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Heroscape Strategy Articles Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc. |
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#1
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minutemen + Taelord + Castle = broken?
We had a storm the castle game on new years day, and it struck me as waaayyy too strong for the castle defender to have 2 x minutemen starting on the castle parparets (20 high) + the taelord to watch over them.
Attack= 2 + they don't move 1 + hieght 1 + extreme hieght 1 + Taelord 1= 6 attack dice per minuteman 4 = 24 attack dice per turn. I believe we are reading all the rules right, and if so how do you get anyone within 6 spaces of the door to knock it down? By the way 2 on 1 defend the castle, 500 point armies, it was a slaughter. |
#2
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That can be a brutal force to reckon with but not impossible to beat.
If you know you are facing this army purchase ranged units that have greater than 6 range (Syv, Q9, DWs, etc.) If they can't reach you, all the dice in the world are not going to help. Also, some groups don't use the extreme height advantage but that is up to you. Drake is a perfect character to use since he is immmune to the MM's fire. He can scale the walls quickly and start elminating them in close-combat (where he can be scary vs. a 2 def.) Newb. |
#3
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Dragons.
Between Braxas and Mimring you can handle a lot of 4th Mass. Takes away extreme height and potentially height as well while accounting for as many as eleven figures of the 4th Mass. As an alternative, Q9 with Laglor, Deadeye Dan and others can plink away from outside the 4th Mass' range. ~Aldin He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham |
#4
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They do have a pretty weak range of 6. Do they hide behind the parapets well or is it possible to get line of sight on minutemen up there? There are lots of units that could take them out if so. Deadeye Dan would eat them for breakfast, regardless of defensive height bonuses, provided line of sight is possible.
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#5
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i think it's broken. nobody can beat the taelord/4th mass/raelin combo. even when you choose units that can shoot from further away, ur still not gonna kill them all and get the flag in 12 turns. if ur talking about generically killing them, then perhaps they can eventually be beaten, but it would take a long time. don't forget that the 4th mass will frequently have double height on castles which means more defense and attack. having raelin up there as well just makes it ridiculous. i can pretty much guarantee that i won't be killed in a castle if i have that army.
although if u only have 2 squads of 4th mass then perhaps u could be beat. i was talking mroe about big pt games that can fit taelord, raelin, and a bunch of squads of 4th mass, like in the scenerio |
#7
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It's not broken, it's just a challenge. If you know you are storming a castle then you have to draft an army that can stand a better chance. Units with longer ranges, high movement, flying, etc. I like Sgt. Drake because you can't shoot him with normal attacks so getting him to the castle wall is much easier.
Also the four minutemen only get to shoot at four individuals/turn so they can be overwhelmed with numbers. |
#9
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Don't get me wrong
I realize that the army can be beaten, and I had fun getting slaughtered, I just thought 24 attack dice per turn is a little extreme in this instance.
I guess I have more of a problem with the storming the castle senarios than with the castle defender army. In our game, the castle defender whined (he does that alot) about my original army (Laglor, Krav magna, Q9, Guilty) and so I re-drafted a army without range just to convince him of the extreme advantage a castle defender has in this game. I re-drafted Krug, Tornak, Grut orcs, Brunak, Utgar's FB (I forget his name) and Guilty. Krug got to the door, (Nerfed to 5 life , + only 1 auto shield against small and med) Broke it down, got to the taelord and took him out before dieing (I was more than happy with that for 120 points) but the minutemen basically took out everyone coming within range and once he wiped out Krug and tornak, I was done (no way to win). Maybe I should ask what have you done to even out castle senarios? |
#10
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Kust use the Krav, it doesn't matter if they roll 100 dice as long as u roll 1 shield
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#11
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Was each side the same points? 500 points attacking vs. 500 points defending? In a siege scenario the attacker might need at least 1.5 times as many points as the defender to have a chance. Maybe take 750 attacking vs. his 500 defending next time. Did you win with your original army or did you redraft before playing?
Newb. |
#12
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Re: Don't get me wrong
Quote:
Searched on \Castle Seige\ Chose to search on all words: http://heroscapers.com/community/showthread.php?t=4237 and http://heroscapers.com/community/showthread.php?t=3948 and http://heroscapers.com/community/showthread.php?t=3045 In other words, it's been discussed quite heavily and a little due dilligence will yield a wealth of info |
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