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Official Units Discussion of official HeroScape units |
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The Book of 4th Massachusetts Line
The Book of 4th Massachusetts Line Utgar's Rage - Collection 2 - Minute Men and Wolves Character Bio: Before fighting for a larger cause under their commanding General Jandar, the 4th Massachusetts Line had endured many harsh battles. During their training back in New England, the most important lesson they learned from their Brigadier General John Glover was to save their ammunition by waiting until they could see the whites of the enemies' eyes. Although this patient fighting strategy has taken years to perfect, the 4th Massachusetts Line is known to wreak havoc on approaching enemies with their wait and fire technique. They are most comfortable when in the company of other valiant allies, who remind them of their old commander General George Washington. For this reason they prefer to fight with other Valiant Heroes such as their new friend Drake Alexander, or Finn and his brother Thorgrim the Viking Champions. It was not until meeting Sergeant Drake Alexander in Valhalla that these men learned that their old cause had been won due to their sacrifices and discipline under General Washington. Now they have rallied behind the new and greater cause of securing the wellsprings and helping Jandar in the Battle of all time. (Hasbro) Quote:
-Rulings and Clarifications- - WAIT THEN FIRE : Stacking Per Turn_________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received - MARCUS DECIMUS GALLUS : Soldier Leadership Synergy Benefits Offered* 4th Massachusetts Line - N/AC3V and SoV Custom Synergies
Spoiler Alert!
-Strategy, Tactics and Tips- - TBA_________________________________________________________________ -Heroscapers Community Contributions- Power Rankings Jexik: 4th Mass. Line- Although no longer considered unbeatable, a low-cost, average defense, 4-man ranged squad will always be a threat on most maps, taking great advantage of height and the engagement mechanics. Wait then Fire is just icing on the cake. A OEAO: 4th Massachusetts Line- The gold standard for a ranged squad, 4th Mass excel at throwing 4 attacks of 3 into targets at 6 range. A Cleon: Tier 9 (9/208) dok (VC-inclusive): A Master Index Building an army around the 4th Mass. 4th Massacre? 4th Mass Overated? No. 4th Weapons of Mass. Destruction Unit Debate #2 -- Minutemen Vs. Militia 4th>10th 4th Mass Flowchart Unit Strategy Review - TBA Last edited by superfrog; March 5th, 2019 at 12:54 PM. Reason: vc added |
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Wait then Fire
An important thing to remember when using multiple squads of the 4th: Even if you move only one member of the 4th, none of the other members will get the +1 attack bonus this turn. Aranas Things you might have missed in the rulebook: Figures can't pass through friendly engaged figures. Figures can't attack themselves. SITE D'HEROSCAPE FRANCOPHONE, C'EST PAR ICI |
#3
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Still I feel guilty drafting these guys lately especially on castle levels where 2 squads can line the castle so that none of them ever have to move. They just seem so good that is is cheap. Last game with them they good Krug out in 1 turn as he approached the castle. 16 dice getting tossed at you from range is as brutal as a squad can get. |
#4
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Any help as to how to defeat these guys would be much appreciated. As it is they are unusable in our games. |
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One thing about Marcus is that if they're using his soldier enhancement, they're not getting their all Valiant bonus, since Marcus is Disciplined. So basically they can choose to have one extra move or one extra defense die.
It seems like the AE (or anyone with 8 or higher range, really, so Syvarris, DED, and Q9 with his normal attack fit in here) has a good chance at taking out their points worth. The secret with the 4th Mass is to shoot them from out of range and make them move. That way they lose their attack bonus and possibly any height advantage bonuses. You have to make them play on your grounds, not vice versa. Mimring is another one that might be worth taking a shot with, just don't get greedy. If they want to attack Mimring, make them move first, so keep him out of range and hit them one at a time. If they don't have the Valiant bonus and you hit them before they can get height advantage, they should go down fairly easily as individuals. If they have Raelin or someone else backing them, well that's just more points you can throw at them. For a large group of 4th Mass, Drake makes a good clean up figure, because he can get there without taking shots, and he can kill them (though only one per turn) pretty easily with 6 attack die. The real secret is just not to camp out within 6 spaces of these guys or let them get height advantage, though. If they're not getting bonuses, their base stats aren't that rough, they could even be considered mortal. So keep them moving, moving, moving! Actually, since the 4th only have 6 range, the Krav should be a decent counter for a couple squads as well. 7 range and only needing 1 shield to block whenever one of the Mass rolls any skulls with their 2 attack dice should allow the Krav to stick around for long enough to get 100 points worth of kills, unless you're just having bad luck with rolls. Again, though (even if it matters less when you've got Stealth Dodge), don't let the 4th Mass attack with 3 die. It increases the chances they blank out, making defensive whiffs from the Krav less of an Achilles' Heel. C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#6
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That said, in Castles these guys are nigh invincible, especially if backed by hidden Raelin/Taelords. Captain America is also going to make these guys soooo much deadlier.
C3G can be played with official Heroscape, but it's not recommended.
DISCLAIMER: C3G claims no ownership of the characters or artwork used for C3G customs. All rights for the characters belong to their respective publishers/creators. C3G cards are not intended for sale, and C3G does not authorize any party to profit from C3G cards. |
#7
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I like using these guys with the knights and Sir Gilbert. Makes a well balanced army with lots of synegies. For example:
2x Knights 2x 4th Mass Sir Gilbert 385 points (for 400 pt games) First couple of order markers almost always go on the Knights, which bond with Sir Gilbert, so use Jandar's Dispatch to move the 4th Mass, then move Sir Gibert, then Knights move (key is not to get Sir Gilbert out on his own -- don't move him his total 5, but keep him with or right behind the Knights so he can give them the attacke bonus). With some lucky rolls on Jandar's dispatch, you can get the 4th Mass in range to use the 3rd turn marker for them and since they didn't move on their turn, the get the wait then fire bonus. For a 500 Point game either add: Finn and Eldgrim, or Sgt Drake, or 1x Sentinels I prefer Finn/Eldrim -- gives two more for Knights to bond with and you can Use Eldgrim to get hold some glyphs early in the game and of course Finn can boost the Knights attack and once he falls he can boost Sir Gilbert's attack. For a 600 Point game add Charos. All of these are built around the "valiant" army theme which also helps the 4th Mass with the extra defense. |
#8
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I love using these guys. Once you get height advantage and don't have to move you can easily get 4 attack each! Excellent.
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#9
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I've had the pleasure of my Minutemen helplessly dying to Syvarris's arrows and there wasn't a thing they could do to get him. I eventually had to send out some ground level Minutemen to hunt him down. |
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Bottom line, make them move to you. Nobody says you have to be on the offensive all the time. |
#12
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Jandars_Hope wrote:
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I've still never won as offence on that map. Granted, my opponent always drafted the Omnicrons and either Raelin or the defense Viking, or both (smart, but gets annoying fighting the same army time after time) |
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