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Official Units Discussion of official HeroScape units |
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#1
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Multiple Common units = Cannon Fodder?
Not having played with multiple common units yet (It's just me and my son out here in the sticks) are they simply just cannon fodder to ensure that the unit can continue to act at full capacity if a member dies? This would seem to be the case, as you can only activate the number on the card each turn no matter how many you have on the board.
Rythos (Who like to extend a warm welcome and a humble bow to the search option from our previously information accessibility challenged community ) Generous deed should not be checked by cold counsel |
#2
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Yes and no. The ability to absorb damage without losing potency is certainly a key aspect, but there is also a great deal to be said for positioning. Two squads of Deathreavers (to use a favorite unit of mine) can simultaneously hold a glyph, block a path and have a full squad free to advance. Common squads have the manpower to plant a unit in a convenient spot and then forget about them.
~Aldin, en masse He either fears his fate too much or his desserts are small That dares not put it to the touch to gain or lose it all ~James Graham |
#3
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Consider the fact that all figures on the board have a common power that is always active: they create an engagement zone that affects all the hexes around them, up to 6 hexes for just one figure!
Secondly, they "fill up" that hex, so that your opponents figures cannot move through it (without any special powers, of course.) Together, these factors can be used to control a battlefield. Positioning a line of common squad units can be a great way to protect your Syvarris, for example, and the engagement zone and movement blocking effects operate even when the figures are not active. On top of all that, some like the Drones and the Zombies obviously allow you to move more than one card's worth of units, and that can be a powerful thing. And as Aldin has pointed out, the Deathreavers can work wonderfully with very few activations. Fielding multiples of a common squad can help you with those Order Marker decisions. If you have a bunch of common units spread around the board, your opponent will have a harder time outmaneuvering you, because you can choose to activate any of them per turn. Also, be aware of this subtle rule clarification direct from CVN which offers another advantage to using the common squads: Quote:
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#4
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There's also something to be said for tactical flexibility. If you've got 4 squads of 4th Massachusetts line or Aubrien Archers spread throughout the map, you can activate any that you choose on your turn. This makes it much harder for your opponent to run away, and ensures that you'll waste very few turns.
When you activate Major Q9 or Nilfheim, their potential threat range is much smaller than a horde of commons littering the entire map. |
#5
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All that was said above took me a few games to figure out. In some common squads with bonding, and you might want to place the order marker on those when you have them, bonding is more effective with at least two common squads in many if not most circumstances. You might not want to risk placing order markers in a squad with only one unit left alive if you intended to use the bonding in a given round. That's just one example. You also have more chances of getting your points worth by having a common squad at capacity during more turns than having half a squad after a couple of turns. The Roman legionaires last longer with two squads because you are more likely to benefit from Shield Wall than with one squad. The Ashigaru Yari is another example. You don't get to use Encircle Special Attack if you have less than 3 alive and those die fast. Figuring this out will cost me a lot of money because I want at least two squads of commons when a few weeks ago I thought that I did not need them. In some cases like the Marro Drones or Zombies it is more obvious why you want more than one squad of commons. I'm just happy that you get 6 Zombies in one set vs. only three Drones in one set with the Minions. I like the Minions, but I don't need 9 of them, while I wanted 9 Drones to maximize their potential utility.
I don't care about choosing my army based on strategy. I choose an army based on coolness and personal appeal... even if it means that my units will die trying. Hail to the glory of HeroScape and bravery. |
#6
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Quote:
Also, what are some common squads that work well with only one or two squads? I realize the effect of multiples, but often do not have the wealth to purchase them. In fact, the first time I owned two of the same common squads was when I bought SotM. Quote:
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#7
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The higher the defense or point cost of the squad, the safer it is to go with just 2. Again, Knights of Weston, Heavy Gruts, Valiant 4th Mass, cuddling romans, Omnicron Snipers, etc, are all pretty good with just two. In a small game, I've seen one squad of Snipers absolutely wreck faces. I wrote something about budget scaping... Link. |
#9
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I think that for 50 points the Ashra can be pretty effective at x3 or x4, even more so with Acolarh in the back ranks. They come with all those rats anyway so I suppose it's a moot point, like what on earth to do with 5 sets of Minions...
I wrote a little overview of the current waves there the other day, it's worth a read if you are unsure of what commons to start doubling (and tripling and quadrupling) up on. http://www.heroscapers.com/community...815&highlight= Looking for quality maps for 3+ players? Think your latest map-masterpiece deserves a place of honor? Join in the discussion of The War-zones of Valhalla It doesn't get any more classic than this: The C3V project |
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