Introduction and explanation:
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Welcome to the updated C3V and SoV inclusive factions thread! I based this off of 1Mmirg's thread, that he based off his own thread, that he based off of IAmBatman's thread. If you want more information about the origin and thought process behind this system of organizing Heroscape units, than follow the above link.
There are several purposes of this thread, and I hope it is used by the community by more than just the ones I’m about to list. I love organizing things, but I’ve poured time into this project not just for the joy of creating order, but also for the privilege of contributing to the Heroscape community.
One thing this compilation could be used for is an aid in creating classic style customs. One could look through factions and see where they are lacking, and try to come up with creative solutions for filling the holes with new units. I thought of this with VC in mind, though I hope people who create customs outside of VC can benefit from this project as well.
Another purpose of this thread is for budding collectors. Someone might want to find out where they are lacking in their collections in respects to specific factions, in order to build their collection thematically.
I hope to expand this project to include strategy guides and synergy charts in the future, so that it may benefit people who want to build thematic armies but still want their units to work well, or people who just want to know what types of scenarios their favorite factions work in best.
Both people who previously created faction breakdown threads had different, although similar, ways of breaking the faction units into roles. I based mine heavily upon 1Mming’s system, with a few changes here and there. Without further ado, here is the different roles required for each faction:
Quote:
General:
A General needs to have three things: 1. Theme: Would this unit actually have any leadership if the faction were real? Could this unit be seen behind the lines giving orders? If you answered yes to these questions, the unit probably has enough theme. (Importance: High) 2. Unit control: While this generally means order marker management, it can also be as simple as being a prime bonding option. If the unit doesn’t have unit control, any synergy with the faction, especially other squads bonding with it, gives half pass. (Importance: High) 3. High cost: The General should cost more than the Flagbearer. (Importance: Medium)
Flagbearer:
Again, three requirements: 1. Theme: While the General sits behind the lines and gives orders, the Flagbearer fights in the front and inspires the troops. And a bonus if the unit actually has a flag. (Importance: High) 2. Faction Synergy: Some sort of power that helps other units in the faction. (Importance: High) 3. Low cost: Again, not very important, but the Flagbearer should cost less than the General. (Importance: Low)
Unique Hero:
Another Unique Hero other than the Flagbearer/General to really flesh out the faction. (Importance: High)
NO OTHER REQUIREMENTS.
Special Unit:
This just has to be a Common/Uncommon hero or a Unique Squad. Again, this is just to flesh out the faction. Only one requirement, so: (Importance: High)
Ranged Bread and Butter:
Requirements: 1. Range: If this unit has no range, it doesn’t belong here. (Importance: High) 2. Bread and Butter: The unit needs to be common. A high priced unique squad will give a half pass, but only in extreme circumstances. (Importance: Medium)
Frontline Lockdown:
This is your unit you use to tie your opponents figures down, so your rangers can pick them off from... well, range. The unit needs to have: 1. Multiple figures: You aren’t going to send a single hero out to tie down all you opponents squads (at least, I hope you aren’t). The unit needs to have some sort of swarm factor, whether it be unique or common squad, or a common hero that bonds with itself. (Importance: High) 2. Defense: It’s not going to help to have a Frontline Lockdown that dies before it reaches the opponent. The unit has to have high defense, (probably at least 4) or it has to have a good defensive ability (the Warforged Soldiers Warforged Resolve being a good example). (Importance: Medium)
Shocktroops:
Shocktroops can be summed up in one sentence: 1. Move fast and Hit Hard.(Importance: High)
But they also need to have: 2. A Swarm Factor: Again, this usually just means it’s not a unique hero. (Importance: Medium)
If a faction has all of these, they will be considered complete. There are also a few additional roles that I came up with, (mostly out of necessity, or my constant need for sub-categories) that are not required to complete a faction, but are instead just icing on the cake. They are:
Quote:
Support:
These are units that have good synergy with the faction, but don’t fit into the Flagbearer role. They need: 1. To Not be the Flagbearer: Pretty obvious. (Importance: High) 2. Have Synergy with the Faction.(Importance: High)
Honorary Unit:
These are units that have the synergistic requirements with the faction, but don’t quite fit theme-wise. They must: 1. Have some sort of synergy with the faction.(Importance: High)
and 2. Not quite work thematically. It is usually units that almost fit into the faction, but not quite. (Importance: High)
Other:
These are units that are definitely part of the faction, but don’t fit into any of the preset roles.
