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Heroscape Strategy Articles Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc. |
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#13
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Re: How to counter Turtle/steamroll/blitz armies
4th players, for one...
Something tells me that the cancellation, though tragic, may indeed mend that divide... |
#14
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Re: How to counter Turtle/steamroll/blitz armies
Why would you turtle with commons that have four defense WITH Raelin? That is a one shield average defense roll (1.3, really) Those would go down really easily, against most figures. Plus, Raelin goes down easily, which means dead revolutionaries. |
#15
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Re: How to counter Turtle/steamroll/blitz armies
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#16
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Re: How to counter Turtle/steamroll/blitz armies
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I'm a F18, bro. |
#17
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Re: How to counter Turtle/steamroll/blitz armies
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#18
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Re: How to counter Turtle/steamroll/blitz armies
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#19
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Re: How to counter Turtle/steamroll/blitz armies
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I'm a F18, bro. |
#20
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Re: How to counter Turtle/steamroll/blitz armies
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#21
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Re: How to counter Turtle/steamroll/blitz armies
Hmm, who to back up... My friend, who's right; or the rest of the community, who's also right...
Here's how I see it: The 4th Mass, as I've played, are good, albeit situational. In order to be successful, you need height, a def buff (Raelin/valient army) and be able to hit the opponent on their way to you. If your opponent (i.e. turtleking) uses Cyprien, or other figures of the like, you are, to put it nicely, screwed. You cannot hit Cyprein, whilst camping, because he can stay out of range, then pop in and destroy you before you can get enough hits on him, all the while, he's healing, and taking away all you advantages with the 4th. HOWEVER, as a basis, the 4th/10th are very good in turtles, as they get more attack for doing what turtles do best: sit there and not lose. This also explains why, in the before-mentioned posts, I do poorly, and have resorted to other armies to take out Turtleking's favorite unit. ~Those who live by the dice, die by the dice.
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#22
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Re: How to counter Turtle/steamroll/blitz armies
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Gee, thanks for backing me up, Scapemaster |
#23
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Re: How to counter Turtle/steamroll/blitz armies
Look at this guide I wrote up (about the same time as this was posted actually).
You didn't really go deep enough with your concept here OY!IH. The 4th Mass, 10th Reg, and Stingers (don't think the last two were mentioned yet though) as qualify as what I refer to as Steam Roller units. They are ranged, yes, but use short - mid ranged attacks. Because of this, they typically have to move across the board in a big group otherwise they get thinned out and can't take advantage of their WTF bonus with maximum effect. There is much more to playing a 4th Mass/10th Reg army than simply gaining high ground and waiting for your opponent to come to you...why would they, they are at a significant disadvantage. Instead, you need to have a significant amount of figures on the board and moving forward for them to reach their maximum potential. WTF is not what makes them great, its the fact that they are common and have 4 activations each turn. And...if Cyprien really wants to fly into a bunch of 4th Mass, I'll gladly take 4 shots of 3-4 at him in exchange for (most likely) one figure a turn till he's dead. My Map Thread My Battle Blog and Strategy Blog and Article Links. OVAH site. Sept. 19, 2010 - ITS A BOY |
#24
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Re: How to counter Turtle/steamroll/blitz armies
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"Heroscape isn't interfering with your life. Your life is interfering with heroscape." Basic guide to heroscape guide to heroscape rules The best online game ever(try it out for a month.) |
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