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Old May 16th, 2008, 12:14 AM
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Unit Strategy Review: How to use Nilfheim

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Unit Strategy Review
Unit: Nilfheim
Author: Jexik (With thanks to the other writers!)

Although certainly well-respected, Nilfheim is not nearly as widely maligned or feared as his robotic tournament nemesis Major Q9. Released in any other set, we’d probably still be hearing about how overpowered Nilfheim was, but luckily good old Q9 gets most of that flak. Nilfheim has nearly a 50% chance of beating Q9 in a 1 on 1 match, which is more than a lot of units can say. Today we’ll take a look at what you get for those extra 5 points, and why Nilfheim is my favorite hero.

Analyzed Statistics
Cost - 185 - Queen Class Unit
Size - Huge 12 - Highly Visible
Life - 6 - Robust
Move - 6 - Fast *
Range - 1- Melee *
Attack - 6 - Deadly
Defense - 4– Average
Ice Shard Breath Special Attack- Attack up to three figures with 4 Attack dice each - tactical advantage high
Flying - tactical advantage high

In-Depth Analysis

To simplify analysis, Agatagary has created several categories of cost, based off of chess, for comparison and nomenclature. For reference,

Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)

Class:
Nilfheim is a Queen Class unit. He is extremely dangerous, tough, and surprisingly nimble. He can be an absolute terror on the battlefield, but he’s still vulnerable to sustained attacks, and should be used thoughtfully. One would not want to waste 185 points!

To examine Nilfheim’s core stats, we will break them up into two categories – offensive ability and survivability.

Offense:
Nilfheim’s offensive prowess is his greatest asset. He has two extremely deadly weapons at his disposal: his normal Attack of 6, and his Ice Shard Breath special attack that can hit up to three figures at once with 4 Attack dice. His normal attack is excellent for dispatching heroes, even powerful ones such as Major Q9. When faced with enemy squads, Ice Shard Breath is effective at killing foes with 5 defense or less.

His 6 Move, when combined with his Flying power make him exceptionally maneuverable for such a huge figure. Although his wings will often make it difficult to land in certain places, continuously utilizing Nilfheim’s speed is key to playing him effectively.

Survivability:
Nilfheim is Huge, has 6 Life, and 4 Defense. His size makes him immune to many special powers like Braxas’ Poisonous Acid Breath, and his Defense is just high enough that most attacks from squad figures will bounce off harmlessly. His high Life score also means that allowing your opponent to take a single leaving engagement swipe will often be a worthwhile risk. He can be tough to bring down, but as a Queen class unit that costs 185 points, he ought to be.

Strategy:
For better or worse, Nilfheim will demand your opponent's attention in battle. His offensive capability alone would be enough to worry any player, but his huge sculpt and high point cost will make it extremely hard for anyone to forget that he is there, and usually make him a top priority target. Using his commanding presence to your advantage is the first step to understanding Nilfheim.

Nilfheim’s melee Attack of 6 is a bit of a red herring. It implies that he is designed to go toe-to-toe with his foes, clawing them ferociously. Although this is certainly a viable option against heroes, it is often more advantageous for Nilfheim to survey the battlefield from above and unleash his Ice Shard Breath special attack. Not only should Nilfheim's breath weapon be his primary form of assault, but he should make ample use of Pawns to slow down advancing enemy forces and control the battlefield. Nilfheim is an extremely offensive Queen class unit that should be activated often, but handled with care.

Even though Nilfheim is reasonably tough, he should not be thrown at your opponent haphazardly. Fly to relative heights before you unleash his ice breath. Even though his special attack will not receive bonuses from height, the key here is to prevent your opponent from getting height advantage on Nilfheim. Four attacks of 3 vs. 4 defense from a squad of 4th Massachusetts line will likely hurt a lot more than four attacks of 2 against 5 defense.

