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Old September 7th, 2007, 01:08 AM
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Unit Strategy Review: How to use Valguard

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Unit Strategy Review
Unit: Valguard
Authors: Fezzikthedoor & Agatagary (with thanks to the other Strategy Guide Authors)

If not for Valguard, Finn and the rest of the Tarn Vikings might still be on longboats drinking mead and having axe-throwing contests. The unmatched fury of Valguard was more than Thorgrim could bear and luck alone saved his life. Once summoned to Valhalla he was healed by Einar, an alien arm grafted to his body where his own limb had been claimed in the battle with the Viking Champion, while his grieving father, Ulrick, saw to the annihilation of the Tarn to slate his thirst for vengeance. Not only does Valguard have one of the most interesting and complex backgrounds, he is a force to be reckoned with on the battlefield, though not with the squad that you might think. The hammer he wields in his good right hand is both a weapon and a fighting style. Until the arrival of his Dreadguls or his father on the fields of battle, Valguard will reign supreme as the Viking with the most resilience and destructive potential!

First let’s take a closer look at his stats:

Analyzed Statistics
Cost - 110 - Knight Class Unit
Size - Medium – Vulnerable/Concealable
Life - 7 –Stout
Move - 5 – Average
Range - 1 - Close Range
Attack – 2* – Poor
Defense - 4 – Average
Berserker Charge Enhancement – 5% bonus to Berserker Charge rolls – minimum tactical advantage
*Increases to 5 (Dangerous) if Valguard is not adjacent to the unit at the start of his turn

In-Depth Analysis
Each unit is complex, and must be well analyzed to be truly understood. For Valguard, let us begin with his cost. By cost, we refer mostly to his value in points, but also to his importance in your army. To simplify analysis, Agatagary has created several categories of cost, based off of chess, for comparison and nomenclature. For reference,

Pawn class (expendable, units that can be useful, but are not worth enormous trouble to protect)
Bishop class (more useful than a pawn, but still somewhat expendable)
Knight class (units that are interestingly powerful and can have a significant impact on the game in of themselves. It is advisable that they be kept alive, but if absolutely necessary they may be sacrificed)
Rook class (units that almost inevitably have a significant impact on the game, and whose death should be avoided as much as possible)
Queen class (devastatingly powerful or important units that should be protected at all costs)

Class:
Valguard is a Knight class unit due largely in part to his ability to take a great deal of damage while loosing none of his combat prowess. His point cost is moderate, and he can easily be incorporated into a wide variety of armies. Although his special abilities are nothing out of the ordinary or game-changing in and of themselves, his high survivability will allow him to stay on the field of battle for a long time, increasing the chances that he will have an affect on the outcome of the game.

To examine the Valguard’s core stats, we will break them up into two categories – offensive ability and survivability. We will start with his offense.

Offense:
At first glance Valguard’s offensive capabilities are not that impressive: he is a melee fighter with a range of 1 and a base attack of 2, which is a point below average. His First Assault 3 power is a tremendous help to him offensively, allowing him to pummel an opponent to his knees with 250% of the attack power he would otherwise possess; all that is required for this ability to kick in is that he not be adjacent to the targeted unit at the start of his turn. Since it is not a special attack, First Assault 3 can be enhanced by height, proximity to Taelord, or, ironically enough, Finn’s Warrior Attack Spirit. The caveat that he not be adjacent to his target can be limiting, and may open him up to leaving engagement strikes, but luckily he is blessed with the ability to withstand a great deal of abuse.

Survivability:
When one compares the raw statistics of Valguard to other existing units an inevitable conclusion is reached: save for his vulnerability to automatic destruction powers (a consequence of his Medium size) he is the most resilient single based unit currently in the game, and among the top three overall. He has the most life of any single based unit at 7, and the third most overall, with only Charos, Krug, and Braxas having a higher life. His defense of 4, while only Average, is still high enough to withstand many ranged volleys while closing for melee, and really only need fear attack ratings of 4 or above, considering his high life. He may make full use of terrain to block line of sight, but his sculpt is too bulky to hide him behind most units. That’s all right, though, because this berserker is not one to hide behind anyone!

Strategy:
Why choose Valguard? There are several other heroes that benifit from bonding, after all. Alastair McDirk always gets to keep his attack of 5, but Valguard has the advantage in life and defense; he also needn't be weakened by Overextending. Tornak, to cite another example, can bond with two squads and gives them a direct benifit via adjacency, but not only is Valguard much hardier, considering the tactics that should be used with the Viking it makes no sense to have units that can Disengage. Some other heavy melee hitters, like Sgt. Drake Alexander or Agent Carr, may have an attack rating advantage over Valguard, but in terms of pure tenacity, they fall behind.

