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Official Units Discussion of official HeroScape units |
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#37
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Re: The Book of Dünd
When we were making Skahen, we called her Carr's gal. Like a character out of Shaft.
“Heroscapers is too old for that crap.” ~IamBatman "Hahahah! You losers! I told you so!!" ~Clancampbell |
#38
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Re: The Book of Dünd
The best approach I have found with Dund is to fly Saylind up and summon him on OM1 and then put OM2 on him. Worst case scenario it scares your opponent into having to use a card he wouldn't and best case you can cripple-chomp him.
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 |
#39
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Re: The Book of Dünd
Here's my problem with Dund:
His crippling gaze works, on average once every 3.3 attempts. That means that you need to use 3.3 order markers on him in order to remove 1 to 3 order markers from your opponent. Sure, an order marker on Dund isn't a complete waste when crippling gaze fails to go off, but still, one attack of 3 isn't very much. In order for Dund to be more useful, either his crippling gaze needs a better chance of success, or, he needs to provide some other use when activated. The easiest way to 'fix' Dund would be to provide a squad which bonds with him, since that would dramatically lower the opportunity cost in using him. Another potential fix would be to give Dund a Sonya like figure which would passively boost his success rate at crippling gaze (adding 4 to the die roll should do it). |
#40
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Re: The Book of Dünd
Played against Dund yesterday and he did more damage with his attack (two dead Marrdens) than his gaze (KO'd the "X" marker once). He does affect the thought process of your opponent in placing OMs though. Once he was adjacent to my Hounds I had to make sure to at least split my OMs for fear of losing an entire round.
~Aldin, frozen in fear 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 |
#41
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Re: The Book of Dünd
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"There's right and there's wrong: you do one and you're living. You do the other and you may be walking around, but you're as dead as a beaver hat." John Wayne in The Alamo |
#42
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Re: The Book of Dünd
I believe the discussion was with regard to the Gladiator "steamroller" army because it requires putting most all your markers on the gladiator squad pretty much the entire game.
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#43
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Re: The Book of Dünd
In a random game at home, it probably wouldn't be all that bad, as we tend to try new things and wacky combos in less 'serious' games.
Looking at it from a tourney perspective, I find that the higher percentage of armies have few cards. Fewer cards means less choices for OMs. Less choices means more on the same card. So in a tourney setting I think it could be overpowered, though the right point assignment to the squad that bonds with him could fix that. Whatever happens, I'll be happy with anything that makes us dust off another forgotten figure (like Spartacus in W9). -insert signature here- |
#44
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Re: The Book of Dünd
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#45
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Re: The Book of Dünd
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That said, a good roll against Spartacus would work quite nicely. |
#46
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Re: The Book of Dünd
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Things in life dissapoint you. Even heroscape...when you notice how light your wallet is. |
#47
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Re: The Book of Dünd
I think Dund is definetely due for a doggin bonding squad because he (it) is 110 points and over priced because all he/it can do is remove an om every turn if you get good rolls and only has one attack of three. A movement bonding squad will greatly help him because he can move up while the squad attacks and alternate between crippling and attacking. However, a normal bonding squad will make him/it too underpriced for only being 110 points with 4 attacks and a chance to remove om's all in one turn if you include the squad.
"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 |
#48
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Re: The Book of Dünd
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