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Official Units Discussion of official HeroScape units |
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The Book of Knights of Weston
The Book of Knights of Weston Utgar's Rage - Collection 2 - "Knights and the Swog Rider" If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info. Character Bio: The Knights of Weston were founded in the lands of Brittany in the late 15th century, to protect the providence of the weak against the tyranny of evil. This small chapter of knights abhors cowardice in all its form and lives by the Sanctity of Honor, a holy tome penned by their chapter master Sir Denrick of Weston. Within the tome you find a unique honor code, which doesn't just hold the knight to this code, but also his combatant. This code of honor is so zealously followed that they have been known to cut down those who would attempt to escape engaged combat, rather than see them lose greater honor by escaping. The Knights of Weston were to meet their end at the Mouth of the River Lorie where they fought a hopeless battle against innumerable opponents. Thought destroyed at the hands of those who feared there power and sway with people of Brittany, the Knights of Weston were actually saved by the Valkyrie, Jandar, and given the chance to secure their honor among the warriors of the planet Valhalla. (Hasbro) _________________________________________________________________ -Rulings and Clarifications-
-Combinations and Synergies- Synergy Benefits Received
Synergy Benefits Offered
- SIR DUPUIS : Knight's Courage
- 4th MASSACHUSETTS LINE : Valiant Army Defense Bonus
C3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________ -Strategy, Tactics and Tips-
_________________________________________________________________ -Heroscapers Community Contributions- Power Rankings Jexik: Knights of Weston- The strongest melee fighting squad in the game, a few squads of knights is difficult for even the toughest of armies. A OEAO: A Cleon: Tier 9 (11/208) dok (VC inclusive): A Master Index Quote:
Note: One of these sculpts is used to produce the figure for Sir Hawthorne. Last edited by superfrog; March 20th, 2019 at 11:20 AM. |
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They get an A just for looks.
Love these guys! They're slow and not all maps are ideal for their draft, but get them on some road spaces that can access a good portion of a layout, and they're righteous. Also, thanks to the Official poll we had a few weeks back, I dusted off Denrick and drafted him with them against Krug and the Arrow Gruts. Fun to get him out there whompin' on the Huge folk. |
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I love picking the knights along with Denrick (don't have Gilbert...yet, must take longer to ship flagbearers to the middle of the US). I'm also a huge Raelin fan for obvious reasons. She even kind of fits into the whole theme with her armor and spear and such. My problem is I can never quite find the right range unit to pick with them that fits into the whole theme. I love the KMA and 4th Mass but as Biltog would say "guns are for people to weak to use swords" and just don't quite fit with the theme. I've thought about Nilf but he puts my usual playing point (500) over by 5 (Raelin = 80 + Denrick 100 + knights x 2 (more if I had enough space in my army) 140 + Nilf 185 = 505. Any suggestions for what ranged unit(s) would fit? Roman archers just don't quite cut it, besides I don't think they're worth their points anyway.
Dragon Dice - (the 2nd best game there is) Learn to Play! http://www.youtube.com/watch?v=1h3q6...wujcr8vVf8e21G |
#4
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try two sets of roman archers
Me talking to my friend in lecture: "Grimnak will eat your head" - Me "What" - Him "He's a orc who rides a T-Rex" "WHAT!" - Him |
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But one of my favorite armies is: 2x Knights 2x 4th Mass Sir Gilbert Finn Eldgrim (or you can take out Finn and Eldgrim and use Sgt Drake) The knights bonding, Finn and Gilbert's attack aura's can make the knights a very powerfull melee force - position them right and you can get a knight with 5 attack (6 with height or glyph). Eldgrim is usefull for getting glyphs early in the game (don't expect him to hold them too long) and then he can help Gilbert's move to keep him up with the knights (assuming you use Jandar's dispatch to help their move). Also being all valiant, the 4th Mass get an extra defense and you can use Gilbert's Jandar's dispatch to move them and still get the wait then fire bonus. I can't wait until the Knights Templar get here - will have to lose Finn and Edgrim to fit them in the 500 pt army (assuming they don't cost over 115pts) -- of course we could start playing 600 point armies. |
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The Knights were one of the biggest reasons I got into the game in the first place. They're a fantastic unit, even as a single squad, but like any common they shine in multiples. They are kind of slow, especially if you can take out Gilbert, which can be extremely limiting. Their most unique and probably greatest use is pinning down Charos. 4 Knights is tough to disengage from, and as long as you don't attack, the likelyhood of Charos taking down your Knights before you can get a ranged squad in to take him out is pretty slim.
One of my favorite units though. I can't wait for the Templars to give them another dimension. Hopefully we'll get a good ranged squad to finish up their army in Wave 8. |
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I really like the flexibility that the bonding offers. If you take 2X Knights and Finn and Thorgrim, that's 300 points and every activation you can move either champion you control. That makes them pretty versatile and powerful once you factor in the boosts they offer. Once the heroes are gone, you can use the spirits to boost your cleanup crew. Syvarris with +1 Attack and Defense is pretty tough, especially with elevation.
Last edited by LilMoochie : five minutes ago. Reason: You think it's mindless drivel now? You should have seen it before. LilMoochie's Maps, LilMoochie's trades |
#8
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Question that came up in a game yesterday -- if an engaged opponent has stealth flying or disengage, do they still get the coward's reward? Obviously the disengaging figure wouldn't get the first disengagement swipe, but on the second swipe?
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One way to look at is -- stealth flying/disenage doesn't say anything about avoiding "Coward's Reward" attacks - only "disengagement" attacks. Of course the other side is to say Coward's Reward is a just an enhanced disengagement attack, so they can avoid it. So, it boils down to -- is Coward's Reward an enhancement to Disengagement attacks, or is it a separate attack that only occurs when a figure disengages? |
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Even if it were a second leaving engagement attack (which its not, its a bonus), it would still be a leaving engagement attack and figures with disengage don't take attacks when leaving an engagement. |
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He commented it as something that breaks through Stealth Flying.
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