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Official Units Discussion of official HeroScape units |
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#181
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Re: The Book of Tor-Kul-Na
Torkulna makes a perfect counter for annoying sentinels and minions. He crunches the knights of Weston, and eats up rats. Through the grubs he can heal huge damage in one turn. And he has 6 attack. You just gotta love him
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#182
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Re: The Book of Tor-Kul-Na
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#183
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Re: The Book of Tor-Kul-Na
I agree with everything except for the kenights of weston. While trample stomping them in a line or attack them normally or them attack back he's gonna smash their faces in, if a smart player engages him like he should(two on either side, forcing him to take a double-disengage if he want to stomp even one figure) the quadruple disengagement dice can really take a toll on him. Combined with 4 attacks of 3 a turn, plus a bonding-buddy, knights can be very bad news for the hivelord.
Mimring>Krug. 'Nuff said. |
#184
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Re: The Book of Tor-Kul-Na
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#185
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Re: The Book of Tor-Kul-Na
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Mimring>Krug. 'Nuff said. |
#186
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Re: The Book of Tor-Kul-Na
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As far as knights go, a near optimal situation would be facing an all-melee knight build on a map that has natural pathing corridors, and I've got Raelin and some ranged figure. In that case, I can generally fill in one flank of TKN with Raelin-protected grubs, which makes it almost impossible to engage him on both sides and force disengages. (It's critical to remember that the nagrubs are much more useful as space-eaters and mobile life points than they are as attackers.) On the flip side, if I'm playing TKN without Raelin or range (say, with Phantom Knights), and my opponent has a way to pull me to him, and the map is somewhat irregular and wide-open, it can be very hard to deal with a well-played knight force. |
#187
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Re: The Book of Tor-Kul-Na
A good TKN player should never get stuck by a squad of 4 move Knights as you suggest. The fact that Knights are a medium squad who usually have an important hero with them means that they are a good matchup for TKN.
On the subject of ranged support, at the Chicagoland Tourney I used TKN and led with the KMA in all but one game. Usually this let TKN hit first. Tournament Armies Played - C3VRP - Customs - Trades I'm Krug in the Paradox Keep and Augamo on the Sacred Tundra. |
#188
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Re: The Book of Tor-Kul-Na
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Last edited by dok; January 9th, 2013 at 02:05 PM. |
#189
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Re: The Book of Tor-Kul-Na
I actually had no Raelin, it was a 380 point tourney.
Tournament Armies Played - C3VRP - Customs - Trades I'm Krug in the Paradox Keep and Augamo on the Sacred Tundra. |
#190
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Re: The Book of Tor-Kul-Na
If Tor-Kul-Na destroys a figure with Trample Stomp on a space he could normally move onto but cannot after the defender is destroyed, does he have to stop his movement there?
I have a custom that can replace previously destroyed Samurai when they are destroyed, and this came up in a game where we thought that Tor-Kul-Na could roll for his stomp, but when a figure appeared in the way, he would have to end his movement. I think he should be able to roll in the first place, given that it fulfills all of the requirements for Trample Stomp unless a figure replaces the defending figure immediately before he can move, but this leads to a problematic interaction. Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
#191
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Re: The Book of Tor-Kul-Na
If your custom power says immediately, then it happens first and I believe Trample ends because Tor cannot move onto that space as stated in the power.
If your power does not say immediately, then it is a roll off. If the samurai returns it is as above, if Tor wins, the Samurai does not return and Tor continues. That is my best guess. |
#192
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Re: The Book of Tor-Kul-Na
That was what we ended up going with. Thanks for the clarification!
Proud Member of Platyfly!
Custom Units — Maps & Scenarios Battle Reports The Case for a VC Master Set |
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