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Old September 30th, 2007, 10:43 PM
ArcturusII ArcturusII is offline
 
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Unit Strategy Review: How to use Kelda the Kyrie Warrior

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Unit Strategy Review
Unit: Kelda the Kyrie Warrior
Author: ArcturusII (with thanks to the other Unit Strategy Reviewers)

Soaring above the bloody battlefield, this majestic Kyrie watches over her fellow heroes, tending the wounded and fallen. Given time, her Healing Touch can cure even the most grievous of injuries. She needs Turn Markers in order to fulfill her function, however, and it can be challenging to find the right moments to use her while in the heat of battle. It is for this reason that Kelda is usually upstaged by her more glamorous sister, Raelin, who provides a passive benefit without using any turns. This guide will attempt to give some tender love and attention to this younger and forgotten Kyrie sister, and show that if you're willing to turn to her, Kelda will reward you greatly for your faith.

Let’s take a look at Kelda's stats:

Analyzed Statistics
Cost - 80 - Bishop Class Unit
Size - Medium - Vulnerable/Concealable
Life - 5 – Average
Move - 6 - Fast*
Range - 1 - Melee
Attack - 2 - Below Average
Defense - 3 - Below Average
*Flying - Ignore elevations and obstacles. Tactical Advantage - High.
Healing Touch - Roll the 20-sided die to remove 1, 2, or all wound markers from an adjacent figure. Reliability: 95% - Very Reliable. (NOTE: rolling a "1" actually inflicts 2 wounds on the target)

In-Depth Analysis:
Below is an explanation of Agatagary's cost classification:

Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in and of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)

Class:
Kelda is a Bishop class unit. Her Healing Touch lends support to other heroes, but don't expect her to win any battles on her own. At a modest cost of 80 points, however, she can prove her worth fairly easily when used correctly.

Offense:
Having a single 2-die attack with a threat range of 7 (Move 6 + Range 1), Kelda's offensive ability is poor. Her purpose isn't to do any great damage to your opponents: rather, it is to extend the life of your heaviest hitters, so that they can win the battle for you.

Survivability:
Kelda is reasonably durable, with 5 life and 3 defense. This means that she will rarely be brought down in a single turn, but when facing concentrated fire over several turns, you can count on losing her. Keep in mind that Kelda cannot use Healing Touch on herself. As a Medium figure, Kelda is vulnerable to special abilities that target Medium figures, but due to her reasonably small hit zone, she can conceal herself behind cover fairly easily.

Strategy:
Kelda has three primary roles in any engagement, and which employment you give her will vary greatly from battle to battle. These roles are Non-Combat Healer, Combat Medic, and Martyr. We will now explore these roles in turn, and show how to use Kelda in each of these capacities.

The simplest role for Kelda, though perhaps not the most efficient, is the Non-Combat Healer. There are times in many battles when a hero finishes a skirmish, either against a squad or another hero, and has a few turns of "downtime" before the next wave of enemy figures arrive at the point of conflict. Kelda can use this time to activate Healing Touch and remove any wound markers that may have accrued from the initial skirmish. This assumes, of course, that your initial hero or heroes actually win the initial skirmish, and that your opponent is attacking in waves instead of using their entire army at once. This strategy works well if your lead hero is exceptionally fast or can fly, since it allows them to flee the enemy and return to the "healing zone." It also tends to work well if the map has important glyphs or other objectives several turns away from the enemy starting zone, since it is more likely that your opponent will charge those objectives with an isolated hero or squad, rather than moving their entire army together. However, if your opponent has enough cohesion in their army that reinforcements are less than a turn or two away, don't count on being able to use Kelda as a Non-Combat Healer.

A more dangerous yet more rewarding role for Kelda is the Combat Medic. In this role, you don't wait for downtime, but instead charge Kelda into the fray while metal is still flying. An important fact to remember about Kelda is that she can use both her Healing Touch and her normal attack in the same turn. While using a turn marker on Healing Touch alone might not be worth it, and using the same turn marker on a single attack of 2 dice may not be worth it, when you're pulling "double-duty" by doing both in the same turn, Kelda's turn markers take on a much greater value. For this reason, the best use of Kelda is to land her adjacent to one of your engaged heroes (preferably with height), apply Healing Touch, then roll for her normal attack. When faced with a choice of figures to attack, Kelda should focus on low-defense squad figures if they are nearby, and avoid attacking high-defense figures with Counterstrike.

