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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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Strategic Maneuvers: Orc Raiders
Orc Raiders
By Tai-Pan Units required: Blade Gruts, Tornak, Deathwalker 9000 Sometimes, when an enemy sees that you've drafted a unit like DW9000 or James Murphy, they tend to move their units in an anti-explosion formation. That means that they don't put their figures next to each other. Using the Blade Gruts and Tornak, you can exploit this and destroy the enemy. If your opponent is still grouped together when your army gets there, use DW9000's explosion attack a couple times, they'll learn. Once they spread out, charge in with the Blade Gruts and Tornak. Move them through the enemy line as quickly as you can. Generally, two turns with the Blade Gruts bonding with Tornak will get you to the rearmost units in the opponent's army are. That's where the paydirt is. Use the Gruts and Tornak to tear up any units back there, usually they are ranged units with lower defenses, or expensive support units that are boosting your opponent. Now, your enemy is faced with Orcs in the back, and the remainder of your army in front. Most opponents will want to deal with the Orcs because they are threatening some of the more valuable units. This is where you have a choice: you can continue attacking with the Orcs to further cripple the rear, however you will also be fighting the enemy's frontline troops as they turn back, you can move the Orcs further back so that they are not threatened by the enemy's melee units, with a move of 6 and 7 the Orcs can outrun most shock troops, or you can charge the front lines with the rest of your army, creating mass mayhem. Grut Orcs can be replaced by Heavy Gruts, however Heavy Gruts are slower but they have higher attack/defence. DW9000 can be replaced with James Murphy, or Johnny "Shotgun" Sullivan. You may wish to boost DW9000's defense with Thorgrim the Viking Champion or RotV Raelin the Kyrie Warrior. Good units to have in your main army to charge after the Orcs have reached the rear are any Samurai, Knights of Weston and a Human Champion, MacDirk Warriors that are drawing strength from a wounded Human Champion, or other similar squads. Suggested Armies Deathwalker 9000 140 Blade Gruts 40 Heavy Gruts 70 Tornak 100 Zombies x2 120 Guilty McCreech 30 Total 500 Deathwalker 9000 140 Blade Gruts x2 80 Tornak 100 Raelin 80 Thorgrim 80 Tagawa Samurai 120 Total 600 Jugger It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect! |
#2
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Re: Strategic Maneuvers: Orc Raiders
I think a fairly competent army with decent range or melee troops could best this strategy.
Say against that army, I have Q9, some KOW, and raelin, marching in a spread-out formation, but only one or two spaces apart, aside from Q9, who takes the lead. While the orcs charge, Q9 uses his Queglix to decimate their ranks, and once they get past him, they go for raelin. Say the remaining orcs inflict, oh, two or three wounds on her. The next turn, the KOW can close in, and, benefiting from Raelin's aura, hack the orcs to pieces. After that, its a simple matter to use Q9 and the KOW to hunt down DW9k. Just my personal thoughts |
#3
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Re: Strategic Maneuvers: Orc Raiders
It's not a sure-win army or strategy, these maneuvers are just to suggest new types of ideas that may not be apparent to newer players.
Jugger It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect! |
#4
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Re: Strategic Maneuvers: Orc Raiders
Yes, but if there is a SINGlE orc left, then you can bomb ray-ray and all her little buddies!
Mimring>Krug. 'Nuff said. |
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