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2024 C3V Playtest Tournament (Congrats Youngoween)

kevindola

13 Time OHS Champion
Optional Figure Modifications

If you and your opponent BOTH agree to play with these change, please do so to maximize information output. Completely at both player's discretion.

Spoiler Alert!


The Finals are on Contrast.

(Zawit x2, Treasure x4)

NOTE: For this round, Zawit's power's will ALWAYS take place before Lava Field
NOTE 2: For reference, Nidhogg does NOT fit on spaces with the treasure glyphs by the battlements.


The Youngoween (5-0) v. I Hate Atlaga (5-1) pool of armies is:
* Wizards 101: Ulginesh, Johrdawn, Chardris, San Tiim, Arkmer, Kyntela Gwyn, Marcu Esenwein​
* The Whole Hogg: Zombies of Morindan x4, Nidhogg, Swaysil​
* Hoggtied: Phantom Knights x4, Nidhogg, Isamu​
* Sir Snipes-a-lot: Knights of Weston x2, Omnicron Snipers x2, Sir Gilbert, Betacron, Marcu Esenwein​
I Hate Atlaga chooses which army to play first or may defer. After armies are picked, Youngoween chooses who places first.

The Semifinals are on Contrast. (Zawit x2, Treasure x4)

NOTE: For this round, Zawit's power's will ALWAYS take place before Lava Field
NOTE 2: For reference, Nidhogg does NOT fit on spaces with the treasure glyphs by the battlements.


The Youngoween (4-0) v. superfrog (4-1) pool of armies is:
* Wizards 101: Ulginesh, Johrdawn, Chardris, San Tiim, Arkmer, Kyntela Gwyn, Marcu Esenwein​
* The Whole Hogg: Zombies of Morindan x4, Nidhogg, Swaysil​
* : Greenscales x3, Maekor, Leslie Cane, Roeden Saren, Raelin (RotV)​
* : Microcorp Troopers x3, deathreavers x2, Laglor, Zi'Rof, Marcu Esenwein​
Youngoween chooses which army to play first or may defer. After armies are picked, superfrog chooses who places first.

The ryguy266 (3-1) v. I Hate Atlaga (4-1) pool of armies is:
* Went to the Store for Cheese, Came Back with Butter: San Tiim, Etiana, Raelin (RotV), Janos, Laglor, Deathreavers x1​
* The Next Mika Connour: Jeanne D'Arc, Prince al'Kahora, The Alder Knights, Defenders of Orleans, Sir Dupuis, Krav Maga Agents, Isamu​
* Hoggtied: Phantom Knights x4, Nidhogg, Isamu​
* Sir Snipes-a-lot: Knights of Weston x2, Omnicron Snipers x2, Sir Gilbert, Betacron, Marcu Esenwein​
ryguy266 chooses which army to play first or may defer. After armies are picked, I Hate Atlaga chooses who places first.

The Quarterfinals are on Shroud of Torin. (Wannok, Dagmar, Treasure x3)

The Srd717 (3-1) v. superfrog (3-1) pool of armies is:
* : Honor Guard x4, Etiana, Quaz, Wastewalker Gage, Bol, Otanashi​
* : Armoc Vipers x5, Azurite Warlord, Leslie 'Coyote' Cane​
* : Greenscales x3, Maekor, Leslie Cane, Roeden Saren, Raelin (RotV)​
* : Microcorp Troopers x3, deathreavers x2, Laglor, Zi'Rof, Marcu Esenwein​
superfrog chooses which army to play first or may defer. After armies are picked, Srd717 chooses who places first.

The I Hate Atlaga (3-1) v. Xiegfried (3-1) pool of armies is:
* Hoggtied: Phantom Knights x4, Nidhogg, Isamu​
* Sir Snipes-a-lot: Knights of Weston x2, Omnicron Snipers x2, Sir Gilbert, Betacron, Marcu Esenwein​
* The Prime Mariedian: M-43 Resistance Fighters x4, B-11 Resistance Corps, Roeden Saren, Soontir Van, Isamu​
* Redcoats & Revolutionaries: 10th Regiment x3, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights​
I Hate Atlaga chooses which army to play first or may defer. After armies are picked, Xiegfried chooses who places first.


Round 4 is on Cucumber. (Valda, Dagmar, Treasure x3)
Spoiler Alert!


Round 3 is on Dredgewood Forest
Spoiler Alert!


Round 2 is on Tigress. (Unique, Lodin)

Spoiler Alert!


Round 1 is on Grove. (Lorja Ivor, Lodin)

Spoiler Alert!


Tournament Details

Spoiler Alert!


The map pool for this event is:
Spoiler Alert!


Treasure Glyphs:
Spoiler Alert!