The third and final role for Kelda is the Martyr. Once you've established the threat of using Kelda to heal your most fearsome heroes, your opponents may decide it is more important to take her out than risk letting her activate Healing Touch. In this scenario, you are best served putting all of your turn markers on your bruiser, keeping only the "X" on Kelda. While it may seem cruel to sacrifice Kelda in this way, keep in mind that every turn your opponent spends attacking Kelda is one more turn added to the lifespan of your other hero, and can be just as effective as taking turns to heal, if not more so. If that other hero is a dangerous figure like Nilfheim or Jotun, Kelda's sacrifice could very well win you the game.

In the heat of battle, especially when employing Kelda as a Combat Medic, you must carefully evaluate the worth of each turn marker before you place it on her card. Ask yourself the following questions:
  1. Who would have gotten the turn marker otherwise, and what are you giving up by putting it on Kelda instead? For example, if the Hero in question is Charos, you are giving up a single 5-die attack.
  2. How much damage per turn are your opponents doing, and how many turns of effort are you reversing each time you roll for a heal? Remember that Kelda has a 75% chance of healing 2 or more wounds, which in the case of an extremely high Defense figure like Ne-Gok-Sa or Major Q9, can represent several turns worth of effort.
  3. How much additional damage will you inflict as a result of Kelda's activation? This will include her normal attack, as well as damage that occurs because the hero will live longer. For example, heroes with Counterstrike like Charos and Kaemon Awa can continue scoring wounds even when it's not their turn.
  4. Will the diversion of Order Markers give your opponent the opportunity to grab an important glyph or strategic objective?
You must also consider how many markers to give Kelda, and which ones. Obviously, if her patient is near death, you should probably give her #1, and possibly #2 as well. Keep in mind, however, that if you roll well on that first turn, you may end up healing them all the way up and have nothing left to heal on your next turn. If your bruiser is fresh, consider placing #1, #2 and X on your bruiser, with #3 on Kelda. By the time you reach her turn, your bruiser is likely to be wounded and in need of attention, and after activating Kelda, you can easily determine whether or not you will need one more heal on turn #1 of the next round. Also, by using #3 on Kelda, you set up a precedent of healing your big bruiser in the middle of combat, and your opponent may decide to focus on her in later rounds. If this is the case, switch Kelda over to the Martyr role and let your bruiser win the game for you.

It is also worth noting that the ideal time to use Kelda is when a high-life hero has exactly 3 wounds left. The reason for this is the dreaded roll of "1" on the 20-sided die, which actually inflicts two wounds instead of healing them. If this happens while your hero is 3 wounds away from dying, then perhaps your luck will turn and you will be able to rescue that hero from death on later turns. However, if her patient is already within 2 wounds of death, rolling a "1" will seal their doom. Of course, holding the Glyph of Lodin (Lucky 20-Sider) will give you insurance against this possiblity, and improve the quality of her heals as well. If your map hosts this glyph, then capturing and holding it may very well be a priority. Consider bringing along some good glyph-grabbers like the Deathreavers for this purpose.

Kelda can also be an ideal figure in scenarios where stalling for time can win you the game. Assuming that Kelda can heal wounds as fast or faster than your enemy can inflict them, you can stall indefinitely until victory is yours. If your opponent chooses to focus on Kelda instead, however, be prepared to accept her sacrifice and use your heroes for their intended purpose: to kill enemy figures.

