|
Official Units Discussion of official HeroScape units |
|
Thread Tools | Search this Thread | Display Modes |
#1
|
||||
|
||||
The Book of Zombies of Morindan
The Book of Zombies of Morindan Dawn of Darkness - Collection 6 - Zombie Horde Character Bio: "Eck tel le sendar, ret kal len condaaaaar!" An evil incantation resonates through the caverns of Morindan. The flickering flame of a hanging lantern throws eerie shadows dancing against the damp stone walls. A frail old shaman, bearing a cloak of dark and tattered feathers, chants in a wraithlike voice. His eyes flutter in the back of his head as he sprinkles the inanimate body laid at his feet with a crimson fluid. Perched in a barren tree outside the cavern¹s entrance is an aged raven. He cocks his head inquisitively as the peculiar speech of the shaman echoes from the cave¹s opening. Then a new sound is heard: the raven releases a frightened croak as it leaps into the air. An empty moan rings out through the barren valley of Morindan, a foreboding sound, a black prophecy of impending doom. The dead live again! (Hasbro) Quote:
-Rulings and Clarifications-
-Combinations and Synergies- Synergy Benefits Received
Synergy Benefits Offered
C3V and SoV Custom Synergies
Spoiler Alert!
______________________________________________________________ -Strategy, Tactics and Tips- Strategy Notes:
Who else could I draft with the Zombies of Morindan?
Who do the Zombies of Morindan work well against?
_________________________________________________________________ -Heroscapers Community Contributions- Power Ranking Zombies of Morindan- Still an enigma as to their value, Zombies can certainly crush or be crushed by an opponent. B Master Index Pre-release Speculation General Assessment Belong in Heroscape? Counters Belong in Heroscape? (2) Placement at the beginning of the game? Hit zone Onslaught and Zombies Rise Again Horde Movement Clarified Any good? Horde Movement Clarified (2) Scoring on Zombies What Happens to Zombified Units? Vs. Counterstrike How Many? Sculpt Poll Unit Strategy Review Unit Strategy Review: Zombies of Morindan Last edited by Rÿchean; April 11th, 2015 at 01:46 PM. Reason: VC custom synergy added |
#2
|
||||
|
||||
I have found 2 armies that destroy zombies.
-Orcs- I disagree. I sent up 2 heavy grut squads, Ornak, Tornak, And Nerak. I don't use the archers, they are worthless. Anyway, with all the attack bonus (Tornak and Ornak) plus the defensive bonus (Nerak) They are quite a match for zombies. (Taelord is optional) -Samurai- Counter attack will quickly remove any unlucky zombies. Not to mention the ranged samurai destroy them before they are in can even get close. (move of 4) P.S. I hate zombies. Sorry guys. Garet Jaxx's Home, the official Heroscape Storage Site. |
#3
|
||||
|
||||
These zombies are really surprisingly good every single time I see them played. I think that the addition of DW8K is fantastic for them, and makes them that much more unstoppable. As said before, there is no feeling like watching the enemy truly just running for cover like maniacs. I always recruit at least three groups, because you can never have enough. Use some as meat shields, and use others to bring them back. It's too easy sometimes!
Another good matchup with these guys is Finn. Give them height and Finn, and you have 2 more dice, which is actually six more dice for your attack! These zombies can become so unstoppably powerful sometimes that people will avoid them more than everything else you have. And at 60 points, you're getting the best end of that deal. |
#4
|
|||
|
|||
Quote:
Also, per the Hasbro official FAQ, height advantage doesn't apply to Special Attacks either. Sorry. I make mistakes like that—e.g., applying height advantage to Special Attacks—quite a lot myself. If Attack Aura 1 and height advantage and attack +1 glyphs did apply to Special Attacks though... whew! Nine extra dice, for a total of fifteen attack dice? Everyone would be pointing to Zombies as the broken unit in the game. As it stands, they're pretty decent. Just... not game-breakingly spectacular. —SD Hic est qui sumus |
#5
|
||||
|
||||
Quote:
I've had a lot of fun testing the zombies recently and can't wait to try them competitively. Arena of the Valkyire - Help create Heroscape's next Master Set! Trade List C3V Brainstorm never not funny Pepperony - 14/09/13 |
#6
|
|||
|
|||
Quote:
As to the Samurai, all it takes is a few only slightly lucky rolls to eat your samurai...and thus reanimate more zombies (medium sized). Also the archers can kill many zombies at range, but once closed in on can be eaten and converted to zombiedom. LET'S ALSO NOT OVERLOOK THE Z'S ABILITY TO COMBINE ATTACK FOR A 6 ATTACK IN ONE ACTION. If you want a serious counter, you should look at Nilfheim, Braxas, Q9 or other squad killers from the above-medium category. Coincidentally these same figures beat the snot out of most other squads too, they just also happen to negate the reanimation-based ability. My last game, I used Q9 to eat zombies very quickly. I have learned to fear them. Adam Good Traders: Maska, Fallen Templar, Punisher Fan, loborocket, Marduk, Brotharon 324 figures and counting! Check me out here: http://www.myspace.com/mksentinel And FOR EVERYONE'S SAKE, BEFORE YOU POST YOUR BRILLIANT QUESTION, Self-induced illiteracy should be a crime!!! |
#7
|
||||
|
||||
Quote:
|
#8
|
||||
|
||||
One thing I implied with the archer samurai was to stay out of the zombies range. Sure you could get cornered, but that would be you our fault. It is all about strategery. Counter strike would only be good for one on one, I do admit that.