Keep in mind that unlike Major Q9 or Kaemon Awa, Nilfheim cannot attack the same figure more than once with Ice Shard Breath in a single turn. Check your range before you make a hasty placement, hopefully putting yourself on height, and within range of 3 figures. Remember that like all double spaced figures, he can use either of his two hexes when counting for range. It can often be advantageous to only put him within range of 1 or 2 figures if it means that he’ll still be safe from a solid counter attack. While making attacks with Ice Shard Breath, prioritize unengaged enemy squad figures and any leaders like Raelin the Kyrie Warrior. If you can slowly whittle away your opponent’s squads, Nilfheim will be able to fly about the battlefield completely unhindered. When it comes to one-on-one match ups against most heroes, Nilfheim does quite well- although Jotun, Charos, and Krug are some of his toughest opponents in classic Heroscape.

As a Queen class unit, remember that Nilfheim should avoid engaging enemy melee units at all costs. Powerful bonded squads can get 4-6 attacks of 3 Attack or more, and this can spell doom even for the mighty Dragon King. Use your own Pawn units like Deathreavers or Knights of Weston to slow down enemy units and allow Nilfheim to choose his targets effectively. While playing Nilfheim against a horde of commons (3-5 sets of the same squad, or at least 2 each of Gladiatrons and Blastatrons), watch how your opponent advances his units. If he is spreading them out and making a mad dash for the glyphs or high ground, this is the perfect time for Nilfheim to strike. If the Dragon takes out the few front-runners, your opponent will then have to get his reinforcements all the way back from his starting zone, and have little chance to mount an effective counterattack. If he is rolling them out slowly, it might be unwise to send Nilfheim out at all yet, and you should instead advance with your own Pawns or Bishops first. As powerful as Nilfheim is, he will eventually fall to sustained attacks from squad figures, so it is best to try to prevent that sort of scenario from occurring.

When engaged with just one enemy figure, Nilfheim is left with three choices. He can use his normal attack, his special attack, or simply fly away, risking a single passing swipe instead of the coming onslaught. If the figure is a hero, Nilfheim should probably just use his normal attack. Using his normal attack against a squad figure gives him the highest chance of killing it, but can be exceedingly disappointing when it fails. Using his special attack will have a very good chance of killing squad figures with 4 Defense or less, and then you can follow up and attack up to two more figures within range- keep in mind that if he doesn't kill that first figure and any others he's engaged with, his special attack will end. Perhaps the best option while Nilfheim is still healthy is to fly away to a safer position and attack 3 figures with Ice Shard Breath. When engaged with two or more figures, Nilfheim should probably just hunker down and Ice Shard as many as he can.

Many players complain about Nilfheim’s wings. Not only are they enormous hitzones, so that hiding Nilfheim is nearly impossible, but they also often make it difficult to place Nifheim in crowded tree or ruin-filled battlefields. Before playing a game, or going to a tournament, it is a good idea to see where he can fit. You don’t want to be in the middle of the game and find it out the hard way. On the other hand, many players won’t suspect you to use his wings in a positive way. Small and medium figures can easily hide behind him in the right situation, and in the presence of trees and ruins, Nilfheim’s wings can even be used to block your opponent’s Raelin from seeing her own figures. Additionally, Nilfheim's line of sight point is high enough for him to peer over ruins and other obstacles that would impede most squad figures, so he can be great for ambushing units that your opponent might have thought were safe. Keep an eye out for surprising maneuvers like these as your games with Nilfheim progress.

Remember that playing Nilfheim is a lot about control. Use Pawns to restrict your opponent’s movement and attacks. Use Nilfheim’s mobility to choose where combat occurs. Like Mimring, he should be thought of primarily as a ranged unit, even though he’s quite a bit sturdier than Mimring. Never place Nilfheim where your opponent will be able to gain height advantage against him, and keep him moving- my favorite order marker combos with him are 1,2,3 and 1,2,X. Be aggressive with Nilfheim, but know when to retreat.

People often complain about his point value ending in 5, so here are some optional strategies that include units that have that same affliction.

Optional Strategies:
Jandar’s Dispatch: Bring out Sir Gilbert, and some Knights of Weston, and maybe even 4th Massachusetts line. Gilbert and the Knights make a very effective screen and distraction for Nilfheim, and their attacks can be deadly in their own right. After Nilfheim’s death, some Valiant 4th Massachusetts could work well as late-game figures.

