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Official Units Discussion of official HeroScape units |
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#13
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The Hive seems like something that would be better in 600+ pt battles, more like 800 plus is where is will start to shine. WHen you can have the hive, 2 hive lords and way to many troops of all types of marro.
Just makes creating 1,000 pt armies to much fun Hive 160 SBN 160 TKN 220 stingers x5 300 Grubbers x5 150 Isamu 10 OK, so you really want a 1,300 + army for the hive, think of this with some hounds, NE-gok-sa & Kee-Mo-sho = 2 enchanced mind shackle people, With this line of thought for 1,500 pt games I am guessing nothing will take on a marro based army, way to much working together, Get ornack , brunack & the griffon to carry, and it starts to get really really scary. Heroscape - The Game I Have Waited My Whole Life For! GenCon - a must for any true Scaper! |
#14
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The Hive's value goes up with each turn it takes. So you need a longer game for the hive to have value, imo. I think higher point armies will extend the game, but they don't guarantee that your hive will be around long enough for it to matter.
Let's just say you have an all common marro army plus the hive and you are able to be effective with them within the 12 LOS spaces so you can load all your turn markers on the hive. On average you rebirth 40% of the time. That's 6 rebirths every 5 rounds if every turn marker is on the hive. I think the stingers are the most expensive common marro squad to date at 60 points. So, after 5 rounds with the stingers and hive, on average, you're only going to rebirth 120 pts or 75% of the value of your hive. It will take 7 rounds (8 stingers) on average to rebirth the full value of the hive. I think the hive mind ability isn't all that special unless you take a mix of common marro units. I mean, if you took all stingers, it's the exact same thing as if you put your order markers on their card, except you can only move the ones within 12 clear sight spaces of your start zone. In my opnion, the hive just sits back in your start zone and acts like a target. It's probably not going to take out any of your opponent's figures, so it has to rebirth figures to earn its point value. That's probably more than my $0.02 worth. |
#15
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Additionally you can include the Marro Warriors in your army and have even more respawning per round making for an army that just won't stay dead. |
#16
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#17
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I've only played the hive a couple of times but it seems to me that it works best in a large point value army. However, when my group plays large value armies the maps need to be large (see below - I think there were 3200pts total in this game). Then you run into the difficulties of keeping within the 12 los to take full advantage of the hive. You almost have to hang around the hive and let your opponent come to you. I'd much rather be on the offensive. Maybe this map was just too big for the hive.
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#18
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I hate it when I'm stupid. Still, the ability to choose every order marker's use on its turn is still huge to me. Just set up a sit back army that pulls the attacking army in. |
#19
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I would think that the hive would work best on a small map which would help keep the 12 space thing going. Or on a less conventional map whereas the starting zones aren't at the opposite ends of the board. You can be creative and have a map where starting zones may have one army at the end of the map and the other in the middle. With this, you could have a scenario with the one army at the end of the map having to get past the one in the middle to either exit the board or retrieve an artifact. The middle army could easily draft the hive if they chose to and it would work very well. You could also have a scenario with one army having to hang onto an artifact while the other army needs to take it back to home base. The hive could be placed adjacent to the artifact if the drafting general choose to go that route. One could also draft the hive with Saylind. That would be one way to get the hive moved (possible with good summoning rolls.) Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#20
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#21
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http://www.heroscapers.com/community...ead.php?t=8121 Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#22
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What? wasn't this stamped out weeks ago? You can't move the hive. PERIOD!
SOTM Master Game Guide Page 13 http://www.heroscapers.com/oldgaller...cs/page_13.jpg Marro Hive Rules: The marro Hive may not be moved from its starting location by any special power on any Army Card or Glyph. We even had discussion with Craig and team at Gencon. The Hive doesn't move. Eldgrim doesn't work on him either; nothing moves that Hive. |
#23
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Well anyway, you can still be creative in map configurations and scenarios to make the hive more useful. Perhaps not so much with tournament maps, but casual maps can allow for more creativity. Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#24
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HI! i am new to the site but not the game. the marro hive is ALWAYS in my battle's, i use only marro(no duh ) and it is fast becoming my fav unit.
want to read a good fanfic? read "after the swarm" and if you really liked that please read my sequal, after the swarm, fight for survival! both of these fanfics have action, dispair, adventure, and marro! it will be worth the read trust me on this one |
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