As outlined above, Valguard’s greatest strength lies in his Survivability. With a life of 7 and 4 points of defense, felling him in standard combat can be a difficult task. Unfortunately, also as mentioned above, his offensive abilities leave something to be desired if engaged in a knockdown, drag-out fight. Therefore, if Valguard is played as a "stand alone" figure, he should be used primarily as a way to slow down opponents and act as a combined distraction/shock troop. However, a 110-point angry meat-shield is somewhat questionable, so it is advised that Valguard never be used alone. The best way to use him is to have a squad of Roman Legionnaires, or, preferably, Sacred Band units nearby.

At this point, the reader will doubtless have scoffed at the screen and wondered aloud, “Since when is the Sacred Band a better choice than the Roman Legionaries?” This seemingly foolish suggestion shall be explained a little bit later.

First, let us look at how best to use Valguard’s offensive capability. His weapon of choice is more than part of his sculpt; it is an illustration of what he is—a hammer. A player should use him to batter down enemy units in a quick, powerful strike. Unfortunately, your opponent will likely recognize this, so enemy units have a tendency to swarm Valguard, nullifying his First Assault 3 special ability. Without this ability, he has terrible offensive power (terrible in the "worthless" sense, rather than the "awe-inspiring" sense). Two options then present themselves.

Your primary option may be to simply ignore the puny creatures crowding around you and take the risk of a leaving engagement roll. Early in the game, when Valguard is still has his full life, this is a wise choice, provided that you do not have more than two enemies around you: the logic being that you can stand to suffer a single point of damage, which is what two attack die will commonly inflict. Should you be well and truly swarmed, though, you may need to have other units come to your aid or simply take your chances by tempting fate and moving away.

Your second option is a more practical one. Due to his inferior un-modified attack, it is essential to make sure that the enemy cannot move before Valguard strikes. This way, Valguard can rush in, kill an enemy with First Assault 3, and then move on to another enemy with whom he was not engaged. The best way to accomplish this is by tying down the enemy with squad figures. While it may be tempting to use Gladiatrons to ensure complete immobility, it is much better to use bonding units who can then give Valguard a free turn. In fact, Valguard is more of a complement to the bonding units than the bonding units are to Valguard. The bonding squad charges in, engages the enemy, and begins to attack. Then on their next activation (the nature of Warlord Bonding being such that the bonded unit must perform his action first) Valguard enters the fray, and the squad uses him as a hammer, striking the enemy at vulnerable junctures or where the squad is having difficulties. This strategy works extremely well against a massive army of common squad figures: the enemy’s common squad is unable to swiftly destroy your units whereas Valguard will likely be performing a series of “one-hit, one kill” attacks.

If a player isn’t rooting the opposition to the ground with Gladiatrons, what squad is to be employed? The standard swarm units, the Deathreavers and the Venoc Vipers could certainly be used, but they lack the bonding that can so enhance Valguard’s chances of long-term success on the battlefield. This question brings us to the Sacred Band, as promised.

There are only two squads that can bond with Valguard—the Roman Legionnaires and the Sacred Band. The Sacred Band is commonly thought of as inferior to the Roman Legionnaires since they lack the bonding versatility and defensive potential that the Romans possess. However, while mostly accurate, this is not entirely true. While it is correct that the Legionnaires have a wider range of bonding choices, and a greater potential defense, the Sacred Band possesses more flexibility in actual combat, especially when used in conjuncture with Valguard, for while the Roman Legionaries must remain in formation if they want to gain additional defense, the Sacred Band merely needs to be in an all-disciplined army. This gives them the freedom to mingle with their enemy, allowing them to tie up the enemy over a much larger area than the often-clustered Romans.

This point cannot be overstated in regards to choosing the Sacred Band over the Roman Legionnaires. The Romans must be grouped next to one another to gain their defense bonus and if you are using them to tie up the enemy it means that your opponent is probably tightly grouped as well. This is not what you want when using Valguard; as stated earlier, if there are more than two units in contact with him disengaging is not a wise option. While the Romans do have the advantage of gaining an extra attack die by having their standard leader, Marcus, nearby, the logistics of such an offensive can be difficult to coordinate. The added movement that is to be gained is also helpful, but neither configuration is going to be very fast; spacing out your enemies is simply more important to using Valguard than moving an extra hex.