History of the Playtesting Tournament

Spoiler Alert!


Participants

  1. kevindola
  2. Sir Heroscape
  3. superfrog
  4. SkyWhale
  5. Drakeepooh
  6. Chris Perkins
  7. Xiegfried
  8. ryguy266
  9. Srd717
  10. ThrasherDarkrai
  11. I Hate Atlaga
  12. Youngoween
  13. O.G-Blaha
  14. Maklar the Silver Prince
  15. KnightOfLight
  16. Dysole
  17. zackando
  18. Shurrig
  19. Vydar_XLIII
  20. BiggaBullfrog
  21. Maytrix
  22. Cor7770
 
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I'll have to build some armies, but this looks like fun! Definitely will be joining up when I have the time to make armies.
 
I will be in. Great to see some movement here. We need to get some more stuff released!! I have a huge pile of purchased figures without a General to fight for!
 
Is the deadline Saturday, July 6 or Sunday, July 7?
 
Deadline is this weekend so if you're interested in participating just a reminder to get your armies submitted. Thanks!
 
We did get an odd number so if anyone wants to join late please send me a message and we can get you added.

Round 1 is on Grove. (Lorja Ivor, Lodin)

The Drakeepooh v. Shurrig pool of armies is:
* Betacron's Boys: Omnicron Snipers x3, deathreavers x3, Betacron, Arkmer
* Just enough to fit Johnny: Kinghts of Weston x5, Sir Gilbert, Johnny Shotgun Sullivan
* Hog and Banshees (Not Halo 3): Nidhogg, Banshees of Durgeth Swamp x4, Isamu
* Knights and Fights: Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tandros Kreel, Marcu Esenwein
Drakeepooh chooses which army to play first or may defer. After armies are picked, Shurrig chooses who places first.

The Vydar_XLIII v. Youngoween pool of armies is:
* : deathreavers x3, Raelin (Rotv), Agent Skahen, Agent T87, Agent Harris, Otonashi
* : Honor Guard x3, Janos, Etiana, Quaz, Byrikon the Hiveless
* Wizards 101: Ulginesh, Johrdawn, San Tiim, Chardris, Arkmer, Kyntela Gwyn, Marcu Esenwein
* The Whole Hogg: Zombies of Morindan x4, Nidhogg, Swaysil
Youngoween chooses which army to play first or may defer. After armies are picked, Vydar_XLIII chooses who places first.

The Chris Perkins v. ryguy266 pool of armies is:
* Robin Hood Goes on a French Vacation (With Time-Travel, Naturally): Nottingham Brigand x3, Jeanne D'Arc, Defenders of Orleans, Alder Knights, B-11 Resistance Corp, Nakita Agents
* Wait...Raelin's not a Cron?: Omnicron Repulsors x5, Omegacron, Betacron, Raelin the Kyrie Warrior [RotV]
* Went to the Store for Cheese, Came Back with Butter: San Tiim, Etiana, Raelin (RotV), Janos, Laglor, Deathreavers x1
* The Next Mika Connour: Jeanne D'Arc, Prince al'Kahora, The Alder Knights, Defenders of Orleans, Sir Dupuis, Krav Maga Agents, Isamu
Chris Perkins chooses which army to play first or may defer. After armies are picked, ryguy266 chooses who places first.

The KnightOfLight v. BiggaBullfrog pool of armies is:
* Beta (It's pronounced Alpha) and Omega : Onicron Repulsors x5, Omegacron, Raelin (RotV), Betacron, Isamu
* Help! I'm in the wrong army! : Nidhogg, Honor Guard x4, Marcu Esenwein, Bol
* Army 3: Nottingham Brigand x5, Beakface Rogue x2, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights
* Army III: Roman Legionnaires x3, Mogrimm Forgehammer, Azurite Warlord, Roeden Saren, Bol
KnightOfLight chooses which army to play first or may defer. After armies are picked, BiggaBullfrog chooses who places first.

The ThrasherDarkrai v. Maytrix pool of armies is:
* Skeletons and Not-Skeletons: Nidhogg, Marro Stingers x4, Marro Warriors
* Etiana and the Tyrran Crew: Honor Guard x4, Etiana, Bambina, Theracus
* : Omnicrop Repulsors x4, Omegacron, Raelin (RotV), Betacron, Beorn Boltcutter
* : Greenscale Warriors x2, Janos, Bambina, Etiana, Zi'Rof
Maytrix chooses which army to play first or may defer. After armies are picked, ThrasherDarkrai chooses who places first.