When drafting Kelda, you must always consider who might be benefiting from Healing Touch. Obviously, you will want to draft heroes, preferably powerful heroes with lots of life, so that you can plan Kelda's turn markers without worrying about whether or not her patient will die before she arrives on the scene. Charos is an excellent choice, of course, as well as Jotun, Braxas, Nilfheim, and Tor-Kul-Na. These figures have powerful attacks as well as the ability to take down entire squads at a time, so the ability to live longer should be an obvious benefit. Melee heroes work well, since Kelda is at her best when she can fight and heal at the same time. Sgt. Drake, Valguard, and Sir Gilbert are good examples of this. As mentioned earlier, heroes with Counterstrike gain the added benefit of being able to wound enemies even they are not taking turns. This includes Charos (again) and Kaemon Awa, as well as Gurei-Oni with his Evil Eye Defense, or even Captain America, if you are allowing Marvel Legends characters into the mix. It's also good to consider heroes with high Defense or who are otherwise hard to damage, as each wound healed undoes a greater amount of effort. Ne-Gok-Sa, Major Q9, and Crixus are good examples of this. These lists are not exhaustive, of course, but should give you ideas about who to bring with Kelda into battle.

If you have the points, consider drafting Kelda and Raelin together. Because Raelin will be lending bonus Defense dice to several of your figures, including Kelda, your opponent will be tempted to concentrate fire on your presumed weak link: Raelin herself. However, since you have Kelda's Healing Touch at your disposal, you can keep Raelin alive while other heroes fire safely from under her protective aura.

As a healer, Kelda the Kyrie Warrior may seem out of place on the battlefields of Valhalla, where aggressive and relentless assault usually carry the day. The philosophy behind Kelda is that no figure is disposable, and that with proper handling and care, even heroes that are surrounded and wounded can pull through to the end of the battle. Kelda was created to serve not herself, but others, and by choosing her, you make your strongest heroes even stronger. Don't be afraid to commit her to the battle, however; if you stand by her, she will stand by you, and even when it means laying down her life so that another hero can carry the day, Kelda will do so gladly, such is the reach of this Kyrie's love.

Additional Strategies:
Bring the Boys Home: Requires Kelda, Saylind, and a "Big Bruiser". When your Big Bruiser gets surrounded and wounded, put turn markers "1" and "2" on Saylind, and "3" on Kelda. Summon your Bruiser to a safe spot with Saylind (you have 2 markers on her just in case the first attempt fails), then heal with Kelda. Depending on the success of the heal, you can decide whether or not you need more heals from Kelda on the next round. Also, if your "boy" is Valguard, he will have a new opportunity to charge in with his First Assault.

Charos Healing Circle: Requires Kelda, Raelin (RotV version), and Charos. This combination creates a nigh-impregnable defensive bulwark, relying on Charos to do damage through his 5 Attack and Counterstrike, while Raelin bumps up defense dice and Kelda heals the wounded. Add Kaemon Awa and Isamu to this mix and you've got a complete 500-point army.

Major Healing Circle: Requires Kelda, Raelin (RotV version), and Major Q9. I don't think this combination requires any explanation. Just kill, heal, kill some more, and rejoice in the sound of bullets bouncing off Q9's imposing shoulderpads.

Units to Avoid:
Kelda should avoid strong, heavy hitters that can take her down in one or two turns, or squads of figures attacking at 3 dice or more. While Kelda's sacrifice can be a benefit to your other heroes, it's not much of a benefit if she dies too quickly.

Assassin characters that can move quickly and disengage from your other heroes are anathema to Kelda. Avoid Agent Carr, Ninjas of the Northern Wind, Cyprien Esenwein, Blade Gruts, and Heavy Gruts, or at least kill them as quickly as possible. The little red ninja, Isamu, can also be scary, due to his bonus against Jandar figures.

For more information, please see The Book of Kelda the Kyrie Warrior.

Last edited by Malechi; June 5th, 2008 at 03:22 PM. Reason: Changed contact info
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  #2  
Old October 1st, 2007, 06:49 AM
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Nice report!!! Kelda always looked awesome on paper being able to heal but was always hard to work out with order markers and stuff. Thanks!!!

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Old October 1st, 2007, 03:33 PM
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Nice job they should give her the title of Medic instead of bishop.

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Old October 1st, 2007, 04:52 PM
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Nice.
I don't think it's as clear cut as you just said, though, using Kelda as a Matyr. The second they see the 1 marker on your biggie, unless for some odd reason you put it on the 2 marker (a neat trick that might be worth mentioning for the matyr role, though), your opponent will focus solely on the biggie. That said, this is a nice article!