Unfortunately, Valguard has a Wild personality type. This can, however, be remedied by Parmenio's Disciplined Influence ability. With the flexibility of the Sacred band and the survivability of Valguard, you should be able to use this combo to inflict massive damage on enemy groups. Simply have the Sacred Band mingle with the group, attacking and dealing damage with their attack of 3, and then use Valguard to smash holes in the enemy's strongest defenses. Because of Valguard's massive survivability, he will be difficult to take down, and if you add Parmenio to the fray, the Sacred Band will get an immediate boost to their survivability as well. Not only will his Band have a chance at Death Defy 15, your opponent cannot ignore the carnage that Valguard is sure to be inflicting. He will be forced to make a choice about who to attack, and regardless of what he chooses, you can capitalize upon setting the pace of the battle. Essentially, this combination can wipe out enemy formations while sustaining minimal causalities.

The canny player will read the previous paragraph and again drift into wondering why they should take the Greeks over the Romans, since the need to draft Parmenio essentially tacks 90 points onto the Sacred Band in order to make Valguard disciplined. At the risk of redundency, Valguard needs the enemy to be spread out so he can jump from engagement to engagement without worrying about getting mobbed. Since the army will have Parmenio along for the ride allows the Greeks a 30% chance at avoiding destruction as well, giving them a better chance to survive a fight.

It can be noted that the above army consisting of Parmenio, a squad of the Sacred Band, and Valguard, is an even 250 points. In a standard 400 point draft that allows a full 25 figures that can be added your forces, none of which will compromise the Disciplined Army Defense Bonus of the Sacred Band (see the excellent Heroscape Synergy Charts for details). It is that type of versatility that makes this core build so potent.

Be sure that you realize that, like an army built around the powerful but slow Minnions of Utgar, you will not be zooming across the battlefield or claiming multiple distant glyphs with this configuration. This is a slow, deliberate, and methodical force that is best used on a small to medium map, or as a late-game clean-up crew in larger point games.

There is one final thing to note, a glaring omission that the reader may have noticed, and that is a discussion of Valguard’s Berserker Charge Enhancement. Put simply, Valguard should never be drafted purely to give a boost to the Tarn Viking Warriors. Since he gives them only a 5% chance to increase their snail-like movement, drafting them together is almost a waste. Their chances of successfully triggering the Berserker Charge, even thus enhanced, are still only 30%, which is just on the cusp of being a sub-reliant ability.

Given the strategy previously presented, those 50 points spent for the Tarn Viking Warriors are much more valuable when spent on a squad of the Sacred Band, even without their Disciplined Army Defense Bonus due to their Warlord Bonding. Should you create the 250-point army described above, the Tarn Viking Warriors are a disastrous choice since they will nullify the Sacred Band's defense bonus. Perhaps with the arrival of the Dreadguls things will change, but, for now, to put it plainly, Valguard should be used with the Sacred Band and not the Tarn Viking Warriors.

Additional Strategy:
One ploy that takes advantage of both Valguard's weaknesses and his strengths is to lead him out ahead of your army, preferably towards a large grouping of mid-low defense units. You are trying to trick your enemy into surrounding Valguard (at full Life) with swarming units--he will expect you to try to leave the engagement or to use your puny Attack of 2 while waiting for reinforcements. Instead of simply sending in relief units, target Valguad with an attack that damages all adjacent units, such as Explosion or Shotgun Blast. Given the right set-up, even Fireline may be useful in decimating your foolish opponent. Valguard can certainly handle the damage, but you may take out multiple figures while they are crowding around him. Gladiatrons and Major X17 are good candidates, as they do not receive the extra defense dice that comes from a melee fight.

Another strategy is a varient of the one presented in the main strategy section using the Sacred Band and is more useful against hero heavy armies. Instead of having the Sacred Band tie up multiple, spaced-out units that Valguard finishes off, he instead leads the charge, jumping from powerful unit to powerful unit, trying his best to wear them down. Once this has been done the Sacred Band and the rest of your forces come in to finish off the nearly-dead heroes. Valguard will hopefully have enough life left over to then perform as detailed above. Of course, either Sonlen or Kelda can be waiting in the background to bring him back to health

Units to Avoid:
Sir Denrick and the Knights of Weston: Should he fail to crush them with his First Assault 3—entirely possible given their high defense—Valguard will be completely ineffectual against any of these Knights. Should you try to leave the engagement he will be subject to their Coward’s Reward, and if more than a single unit swarms him, it is highly inadvisable to try and depart. This group may well be the best at rendering Valguard impotent as a melee unit.