Vampiric Alliance: Draft Sonya and Cyprien Esenwein alongside Nilfheim. Although these three figures alone add up to 380 points, they can be quite effective together. Cyprien can handle Kaemon Awa and Krav Maga Agents fairly well, while Nilfheim makes a great Soulborg and Braxas exterminator.

Orcs!: Although Mimring seems like the natural choice to add to an army consisting of three Swog Riders and three squads of Arrow Gruts, Nilfheim adds a nasty special attack and a bit more reliability than Mimring, even though he doesn’t bond with the Gruts.

Jotun: Using Jotun and Nilfheim, together with some expendable glyph holders, Q9 won’t stand a chance, and you’ll have the added benefit of being able to throw people into Lava.

Units to Avoid:
Krug: Krug beats Nilfheim about 85% of the time in a 1 on 1 melee battle. Steer clear of him, and use your other units to kill him.

Sacred Band and Parmenio: I know it sounds funny, but that bonding and Defy Death can be rough. Nilfheim can’t kill them as fast as he’d like.

Minions of Utgar, Omnicron Snipers: These Hero-killing squads mean business. A few lucky rolls will end Nilfheim’s reign prematurely. Do your best to prevent them from gaining height or attack glyphs.

Knights of Weston and Sir Denrick: Even with their slow movement, a timely initiative change could mean that Nilfheim is knee deep in plate mail. Coward's Reward and Giant Killer will mean that Nilfheim will have to stay there and take the heat.

High Avoidance units: Much like the Sacred Band, the following units all have great defensive powers that still hold up against special attacks: Sentinels of Jandar, Venom, Spiderman, and Isamu. All of these units can put the hurt on Nilfheim, or at least distract him long enough to slow down his onslaught.

For additional information see The Book of Nilfheim

Quote:
Originally Posted by fomox View Post
(I've also played many matches with great, fun people who were using Q9. So using Q9 doesn't make you a tool. But being a tool sure seems to make you use Q9.)

Last edited by Malechi; June 5th, 2008 at 03:25 PM. Reason: Changed contact info
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  #2  
Old May 16th, 2008, 12:42 AM
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Re: Unit Strategy Review: How to use Nilfheim

Great to see a new one of these. Always a good read, Jexik!

Lots of good points about balancing aggression while keeping away from those pesky melee squads.

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Old May 16th, 2008, 12:51 AM
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Re: Unit Strategy Review: How to use Nilfheim

I nominate Crixus and Spider-Man/Venom as units to avoid. If the web-slingers engage Nilfheim, which they can do quickly, I've seen them slow his damage output to a trickle and wear him down. Crixus is less of a threat because of his low speed, but considering his cost, he still tends to do well enough against Nilf to warrant avoidance.

EDIT: Well, now that my suggestion has been incorporated, I guess I should actually respond to the content.

Quote:
Originally Posted by Jexik View Post
...activated often, but handled with care.
This is the key point for me. It's tempting to body-slam the opponent with your dragon-- move too far forward into too much engagement and start throwing dice. You have to protect yourself.

I like the idea of Cyprien, Sonya, and Nilfheim in an army together. Actually, d20 damage or defense-bypassing of any kind can shore up Nilfheim's weaknesses. Dragon Swoop, Chill Touch, Acid Breath, etc. are good for obliterating quite a few of the units that can bother him.

Nilfheim is my favorite partner for Dr. Doom. Doom has a great single attack and is very vulnerable to engagement, and Nilf is a multiple-attacker who can kill rats quickly. Nilf can keep up with his boss on the move and makes a great Mind Exchange target.

Last edited by rdhight; May 16th, 2008 at 01:50 AM. Reason: added actual response
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Old May 16th, 2008, 12:53 AM
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Re: Unit Strategy Review: How to use Nilfheim

I've always liked the
Nilf - 185
Gilbert - 290
Knights x 3 - 500
army.