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Old October 2nd, 2007, 12:32 PM
ArcturusII ArcturusII is offline
 
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Quote:
Originally Posted by Bloody the Marro Stinger
Nice.
I don't think it's as clear cut as you just said, though, using Kelda as a Matyr. The second they see the 1 marker on your biggie, unless for some odd reason you put it on the 2 marker (a neat trick that might be worth mentioning for the matyr role, though), your opponent will focus solely on the biggie. That said, this is a nice article!
Put #1, #2, and #X on the Biggie, and #3 on Kelda.

When turn #3 rolls around, go ahead and heal the Biggie. If it's a small heal (1 or 2 damage), and Biggie still has wounds, you can then put #1 on Kelda next round to top Biggie off. In my experience, Charos is the best candidate for this role, since he's tough as nails and can still do damage with Counterstrike when your turn markers are on Kelda.

If you get a big heal (all damage), then next round put #1, #2, #3 on Biggie, and #X on Kelda. Usually, when you get a big heal like that, it's really demoralizing to the opponent, and in my experience, most opponents go on a personal vendetta to kill Kelda at that point. The X on Kelda is important, because it threatens another heal some time during the round. However, your mileage may vary. If you think they will still leave Kelda alone, then put #3 on her again.

My main point is that, once your opponent decides to focus on Kelda, there's not much you can do to save her anyway since she can't heal herself. At this point, you're better off just getting as many turns out of your Biggie as you can get away with.
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Old October 2nd, 2007, 12:51 PM
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Nice work on the article... I'm starting to like the way the Kelda/Raelin combo is looking...



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Old October 2nd, 2007, 03:23 PM
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Your "Bring the Boys Home" strategy has been so frustratingly effective in my group that several months ago it became the first combo we have ever banned. Time will tell if the ban remains permananent. We call it the "MASH Unit Strategy" and it's use is strictly verboten right now.

Seriously...on a large map that allows for space to plan, this strategy will destroy your opponents and make them hate the game to the point of quitting...throw in defense boosters or swarmers (rats) that can slow your opponent from reaching the MASH and you might as well just smack him with a chair and throw salt in the wounds. That would be more fun than fighting against the MASH Unit Strategy. Everybody loves fighting an invincible Nilfheim or Charos or Braxas or Q9, right? Right?


I'd like to add that the Red Skull is a great figure to use with Kelda. It allows you to not "waste" an order marker on her, yet still have the insurance of using her should a heavy hitter take more damage than you expect.
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Old October 2nd, 2007, 08:31 PM
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I agree, the most effective use of Kelda is with Saylind. That combo beat me twice the other night. The first game I was just pounded into the ground after some early game success. The second I made a better showing. I kept pounding on Sgt. Drake (sotm) and the jolly green giant only to see them teleported back every third turn. Fortunately I was able to eliminate my opponents ranged units so that my KMA could dominate in the end of the game. They eliminated the giant, kelda, and saylind with no problem. The only problem was that Drake was still alive. Needless to say that the KMA were cut to pieces when I had to engage.


Without Saylind, Kelda always tends to perform poorly. Either she gets killed as she advances or the Hero get killed as he retreats.
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Old October 2nd, 2007, 10:11 PM
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the kelda and realin, crixus combo is something I want to try out from the crixus guide. This should help me even more

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Old October 2nd, 2007, 10:32 PM
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Quote:
Originally Posted by nerdyninja
the kelda and realin, crixus combo is something I want to try out from the crixus guide. This should help me even more
Guide syngery!

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Old October 2nd, 2007, 11:10 PM
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Nice work, ArcturusII!
I will use Kelda in my next battle. I can't believe I've never thought of using her in combination with Saylind; it seems like that would be very aggravating for the opponent.
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Old October 3rd, 2007, 07:53 PM
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Quote:
Originally Posted by Heroic Monkey
Nice work, ArcturusII!
I will use Kelda in my next battle. I can't believe I've never thought of using her in combination with Saylind; it seems like that would be very aggravating for the opponent.
Aggravating is a nice word. Yes. It's aggravating. The language filters won't let me say what it reallly is.

On a tiny map, like one Master Set or less, it might not be that bad. Once you get into maps that take two or three or more Master Sets to build, look out....your opponent will have the advantage of being able to set up the MASH Unit far away from the fight, preventing you from ever reaching it.
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