The orcs worked with me. There was a river and I placed the orcs (heavy) on the bridge and forced the zombies into a confined area. They ended up with a total attack of 5 (3 (original) + 1 (height) + 1 (tornak)) and a defense of 6 (3 (original) + 1 (height) + 1(tornak) + 1(nerak)) Regardless, I find Jotun (wild swing) i quite efficient as well as range characters. Garet Jaxx's Home, the official Heroscape Storage Site. |
#9
|
||||
|
||||
If your gonna use Zombies, use 3 squads at least! 1 or 2 squads is gonna do nothing!!! Zombies are easy to take down with range since they're slow. Use them as the last wave, or whenever all or most range is gone or tied up. Also, when I've faced them, no one kills them better than KMA. With a move of 6, they can get away quickly and with 7 range, you can pick them off fast and easy. All you have to do is shoot and when they get close, back away and shoot some more! And with an attack of 3, the odds are in your favor to kill one for each attack(Especially with 4 if you have height).
|
#10
|
||||
|
||||
I've only played against the zombies once.
1) I learned that the knights aren't a good idea -- yes, they would kill a zombie or two, but then the zombies would be right back after killing a knight or two. I ran out of knights and the zombies were still there. 2) 4th Mass line worked wonders -- I was able to get height advantage and the wait and then fire. With the zombies slow movement and the 4 attacks of 4 each, I was able to pick them off before they could get close enough to attack. I had also used Sir Gilbert to help get the 4th Mass in place - basically the first few rounds all the order markers were on the knights. a) human champion bond with Sir Gilbert, b) Sir Gilbert moves the 4th Mass, c) move and attack with Knights. Did this until I started running out of knights, by then the 4th Mass was on high ground and within range of the zombies. |
#11
|
||||
|
||||
I have never played the zombies, but from a stat/ability point of view, here are some of the figures I would consider to be anti-zombie:
Charos: He has high attack, so most of the time he will kill the zombie he attacks; he has highdefence+Counterstrike, so basically all zombies other than those who manage to close in and use their swarm attack will die; and he is large, so he will not be zombified in the case that he does fall. Deadeyedan: 10 range, so the zombies will take at the least 3 turns to get to him; and he has a 50% chance to instantly kill them. Syvarris: 9 range+Double Attack=A lot of dead zombies by the time they reach him(if they reach him at all). Other long Ranged Figures(7+range): For obvious reasons. Jotun, DW9k, or any other figure with an "AOE" attack: Zombies swarm, AOE attacks take out swarms quickly. Grimnak: He has Chomp to instantly kill one zombie per turn, plus he has a decent amount of defence and is large. Warriors of Ashara: Provided they don't get caught in a Swarm attack, they usually wil not be affected by a Zombie's attack, plus they have enough attack to take out zombies at a good rate. I think there's another unit that you can consider good to add to a Zombie Horde: Shades of Bleakewood: They are fast and strike fear into the Powerful Unique heroes that kill the zombies easily. Place them throughout your advancing horde and your opponent will be afraid to approach, and they have high speed, so they can go on ahead of the horde and take out your opponent's ranged figures. |
#12
|
|||
|
|||
Worth noting that Zombies Rise Again is useless against Sudema, Shades, or other Zombies. Some possible strategies could rise out of that.
|
|
|