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Official Units Discussion of official HeroScape units |
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#25
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They're great for killing heroes and tough squads. I think of them as a ranged version of the Minions of Utgar. Also, I think they look really cool.
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#26
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They are worth their points when compared to the 4th mass. The 4th mass is great but you need to "wait the fire" and Valiant army to get additional defense. Even with height advantage and "wait and fire" you only have a 6.25% probability of getting 4 skulls. The difference is huge and the defense of the Snipes is better as such the 30 points premium over the 4th Mass. Their range is longer too. The only disadvantage when compared to the 4th mass is that they are 3 vs. the 4th mass 4, which somewhat compensates for the lower defense and lower attack effectiveness as you get an additional chance to attack. You can also get 8 4th mass for just 40 points more than the 100 for the Snipes. These guys give meaning to "Precise" and their power "ain't called Deadly Shot for nothin'". I'm definitely getting another set of these although they seem to be a good stand alone range squad. Something like this is what I want for Jandar but in an archer/knight disguise so my army does not look so sci fi. One "mistake" (if you could call it that) on the stats. is the height. Come on! Medium 5!? These guys should had been Medium 6 like the Minions or Sentinels. It's probably a mistake but it is a good mistake or it depends. I would use some knights like the KoWs to hold the line or even blockade with the Templars if that means that these guys will get height advantage, then blast them all. These guys are so tall that they can even shoot over a KoW or a 4th Mass and have a clearer line of sight, which is another advantage or disadvantage as they can be seen too. It works both ways, but it is still and odd stat. I don't care about choosing my army based on strategy. I choose an army based on coolness and personal appeal... even if it means that my units will die trying. Hail to the glory of HeroScape and bravery. |
#27
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But I digress. Even with my belief that they are overpriced, they are still a good squad that are probably better to me than the Microcorp. These units are very fun to use, so I suggest to everyone to give them a go! The user formerly known as Bloody the Marro Stinger! |
#28
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It all comes down to game style. I'll be trying these out to see how they do. I still think that they are worth the 100 points or more than the 4th mass based again on the following: longer range, no need to "wait then fire", and more base defense. Moreover, you don't need an all Valiant army to get all the defense. The larger numbers of the 4th Mass offsets some of the advantages of the Snipes. However, you are a lot more likely to kill anything that is closing in with the Snipes than you are with the 4th Mass. I mean the probability of getting 4 skulls is 25% with height advantage! That is 4 times more likely than a 4th Mass with its 6.25% under similar circumstances. I know that there is more to it than simple probabilities of an event (such as "at least"), but this illustrates the power of Deadly Shot and like I stated grammatically correct "it ain't called Deadly Shot for nothin'".
Without height advantage, the Snipes have a 50% probability of getting two skulls. That's twice a 4th Mass probability of 25% if they did not wait to fire. (somebody will have to calculate the probability of them getting "at least" 2 skulls if they wait and fire as I forgot how to do that and I'm lazy now to look it up). I'll continue using the 4th Mass a lot because I like them so much and are fun to play, but there is a clear reason why the squad of 3 Snipes is worth more than a squad of 4 4th Mass. If the upcoming Militia of wave 8 come with a similar power to the Snipes, that squad of 4 might very likely be worth more than 4th Mass's 70. We don't know, but it all depends on what other elements are required. I don't care about choosing my army based on strategy. I choose an army based on coolness and personal appeal... even if it means that my units will die trying. Hail to the glory of HeroScape and bravery. |
#29
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And now, back to the subject of omnicron snipers. These guys haven't seen near as much playing time since I got my Microcorps. On the other hand, they're great ambushers for maps where a permanent glyph is down in a depression. I do this all the time in my maps, and the omnicrons love it. You just wait for the other guy to send out a glyph-grabber; once he claims the prize, you hit him with six doubled dice. I would love it if Zetacron had a powerful boost to (or from) figures with a precise personality. Precision cuts across heroes, squads, and four different valkyrie generals; an incentive to assemble a precise army could be a lot of fun. |
#30
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One thing that I like about the Snipes besides deadly shot, their 7 range and three defense is the ability of using Sir Gilbert to move 4 of them just behind a squad of KoWs or MacDirk Warriors when I use Sir Gilbert with them instead of Alastair MacDirk. If you get lucky with the Jandar Valkyrie dice and can give the Snipes height advantage with the dispatch, their deadly shot effectiveness doubles even before taking a turn with them. Since they are a squad of three, but you can still move 4 with the dispatch, you also get to move backup along.
I don't care about choosing my army based on strategy. I choose an army based on coolness and personal appeal... even if it means that my units will die trying. Hail to the glory of HeroScape and bravery. |
#31
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Re: The Book of Omnicron Snipers
I just bought these guys at walmart, I'm glad I came and read ya's posts because I thought that every skull rolled counts as a hit. Including the defense roll.
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#32
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Re: The Book of Omnicron Snipers
i use these guys alot in place of the KMA at my house, we play 900 points games to i leave them at height next to cap and finns spirit on them and raelin in the back to boost defense. this gives me 4 attack dice 3 times with the possibility of having 8 skulls. And also gives me 6 defense with the caps tactician and raelins aura, maybe 7 with height advance. All this = victory
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#33
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Re: The Book of Omnicron Snipers
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Finn's spirit can only be placed on a unique army card! Uncertainty: Something you can always count on. |
#34
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Re: The Book of Omnicron Snipers
Not only can Finn's spirit not be used on the Omnicrons, but his aura (and Sir Gilbert's) can only add 1 attack to a unit with a range of 1.
However, don't fret yet. There is still a way to get 4 attack on the omnicrons without extreme height or glyphs: Omnicron's Base Attack = 1 Height = +1 Captain America = +1 Taelord's Aura = +1 Total = 4 SPECIAL THANKS TO: oni, tppytel My Tradelist Deciper SWCCG Trading List of Good Traders Can't find it? Try the Index |
#35
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Re: The Book of Omnicron Snipers
oh wow i didn't notice that. i usually always put him on squads. guess i didn't read the card oh well im going to implement house rules on that one lol
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#36
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Re: The Book of Omnicron Snipers
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A house rule is fine, but you shouldn't get used to that rule when it comes to playing more competitively, as you will soon notice that putting Finn on COMMONs make those commons overpowered, especially in the case of the Omnicron. Of course, don't take my word for it. It's always most fun to try these things out yourself. Just beware of guys like Sgt. Drake who can run by the Omnicrons SPECIAL THANKS TO: oni, tppytel My Tradelist Deciper SWCCG Trading List of Good Traders Can't find it? Try the Index |
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