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Heroscape Strategy Articles Heroscape Strategy Articles with discussions. Including Order Markers, Units, Game Play, etc. |
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#1
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Guerilla unit
Which unit is the best for guerilla warfare?
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#2
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Re: Guerilla unit
Silver Surfer, hands down. His ability to move, fire, and move again is probably the closest thing you'll find in heroscape to a guerilla unit.
If you're talking in terms of classic scape, the Krav Maga Agents and Agent Skahen would be your best bets. With thier range of seven and six move they should be able to make successfull hit and run attacks (assuming your map is big enough). If you're feeling lucky the Aubrian Archers could pull it off too. They have the range and their average movement score is shored up by thier Frenzy ability. Though they wouldn't hit as hard as the agents. Heroscape really isn't set up very well for guerilla style tactics. In guerilla warfare one tries to control when and where they hit the enemy, trying to capitalize on small, low-risk engagments. That doesn't translate well into heroscape where you're working with a small, predefined battlefield. I don't need no instructions to know how to rock.
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#3
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Re: Guerilla unit
I've heard Cyprien works well.
Contend, O Lord, against those who contend against me; Fight against those who fight against me. Psalm 35:1 |
#4
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Re: Guerilla unit
Guerilla tactics are hit and run but...
My vote for a future unit using guerilla tactics would be: G-Unit Three member squad (Sub)Human Common Squad Wrappers Relentless Medium 5 Life 1 Move 4 (Slow due to saggy pants and pimp walk) Range 3 (Silly side ways fire arm handling decreases accuracy) Attack 1 (Nine gat = .45 pistol set on stun) Defense 5 (40's 0f malt liquor help numb pain receptors) Special attack: Drive by/run by? Range 5 Attack 2 You may add all G-Unit's attacks up to an attack of six. Target an enemy figure and roll attack dice for that figure. If the enemy figure receives no wounds then place an automatic wound for every friendly figure within two clear sight spaces. Last edited by J4Jandar; May 14th, 2009 at 07:41 PM. |
#6
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Re: Guerilla unit
Quote:
THAT. IS. AWESOME!!! My only question is how much do they cost so that I can draft them in my next game. Edit: My other question is how the heck do I hide some of that giant block of quote? I thought that it was sblock, but obviously it wasn't... Edit edit: Nevermind. I figured it out. Last edited by Killometer; May 16th, 2009 at 01:24 AM. |
#7
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Re: Guerilla unit
If you want to get rid of it, when you quote, just backspace it from the post.
The braves seem like they could be guerilla to me. The problem with this tactic though is that it takes suprises to get it to work, and sense the map is completly viewable 360 degrees around, ambushes aren't possible. Tourney Record:17-10 (08/02/11) |
#8
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Re: Guerilla unit
[quote=Killometer;821586]
Open points for play testing purposes but start at say 80...
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#9
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Re: Guerilla unit
I use Me-Burq-Sa. His threat range of 14 is as good as Syvarris and can move farther with a nice special attack. The only disadvantage is that he doesn't have many attacks every turn.
I love birdies and butterflies and rainbows and unicorns and glitter. |
#10
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Re: Guerilla unit
Quote:
You stole my line! Your curiosity will be the death of you....
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#11
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Re: Guerilla unit
Try the drudge! They may not be good for tourney's as you do not control the map. When you play at home, you can build all your swampy maps to at least have some swarm water tunnel opertunities. Call it cheap to build maps around units, but I hate to see anyone left out... Plus I don't use them even when the map calls for them :P
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#12
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Re: Guerilla unit
I know how to do that. I want to hide it in a Spoiler Block so that people can enjoy J4Jandar's awesomeness without having to scroll back up the page, but I don't want my post to take up the whole screen.
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