[/spoiler]
I have also created a color key to help you keep track of what different colors symbolize:
Color Key
Spoiler Alert!
Green-Pass: This mean the unit meets this requirement.
Gray-Half Pass: This means the unit meets part of the requirement, but isn't quite up to par.
Red-Fail: The unit fails the requirement.
Orange-Missing: This is used in incomplete factions to mark where there is a hole.
Slate Gray: A unit highlighted in Slate Gray is also an Honorary Unit in at least one other faction.
*Red Star: A unit produced by VC customs. (C3V or SoV)
Also in this thread, I’ve included a few ideas for what the missing units to each faction might look like. If you have any ideas of your own, please comment and let me know! You never know when your idea might inspire a custom that could be nominated for the SoV later, or maybe a C3V designer that peeks his head in!
First, we have the completed, the finished, the done! These factions have passed the harsh requirements on what a completed faction looks like, and they stand proud! The compiled and victorious
General:Kato Katsuro Theme: According to Wikipedia a Daimyo, (Kato's class) is:
"Subordinate only to the shogun, daimyo were the most powerful feudal rulers from the 10th century to the middle 19th century in Japan."
And that's good enough for me. Pass. Unit Control: Kato Katsuro's Command is practically the definition of unit control. Pass. High cost: This is something Kato certainly has. Pass.
Flag Bearer:Hatamoto Taro Theme: He has flag. Pass. Synergy: Plenty of Faction synergy! Pass. Low Cost: Even though he's a tad overpriced, he still costs less then Kato, and that earns him a Pass.
Special unit:Tagawa Samurai
In a faction with many different unique squads, the Tagawa Samurai are the only ones that do not also fall under another category. Pass.
Shocktroops:Ashigaru Yari (), & Kozuke Samurai () Move Fast, Hit Hard: Yari: The Spearmen don't really move fast, but they don't move slow either, especially with Kato backing them up. And for such a cheap squad, they hit pretty darn hard. Half Pass. Kozuke: Charging assault and 5 attack? Pass. Swarm Factor: Yari: 40-point common squads get a definite Pass. Kozuke: A 3-man unique squad has just enough men to get the job done.Pass.
Notes: as you may have noticed, I did not include the Ninjas in this faction. This will be explained later. But even without the Ninjas, this is a very complete faction.
General:Grimnak Theme: While Grimnak doesn’t command the orcs from behind lines, he does command them from atop a T-Rex, which is probably the next best thing, and I think that’s the closest to the back an orc can get. Unless they have bows. Pass. Unit control: While not having Unit Control of his own, he is a bonding option for the Blade Gruts & Heavy Gruts, plus he has the added synergy to orc warriors. Half Pass. High Cost: Costs more than Ornak, the Flagbearer, and is the most expensive orc currently out there. Pass.
Flagbearer:Ornak Theme: He has a flag. Nuff` said. Pass. Synergy: Not only is he a bonding option, he has great synergy with the faction. Pass. Low Cost: Costs less than Grimnak. Pass.
Frontline Lockdown:Blade Gruts (), & Heavy Gruts () Multiple Figures: Pass and Pass for these Common Squads. Defense: While both units have fairly low defense, disengage and swarms enable them to target the key figures of an opponent's army. Half Pass.
Shocktroops:Death Chasers of Thesk () Move Fast, Hit Hard: The ability to advance all troops at the beginning of the game qualifies the Move Fast, and any attack 4 common squad can pretty hard. Pass. Swarm Factor: Pass.
Notes: While the General in this faction doesn't have unit control, every single squad in it has bonding, so order marker management is not as difficult as it could be.
General:Marro Hive Theme: Since the Marro Hive literally controls the faction, theme gets a Pass. Unit control: Again, full on Pass. High Cost: While it does have a fairly high cost, the Hive still costs less than the Flagbearer. Half Pass.