Major X17 and the Gladiatrons: Since he is a unit that should try not to be tied down in a long engagement (why, oh why, couldn't he have had Disengage?) both the Gladiatrons and Major X17 are dangerous opponents to have to face. Major X17, especially, is as close to a worst nightmare as Valguard can ask for--he'll decimate Valguard in a one-on-one fight.

Crixus: Once again, bringing Valguard’s full fury against Crixus can be a waste; should he roll even one shield he will only take a single point of damage. His attack of 5 (potentially 6 when fielded with Spartacus) is high enough to be a threat to Valguard and the gladiator’s decent life insures that he will win a battle of attrition.

Warriors of Ashra: Similar to Crixus, the Warriors of Ashra need only a single shield to deflect all the damage of Valguard's First Assult 3. While the squad's attack isn't terribly high, they will get to try to wound him 3 times in a row.

Syvarris and the Omnicron Snipers: Of the game’s ranged units the only two that pose a constant threat to Valguard are these two. This is due to their extreme range, the number of attack die they roll when they have attained height, and their mobility (the reason why the more stationary 4th Massachusetts Line is excluded). Rolling up to 4 skulls at least twice per round, catching up to these long ranged terrors is next to impossible should they already have height advantage. Always rely on other troops to tie them up before you make your approach.

For additional information see the Book of Valguard

You are the brute squad!

Quote:
Originally Posted by Grishnakh finally
And go Flock yourself.

Last edited by Malechi; June 5th, 2008 at 02:30 PM. Reason: Changed contact info
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  #2  
Old September 7th, 2007, 01:53 AM
ares834 ares834 is offline
 
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How can the agents be good against Valguard? Their effect only works on ranged attack.
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Old September 7th, 2007, 01:59 AM
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I have no idea why Valguard should avoid the Krav. Seems like the Kozuke Samurai would be a better threat to keep an eye on. With their superior speed, they can often attack Valguard first with multiple strikes of 5, and then he'll be stuck attacking into counterstrike with no first assault.
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Old September 7th, 2007, 02:05 AM
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Fezzikthedoor Fezzikthedoor is offline
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Whoops! That was a boo-boo that was meant to be edited out and I somehow missed it! It's gone!

You are the brute squad!

Quote:
Originally Posted by Grishnakh finally
And go Flock yourself.
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Old September 7th, 2007, 07:49 AM
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As far as life is concerned, Valguard is tied for 4th with Jotun. Krug is the other one who has 8...
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Old September 7th, 2007, 08:30 AM
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Fezzikthedoor Fezzikthedoor is offline
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Quote:
Originally Posted by King's Knight
As far as life is concerned, Valguard is tied for 4th with Jotun. Krug is the other one who has 8...
Fixed! Jeez, I thought my Sewing Circle was supposed to catch this kind of stuff and make me lood good.

Anyway, other than the minor screw-ups, what does everyone think? This is a hard, hard, unit to love.

You are the brute squad!

Quote:
Originally Posted by Grishnakh finally
And go Flock yourself.
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Old September 7th, 2007, 10:24 AM
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Quote:
Originally Posted by Fezzikthedoor
Quote:
Originally Posted by King's Knight
As far as life is concerned, Valguard is tied for 4th with Jotun. Krug is the other one who has 8...
Fixed! Jeez, I thought my Sewing Circle was supposed to catch this kind of stuff and make me lood good.

Anyway, other than the minor screw-ups, what does everyone think? This is a hard, hard, unit to love.
He's hard to fit in his niche, but I think you nailed it with the Sacred Band. They pretty much always need Parmenio to stay with them to get the one real advantage they have over the Romans and with Valguard's first strike needing the target to not be engaged he's not meant to be activated every turn, giving you easy flexibilty in choosing the bonded leader...
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Old September 7th, 2007, 12:01 PM
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You know, Valguard would be an excellent part of a one-two punch vs. hard to kill heroes. Most units with big attacks have some defensive issues that prevent them from getting close without getting murdered by range. Valguard is a nice unit to send in for a first strike, locking up range by adjacency and getting in a great hit as he comes adjacent. Since he bonds, it is less painful to use him this way than, say, X17. Random thoughts spurred by your insightful article

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Old September 7th, 2007, 01:50 PM
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I really liked this strategy! It makes a formidible core of melee troops. Finding good range units to complement isn't difficult. The disciplined range units are the AE, Ash Harqs, Blasts, James Murphy, Kaemon, Roman Archers and the Tagawa Archers.