The superfrog v. Xiegfried pool of armies is:
* : Greenscales x3, Maekor, Leslie Cane, Roeden Saren, Raelin (RotV)
* : Microcorp Troopers x3, deathreavers x2, Laglor, Zi'Rof, Marcu Esenwein
* The Prime Mariedian: M-43 Resistance Fighters x4, B-11 Resistance Corps, Roeden Saren, Soontir Van, Isamu
* Redcoats & Revolutionaries: 10th Regiment x3, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights
superfrog chooses which army to play first or may defer. After armies are picked, Xiegfried chooses who places first.

The Dysole v. Srd717 pool of armies is:
* Knight at the Museum: Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tarn Viking Warriors, Morgan's Riflemen, Eldgrim
* Outlaw Stars: Coyote Cane, Josie Whistlestop, Cal the Smuggler, Raelin (RotV), Gunslinger x10, Isamu
* : Honor Guard x4, Etiana, Quaz, Wastewalker Gage, Bol, Otanashi
* : Armoc Vipers x5, Azurite Warlord, Leslie 'Coyote' Cane
Srd717 chooses which army to play first or may defer. After armies are picked, Dysole chooses who places first.

The Maklar the Silver Prince v. SkyWhale pool of armies is:
* : Zombies of Morindan x4, Nidhogg, Swaysil
* : Knights of Weston x3, B-11 Resistance Corps, Finn the Viking Champion, Isamu, Sir Gilbert
* D&D: Honor among Mercs: Honor Guard x4, Etiana, Wastewalker Gage, Zi'Rof, Isamu
* Jack Rygarn: Shadow Recruit: Agent Skahen, Agent T87, Agent Harris, Laglor, Rygarn, Otonashi
Maklar the Silver Prince chooses which army to play first or may defer. After armies are picked, SkyWhale chooses who places first.

The zackando v. Sir Heroscape pool of armies is:
* Home on the Range: Honor Guard x4, Laglor, Etiana, Byrikon
* I Just Blue Myself (Tobias Funke): Omnicron Repulsors x3, Omnicro Snipers x1, Omegacron, Zetacron, Betacron
* Shoot to Kill: Tombstone Gunslinger x7, Cal the Smuggler, Garrett Burns, Josie Whistlestop, Leslie Cane, Raelin (RotV)
* Freedom Fighters: M-43 Reistance Fighters x4, Roedon Saren, Rendar Fy, Soontir Van, Kira Jax
Sir Heroscape chooses which army to play first or may defer. After armies are picked, zackando chooses who places first.

The I Hate Atlaga v. O.G-Blaha pool of armies is:
* Hoggtied: Phantom Knights x4, Nidhogg, Isamu
* Sir Snipes-a-lot: Knights of Weston x2, Omnicron Snipers x2, Sir Gilbert, Betacron, Marcu Esenwein
* Agents of R.O.U.S: deathreavers x2, Raelin (RotV), Agent Carr, Agent T87, Krav Maga Agents, Defenders of Orleans
* Roguishly Handsome Shoulder Pads: Nottingham Brigand x5, Major Q9, Quaz, Kha, Beakface Rogue x1
I Hate Atlaga chooses which army to play first or may defer. After armies are picked, O.G-Blaha chooses who places first.

The Cor7770 v. kevindola pool of armies is:
* : M-43 Resistance fighters x5, Rendar Fy, Roeden Saren, Marcu
* : Agent Skahen, Krav, Rygarn, Agent T87, Laglor
* : Rome Legionnaires x2, Janos, Ne-Gok-Sa, San Tiim, C'Rik, Quaz
* : Warforged x3, Agent Harris, Jeanne D'Arc, Martial La Hire, Alder Knights
Cor7770 chooses which army to play first or may defer. After armies are picked, kevindola chooses who places first.
 
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Point Total (520)

Map: Grove

Glyphs: Lorja Ivor, Lodin

Matrix - Army:

Beorn Boltcutter

Omegacron

Omnicron Repulsors x4

Raelin the Kyrie Warrior (RotV)

Betacron

520 Points, 16 Figures, 17 Hexes

ThrasherDarkrai - Army:

Nidhogg

Marro Stingers x4

Marro Warriors

520 Points, 17 Figures, 18 Hexes

Which units survived?

3 Marro Warriors, 2 Marro Stingers (Maytrix conceded with Raelin and Beorn still alive)

General Battle Report/Flow of game (be as detailed or general as you like)

Maytrix had first pick, and picked his Omnicrons. I responded by picking my Stingers (still to this day some of my favorite units; I feel quite comfortable piloting them). Going into the game, I thought that Lorja Ivor would prove critical for me, especially if Maytrix was aiming to camp in the start zone.

