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Official Units Discussion of official HeroScape units |
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#13
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Re: The Book of Mezzodemon Warmongers
I dunno, Zelrig shouldn't be much of a problem. Even 6 squads of Mezzos only takes up 12 hexes, with plenty of space to spread out. I guess it depends on the start zones and such. And they can only move two at a time.
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#14
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Re: The Book of Mezzodemon Warmongers
Quote:
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#15
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Re: The Book of Mezzodemon Warmongers
Quote:
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#16
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Re: The Book of Mezzodemon Warmongers
Hmm... I hadn't thought of using Eltahale, I've usually been using Kaemon or a Hydra with 6x Mezzos for a 510 pt total...
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#17
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Re: The Book of Mezzodemon Warmongers
The Mezzo's actually work well against Stingers. Against Q9, 4th Mass/10th Reg, bonded squads, Braxas or strong special attackers (Nilfheim), they are at a disadvantage. As a result, their strongest army is likely with Q9/Raelin. I realize that isn't a big shock that they would do well with 2 of the best figures in the game.
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#18
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Re: The Book of Mezzodemon Warmongers
Used Mezzos x4 in a game the other day and their exoskeleton markers enabled me to use them much like Rats. Opponent was engaged and since I was pretty hot with the defense die he wasn't able to push his way past them. My Mezzos kept kept the opponent at bay while my Master of the Hunt perched above was able to bring the heat down on his heroes.
Last edited by legoboy; January 5th, 2011 at 11:14 AM. |
#19
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Re: The Book of Mezzodemon Warmongers
I just played 4x Mezzos with the Master of the Hunt and the Iron Golem against 4xArrow Gruts, Mimring, 4x Swog, and Raelin.
The Mezzos destroyed the Arrow Grut army. The Master of the Hunt got really lucky and was able to one shot Mimring. He rolled a four die attack, Mimsy took three wounds, and Mortal Strike killed him off. Else, the Mezzodemons were able to kill off Swogs due to their common status. The Arrow's had a hard time penetrating the defense and exoskeletens most of the time. The Iron Golem never got involved. There were about 4 Mezzodemons left too, although no markers. |
#20
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Re: The Book of Mezzodemon Warmongers
Thought this should be quoted here for posterity:
Quote:
Also, to add something constructive, it does say that you MAY remove markers and can choose to just die and save your marker for later, but most of the time it would be better to use markers ASAP with these exceptions (add more if you can think of any situations):
C3V/SoV cards @ 3/page PDF / LeftOn4ya's Customs (including Jurassic World) / Competitive Unit Alters / New? Start Here! Unit Debates REVIVED - #76 Tandros Kreel vs Torin "Today is a good day to die... but the day is not yet over"
Last edited by lefton4ya; March 1st, 2011 at 08:02 PM. |
#21
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Re: The Book of Mezzodemon Warmongers
Heh, I seem to post more about these guys having weaknesses, as compared to strengths... They are great though, the 4 range helps more than you would think it does.
Ayway, back on topic, they don't like Tor-Kul-Na either, and especially Red Wyrmlings. Trample stomp + 5D/6L unique is just plain overkill. As for the RWs, my favourite Wyrmlings/Rats/Raelin just KILLED my brothers Mezzos earlier today... despite the fact that they get the extra against them, they aren't all that good against rat-screens, most of the time the rats should be able to keep the Mezzos within range of whatever's behind the screen, and keep the mezzos out, even without engaging them. |
#22
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Re: The Book of Mezzodemon Warmongers
This post has really opened my eyes on the Mezzodemons. I only used them once as a lone squad in my army but I only put one exo marker on them. Thats why I love this forum. I'm about to have to start supporting the site. Money comes and goes but knowledge is priceless. I'm going to have to give these guys another shot but I will wait until my additions get in.
</IMG> He is not just a devastating opponent, he is the bait; hence the name Master of the Hunt.
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#23
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Re: The Book of Mezzodemon Warmongers
I have had the MW since December 25,2010 and I have never used them. So I don't know if they are good in combat or not.
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#24
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Re: The Book of Mezzodemon Warmongers
They are. Fun, fast, and surprising, because no one expects that much out of a two member squad. But, with about four squads, they take a lot of damage before winking out of existence.
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