up!" ~Jake The Dog |
#214
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Re: Capuan Gladiator Discussion Thread
Once you start tossing in the Mass 4th, you are not talking about a Knight army.
I dont think the debate is there about the Mass, its about KOW+Gilbert/Alaister vs Glads + Sparty/Crixius Have you tried Hexscape? 3D Heroscape Multiplayer Battle program! Looking for a C3V/SOV miniature? Try one of these sites. |
#215
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Re: Capuan Gladiator Discussion Thread
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Yes, the Gladiators are stronger on a per-figure basis. But note that I said not just 16>9, but 4>3. The knights get an extra activation each turn. 4 attacks of 3, on average, will get almost the same number of kills as 3 attacks of 4, against a defense of 4. Look it up! Given that squad-kill rate will be roughly equal, and the knights have almost twice as many squad figures, the knights are heavily favored to win this fight on flat ground. They should have about 6 knights left after taking out the squaddies, and 6 knights + Gilbert + Alistair should be able to handle Spartacus and Crixus (in that order) without too much trouble. So, it comes down to the tactical skill of the KoW player. On a map with irregular terrain, if the Gladiator player can direct the fight to a choke point and keep the knights from attacking with their full activation, the Gladiators will usually win. If the fight ends up spread out enough that full activations are used, the knights will usually win. |
#216
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Re: Capuan Gladiator Discussion Thread
Quote:
[/300 reference] Like battle reports? Click Tourney Reports (New 10/21/2012 - Cutters / Brutes!) KC's Maps Click KC's Customs Scaper of the Week #57 |
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