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Old May 16th, 2008, 12:58 AM
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Re: Unit Strategy Review: How to use Nilfheim

Quote:
Originally Posted by DarkBladeCB View Post
Great to see a new one of these. Always a good read, Jexik!

Lots of good points about balancing aggression while keeping away from those pesky melee squads.
Agreed, thanks for this. Nilfheim has always been one of my favorites, and reading this gives me more confidence in using him.

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Old May 16th, 2008, 12:59 AM
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Re: Unit Strategy Review: How to use Nilfheim

Thanks for another great strategy article Jexik. I just need to hide this from my sister so she doesn't draft him and try to beat me.
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Old May 16th, 2008, 01:00 AM
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Re: Unit Strategy Review: How to use Nilfheim

Quote:
Originally Posted by DarkBladeCB View Post
Great to see a new one of these. Always a good read, Jexik!

Lots of good points about balancing aggression while keeping away from those pesky melee squads.
Thanks! Sorry about the delay with these. As I mentioned in the opening, Nilfheim is probably my favorite hero, both competitively and in casual drafted games. I've probably played him more than any other figure, except maybe Raelin or the Airborne Elite. It might also be that RV was my first Heroscape purchase...
Quote:
Originally Posted by rdhight View Post
I nominate Crixus and Spider-Man/Venom as units to avoid. If the web-slingers engage Nilfheim, which they can do quickly, I've seen them slow his damage output to a trickle and wear him down. Crixus is less of a threat because of his low speed, but considering his cost, he still tends to do well enough against Nilf to warrant avoidance.
Those are good choices. I think the main reason I didn't think of them is that the Gladiators and even the Marvel units don't hit my table very often. I can see how just engaging Nilfheim with Crixus could be a pain, and at the very least force him to risk disengagement. Nilfheim really is a short-ranged hero, despite what his abs would have you believe. The webslingers seem like a problem too, especially since they can remain adjacent, unlike the ninjas.

Quote:
Originally Posted by Matthias Maccabeus View Post
I've always liked the
Nilf - 185
Gilbert - 290
Knights x 3 - 500
army.
Yeah, I like it too. If I knew how to use the Knights better, I might even try it out in a tournament some time.

Quote:
Originally Posted by fomox View Post
(I've also played many matches with great, fun people who were using Q9. So using Q9 doesn't make you a tool. But being a tool sure seems to make you use Q9.)
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Old May 16th, 2008, 01:04 AM
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Re: Unit Strategy Review: How to use Nilfheim

Very nice! I was just thinking about Nilfheim tonight, and I agree that he's nice with some knights as a screen. Good job on the analysis and thanks for writing!
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Old May 16th, 2008, 01:44 AM
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Re: Unit Strategy Review: How to use Nilfheim

Nice job, Jexik. You touched on most everything.

One of my favorite Nilf armies is with nakita/krav/gorillas.

A must read for all 'Scapers!
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Old May 16th, 2008, 02:18 AM
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Re: Unit Strategy Review: How to use Nilfheim

Very nice article, Jexik.

One clarification on the one-on-one matchup percentage, Krug beats Nilfheim 98% only if Nilfheim uses his Ice Shard Special. The number is 85% if Nilfheim uses his normal attack. Obviously, Krug should still be avoided in melee battle.
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Old May 16th, 2008, 10:30 AM
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Re: Unit Strategy Review: How to use Nilfheim

I know he's not out yet, but since the card info is known, what about Zetacron as a unit to avoid (ala the Minons and Snipers)? Then again Zetacron is a very killable hero with only 2 life, though with his range of 8 it's nearly guaranteed that he can get at least one shot off (possibly with height) before Nilf closes in. Thoughts?

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Old May 16th, 2008, 11:04 AM
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Re: Unit Strategy Review: How to use Nilfheim

Well done! Nilf's also a favorite of mine, and you've covered his strengths/weaknesses very clearly! I particularly salute you're mention of his wings as a tactical advantage for friendly squadies to hide behind, or for blocking opposing squadies' LOS to support units.

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