The first three rounds or so went very well for me. Maytrix attempted to send a Repulsor forward (presumably to take Lorja Ivor), but my Stingers made short work of it. A few other Repulsors either started the game outside of Raelin’s range, or moved out to try to pick off a few Stingers before I could hit his starting zone, but none of Maytrix’s attacks went through and my Stingers cut through his first few Repulsors quite effectively. Betacron died very early in Round 3, having been unable to hit a single Stinger with Sentry Mode.

In response, Maytrix consolidated his forces further into the starting zone, around Raelin. He also switched from attacking with Repulsors (who anyway weren’t doing much damage) to Omegacron himself, who had received an Upgrade from Beorn to start the game. I attempted to remove the Upgrade a few times, but didn’t succeed, and Omegacron successfully wiped out my initial 5 or so Stingers that were assaulting his starting zone (but not, crucially, the one on Lorja Ivor). Maytrix, in turn, had lost 5 Repulsors and Betacron. On Round 4, I pivoted, putting OM 3 on Nidhogg and advancing him slightly.

Unfortunately, Nidhogg’s assault was slightly disappointing. I didn’t want to send Nidhogg into the middle only to get tied up by Maytrix’s 2 remaining squads of Repulsors (I figured Maytrix could probably position his Repulsors such that I couldn’t attack multiple Repulsors with a single Breath), and Nidhogg’s sculpt made it difficult to navigate around the Hive anyway. Instead, I snaked him around the top. This made it really difficult to attack Omegacron, so instead I ended up killing Repulsors, mostly with Nidhogg’s Breath of Decay 15 (though a few died to Normal Attacks). Nidhogg died on Maytrix’s OM 2 in Round 6 having killed 6 Repulsors, and I used my OM 3 to advance my remaining 7 or so Stingers, attacking Omegacron with my only Stinger in range, dealing a wound and knocking off his upgrade.

The remainder of the game was spent trying to take care of Omegacron. Maytrix used his OM 1 on Round 7 to give Omegacron another upgrade, only for the Stingers to deal another wound and knock it off again. Unfortunately, my subpar development came back to bite me; I don’t think I ever got more than 2 attacks on Omegacron all game. Eventually, Omegacron managed to pick off all but 2 of my Stingers (the Lorja Ivor Stinger, and another Stinger on the single-hex 2 height Rock tile right outside Maytrix’s starting zone), but took another wound in the process. Two Marro Warriors then came up, and while Omegacron defeated one, the other managed to finish off Omegacron right at the beginning of Round 9, wiping out Maytrix’s entire Round. Realizing he likely wasn’t going to be able to successfully defeat the Marro Warriors with Beorn and Raelin, Maytrix conceded.

How useful were playtesting units' powers and how often did they come into play?

Unfortunately, Lorja Ivor existing prevented Betacron from accomplishing much of anything. With +1 range, my Stingers could stand just outside of Sentry Mode range and plink away at Betacron, downing him in three attacks. Consequently, Betacron received no opportunity to use Sentry Mode, or even attack; Omegacron himself largely nullified the need for Omnicron Patrol. Betacron did restrict where I could attack down on Maytrix from until he died in Round 3, but that was basically it.

For his part, Nidhogg didn’t do that much better. He rolled 16 times for Breath of Decay 15 and succeeded 4 times (exactly 25%), rolling slightly below average. On the plus side, Breath of Decay did circumvent Raelin (which was part of why I brought Nidhogg in), downing 4 Repulsors, and Soul Siphon served its function well; Nidhogg ended Maytrix’s Round 6, OM 1 with 7 wounds, so he definitely would have perished earlier if he hadn’t triggered Soul Siphon twice by that point. In fact, he could have survived for another turn if he had successfully killed Maytrix’s last Repulsor with his final normal attack, since Maytrix only managed to inflict exactly the 2 wounds necessary to finish Nidhogg off. Beyond all this, Nidhogg was quite fun to pilot; Breath of Decay is an imposing, effective power, and Soul Siphon does a lot to help Nidhogg’s survability.

Nevertheless, Nidhogg ended the game having killed only 80 points’ worth of units, a disappointing showing for a 230 point figure. The nature of Maytrix’s army meant that it was difficult to really take advantage of all of Nidhogg’s capabilities; Breath of Decay is fairly short-ranged – not great when you’re trying to take down a ranged Raelin pod camping the start zone – and the need to be in melee range to get his normal attack off meant required exposing Nidhogg to Targeting Beacon (and thus 5 dice attacks from Omegacron). Killing essentially all the remaining Repulsors was important, but I feel like there was probably another way to play Nidhogg in this matchup that would have kept him alive for longer.

Any additional comments (theme, balance, fun factor with and against)?

Not much useful data from this game, unfortunately. Nidhogg had a difficult time breaking through to Omegacron, and Betacron never got the chance to do much. I did think that Nidhogg was fun to pilot, and Breath of Decay feels awesome, if nothing else.
 
