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Old April 21st, 2007, 01:04 AM
dnutt99 dnutt99 is offline
 
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The Book of Obsidian Guards

The Book of Obsidian Guards
Volcarren Wasteland - Lava Terrain Pack with Guards



If you cannot see the Army Card graphic, check Hasbro's Unit Page for stats and special powers, plus "character biography" and other non-game unit info.

Character Bio: Born from firepits of the Volcarren Wasteland, the Moltarn are most ferocious in the heat of the battle. As one of the few life forms
that can survive in Volcarren, these guards are valuable allies when crossing the Searing Pass or battling in the Wasteland. Their fearsome
appearance is more intimidating than their ability to hurl molten lava at the enemy. It goes without saying that the Moltarn are immune to the
effects that lava has on most creatures. They also do not have to slow down when crossing any lava fields. They do have one weakness,
however: while in water, they cannot easily defend themselves and are much more vulnerable to attack.
(Hasbro)


_________________________________________________________________
-Rulings and Clarifications-
  • - ATTACKING : Aura of Finn the Viking Champion
    Can Finn's Attack Aura affect the Obsidian Guards?
    Yes, but only if they are attacking an adjacent figure. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
  • - WARDEN 816 : Guard Leadership
    As guards, Obsidian Guards may benefit from Warden 816's GUARD LEADERSHIP movement bonus.

Synergy Benefits Offered
  • - N/A
C3V and SoV Custom Synergies
Spoiler Alert!

_________________________________________________________________
-Strategy, Tactics and Tips-
  • - TBA

_________________________________________________________________
-Heroscapers Community Contributions-

Power Ranking and Master Index
Quote:
Originally Posted by MKSentinel
Power Ranking
Obsidian Guards- Tell your friend to come over with his best army to play on the new map you built. After you reveal
your all molten lava map, the Obsidians will win for you. D-


Obsidian Guards
Uses? http://heroscapers.com/community/showthread.php?t=5870
Unit Strategy Review

Last edited by R˙chean; April 13th, 2015 at 11:35 PM. Reason: vc added
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  #2  
Old April 22nd, 2007, 02:17 AM
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Eclipse Eclipse is offline
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One of my favorite units to discuss, simply because I believe they are both fully worth their point cost and rarely worth drafting.

The Obsidian Guards generally have a pretty poor reputation. They're slow, expensive, and arguably the most terrain specific unit in the game. With 4 move and a whopping cost of 33 points per figure, they're definitely not a unit you can afford to charge in wrecklessly. Much like the Zettians before them, they really work best as, well, Guards. They're much more powerful if you can get the enemy to come to you. People often overlook their greatest power, which is simply being a tank. With 4 defense a single guard can hold out for quite a while, and on lava, holding out is really all they need to do to win. Not that they can't do some damage of their own with 4 attack either.

Their greatest downfall is often the lack of good lava maps out there. The harsh truth is that lava is simply unpopular, and people have VERY little experience designing maps with it. A few things to keep in mind when using lava:

- People won't use lava if they can avoid it. Offset lava with some benefits to make it popular. Making it the highground often works as does making it a glyph region. Whatever you do, don't put a nice bridge over the lava. It's faster and higher and quickly becomes the only worthwhile path.

- Lava regions need LOS blockers too. People often forget this because glaciers and trees don't fit with it well, but without some ruins its too easy to use range and simply ignore the terrain.

- Molten lava doesn't need to be on the low ground. Making it even or higher makes it just as impassible as before, but allows the Obsidians to utilize it more effectively. An attack of 5 is a pretty terrifiying after all.

Anyway, I'll probably have more on these guys later, but I'm too tired to really think about it. They're Guards and should always be used as such. Probably not the best choice for a pre-made tournament with "kill all" maps, but a great unit under other circumstances.
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Old May 1st, 2007, 04:06 PM
jcb231 jcb231 is offline
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Quote:
Originally Posted by Eclipse
One of my favorite units to discuss, simply because I believe they are both fully worth their point cost and rarely worth drafting.

The Obsidian Guards generally have a pretty poor reputation. They're slow, expensive, and arguably the most terrain specific unit in the game. With 4 move and a whopping cost of 33 points per figure, they're definitely not a unit you can afford to charge in wrecklessly. Much like the Zettians before them, they really work best as, well, Guards. They're much more powerful if you can get the enemy to come to you. People often overlook their greatest power, which is simply being a tank. With 4 defense a single guard can hold out for quite a while, and on lava, holding out is really all they need to do to win. Not that they can't do some damage of their own with 4 attack either.

Their greatest downfall is often the lack of good lava maps out there. The harsh truth is that lava is simply unpopular, and people have VERY little experience designing maps with it. A few things to keep in mind when using lava:

- People won't use lava if they can avoid it. Offset lava with some benefits to make it popular. Making it the highground often works as does making it a glyph region. Whatever you do, don't put a nice bridge over the lava. It's faster and higher and quickly becomes the only worthwhile path.

- Lava regions need LOS blockers too. People often forget this because glaciers and trees don't fit with it well, but without some ruins its too easy to use range and simply ignore the terrain.

- Molten lava doesn't need to be on the low ground. Making it even or higher makes it just as impassible as before, but allows the Obsidians to utilize it more effectively. An attack of 5 is a pretty terrifiying after all.

Anyway, I'll probably have more on these guys later, but I'm too tired to really think about it. They're Guards and should always be used as such. Probably not the best choice for a pre-made tournament with "kill all" maps, but a great unit under other circumstances.

