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Official Units Discussion of official HeroScape units |
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#1
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The Book of Arkmer
The Book of Arkmer Defenders of Kinsland - Collection 8 - Elves
Spoiler Alert!
Heroscape Character Bio: The Order is of one mind. Power freely flows from one into the other as they lend their strength to each other's magic. Such strength now surges through Arkmer's body and into his staff, the ancient magic of Lerkintin stored there pulses outward in waves. The wolves drive forward, biting and slashing, but their attacks fall flat against the power of Lerkintin. Arkmer cuts the charging wolves down one by one as they approach. Jorhdawn and her father Chardis rain fire down upon the advancing wolves. An inferno ignites around them. It is not enough, the wolves are endless in number, and even more troublesome they don't seem to be dying. The elves slash and stab with swords and spells, but there is no blood, no feral cries of pain. Their swords and their magic meet with only air. Their attackers vanish before the killing blows can land. Some strange new magic is at work here. (Hasbro) (photos courtesy of Truth ) Quote:
-Rulings and Clarifications- - Staff of Lerkintin : Base Defense + Special_________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received - ACOLARH : Leaf of the Home Tree AuraSynergy Benefits Offered - CHARDRIS : Fire Strike Special AttackC3V and SoV Custom Synergies
Spoiler Alert!
-Strategy, Tactics and Tips- _________________________________________________________________ -Heroscapers Community Contributions- Power Rankings Jexik: Arkmer- Not only is he the best Elf Wizard for his points, but Arkmer also has some uses outside of that specific build. B OEAO: Arkmer- Arkmer's biggest problem is that both the Marro Warriors and Me-Burq-Sa exist. 4 dice at 5 range is very strong and Engagement Strike 13 is super nice. Arkmer straddles the line between a screen unit and a bruiser and somehow manages to be extremely solid at both at a budget price. B+ Cleon: Tier 6 (96/208) dok (VC inclusive): B Master Index Arkmer Revealed! Arkmer - What's Your Army Idea? How to choose, and use, the Elven Army. Unit Strategy Review TBA Last edited by superfrog; March 21st, 2019 at 02:02 PM. Reason: vc added |
#2
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Re: The Book of Arkmer
In my mind this guy is worth his weight in gold with elf wizard armies. He, in my opinion is just about 25 points less in value than Chardris. Lets compare.
Offensive: Arkmer- He has a base attack of 4 w/ 5 range. Chardris- Has a special attack with a possible 5 attack dice and six 6 range. I give the slight advantage to Chardris. Survivability: Arkmer- 3 life and two defense, with a catch. All elves adjacent to him add 1 to his defense. So he has decent survivability. Chardris- 6 life and two defense. He also has decent survivability.I give them a tie with the slight advantage going to Chardris. Plus Arkmer has another ability to boot! Engagement strike. After all of this I don't think that Arkmer should be 40 points less than Chardris. I think that Arkmer is fine at 50 it's just I think that Chardris is a little much at 90, especially when you compare him to Jordawn. I think that he should be in the 75-80 point range. Overall though I enjoy playing the elf army not because it is super competitive but because it makes me think hard about every decision I make and it brings an interesting dynamic to the game. |
#3
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Re: The Book of Arkmer
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I'm interested to see what the 9th wizard does. I hope it has something to do with lightning. |
#4
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Re: The Book of Arkmer
Yes! I am so happy the new books are up. Thanks so much.
Arkmer is good, but like so many of the new elves, he just isn't really viable in builds that are non-elven. |
#5
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Re: The Book of Arkmer
Has anyone attempt to use uneven terrain or blockers to isolate a strong double-spaced hero in an engagement against Arkmer? Ideally, you would have the opposing hero adjacent to Arkmer, with KG and two other elves behind Arkmer, not touching the opposing hero. This forces the hero to attack Arkmer's defense of 6; quite an improvement over the normal elf wizard defense of 2.
I could see this strategy potentially paying dividents against Q9, Q10, Zetacron, Brunak, and the Hivelords. It could also work against Krug, Nilfheim, or Charos, but they would probably just disengage and look for weaker targets. Against Q9/Q10, you would probably want to wait for the third order marker to try this, and hope to set up the full quartet on an initiative switch before the major has a chance to respond. I'm not suggesting this is something you could pull off with any regularity, but if you could manage it once in a while against a key opponent, it could help out. Just something to look for in the terrain. |
#6
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Re: The Book of Arkmer
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#7
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Re: The Book of Arkmer
I just want to emphasize again, that I would really only consider this an occasional strategy, as oppose to something that would work often.
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Here I disagree. It's hard to imagine a bigger impact than forcing Q9 to take shots at a defense of 6 in stead of a defense of 2. Particularly when it comes to the elves, the best offense is a good defense. |
#8
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Re: The Book of Arkmer
Actually, with a little luck, you could get these guys set up a lot quicker. Mind Link Emirroon to move up, roll for the summon, and summon at least Arkmer into position, potentially the whole group. 2nd half of Mind Link, move up an additional elf if you didn't get to summon as many as you wanted.
With Emirroon, two order markers and a little luck. With Ulginesh and Emirroon, one order marker and a little luck. Jugger It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect! |
#9
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Re: The Book of Arkmer
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I see the merits of you strategy, I just wonder about the other 95% of the time, when you can't employ it. |
#10
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Re: The Book of Arkmer
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There are three two-hex locations where it's trivially obvious: the leftmost gap between the 1-hex glacier and the mid-size hex glacier, the gap between the 1-hex glacier and the giant glacier, and the gap between the two 1-hex glaciers on the right. I assume those are the three you were referring to. For the record, those spots are especially notable, because in those spots, this strategy allows Arkmer to lock up ONE-hex heroes, too. You can pin down a Deathwalker, or Kaemon Awa, or Skahen. So those choke points are particularly notable. But there's also a LOT of other spots where it works, too, if you think about it. For example, say Q9 is in the two hexes that both border both 1-hex glaciers on the right. Put Arkmer in the same level snow hex directly under Q9 in the image, and put the three fellow elves under that. Q9 can't slide one space down/left and engage one of the other wizards, because he would be on two levels. And movement beyond that means he takes disengagement. All Q9 can do is slide on and off the glyph. Once you wrap your head around that, you will see that there's another six or seven spots like that on the map, where a two-spacer has to disengage in order to engage someone other than Arkmer. If we expand our criteria to spots where Arkmer only has 2 elves backing him up (max 5 defense), in stead of three, then there's even more. I'm not sure it's only 5% of the time. But I agree that it's hardly a universal strategy. It's just something to keep in mind, and use when the opportunity presents itself. |
#11
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Re: The Book of Arkmer
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#12
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Re: The Book of Arkmer
Yeah, I probably would as well, even with a high defense, low life figure like Q9. It becomes a bit of a cat-and-mouse game. Still, if you can manage to force Q9 to take a couple disengagement swipes, you improve your odds.
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