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Official Units Discussion of official HeroScape units |
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#25
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I agree that 3 defense seems too low. I'd prefer to have 4 defense, even if it raised their price to 13 or 14.
But you've got to admit that "Dismiss the Rabble" is one of the funniest power names out there. (My opinion anyway.) |
#26
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I am really surprised that no disengage was given, but I am not complaining. Sure, range will take them out, but they look like awesome cleanup units. Plus, they can probably catch up with most range easily.
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#27
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The low defense might be quite problematic with this squad. Just played in a game today where Wytefang brought them into battle... The figures look incredible, and their attack is solid, but they were unfortunately easily destroyed by ranged attacks. (Mimring fireline to be exact).
The squad of pony boys was taken out early, so overall the jury is still out, but so far, their initial showing was disapointing. but again, they LOOK fantastic!!!!!! And I believe they still have a lot potential. "The Democracy will cease to exist when you take away from those who are willing to work and give to those who would not." ~ Thomas Jefferson |
#28
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Oh the Flanking Possibility of the Templars really should strike fear into the army attacking the door of the castle. Also the best way to use the Templars are as the second wave to push into the enemy line and cause a split in the line allowing the other heavy infantry{i.e. KOW,Sentinels, ETC.} to filter in, nSplit the line or mob, and them cause a forced rout
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#29
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Quote:
As soon as I have enough figures, I am doing this. It would be like the ultimate test of strategy. |
#30
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Quote:
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#31
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Braxas
I'm definitely looking forward to a massive cavalry assault on Braxas...
"It'll hurt if i do" |
#32
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I suppose they are similar to kyrie in heroscape. I was disappointed by the cavalry a little when i first saw them, that defense is poor. But then again think about it. Einar imperium are much more expensive, with the same defense. SUre they have doubl attack, but that can sometimes be a hinderance (counterstrike). The cavalry can have a massive attack for a squad, with the same defense (and if against a medium or small unit, even more defense).
They can't fly, which seperates them from the kyrie flock, and their double base makes them easier to see, get engaged with, and more difficult to manuever. But they do have 8 movement, which is pretty awesome. I hope these guys get some use in a tournament setting. I'm sure a lot of people will draft them because they are cool, but i'd like their playability to be more eclectic. |
#33
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Any war stories for these guys yet? I really like them.
I'm toying with the idea of this army for my next game: Code:
Templar Knights x 2........240 Knights of Weston x 2......140 Sir Gilbert................105 Isamu.......................10 Total......................495 |
#34
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Looking foward to playing with these guys, but I honestly think their value will depend upon the map you are playing. Generally speaking we like to use all of our terrain, and if the play area is limited we build up instead of out, and with all those hills, double based figures (even those with flying) often have to take inferior positioning. However, if you have a relatively flat map at any size, these knights will be davastating to any unit.
I just hope Aquilla doesn't summon me any time soon. |
#35
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My biggest problem with this unit is the height. A 6 height seems ridiculous. I know they did it to account for the horses' ability to move up elevations, but having a Templar next to a 6 hex high piece of terrain with an enemy on it and not being able to call them engaged is ridiculous. The enemy in some cases will still be shorter than the Templar, but can't be attacked.
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#36
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Quote:
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