Point Total: 510

Map: Grove

Glyphs: Lorja Ivor, Lodin

Maklar the Silver Prince - Army:

Knights of Weston x3, B-11 Resistance Corps, Finn the Viking Champion, Isamu, Sir Gilbert

SkyWhale - Army:

Honor Guard x4, Etiana, Wastewalker Gage, Zi'Rof, Isamu

Which units survived?

3 B-11 Resistance Corps, Finn (2 life), and Isamu

General Battle Report/Flow of game (be as detailed or general as you like)

As intended, I build a wall of HG just outside my startzone, wary of placing them too close to the road so that they don't get attacked too soon. Maklar lead with his KoWs, but Gilbert refused to move them any faster, and so his slow roll became a really slow roll. This resulted in my OM3 of round 1 being essentially useless, getting Etiana onto height instead of shooting a knight from 9 spaces away, as I'd hoped she would. Repositioning was really helpful for shifting around my screen.

The next 2-3 rounds involved Maklar throwing his knights at my HG wall and hoping to get me to kill Finn (which I refused to do). With the knights in range, Etiana was able to shift between auto-skull attacks and repositioning as necessary, giving Gage a turn with each of her 7 activations. Gage was a powerhouse in this game, killing 2 knights an attack for his first three activations, slowing his roll for a turn, and then killing 2 more knights, a single knight, and hitting Gilbert for a single wound - totally 9 KoW kills and a wound on Gilbert in 7 turns! His grapple rifle let him hop over the screen and then to height when it became available, and from that height, his chainsaw ripped through the knight's armor.

Unfortunately, all things must come to an end. Once the knights were finished, Maklar still had a pesky Finn alive (in a really annoying place!) and Gilbert in a slightly less annoying place, but still at half health. I had a slightly wounded Etiana (Finn got an attack in), an almost dead Gage, less than 2 squads of HG, and an untouched Zi'Rof. At that point, Maklar switched to the B-11 who were able to able to be a menace to my remaining units. I had to risk some LEAs with Finn in order to have a chance at some attacks and was only able to take out a single B-11. Zi'Rof took his one an only turn of the game on and OM3 to throw Gilbert into the swamp (obliterating him with a 4/4 attack from height) and free up an Honor Guard, but on Maklar's following OM3 Zi'Rof fell to two attacks from B-11s.

The next round started with a crucial initiative roll. I had an HG on height and a second HG would could run up to even ground with the two B-11s that killed Zi'Rof. Unfortunately, Maklar won the roll, and the B-11s were able to finish off both of those HGs, leaving him simple cleanup at the end of the game.

How useful were playtesting units' powers and how often did they come into play?



Etiana was the commander of the whole army. She stuck around and used her auto-skull whenever I could, but gave it up whenever she needed to get away from the incoming threat. I boosted her range once, but before then it is part of why Maklar moved his knights so slowly. Each of her 7 turns activated Gage, because his special attack on 2 knights always seemed better than any of the other options.

Zi'Rof used his tactical switch to great effect for moving Gilbert away from my Honor Guard and throwing him into low ground, but that was all he did that game. He may have been more likely to show up if Gage didn't have such tenacity.

Any additional comments (theme, balance, fun factor with and against)?

This game was a blast! I think I could have played a few things better, but HG are such fun as a screen, and even though they never actually interacted with Etiana's power I really like the thought of them working with the mercs. They can form a cool wall that shifts at the end of every round to fill in any gaps - and is still decently scary when it needs to be offensive!
 
Point Total: 510

Map: Grove

Glyphs: Lorja Ivor, Lodin

Maklar the Silver Prince - Army:

Knights of Weston x3, B-11 Resistance Corps, Finn the Viking Champion, Isamu, Sir Gilbert

SkyWhale - Army:

Honor Guard x4, Etiana, Wastewalker Gage, Zi'Rof, Isamu

Which units survived?

3 B-11 Resistance Corps, Finn (2 life), and Isamu

General Battle Report/Flow of game (be as detailed or general as you like)

As intended, I build a wall of HG just outside my startzone, wary of placing them too close to the road so that they don't get attacked too soon. Maklar lead with his KoWs, but Gilbert refused to move them any faster, and so his slow roll became a really slow roll. This resulted in my OM3 of round 1 being essentially useless, getting Etiana onto height instead of shooting a knight from 9 spaces away, as I'd hoped she would. Repositioning was really helpful for shifting around my screen.

