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  #1  
Old January 8th, 2011, 07:12 PM
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A Swell Party! - A Strategy Thread

A Swell Party! is in the final stages of development and, in all likelihood will be played for the first time on 1/21 by the Gang of Four. It is based on the Heat of Battle rules, but contains a couple of wrinkles of which I am very proud. It is described, roughly, below:

http://www.heroscapers.com/community/blog.php?b=1572

Suppose you were in a 4-player game, FFA. How would you construct your army, and what would be your plan if the Princess were Kyntela? What would you do if the Princess' Guardian/Dividers were in play? How would you deal with the latter if you were fielding 500 points? 1,000 points?



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Last edited by kolakoski; January 13th, 2011 at 11:44 AM. Reason: Out of Respect for the Undead
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Old January 8th, 2011, 09:57 PM
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Re: The Rape of the Sabine Princess! Strategy

I think that I would go with Sir Gilbert and KOW to carry KG. Use Gilbert to carry the Princess and the KoW to run defense. As for using KMS, I think she's safe from being raped.
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Old January 8th, 2011, 11:17 PM
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Re: A Swell Party! Strategy

Quote:
Originally Posted by Rich10 View Post
I think that I would go with Sir Gilbert and KOW to carry KG. Use Gilbert to carry the Princess and the KoW to run defense. As for using KMS, I think she's safe from being raped.
I had to change KMS from Princess to Guardian, as otherwise she would never be taken, as she would move towards the center once each round.



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Last edited by kolakoski; January 18th, 2011 at 12:34 PM.
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Old January 9th, 2011, 01:48 AM
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Re: The Rape of the Sabine Princess! Strategy

All joking aside, I think that these would do very well:

Sir Gilbert 105
Kow x 4 280
Thorgrim 80
Eldgrim 30

or

Grimnak 120
Tornak 100
Heavy Gruts x 4 280

I would give the advantage to the KoW army since it would have the ability to move 4 KoW, Gilbert and 4 more KoW with Jandar's dispatch. The advantage fo the Grut army is that they can move through other armies without worrying about disengage. For the Valhalla society, these armies don't even have guns.

Saylind would do great if she could summon the Princess (she probably can't). Cyprien should do well as he can disengage, has a good attack and can replenish lives. Cyprien with Vipers could work if the Vipers make a bridge to help keep Cyprien alive as he marches the Princess to the exit point. Charos should do well with the ability to fly (I assume he could fly with the Princess, even if he only flies 3 spaces), bonding, all of his lives and defense.

Thinking a bit more about this, there are some other figures/armies that should do well. I still think that bonding would be key here. A strong dragon (Nilfheim, Braxas, Charos) and Greenscales should do well. A couple of Werewolf Lords and WoB could be a good army for this. Another interesting army would be Grok Riders:
390 Grok Riders x 3
90 NGS
50 MBS
530 20 hexes

Last edited by Rich10; January 9th, 2011 at 12:07 PM.
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Old January 9th, 2011, 02:44 PM
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Re: A Swell Party! Strategy

Quote:
Originally Posted by Rich10 View Post
Saylind would do great if she could summon the Princess (she probably can't).
Thanks for bringing it up. Now she can't .



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Last edited by kolakoski; January 18th, 2011 at 12:35 PM.
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  #6  
Old January 11th, 2011, 10:37 AM
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Re: A Swell Party! Strategy

In a "normal" Heat of Battle scenario, squadscape is the way to go. Melee is advantaged. Orcs and Romans are among the favorites.

In this scenario, with only medium/small heroes permitted to be initially placed in the Ballroom, and the object being to get the Princess out of the Ballroom and off the map, there are three major strategies, each with its own type of army.

1. Dominate the map. Give up any chance of initial control of the Princess in favor of taking her from whoever emerges from the Ballroom with her. A "normal" Heat of Battle tournament winning army fits here.

2. Dominate the Ballroom. The Ballroom (on the map I will be building on 1/21) will be the highest place on the map, and the Princess appears/reappears there. Make sure of capturing the Princess, by clearing the Ballroom of enemies. Then worry about getting her off.

3. Run her off. A hybrid of the 2 above. A small force of heroes in the Ballroom to grab the Princess, and squads outside to get her off. This is the approach I have taken thus far . . .



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Last edited by kolakoski; January 18th, 2011 at 12:35 PM.
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Old January 11th, 2011, 10:51 AM
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Re: The Rape of the Sabine Princess! Strategy

Quote:
Originally Posted by kolakoski View Post
In a "normal" Heat of Battle scenario, squadscape is the way to go. Melee is advantaged. Orcs and Romans are among the favorites.

In this scenario, with only medium/small heroes permitted to be initially placed in the Ballroom, and the object being to get the Princess out of the Ballroom and off the map, there are three major strategies, each with its own type of army.

1. Dominate the map. Give up any chance of initial control of the Princess in favor of taking her from whoever emerges from the Ballroom with her. A "normal" Heat of Battle tournament winning army fits here.

2. Dominate the Ballroom. The Ballroom (on the map I will be building on 1/21) will be the highest place on the map, and the Princess appears/reappears there. Make sure of capturing the Princess, by clearing the Ballroom of enemies. Then worry about getting her off.

3. Run her off. A hybrid of the 2 above. A small force of heroes in the Ballroom to grab the Princess, and squads outside to get her off. This is the approach I have taken thus far . . .
Could you run "rats x _"? Could a rat carry the princess? Could a rat that is scattering carry the princess?
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Old January 11th, 2011, 11:44 AM
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Re: A Swell Party! Strategy

Quote:
Originally Posted by Rich10 View Post
Could you run "rats x _"? Could a rat carry the princess? Could a rat that is scattering carry the princess?
Yes, Yes, and . . . uh (good one) . . . I'd have to say . . .Yes.

By the way, I am now considering map construction, and am leaning towards a retangular map, with the Ballroom at one of the short ends, a river running centrally from long side to long side, with Portals being placed near the 3 edges of the map on the far side of the river, with a Common Attack +1 Power Glyph in the Ballroom to discourage turtling.



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Last edited by kolakoski; January 18th, 2011 at 12:35 PM.
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Old January 11th, 2011, 04:47 PM
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Re: A Swell Party! Strategy

A roughly final version of this scenario is laid out in the blog entry below.

http://www.heroscapers.com/community/blog.php?b=1572



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Last edited by kolakoski; January 18th, 2011 at 12:36 PM.
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Old January 11th, 2011, 06:16 PM
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Re: The Rape of the Sabine Princess! Strategy

Thanks to Rich10 for suggesting some armies here with different heroes.
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Old January 11th, 2011, 08:47 PM
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Re: The Rape of the Sabine Princess! Strategy

Hmm...

3x White Wyrmling
4x Blue Wyrmling
2x Red Wyrmling
8x Black Wyrmling
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Old January 11th, 2011, 10:01 PM
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Re: A Swell Party! Strategy

Quote:
Originally Posted by Kaemon Awa 123 View Post
Hmm...

3x White Wyrmling
4x Blue Wyrmling
2x Red Wyrmling
8x Black Wyrmling
While some Wyrmlings would be good . . .



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Last edited by kolakoski; January 18th, 2011 at 12:36 PM.
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