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Official Units Discussion of official HeroScape units |
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#37
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The user formerly known as Bloody the Marro Stinger! |
#38
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A 10 threat range is the worst in the game. The stingers strength is in their punch. Against a good player, that's should be a counter-punch unless you can successfully tie up the units that out range them. Parking is not a viable option, imo. I still think you're going to have to come to your opponent if you field stingers. And if you split order markers so you can clone once in a while...well...every turn my opponent takes where I don't lose a unit is a fairly successful turn, imo. Don't get me wrong, I like the hive. It's fun. I just don't see it as a competitive piece, yet. Hopefully the Marro Calvary coming change my mind. |
#39
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Also, if you just hang back to pull them out of range of the hive that gives the hive a lot more chances to respawn any marro you kill. A quick, strong squad or hero who can run in and kill the hive before they're killed is ideal since then you could hang back and shoot the marro from superior range retreating whenever they get too close. |
#41
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The user formerly known as Bloody the Marro Stinger! |
#42
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Undead armies might be a good (or at least intimidating) counter to regeneration-based marro. The zombies and vampires can feed on Nagrubs, and both Life Drain and Zombies Rise Again can steal the resources the hive produces. Same goes for water clones. |
#43
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#44
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I was really excited about the Marro Hive but after play testing it a few times I’m pretty under whelmed by its performance. Regenerating units, allowing order marker flexibility, and just being plain cool seemed to make the Hive a sure winner. As I play I eventually always wish I’d taken the 160 points I spend on the hive and just bought more of whatever unit I’m trying to bring back. For the hive to even start to pull its massive weight it has to regenerate 8 Marro Stingers or 9 Drudge / Drones to break even on points spent. (based on points per unit in the squad)
Also 40% success rate of regenerating fallen Marro units is pretty bad honestly. If you spend the points to just always have extra units you can always be sure of your reserves instead of having to rely on the fickle fate of dice rolls. More than half the time you’ll fail at exactly the reason why you brought the giant lump to begin with! So those 8 or 9 units you’re going to need back to justify the hives cost are going to take a long time coming if your luck is even slightly below average. The order marker consolidation also is a bit of a failure for me as well as it requires line of sight. If your maps are all plain open fields sure this isn’t an issue but I always have plenty of terrain in the way of starting zones. Compound that with the fact the hive can’t ever move as well. If the Hive didn’t need line of sight to each individual unit being moved this wouldn’t be a problem, but it does, and it is. Also in a common heavy army (which a Hive army always will be) order marker management shouldn’t be your biggest problem to begin with now should it? The hive while interesting primarily adds up to an expensive piece of terrain to me. |
#45
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I am getting SOTM for my birthday, and the day of I'm going to play it with my friend. Reading these reviews and thinking how I could utilize it, well, it all comes down to one thing. Although it is 160 points, you don't really need to draft 4 or 5 squads of Marro Drones, just 3 or 4 (three if you're risky or don't buy lots of common doubles/triples/etc.), and can still have the devastating 9 character move and attack, because of the Hive mind. However, as others have pointed out, the distance is a problem. On large scale maps 12 hexes isn't that far, and it isn't worth a whole turn to just regenerate one guy, and even then it's a 13 or higher roll, so you might not get him at all.
But because of it's large size and fairly high point value, I would assume it a major target, like Charos or Su-Bak-Na. So if you keep (a squad of marro drudge, for instance) near the hive, you should be able to defend the hive and move and attack with the marro drudge and regenerate one of them all in one turn! I might add Kelda to the army to heal the hive, though... I'm not entirely sure! I'm new to the marro hive. |
#46
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I would normally say no to the hive. DOn't get me wrong, it looks amazing and it's abilities are fun, but I think it just has no place in a 500 pt game. Too expensive and it dies too quickly. Although in the last tournament I was in a guy palced 4th I believe and used the hive with stingers in a 465 pt tourney with like 50 people in it. So it does do well occasionally. Never use Kelda. Order markers are much better when used to kill an opponent rather than heal you.
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#47
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#48
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I don't know if this was touched on before or not? With the hive and his hive mind power; if you choose the nagrubs to take a "turn" with, do you get to bond with a hivelord as well?
It does say that all figures must be within 12 spaces??? |
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