Well put. I'm a big defender of the Obsidian Guards. I think folks are so focused on blind-map pre-made armies that they forget how great Obsidians can be in a draft situation in which you can see the map. People routinely label them as some of the worst units in the game, which I find absurd. They are masters of their craft. The fact that their craft is very narrow and specialized (holding a fixed position on a lava-centric map) is not to be held against them and does not make them any less proficient at it. Anybody who tries to use them on non-lava maps, and then complains about them, deserves a good smack in the noggin.
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Old May 9th, 2007, 07:02 PM
jcb231 jcb231 is offline
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Quote:
Originally Posted by MKSentinel
Power Ranking
Obsidian Guards- Tell your friend to come over with his best army to play on the new map you built. After you reveal your all molten lava map, the Obsidians will win for you. D-


Other Threads
Obsidian Guards
http://heroscapers.com/community/showthread.php?t=5870
The D- for these guys is misleading. They are only meant to be played on a lava map. Sure that makes them less generally useful than other figures, but you can't fault them for being specialists. They should NEVER be played on a map without a heavy amount of lava terrain, ever. I would give these guys a B+ perhaps, with a little asterix indicating they are only used on lava. If used on a non-lava map their grade should be beyond F....in fact the player's entire army should get an F, and he should be banned from Heroscape forever.
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Old May 9th, 2007, 07:24 PM
MKSentinel MKSentinel is offline
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I didn't assign the rankings. However, I believe they were issued base in part on versatility. A unit ONLY designed to be used on a lava-heavy map is not very useful overall, and not necessarily the best choice when playing on LAVA.

I think the rating is fairly accurate.

Adam

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Old May 9th, 2007, 07:52 PM
jcb231 jcb231 is offline
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Quote:
Originally Posted by MKSentinel
I didn't assign the rankings. However, I believe they were issued base in part on versatility. A unit ONLY designed to be used on a lava-heavy map is not very useful overall, and not necessarily the best choice when playing on LAVA.

I think the rating is fairly accurate.

Adam
Obsidians should not be considered in the context of "overall" usefullness. It's simply absurd. They are not designed that way. Specialist units seem to take a real bashing around this site....obsidians are great choices for a lava heavy map....they're great in the only situation they fight in. They are a non-entity on other maps, and should not be graded based on their ability to fight in a wide array of terrain.

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Old May 9th, 2007, 08:30 PM
MKSentinel MKSentinel is offline
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So should I provide a separate grade for Grimnak if he is facing an all-squad army? He'd be much better in that circumstance. What about Zombies against an army with no range?!

You HAVE to judge the figures in terms of overall usefullness. A figure that ONLY gets used in certain circumstances (and really isn't a must draft in those circumstances) isn't very effective.

I think you may be missing the point of the power rankings. They are SPECIFICALLY designed to meausure OVERALL effectiveness. You are asking a ranking system that was designed to measure OVERALL effectiveness to take into account specific scenarios.

Who's asking their doctor to do thier taxes???

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Old May 16th, 2007, 09:28 PM
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Quote:
Originally Posted by Eclipse
Their greatest downfall is often the lack of good lava maps out there. The harsh truth is that lava is simply unpopular, and people have VERY little experience designing maps with it. A few things to keep in mind when using lava:

- People won't use lava if they can avoid it. Offset lava with some benefits to make it popular. Making it the highground often works as does making it a glyph region. Whatever you do, don't put a nice bridge over the lava. It's faster and higher and quickly becomes the only worthwhile path.

- Lava regions need LOS blockers too. People often forget this because glaciers and trees don't fit with it well, but without some ruins its too easy to use range and simply ignore the terrain.

- Molten lava doesn't need to be on the low ground. Making it even or higher makes it just as impassible as before, but allows the Obsidians to utilize it more effectively. An attack of 5 is a pretty terrifiying after all.
Thanks for the advice, Eclipse! I love using the lava terrain and always try to find a way to work it into my maps. I mean, why would you not try and use the assets given us? Plus, I really like the Obsidian Guards

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Old May 16th, 2007, 10:01 PM
Dumb Dwarf Dumb Dwarf is offline
 
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If you believe in grading units based on certain situations, then all you are doing is exercising futility, because given the right situation any unit could ensure victory.

Gorillanators, (not sure what the actual ranking is) deserve an A+++++, because in that once in a lifetime situation where you are facing down 1200 points of rats, just one squad of the monkeys ensures victory. Unless you are stupid enough to let them rats get high ground, and then you deserve the constant ridicule you will recieve.

I won't go into more details, but I guarantee you that I could think of a situation where any unit at least deserves an A.

Except Dund.

I just hope Aquilla doesn't summon me any time soon.
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Old May 17th, 2007, 12:16 AM
jcb231 jcb231 is offline
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I think Obsidians and Dzu-Tehs are a special excpetion to the grading rule though. They are terrain-specific figures.....the cards don't outright ban you from playing them off their specific terrain, but they might as well, as the figures are all but useless. These figures are SO dependent upon terrain that playing them off of it and then grading the results of that catastrophe seems laughable to me. It would be like playing Empress Kiova without Imperium, or Parmenio without Sacred Band. Utter pointlessness.
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Old May 17th, 2007, 01:21 AM
ezekiel ezekiel is offline
 
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jcd231's got a point I like them terrain specific apes and use both terrains so they have there uses. and hey don't knock the 4 att and 4 def of the obsidians plus if they get to there lava they can through there 4 att an extra 2 spaces if not so what a 4/4 is a nice buy. :P :P :P

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Old May 17th, 2007, 01:51 AM
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A durned shame DW9K cannot enhance all guards and their range.
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