Flagbearer:Su-Bak-Na Theme: His Bio shows great theme for a flagbearer, plus it his spear almost looks like a flag. Pass. Synergy: Hive Supremacy gives a Pass. Low Cost: Uhh... not so much. Fail.
Frontline Lockdown:Marrden Hounds () & Marro Dividers () Multiple Figures: Hounds: Double space squad figures have placement issues, but that isn’t enough to degrade this from a Pass. Dividers: Great with swarms! Mwahahahaha! (Pass.) Defense: Hounds 5 defense is a Pass. Dividers: Cell divide makes this unit great for locking down figures. Pass.
Shocktroops:Grok Riders (), Marro Drones () Move Fast, Hit Hard: Groks: Move 7, and up to attack 5? Pass! Drones: They move fast, but don’t quite hit hard. Half Pass. Swarm Factor: Groks: Pass. Drones: Their power is called Hive Swarm. I think they Pass.
Support:Marrden Nagrubs () & Marro Gnids* ()
This is an extra section that the Marro get. Why? Because there’s so many!
Pass.
General:Deathcommander Mark 3* Theme: He’s a commander of the Soulborgs. Duh, he gets a Pass. Unit control: Um. Pass. High Cost: I’m kind of borderline on this one, it could be Half Pass or Pass, costing more than the Flagbearer but less than Deathwalker 9000. Unless anyone disputes this, I’m giving him a Pass.
Flagbearer:Warden 816 Theme: That thing he’s holding is flag, I don’t care what anyone else says. Plus his Bio marks him as a kind of Flagbearer. Pass. Synergy: Has good faction Synergy. Pass. Low Cost: Great price for a flagbearer! Pass.
Frontline Lockdown:Deathreavers Multiple Figures: Pass. Defense: Pass. Note: These guys are a great example of what Frontline Lockdown should look like.
Shocktroops:Deathstalkers Move Fast, Hit Hard: Move 7 and Maul! Pass. Swarm Factor: Pass.
We now come to the factions that are so close to completion, the ones that are on the edge, ready to be tipped over into the winners circle. These factions need only one more role filled before they will be complete, one more unit to make them whole. Please enjoy the compiled
Near Complete Factions:
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Disciplined Soldiers (Missing: Special unit)
Disciplined Soldier faction breakdown:
Spoiler Alert!
General:Arashara Goshiri* Theme: Half Pass. Unit control: While the being a bonding option wouldn’t give her a pass aline, shifting sands gives just the edge for a Pass. High Cost: 200 points gives a Pass.
Flagbearer:Marcus Decimus Gallus Theme: Both Marcus and Parmenio are good candidates for Flagbearer, but Marcus wins on theme for the standard on his shield. Pass. Synergy: Marcus has great synergy with nearly every single squad in the faction. Pass. Low Cost: 100 points less than the General. Pass.
Special Unit: Missing.
A common hero for the 10th would be great, but there are so many things that would fit into this niche. It's a wonder there's been no nominations for SoV.
Frontline Lockdown:Roman Legionaries Multiple Figures: Pass. Defense: Shield Wall is a great defensive ability. Pass.
Shocktroops:Sacred Band ()& Cathar Spearmen* () Move Fast, Hit Hard: Sacred Band: Okay. They don’t move fast. None of the Soldiers do. But they do get a movement buff from Marcus, and they do hit fairly hard, especially for a 4-man 50 point squad. Half Pass. Cathar Spearmen: Another slow mover, but they can get a double move bonus (1 from Marcus and 1 from Raymond) boosting them up to move 6. Pass. Swarm Factor: Sacred Band: Again, 4-man 50 point common squad. Pass. Cathar Spearmen: 4-man squad. Pass.
Honorable Units: [URL="http://www.heroscapers.com/community/showthread.php?t=51590"]Red Ants of Aunstrom[URL] ()
Notes: This faction is so close to being complete. It’s not that hard to make a special unit.
Flagbearer:Agent Skahen Theme: She has no bio, so I cannot confirm nor deny her as thematic. But unless anyone disputes, I’m giving her a Pass. Synergy: Great Synergy! Pass. Low Cost: Fairly low cost, but until we know what the General is, we don’t know if her cost is less than him. Pass.