The next 2-3 rounds involved Maklar throwing his knights at my HG wall and hoping to get me to kill Finn (which I refused to do). With the knights in range, Etiana was able to shift between auto-skull attacks and repositioning as necessary, giving Gage a turn with each of her 7 activations. Gage was a powerhouse in this game, killing 2 knights an attack for his first three activations, slowing his roll for a turn, and then killing 2 more knights, a single knight, and hitting Gilbert for a single wound - totally 9 KoW kills and a wound on Gilbert in 7 turns! His grapple rifle let him hop over the screen and then to height when it became available, and from that height, his chainsaw ripped through the knight's armor.

Unfortunately, all things must come to an end. Once the knights were finished, Maklar still had a pesky Finn alive (in a really annoying place!) and Gilbert in a slightly less annoying place, but still at half health. I had a slightly wounded Etiana (Finn got an attack in), an almost dead Gage, less than 2 squads of HG, and an untouched Zi'Rof. At that point, Maklar switched to the B-11 who were able to able to be a menace to my remaining units. I had to risk some LEAs with Finn in order to have a chance at some attacks and was only able to take out a single B-11. Zi'Rof took his one an only turn of the game on and OM3 to throw Gilbert into the swamp (obliterating him with a 4/4 attack from height) and free up an Honor Guard, but on Maklar's following OM3 Zi'Rof fell to two attacks from B-11s.

The next round started with a crucial initiative roll. I had an HG on height and a second HG would could run up to even ground with the two B-11s that killed Zi'Rof. Unfortunately, Maklar won the roll, and the B-11s were able to finish off both of those HGs, leaving him simple cleanup at the end of the game.

How useful were playtesting units' powers and how often did they come into play?



Etiana was the commander of the whole army. She stuck around and used her auto-skull whenever I could, but gave it up whenever she needed to get away from the incoming threat. I boosted her range once, but before then it is part of why Maklar moved his knights so slowly. Each of her 7 turns activated Gage, because his special attack on 2 knights always seemed better than any of the other options.

Zi'Rof used his tactical switch to great effect for moving Gilbert away from my Honor Guard and throwing him into low ground, but that was all he did that game. He may have been more likely to show up if Gage didn't have such tenacity.

Any additional comments (theme, balance, fun factor with and against)?

This game was a blast! I think I could have played a few things better, but HG are such fun as a screen, and even though they never actually interacted with Etiana's power I really like the thought of them working with the mercs. They can form a cool wall that shifts at the end of every round to fill in any gaps - and is still decently scary when it needs to be offensive!

Adding my thoughts on the game -

Etiana: Very very cool. She definitely made this game, I didn't have a response for a 9-range plinker, so ended up trying to force my way through from the low ground, which was like trying to go through tree with an automobile. Her ability to pretty much always get a turn with another merc was really powerful here - almost feel like it should have Skahen's qualification for Cover Fire of inflicting a wound, which is something Etiana didn't have much difficulty with her auto-skull. I think my valuation of her is probably heavily influenced by how this match-up played out and Gage being on fire. Her having to disengage and give-up the auto-skull didn't seem like it slowed her down, but she did fall really quickly when I brought out the B11s. Based on this singular game: points increase or some amount of scaling back Tactical Support are things I have in the back of my head, but obviously have little real weight.

Zi'Rof: I completely freaked when he tactical switched from range. That was some BS. Just looking at him from a theoryscape perspective, I think he has the most offensive potential of any unit in his point range. He's got range, he's got a (fairly easily obtainable) conditional autoskull, and he has an ability that allows him to easily get height, is difficult to play around, and repositions figures at a range of 4. Plus he has some bonding and synergy with some fairly useful looking set of heroes. He's slightly squishier than all of his contemporaries, though he has 5 life to slightly offset that. I say all this and I killed him in one turn, but he did almost swing the game, Skywhale initiative switch would have had 2 of my 3 B11s engaged on even or with height disadvantage and it would have been much more of an uphill battle with only 2 B11s instead of 3. Probably a good chance that this guy's squishiness just prevents him from being as good as I hype him up and a different matchup/battlefield layout where he needs to be leaned on more disproves his utility. Tactical Switch from range is a neat idea tho.

General Thoughts: Looks like the Mercs/Explorers have a sort of theme of bursting extra turns when you accomplish certain tasks. Really think that is a neat approach. I'm less thrilled by the amount of complexity they have going on, that's going to happen when you're taking multiple turns per order marker but it seems like the figures have a lot of abilities that let them fly around 4 spaces at will during both players turns. I can't imagine how long the game would have taken if I had played the HG/Mercs army because I was super confused and I'm pretty sure I'm a pretty slow player especially online. Oh well, skill issue, need to just play more and get the reps in and read the cards a few more times before the game.
 
