Quote:
Originally Posted by Pumpkin_King
Any ideas for helping out the Mohican River Tribe in the vein of these CUC changes?
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The Mohicans are good but not great. I've found their 1 Defense against range is their big weakness. They have Concealment to try and keep them out of harm's way but the roll is difficult (typically around a 16+). If facing range, you need to stay back far enough to give Concealment a chance to work but then be able to rush forward into melee to be 3/3.
Remember though that they still get their +2 defense when they are engaged, even if they are defending against a different figure that is shooting at them.
And there is the trick of trying to activate Brave Arrow. That situational bonding is something you can't really count on but it helps if the Mohicans rush a high life hero - do a few wounds but stay engaged - and then give Brave Arrow an activation. Trying to plan your OM's to get Brave Arrow activated and up-close to use his Scout aura is a challenge and sometimes just not worth it.
If I was going to alter their stats CUC style, I'd probably just bump their Defense to 2 and/or decrease Concealment to 16.