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Official Units Discussion of official HeroScape units |
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#13
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Re: The Book of the Fen Hydra
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#14
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Re: The Book of the Fen Hydra
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However, I agree that the Hydra's defense needs more help than it's offense. 6 defense sounds great on paper, but I whiffed more than I had hoped. Raelin definitely helps, but she makes the OMs difficult against range. I've found the Hydra to be really good against melee (duh). The reach ability means you can force your opponent (in my battle, the Greenroller) to come to you. All things considered, the Hydra is a fun figure that requires careful OM management, but could potentially win the game (with a little luck). |
#15
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Re: The Book of the Fen Hydra
Maybe Taelord isn't the best unit for The Hydra, but the Hydra is definitely the best unit for Taelord I've found.
Besides whose to say you can't also throw Raelin or Kelda into the combo. I just find that 4 attacks of 5 can so decimate opponents that they don't get their full attack. Even so when the Hydra is down one life he has 3 attacks of 5, still nothing to sneer at. I will say that the Taelord/Hydra combo is weaker against ranged, but if you fill out the rest of your army with that in mind it's not a huge deal. |
#16
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Re: The Book of the Fen Hydra
I just finished playing great game using:
Hydrax2 Ornak Brunak Ratsx3 Marcu 600 points Hydras worked great attacking over rats tying people up. Worked great killing WoA from one space away so they didnt get there defensive special. Lots of fun and a landslide victory for the Hydras! Dustin |
#17
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Re: The Book of the Fen Hydra
The Hydra is an absolute beast, and I think the single best candidate for any kind of boost. Move glyph or Eldgrim's spirit? Bump this lizard up a bit and get it to the fight quicker. Raelin or Thorgrim? Go from 6 to 7 on the defense and keep the Lawnmower alive even longer. Taelord or Finn? 4 attacks of 4 are good, 4 attacks of 5 are better.
An interesting question just struck me. Does the Hydra get a boost from an adjacent Finn if using Reach? The Hydra's card says it has a range of 1, but the special ability says you add one to the range, but the number in the range box is still 1. I'm thinking you wouldn't add the boost when using reach. It would make sense to be able to from a thematic sense because it's still a melee attack, but I don't think it works in a gameplay sense. Jugger It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect! |
#18
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Re: The Book of the Fen Hydra
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#19
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Re: The Book of the Fen Hydra
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#20
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Re: The Book of the Fen Hydra
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Jugger It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect! |
#21
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Re: The Book of the Fen Hydra
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#22
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Re: The Book of the Fen Hydra
It's worth repeating for anyone who could use a refresher:
Q: How do Uncommon Heroes work? A: See The Book of Feral Troll, Clarifications section |
#23
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Re: The Book of the Fen Hydra
Is anyone else having a lot of trouble taking Hydras down? I put together an army for my sister to use tonight, and it rocked my world. 2 Fen Hydras, 2x Phantom Knights, Raelin (SotM), and 2x Sahuagin Raiders. Raelin's aura is so large and the Hydras and Knights only need one more defense in most situations. The Hydras tend to just tear stuff up.
Jugger It's like football with swords or LARPing without the geeky stuff. In other words, it's awesomely perfect! |
#24
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Re: The Book of the Fen Hydra
Well, they do have six defense and four life. That makes them just one life shy of Ne-Gok-Sa, and therefore they have quite the staying power.
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