Point Total: 510

Map: Grove

Glyphs: Lorja Ivor, Lodin

ryguy - Army:

The Next Mika Connour: Jeanne D'Arc, Prince al'Kahora, The Alder Knights, Defenders of Orleans, Sir Dupuis, Krav Maga Agents, Isamu

Chris Perkins - Army:

Wait...Raelin's not a Cron?: Omnicron Repulsors x5, Omegacron, Betacron, Raelin the Kyrie Warrior [RotV]

Which units survived?

Everything in ryguy's army except Sir Dupuis, 1 Krav, and 1 Defender of Orleans

General Battle Report/Flow of game (be as detailed or general as you like)

Having played The Next Mika Connour in a practice game against kevindola's range, I knew that opening Krav was the best move. Chris made a self-admitted mistake and didn't activate Betacron with Omega's first OM, allowing one Krav to get close enough to get a potential shot on Raelin. I didn't take it, focusing instead on the Repulsors crawling towards them on the north side of the map while losing one Krav in return. On my third turn I opted to keep the Krav within engagement distance of repulsors and take one shot from height on Raelin, which did the maximum damage of 4 wounds and changed the flow of the game. Chris' turn 3 was on Raelin, who flung herself forward to engage a Krav and miss the attack.

I won a critical initiative thanks to Chris kindly rolling a 1 and finished off Raelin before switching to Jeanne completely for the rest of the game. The Alder Knights and Sir Dupuis marched forward, and Dupuis charged in to finish off Betacron before Betacron could attempt a sentry on my unique squads. It took two attacks from Dupuis to do the damage I needed, which was just long enough for the repulsors and Omegacron to put all 6 wounds on him.

From there it was the Alder Knights show. They blocked 5/5 killing blows to save themselves, and 2/3 attacks of their kindred Defenders, with the miss only happening toward the end of the game when it was already sealed away. That d20 made it impossible for Chris to get kills even with 2 attacks of 4 every turn from Omegacron, since the Alders and Defenders 5 defense held fairly strong as well. This game me breathing room to activate Jeanne and Prince al'Kahora for necessary sight-lines and cleanup, and eventually after wiping out the remaining 4 squads of Omnicron repulsors they shut down Omegacron.

How useful were playtesting units' powers and how often did they come into play?

Relevant Stats:

Alder Knights: 2/3 save on Defender

5/5 save on fellow Alder

Jeanne: Received 12 OMs for 24 unit activations. Activated Alder Knights 6 times, Dupuis 3 times, Defenders of Orleans 8 times, herself 3 times, and Prince al'Kahora 4 times.

Defenders: 2 successful cleaves, used the movement ability fairly frequently but didn't track.

The Alder Knight stat was the obvious game changer. I would like to note that the Alder Knights were able to fairly easily boost Sir Dupuis to 6 attack.

Any additional comments (theme, balance, fun factor with and against)?

Chris picked first with and objectively strong army, and I took mine solely for how strong the Krav would be into the Repulsors. Killing Raelin gave the knights a chance since they're attacks went through with much greater efficiency than otherwise. What made me excited about the army was Sir Dupuis' utility. I'm not saying he's now viable in regular points...but an 8 move 7 attack figure is a pretty decent threat, and with how his ability is worded it's very easy to set up. Couple that with the extra activations on his (Jeanne's) turns and his decent lifense, and I think he'll be a surprise pick for certain formats once this faction grows. Overall a big fan of the knight faction, although I imagine it's pretty frustrating to play against. Having 5 little Isamus running around (plus a real one back in my start zone) can make for an unfun play experience sometimes. But it all depends how those first few saves go.
 
Point Total: 510
Map: Grove
Glyphs: Lorja Ivor, Lodin

IHA - Army:
Nidhogg, Phantom Knights x4, Isamu

OG-Blaha - Army:
Major Q9, Nottingham Brigand x5, Kha, Quaz, Beakface Rogue x1

Which units survived?
9 Phantom Knights, and Isamu

General Battle Report/Flow of game (be as detailed or general as you like)

I may have overtuned my Nidhogg army...

OG took the Plasma Grenade and Automatic Detonator treasure glyphs.

I lost init1. OG advanced a brigand and Kha on OM1, and I led Nidhogg. On OM2, OG dealt 2 wounds to Nidhogg with a brigand. I retaliated with a kill on the brigand (healing to 1 wound) and a 1/2 breath, wounding Kha.

I think OG whiffed on OM3, or maybe dealt one more wound with a double attack from Kha plus a brigand shot. I went 2/4 on breath, wounding Q9 and killing a brigand(?). I then dealt 3 wounds and finished off Kha with my normal attack, healing to 1 wound.

Round 2 I got the init switch, wounded Q9 again with breath, and then finished him off with a normal attack (2 wounds with 6 into 7). OG dealt 3 wounds with brigand/beakface in return.

