Heroscapers
Go Back   Heroscapers > Official Classic HeroScape > Heroscape Strategy Articles
Heroscape Strategy Articles Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc.


 
 
Thread Tools Search this Thread Display Modes
Prev Previous Post   Next Post Next
  #1  
Old August 21st, 2007, 04:05 PM
Tai-Pan Tai-Pan is offline
 
Join Date: December 16, 2006
Location: Germany - Gießen
Posts: 2,683
Tai-Pan is inducted into the Halls of Valhalla Tai-Pan is inducted into the Halls of Valhalla Tai-Pan is inducted into the Halls of Valhalla Tai-Pan is inducted into the Halls of Valhalla Tai-Pan is inducted into the Halls of Valhalla Tai-Pan is inducted into the Halls of Valhalla Tai-Pan is inducted into the Halls of Valhalla Tai-Pan is inducted into the Halls of Valhalla Tai-Pan is inducted into the Halls of Valhalla Tai-Pan is inducted into the Halls of Valhalla
Strategic Maneuvers: Orc Raiders

Orc Raiders
By Tai-Pan

Units required: Blade Gruts, Tornak, Deathwalker 9000

Sometimes, when an enemy sees that you've drafted a unit like DW9000 or James Murphy, they tend to move their units in an anti-explosion formation. That means that they don't put their figures next to each other. Using the Blade Gruts and Tornak, you can exploit this and destroy the enemy.

If your opponent is still grouped together when your army gets there, use DW9000's explosion attack a couple times, they'll learn. Once they spread out, charge in with the Blade Gruts and Tornak. Move them through the enemy line as quickly as you can. Generally, two turns with the Blade Gruts bonding with Tornak will get you to the rearmost units in the opponent's army are. That's where the paydirt is. Use the Gruts and Tornak to tear up any units back there, usually they are ranged units with lower defenses, or expensive support units that are boosting your opponent. Now, your enemy is faced with Orcs in the back, and the remainder of your army in front. Most opponents will want to deal with the Orcs because they are threatening some of the more valuable units. This is where you have a choice: you can continue attacking with the Orcs to further cripple the rear, however you will also be fighting the enemy's frontline troops as they turn back, you can move the Orcs further back so that they are not threatened by the enemy's melee units, with a move of 6 and 7 the Orcs can outrun most shock troops, or you can charge the front lines with the rest of your army, creating mass mayhem.

Grut Orcs can be replaced by Heavy Gruts, however Heavy Gruts are slower but they have higher attack/defence. DW9000 can be replaced with James Murphy, or Johnny "Shotgun" Sullivan. You may wish to boost DW9000's defense with Thorgrim the Viking Champion or RotV Raelin the Kyrie Warrior. Good units to have in your main army to charge after the Orcs have reached the rear are any Samurai, Knights of Weston and a Human Champion, MacDirk Warriors that are drawing strength from a wounded Human Champion, or other similar squads.

Suggested Armies
Deathwalker 9000 140
Blade Gruts 40
Heavy Gruts 70
Tornak 100
Zombies x2 120
Guilty McCreech 30
Total 500

Deathwalker 9000 140
Blade Gruts x2 80
Tornak 100
Raelin 80
Thorgrim 80
Tagawa Samurai 120
Total 600

Jugger

It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect!
Reply With Quote
 

Go Back   Heroscapers > Official Classic HeroScape > Heroscape Strategy Articles
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes



All times are GMT -4. The time now is 01:57 AM.

Heroscape background footer

Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2022, vBulletin Solutions, Inc.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.