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  #1  
Old May 17th, 2007, 02:58 AM
dnutt99 dnutt99 is offline
 
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The Book of Deathwalker 8000

The Book of Deathwalker 8000
Orm's Return - "Heroes of Laur"



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: Deadly. That is how one would describe this sentient machine. It is not clear how intelligent it is, but one thing is certain: it is a deadly adversary. The Soulborgs are a strange mixture of metal and reason. Whether that reason is an artificial intelligence or an actual biological one, no one from Valhalla seems to know. The Deathwalker 8000 is just slightly less dangerous than his big brother, and a little more vulnerable. Any hit that gets through his shields will neutralize him. However, his ability to rapid fire, sometimes hitting multiple targets, makes him plenty dangerous enough. (Hasbro)
_________________________________________________________________


-Rulings and Clarifications-
- RAPID FIRE SPECIAL ATTACK : Special Ability Blocking Wounds
If a Microcorp Agent uses their Stealth Armor 15 to ignore the wound(s) inflicted by Deathwalker 8000's Rapid Fire Special Attack, can he keep attacking?
No, if the Microcorp Agent ignores the wound it is the same as blocking it with a shield. The wound was never received, so Deathwalker 8000's Special Attack would stop there. (Hasbro FAQ)

- RAPID FIRE SPECIAL ATTACK : Inflicting Wounds on Squad Members
If Deathwalker 8000 kills a squad member with his Rapid Fire Special Attack, can he continue to attack?
Yes. He inflicted a wound to destroy that squad member, so he may continue to attack. (Hasbro FAQ)
_________________________________________________________________
-Combinations and Synergies-



Synergy Benefits Received
- ORNAK : Red Flag of Fury
As a Unique Hero that follows Utgar, Deathwalker 8000 may benefit from Ornak’s RED FLAG OF FURY activation synergy.
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
Deathwalker 8000- If it weren’t for the rule of the Deathwalkers, 8K seems like a good option for hordes. C-

Deathwalker 8000
And One Defense Die? 
http://heroscapers.com/community/showthread.php?t=36
Targetting With Rapid Fire?
http://heroscapers.com/community/showthread.php?t=1499
Targetting With Rapid Fire?
http://heroscapers.com/community/showthread.php?t=7148
Overall Strategy
http://www.heroscapers.com/community/showthread.php?t=


Unit Strategy Review
Unit Strategy Review: Deathwalker 8000

Last edited by R˙chean; April 16th, 2015 at 10:22 PM. Reason: vc added
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  #2  
Old May 25th, 2007, 05:13 AM
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so who's the better of the DW's? 9k, 8k, or 7k? I haven't honestly played with them enough (or 7k at all) to weigh in on this one.
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Old May 25th, 2007, 12:00 PM
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He's great for taking out Drake and Raelin. With his 3 Attack Special (rapid fire) and their 3 def he can sometimes take them out in 1 or 2 turns.

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  #4  
Old May 25th, 2007, 03:22 PM
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Quote:
Originally Posted by IAmBatman
so who's the better of the DW's? 9k, 8k, or 7k? I haven't honestly played with them enough (or 7k at all) to weigh in on this one.
Defit 9K. He has an extra attack, defense die then 8K for 10 more points. He also enchances Blastatrons which can't be that bad.

While Deathwalker 8K isn't that great., he is a good counter draft to a viper/aubrien archer frenzy army. With all the low defense he'll wipe them out fairly quickly. Well at least until you blank out on his defense die.

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Old May 25th, 2007, 03:28 PM
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DW9k is the only one I've really given any play to.
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  #6  
Old May 25th, 2007, 04:43 PM
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DW8K is my favourite. I've seen Rapid Fire do some pretty nasty things that Explosion would never be able to compare to.

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  #7  
Old May 30th, 2007, 02:08 PM
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DW8K is a great counterdraft to a lot of units, the best I think is Arrow Gruts + Krug. This is seen as a strong competitive combo, with really low defense. The arrow gruts, even with a swoggy around, can get toasted by 8K. He can also deal a strong amount of damage to Krug in one turn from range.

He also works well against other swarm armies, especially the low defense Ullars, and low defense heroes. He can be strong against Braxas, Drake, Syvarris, Laglor and Raelin.

Better than 9K in my opinion... i have yet to play 7K, although he seems like the best character to hold a glyph (unless deadeye is around) and a strong Q9 finisher.

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  #8  
Old June 1st, 2007, 10:28 AM
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Deathwalker 8000 (my "namesake") is truly a hit-or-miss figure. I've seen games where he dominates the field, and I've seen games where he falls to a lowly 1-die arrow grut attack....

As others have mentioned, DW8K is a situational figure great for counterdrafting. DW8K is solid against most viper/elf armies, orc horde armies, and McDirk armies.

Throw in some rats for melee screening and Raelin for a shield boost, and you've got a force to reckon with... again, against the right opponent. (elf, viper, mcdirk, orc) But drafter beware... the curse of the deathwalker can strike at any time!... the solid blue field of death!

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  #9  
Old June 1st, 2007, 11:36 AM
dracothehalfdragon dracothehalfdragon is offline
 
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i can truthfully say that i have never lost a deathwalker to the blue screen of death, only to the tanned arm of jotun

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  #10  
Old June 1st, 2007, 01:23 PM
TweetyBird TweetyBird is offline
 
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I seem to have a lot more luck with DW 8000 than with DW 9000. But when playing a theme-focused game, it's fun to have them both, along with DW 7000 and the wee Zettians, too. Of course, as you know, this army is most likely doomed to failure.

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  #11  
Old June 1st, 2007, 04:26 PM
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You guys must have better attack dice then me. I'm usually rolling 1 skull with 3 dice.

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  #12  
Old June 3rd, 2007, 08:06 PM
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ron3090 Woo who?
I would say that 9k is better. Everyone I play against seems to forget about Explosion, and so keeps their units in a tight group. 8k, however, IS useful for taking out Krug (until Krug gets close. Then Krug smash.).

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