Unique Heroes:Agent Carr () and Seleena* ()
New hero, but no General yet. Pass.
Ranged B&B:Microcorp Agents () & Microcorp Troopers* () Range: Both get a Pass. B&B: Both get a Pass. Notes: These are two very different units, (besides the fact that they’re both Ranged B&B) which is great for faction diversity.
Frontline Lockdown:Nakita Agents Multiple Figures: Pass. Defense: Engagement Strike and Smoke Powder give a Pass. Notes: This unit is the reason why I didn’t make being melee a requirement for Frontline Lockdown. Actually, this faction is the reason I didn’t make that a requirement for anything. This is an all ranged faction, and it works.
Shocktroops:Gorillanators Move Fast, Hit Hard: Move 7, and ranged attack 3 gives a Pass. Swarm Factor: Pass. Notes: Possibly the only effective ranged Shocktroops, the Gorillanators are also the only unit in 2 different factions.
General:Zaeus* Theme: His bio and the fact that he is a scientist doesn’t really give to either side. I’ll give him a Half Pass. Unit control: Gorillanator Attack Bonding. Pass. High Cost: Not especially high... but he does cost more than the Flagbearer and it’s not really low either... Half Pass.
Flagbearer:Laglor Theme: He has a flag. He’s good. Pass. Synergy: Pass. Low Cost: Pass.
Ranged B&B:Gorillitroopers* () & Gorillanators () Range: Troopers: Autocannons give a Pass. 'Nators: Pass. B&B: Troopers: Only two guys for 105 points, but attack bonding and the possibility of 4 ranged attacks with autocannons give a Pass. 'Nators: Not the greatest bread and butter, but still a Pass.
General: Missing
I’m interested to see what kind of a unit this will be.
Flagbearer:Arktos* Theme: His bio says he inspires the other wolves. Pass. Synergy: All the Varkaanan heroes are good candidates for the Flagbearer, but Arktos has two powers that have synergy, so he gets a cut above the rest. Pass. Low Cost: Pass.
Ranged B&B:Varkaanan Greyspears* Range: Pass! B&B: Fail.
Notes: Even though they fail in the B&B section, I have been told that these guys work great as the range of this faction, and I doubt that we’re going to get a better unit than this.
Frontline Lockdown:Varkaanan Blade Dancers* Multiple Figures: Pass. Defense: Um. Both the abilities have the word defense in them. Pass.
Shocktroops:Varkaanan Quickblades* Move Fast, Hit Hard: Vault+Lightning Slash=Pass. Swarm Factor: 3 man squad gets a Half Pass.
Notes: A nearly complete faction that contains only C3V figures.
We now come to the faction that are sadly lacking, the ones who have a bit to go before they can become "complete" on this list. Some are farther than others, but all are compiled here
General: Missing
There are tons of possibilities for an Undead General.
Flagbearer:Sonya Esenwein Theme: Half Pass. Synergy: Not great synergy, but it's there. A new flagbearer is probably in order. Half Pass. Low Cost: Pass.
Frontline Lockdown:Skeletons of Annellintia* Multiple Figures: Pass. Defense: Reanimation gives a Pass.
Shocktroops:Phantom Knights () & Zombies of Morindan () Move Fast, Hit Hard: Knights: Move 7 stealth flying gets a Pass. Zombies: Move 4, but they hit pretty hard, and they have the added bonus of Horde Movement. Half Pass. Swarm Factor: Knights: Pass. Zombies: Pass! Mwahahaha!
General: Missing.
I’m thinking some sort of possessed beastmaster or something...
Flagbearer:Khosumet the Darklord Theme: His bio says: “Khosumet is well equipped to cut a path of destruction through tough enemy lines. Friendly warriors who battle by his side become energized and even more deadly.”
Pass. Synergy: He has good synergy with a large amount of the faction, and is a bonding option for the Wolves of Badru. Pass. Low Cost: Pass.
Unique Hero:Morgoloth*
Also a good unit for the falgbearer, Khosumet beats him because of his high cost. Pass.
