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Official Units Discussion of official HeroScape units |
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#1
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The Book of Deathstalkers
The Book of Deathstalkers Thora's Vengeance - Collection 5 - "Soulborgs" Valkrill's Gambit - Collection 10 - "Soulborgs" ![]() Character Bio: A shrill howl rings out through the night air. It sends a chill up the spine of a lone member of the 4th Massachusetts, who pulled guard duty for a small party of soldiers camped on the northern edge of Upper Bleakwoode. The soldier’s eyes dart back and forth, frantically straining to see the source of the sound. A second howl, now louder, reverberates off his ears, the noise somehow as sad as it is frightening. Suddenly, in the space between the surrounding trees, a dozen pairs of eerie red eyes light up. The soldier jumps up to alert his troops, but his warning cries are cut short. The Deathstalkers have claimed another victim. These cold, uncaring creatures once had a will of their own. Some say you can still hear it in their howl: a cry of resistance to the circuits that now force them to do naught but search and destroy. (Hasbro) _________________________________________________________________ -Rulings and Clarifications- - MAUL : Number of Attack Dice to Use_________________________________________________________________ -Combinations and Synergies- Synergy Benefits Received - N/ASynergy Benefits Offered - N/AC3V and SoV Custom Synergies
Spoiler Alert!
-Strategy, Tactics and Tips- - TBA_________________________________________________________________ -Heroscapers Community Contributions- Power Rankings Jexik: Deathstalkers- With questionably the silliest ability in the game, the Deathstalkers might be better if the Hounds weren’t already around. C+ OEAO: C+ Cleon: Tier 4 (149/208) dok (VC inclusive): Nice synergies with the Deathcommander, and shifts in the competitive metagame are working for these guys. But still pricey and tricky to use well. B Master Index Quote:
Unit Strategy Review Unit Strategy Revies: How to use Deathstalkers Last edited by superfrog; March 8th, 2019 at 11:24 PM. Reason: vc added |
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These figures are LARGE and SOULBORGS. Those two things make them immune to a plethora of special abilities, including throw, chomp, toxic skin, and marro plague.
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#3
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Re: The Book of Deathstalkers
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We need a math guy here. Is it better to attack an opponent on level ground (using 3 attack dice with higher chances of using the Maul) or gaining height advantage and attack with 4 dice? Aranas Things you might have missed in the rulebook: Figures can't pass through friendly engaged figures. Figures can't attack themselves. SITE D'HEROSCAPE FRANCOPHONE, C'EST PAR ICI |
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Re: The Book of Deathstalkers
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The chance of rolling all skulls on 4 dice is 6.25% (0.50^4) |
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You have to take the enemy Defense into consideration when considering the usefulness of Maul. With 3 defense or less, the average roll is 1 Shield or less. With 3 attack the average attack is less than 2 shields. By getting height, you bump the average to 2 shields, meaning you'll pierce 3 defenses on average without needing Maul. When the opponent has more than 3 Defense, the likelyhood of rolling 2 Shields increases pretty significantly, making the Maul chance a little more important.
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#6
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Against a single life common hero or squady you might be better off just taking the bonus and hoping to get 1 skull through. Like Eclipse said that will likely depend on how many defense dice they roll. |
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Re: The Book of Deathstalkers
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Aranas Things you might have missed in the rulebook: Figures can't pass through friendly engaged figures. Figures can't attack themselves. SITE D'HEROSCAPE FRANCOPHONE, C'EST PAR ICI |
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In addition to the number of defence dice, you also need to consider the amount of life the figure has left. If you are attacking a squad figure or a hero with only 1 or 2 lift points left, then you are usually better off taking more height (and glyphs). Even if you decrease the chance of a maul occurring, you increase the odds of inflicitng at least 1 wound.
Against heros with decent life points (3 or more) the ability to inflict 3 wounds with a single maul becomes much more important than simply going for the roll most likely to inflicting some damage. It's a trade off. By staying on even/lower terrain you're less likely to inflict damage with your attack, but when you do inflict damage, it will be much more painful. ...and of course while I spent time writing and re-writing, nether beat me to the punch. Do not meddle in the affairs of dragons; for you are crunchy and taste good with ketchup. Record in Beantown Beatdown Tournaments 15-1-1 |
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Re: The Book of Deathstalkers
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0 Wounds 48.6% 1 Wound 27.8% 2 Wounds 11.1% 3 Wounds 12.5% 4 Attack Dice against 3 Defense Dice: 0 Wounds 34.6% 1 Wound 29.6% 2 Wounds 22.2% 3 Wounds 7.4% 4 Wounds 6.3% So at 3 defense dice, it's always better to take the high ground. i'd imagine that at higher defense dice (possibly 4) it's worth it to stay on even ground. I'd repeat the calculations, but I have actual work I should be getting back to . Do not meddle in the affairs of dragons; for you are crunchy and taste good with ketchup. Record in Beantown Beatdown Tournaments 15-1-1 |
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Re: The Book of Deathstalkers
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The one obvious time that the lower dice count would be advantageous is against DW9000 with his 9 defense. At 9D neither an attack of 3 or 4 has much of a chance of penetrating(theory...we all know what really happens with WhiffWalker9000) but with the Maul ability you have double the chance to ignore defense with 3 dice than with 4 dice. Other times that the lower dice total may prove useful would be against Counterstrike(Samurai), Defensive Agility(Warriors of Ashra), and One Shield Defense(Crixus) ![]() |
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Re: The Book of Deathstalkers
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#12
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On the other hand, when going against counterstrike, that's a calculated risk, as rolling one fewer attack die lowers the average amount of skulls you roll and makes you more vulnerable to getting killed by counterstrike. So it's a high risk, high reward maneuver.
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