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Official Units Discussion of official HeroScape units |
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#25
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Re: Do they suck? Or could they be good?
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On topic, I nominate the Shaoin Monks. I love them thematically, but they never last long enough to be effective for me. Master Woo helps them a lot, but it's too difficult, and uses too many OMs to keep them together (bonding would be wonderful). They can be useful on a map with lots of high elevations (like several small mesas scattered throughout the map). With this kind of map, the monks can use the terrain for cover to sneak up then use stealth leap to move to the attack. |
#26
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Re: Do they suck? Or could they be good?
Sorry Wytefang, gotta go a little off topic here,
I gotta say that the venoc vipers and the deathstalkers are 2 of my favorites. Though I never get to use them much, they're very deadly. I remember I was testing a rush army against myself, I dont remember the exact army, but I know I 3 groups of venoc vipers and the venoc warlord. On the first turn I took a turn with the vipers, moved 9 spaces then rolled for frenzy. I rolled high enough moved in and damaged a few of the other army's heroes, then I rolled for frenzy 2 or 3 times after this, all successful. I had almost wiped out the whole army and it was only the first turn. As for the deathstalkers, I love to use them as a shield for my long range units. Since they take up 2 spaces each, and with 5 defense + Railen, creates a very nice shield. Then when someone gets in range, whether it be a ranged unit or not, utilizing their 6 move, they can easily tangle up a squad, and do serious damage to a hero if 3 skulls are rolled. Never underestimate the power of 3 attack dice. |
#27
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Re: Do they suck? Or could they be good?
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MegaSilver |
#28
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Re: Do they suck? Or could they be good?
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#29
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Re: Do they suck? Or could they be good?
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#30
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Re: Do they suck? Or could they be good?
1. Non-bonding Mimring. I hardly ever use him without his Arrow Grut buddies, and I probably should. On many maps, he still has the best chance of anyone to strike the opponent's starting zone. People feel like they're getting their money's worth when Kaemon or Q10 closes to within a mere four spaces for two attacks of 4. Even if Fireline only hits two figures, there's your two attacks of 4 right there, and potentially from a lot farther away. Bonus: Fireline breaks Concealment!
2. Gurei-Oni. You know who's really going to be afraid to shoot this guy? Omnicron/Repulsor hordes. Yeah, they'll sometimes get height and a glyph and vaporize him. But still, rolling that 1 die, even 1 Deadly Shot die, against him is close to a 50% chance of death. That's no way for a 33.3-point Omnicron to go out! 3. Ashigaru Harquebus. These little guys are great backup in games dominated by heroes. Take advantage of the low start zone cost of a Q9 or Captain America and fill up some spaces with 'em. |
#31
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Re: Do they suck? Or could they be good?
Some one earlier said they had no success with the Templar, I suggest for a 500 point army
Templar Cavalry-120 Sir Dupius-270 Major Q9-450 Any decent 50 point squad (maybe Romans) to use as Q9's guards Use Q9 to (cautiously) move out and start harassing your opponents figures (try and take out any ranged units you can) then when their melee figures move in pull Q9 back behind his 50 point squad guards, and then trample all over the incoming melee with the Cavalry and Dupius Using this stratagey I only lost one Knight in the entire game (2v2 500 point armies) |
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