Frontline Lockdown:Granite Guardians & Fyorlag Spiders Multiple Figures: Ganites: Pass. Spiders: Pass. Defense: Ganites: 5 defense. Pass. Spiders: Entangling Web isn't really defensive, but it makes the Spiders great at lockdown. Half Pass.
Notes: This faction is based off of the creature that are native (I think) to Valhalla's jungles. I'm thinking about turning this into an insects faction, and kicking some of these guys to the factionless...
Frontline Lockdown: Missing.
*cough* Navy Seals. *cough*
Shocktroops: Airborne Elite Move Fast, Hit Hard: Drop+Grenade. Pass. Swarm Factor: Half Pass.
It’s possible new shocktroops or special unit is in order for more faction roundness.
Frontline Lockdown:Omnicron Repulsors Multiple Figures: Pass. Defense: Not great defense, but they do have several anti-soulborg defensive abilities. Half Pass.
General:Spartacus Theme: Anybody who knows who Spartacus is isn't going to disagree with me here. Pass. Unit Control: Not strictly Unit Control, but Capuans bond and he has great synergy. Half Pass. High cost: Pass.
Flag Bearer: Priscus* Theme: Dripping with theme! Pass. Synergy: Dripping with Synergy! Pass. Low Cost: Dripping with- uh- Low costness, I guess. Pass.
Shocktroops:Capuan Gladiators Move Fast, Hit Hard: While 5 move and 3 attack isn't that high, Priscus and Spartacus increase their move and attack, and they also bond. Pass. Swarm Factor: Pass.
Notes: I wish their were more Gladiator minis around, this would be a cool faction to creatively expand.
General: Missing.
An Onyx or Armoc Warlord would be cool.
Flag bearer:Venoc Warlord Theme: Pass. Synergy: Pass. Low Cost: We can't know for sure until the General comes out, but until then, I'm giving him a Pass.
Unique Hero:Azurite Warlord* Need. More. Viper. Heroes!Pass!
Frontline Lockdown:Warriors of Ashra Multiple Figures: Pass. Defense: Defensive Agility makes this unit the obvious choice for Frontline Lockdown. Pass.
Shocktroops: Missing.
Elves. Riding on gryphons. And pegasi. Or maybe Unicorns. Yeah, that would be cool. Unicorns.
Notes: Two Ullar factions only need two more units! Let's go, people!
Flagbearers:Finn the Viking Champion (), Thorgrim the Viking Champion (), Eldgrim the Viking Champion (), & Valgaurd ()
I didn't want to make anyone feel left out... Theme: They certainly all have the right vibe to be a flagbearer, and Thorgrim even has the Valkyrie logo on his shield! Pass. Synergy: Everyone here has great synergy in general, and Valgaurd even has faction-specific synergy his Berserker Charge Enhancement. Pass. Low Cost: A 30-pointer (really low), two 80-pointers (low), and a 110 (Average). Pass.
Shocktroops:Macdirk Warriors () & Dreadgul Raiders* () Move Fast, Hit Hard: Macdirks: Move 5, is only okay, but bonding and Highland Fury give this unit a Pass. Raiders: Strategic Bonding & Berserker Charge earn this much anticipated unit a Pass. Swarm Factor: Macdirk: Pass. Raiders: Pass.
Shocktroops:Shaolin Monks Move Fast, Hit hard: Pass. Swarm Factor: Pass.
Notes: I decided to put the ninjas and the monks together because it works thematically in two ways: They’re both martial artists, and they are both spread out over multiple Generals. It is possible the C3V monks coming out will make me change my mind.
These are the odd, the strange, the factions that can't, don't, or won't follow the same rules as other factions. These guys are the quirky armies that usually stretch across all different generals, yet still land in a unifying theme. Presenting the compiled:
Faction Structure: It’s obvious this faction won’t have a General, due to the fact that the Valkyrie lead the Kyrie, so it doesn't work thematically, and there is little room for unit control. I still think that there should be a Flagbearer (without the low cost restriction), and to keep with the theme, I think there should be one for each Valkyrie General in the faction. Also to keep with theme, and to add faction roundness, an extra Unique Hero for each General. I think that there should be a Special Unit, a Ranged B&B, a Frontline Lockdown, and Shocktroops, keeping with the normal faction structure.