So start with the following core:
Valguard (110)
Parmieno (90)
Sacred Band (50)

We now have 150 points to spend on range.

The Blasts aren't great here because there are no soulborgs to bond with, so strike them.

The AE are ok, but you now have 40 points to spend on something (the Yari are 40, but is one squad of them really enough to do anything?).

James Murphy is 75 points, but a lone figure so you'll need another range unit.

The Roman Archers (55 points) need at least two units. That would take you to 360 (then team with a filler of Yari, to get to 400)

The Tagawa Archers (65 points) also needs two squads. Two squads puts you at 380 pts (and then add Isamu to get to 390). You'll leave 10 points on the board, but leaving 10 points has to be better than loosing bonding.

Kaemon Awa, at 120 points, doesn't fit well at all. Now you have only one ranged figure and you'll have to leave at least 20 points on the draft table as there are no 30 point disciplined units (assuming you take Isamu).

My personal thought is to use the Tagawa Archers and Isamu. What do others think?

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Old September 7th, 2007, 02:50 PM
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Good Article.

Because of his 7 life, he should be able to charge around the battlefield for his First Assault 3 bonus without fearing much from disengagement swings. It's this mechanic that justifies his "Wild" personality designation.

Also, I agree that the Beserker Charge Enhancement is almost a non-ability. However, while drafting Valguard and the Tarns would be disastrous in a Sacred Band army, it might be playable with the Romans.

For example:

"Born to be Wild"
110 Valguard
100 Roman Legionnares x2
090 Ne-Gok-Sa
050 Mi-Burq-Sa
050 Tarn Viking Warriors
100 Krav Maga Agents
500 TOTAL

"Born to be Wild" (400pt version)
110 Valguard
100 Roman Legionnares x2
090 Ne-Gok-Sa
050 Marro Warriors
050 Tarn Viking Warriors
400 TOTAL

I doubt these armies would be winning any tournaments, but they should be playable and fun. The Tarns would be a "middle of the battle" threat that you can bring out while Valguard is still alive, perhaps while he is engaged with ranged units that are stuck firing at his 4 Def/7 Life Wild-A**-Hammer.

Would the Tarns be a better choice than one more squad of Romans? Eh, possibly. Your Mileage May Vary.
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Old September 7th, 2007, 02:53 PM
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Quote:
Originally Posted by Phaethon
I really liked this strategy! It makes a formidible core of melee troops. Finding good range units to complement isn't difficult. The disciplined range units are the AE, Ash Harqs, Blasts, James Murphy, Kaemon, Roman Archers and the Tagawa Archers.

So start with the following core:
Valguard (110)
Parmieno (90)
Sacred Band (50)

We now have 150 points to spend on range.

The Blasts aren't great here because there are no soulborgs to bond with, so strike them.

The AE are ok, but you now have 40 points to spend on something (the Yari are 40, but is one squad of them really enough to do anything?).

James Murphy is 75 points, but a lone figure so you'll need another range unit.

The Roman Archers (55 points) need at least two units. That would take you to 360 (then team with a filler of Yari, to get to 400)

The Tagawa Archers (65 points) also needs two squads. Two squads puts you at 380 pts (and then add Isamu to get to 390). You'll leave 10 points on the board, but leaving 10 points has to be better than loosing bonding.

Kaemon Awa, at 120 points, doesn't fit well at all. Now you have only one ranged figure and you'll have to leave at least 20 points on the draft table as there are no 30 point disciplined units (assuming you take Isamu).

My personal thought is to use the Tagawa Archers and Isamu. What do others think?
Phaethon, Why not a second set of the Band and the KMA?

~Aldin, quotingly

EDIT Because the KMA aren't disciplined, dangit! Okay, but for 500 points you can have Kaemon Awa AND 2xTSA /EDIT

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or his desserts are small
That dares not put it to the touch
to gain or lose it all
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Old September 7th, 2007, 03:04 PM
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I think the most important thing with Valguard, is making sure you bring the fight to them, and not vice versa. One way to do this is sending out the gladiatrons before hand. That way they litterally tie up opponents so that Valguard has his choice of who to attack when he decides to.

Valguard - 110
Glads x2 - 270
Blasts x2 - 390
Legionnaires x2 - 490
Isamu - 500

Another way is to keep Valguard protected with a screen, such as the Nakita's engagement strike. Opponents will think twice about running past the Nakitas, risking an engagement strike, to attack the viking.

Valguard - 110
Nakitas - 230
Legionnaires x2 - 330
Marcus - 430
4th Mass - 500

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