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Heroscape Strategy Articles Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc. |
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#13
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In order to make this a bit more concise and accurate I will correlate my listings with that of the Guild. Until a time when more guides have been produced and units have been "officially" classed by the Guild, I will leave my other rankings. Likewise, anyone that disagrees with a class that is not an official ranking should post a valid reason as to why and I will update accordingly. Ormus thanks you. |
#14
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The Marro Hive is definitely a Queen class unit. he fact that it can regenerate eliminated squad units and send them back out to the battle make this unit the center of any Marro swarm type army. All of your other figures will gravitate around the hive to keep it safe from enemy attacks.
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#15
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This thread just made me realize just how many units there are in Heroscape.
And I nominate the G'nators for Bishop class units!
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#16
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Updated
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#17
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I don't see Thorgrim on the list. I personally would rank him as a bishop instead of a pawn, because his aura can affect all figures, versus finn only helping in melee.
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#19
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I listed Omnicron Snipers as Bishops in my article, and I think I agree with Nukatha on Thorgrim as a Bishop as well.
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#20
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#21
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Awesome, Ormus! I'm a bit of a maniac about lists. I've always enjoyed making comparative records, myself, so I really enjoyed this analysis. Thanks for the hard work, pal.
To the visionless, clarity is oft perceived as madness |
#22
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I must say I disagree with Ormus's classification of the Airborn Elite Squad completely. I am much more inclined to rate the Airborn Elite as a Queen or Rook type card at the lowest, though my playstyle with them is a bit different then the average players usage of the Squad.
Now onto my reasoning for the disagreement: The Airborn Elite as a card has the most potential for causing damage in this game thus far, in two ways at that. Firstly, their special attack, while limited to a one time use, is to this day the most potentially damaging special in the game, with a potential of 56 damage spread between up to 28 units, while this potential will probably never be reached in a serious game, it proves very effective against swarm type armies who have no choice but to bunch up in a small starting zone. Also, The Airborn Elite have a huge potential for max damage from normal attacks, with a Large synergy with many other cards, the most Prominent being Finn, Marcus, and Tealord, and their ability to easily obtain height, it is not difficult to have the Airborn Elite rolling up to 4 attacks of 7-8 dice, which is massive, and unrivaled by any other card. I have yet to see the likes of heavy hitters such as Charos, Q9, and Jotun live through one volley of attacks this high. While the Airborne Elite have somewhat weak defense, they are the only card in the game that can absolutely avoid being trapped in a battle before you wish them to do so, this allows your army to properly set itself up to support the Airborn Elite. The Airborn Elites Drop ability allows you the time to use your Pawn and Bishop class units to make surgical strikes against the heaviest threats to your Airborne Elite, eliminating anti ranged figures such as the Krav Magas, the Nakita's, and Sgt. Drake Alexander, and also put a dampener on Units with more effective range, such as Me Burq Sa and Syvariss. While the Cost of an Airborn Elite based army is sure to exceed what appears to be a tournament norm of 400 points, in Higher priced games, this type of Army is something to be feared if the Pawns and bishops suceed in their surgical strikes, and the rest of the army manages to get set up properly to support this heavy hitting squad. "I believe that a picture says 1000 words, but smileys make it all good." - ninthdoc |
#23
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AE: Base=3 Extreme height=5 Taelord=6 Finn's Spirit=7 Marcus=8 Blasts: Base=1 Taelord=2 Height=3 Tons of Glads= anywhere from +1 to +6 with a single base, to +8 with a double. Blasts can get (1+1+2+8 ) 4 attacks of 12 AE are not queens, and can die easily. It is much easier to get six Glads adjacent to an opponent then it is to get the AE adjacent to Marcus, and within Taelord range and still get double height, and costs a whole lot more points to. Gladsx2 160 Blasts 60 Total= 220 AE 110 Marcus 100 Taelord 180 Total= 390 Are they good? Sure. Are they game breaking? No. |
#24
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I don't see Marrden Nagrubs or Tor-Kul-Na up there.
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