Shocktroops:Einar Imperium Move Fast, Hit Hard: Stealth flying is good, and a speed bonus from Marcus makes these guys move even faster, and double attack makes them hit really hard. Pass. Swarm Factor: Pass.
Notes: In addition to being the Valkyries main force according to the story, these guys each have synergy with at least one other faction. : Concan gives bonuses to the Knights in addition to the Sentinels, making Jandar's Kyrie honorary members of that faction. : Einar’s Imperial force gets the same soldier bonus from Marcus, and their disciplined personality gives them a place in the Disciplined Soldier faction. : Ullar’s Kyrie don’t actually have a special place in one of Ullar’s factions, but in the Kyrie faction itself! They have theme ties with Tyrian, and Atlaga gives a much needed movement bonus to all Kyrie in your army! : Utgar’s Kyrie forces share ties with both the Undead faction (Death Knights bond with Taelord), and the Demons and Wolves faction (Khosumet gives an attack boost to Taelord and the Minions), plus Taelord gives an attack boost to anyone that wants it! : Life transfer aura gives a nod to Vydar's rogue heroes. : Not a direct synergy with any of Valkrill's factions, but Kyrie supremacy gives em hope for future Valkrill kyrie.
Faction Structure: Again, another faction that obviously doesn't need a general, due to the fact you can “choose” your General with the Greenscales. I think they still need a Flagbearer, and C3V stepped up to the plate with this niche with Zogross. I think that Wyrmlings are the best we’re going to get for Ranged B&B in this faction, and then I think we still need Shocktroops and Frontline Lockdown.
Frontline lockdown:Greenscale warriors Multiple Figures: Pass. Defense: The defense boost from the dragon king pushes them right into a good 4 defense range. Pass.
Anyway, I hope this thread was enjoyable and/or helpful. If you have any suggestions, just comment! I appreciate all the feedback I get. I'll continue to update as more units are released and to make it easier to navigate. Keep on `Scaping!
Wow, great thread Evar. I disagree with some of your classifications, but each person will see the terms "general" and "flagbearer" differently. I see them too literally; a general is like Kato or Daishi while a flagbearer is like Ornak, Gilbert, or Su-Bak-Na.
The Undead need range, huh? The Americans could use some more soldiers, too. I'd love to see another Cronborg as well.
I don't really agree with some of your classifications when it comes to the "general" and "flagbearer" ranks.
A "general" has to give OM management. A "flagbearer" needs to give some sort of buff.
I agree that in some factions the term 'General' is a little forced, but other factions it's nearly impossible for the general to have OM manipulation because of a large amount of bonding squads.
On the Agents faction, since the Gorillanators are included (which I do agree with), then Laglor should be included as well and he is the natural flagbearer.
I don't really agree with some of your classifications when it comes to the "general" and "flagbearer" ranks.
A "general" has to give OM management. A "flagbearer" needs to give some sort of buff.
I agree that in some factions the term 'General' is a little forced, but other factions it's nearly impossible for the general to have OM manipulation because of a large amount of bonding squads.
Thanks for the feedback!
In these cases, couldn't you designate their General as None Needed due to bonding synergies? It seems less forced.
With the Samurai Faction, you have the Ashigaru switched around. The Yari are the melee and the Harquebus are the ranged.
I don't really understand the classification for the special unit either. Zettian Guards? Nothing special there.
I also think some of your "near complete" factions could be considered finished. The Trons really don't need anything more, nor do the Elves, nor do the Disciplined humans. I can't imagine what you would need to add thematically or in terms of play for a more complete faction than those!
Other than that, cool list!
Jugger
It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect!
Last edited by Tai-Pan; May 29th, 2013 at 04:14 PM.
With the Samurai Faction, you have the Ashigaru switched around. The Yari are the melee and the Harquebus are the ranged.
I don't really understand the classification for the special unit either. Zettian Guards? Nothing special there.
I also think some of your "near complete" factions could be considered finished. The Trons really don't need anything more, nor do the Elves, nor do the Disciplined humans. I can't imagine what you would need to add thematically or in terms of play for a more complete faction than those!