I missed 1 breath OM2, killed beakface with normal attack. Nidhogg at 2 wounds. Quaz and a brigand did 3. 5 wounds.

Nidhogg misses breath, kills a brigand. 4 wounds.
Brigand + quaz do 3 more, 7 wounds.

OG gets the init switch back, but only does 1 wound with brig + quaz. 8/9.
Hogg kills a brigand and wounds quaz with breath. 7 wounds.

Brigand whiffs, Quaz whiffs, Nidhogg whiffs back with atk and breath.

OM3 Quaz kills Nidhogg and the last brigand sneaks through a PK kill from range. OM3 is on PKs, who kill the brigand.

Round 4 Quaz fights heroically but dies after partially self-immolating with plasma grenade, killing two PKs in the process. Automatic Detonator whiffs on the last adjacent PK.

How useful were playtesting units' powers and how often did they come into play?

Nidhogg went 5/13 on breaths, including 2/2 on Q9. Fun and thematic power, but felt perhaps a little overtuned. Granted, that was with a hot d20.

Managed to heal 5 wounds with Siphon Soul. Agree that this power in particular makes Nidhogg pretty unstoppable against armies that just don't throw enough dice (brigands). He feels appropriate fragile generally speaking, but it's impossible to grind him down slowly, especially if your army has some reliable fodder.

The fact that he flies was handy once or twice, let me get around a brigand to land my big attack on Q9.

Quaz didn't use Cut and Run this game. Pack rat was handy to allow him to bond with brigands, but most of his turns I felt would have been better spent using someone else (even another brigand). Plasma grenade got two PK kills when the game was already over, but he had to wound himself for one to get those kills. Detonator whiffed, but given how fragile he is it seems fairly easy to play around even if one's dice are hot.

Any additional comments (theme, balance, fun factor with and against)?

Nidhogg is definitely fairly oppressive to armies that can't burst him down. OG's lack of a screen hurt here, as did a few of Nidhogg's big attacks. I'm not sure I see him being a force in cheese, where dragons/knights/orcs can throw enough dice to prevent him healing up too much, but he's definitely a pubstomper. Quaz felt fine. The glyphs are interesting, but there still didn't feel like a ton of reason to invest actions into him. Maybe if he could get a good plasma grenade off he'd be scary.

Thematically I liked both playtest units. Balance wise I'd maybe like to see a little damping of Nidhogg's offensive output - either the d20 roll, the length of the breath, or maybe just -1 to his attack. The latter two both feel fairly important thematically, though.

As far as counterplay - I feel like the approach vs Nidhogg is to live with his breaths and do your best to kite away from normal attacks in order to chip away at him before he engages? He's not the fastest, and I was a bit concerned at the start of this one that 7-range brigands would be able to plink me down before I even got in range...
 
Bigga and I just finished:

KnightOfLight: Omnicron Repulsors x5, Omegacron, Raelin (RotV), Betacron, Isamu

BiggaBullfrog: Nottingham Brigand x5, Beakface Rogue x2, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights

Which Units Survived? -2 repulsors, Isamu, 2 life Raelin, full health Omegacron, 2 life Jeanne, and a beakface rouge.

Round 1:

Bigga won initiative, and used turn 1 to develop Jeanne and the Alder Knights behind her, I responded by developing Betacron and 2 repulsors towards the north hill. Turn 2, Bigga switched to Brigands and dealt a wound to Betacron utilizing the buff from Jeanne. I repositioned Betacron on turn 2 and continued to develop repulsors. One of the reppulsors picked up a brigand kill. Turn 3, a brigand finished off Betacron. I developed more repulsors on my turn 3 and took out another brigand.

Round 2:

Bigga won initiative again and most of this round was brigands and repulsors trading fire. Bigga's turn 3 he used Jeanne to move up Tandros and the Alder knights. Unfortunately, this was the move that separated the Alder Knights and led to the game tilting in my favor.

Round 3:

This was a pivotal round of the game, Bigga won initiative and used Jeanne to develop Tandros and the Defenders. My turn 1 I over extended my repulsors out of Raelin's aura trying to pick the Alder knight Omegacron could see. The Alder blocked the three attacks and Bigga responded by taking out a couple more repulsors with Tandross and the defenders. My turn 2 I managed to get a 3v5 kill with omega on the central Alder knight and picked off a defender on a 4v5 as well swinging the momentum my way. Bigga used his turn 3 to develop Jeanne and took out another repulsor. Then in my turn 3, I got another huge two attacks killing the last Alder knight and another defender with two 4v6s.

Round 4:

After the big swing in the last round, I was firmly in the lead and Bigga needed to make an aggressive play now that his defensive units were gone. He won initiative and used the Jeanne and Tandros combo to kill 3 repulsors thanks to cleave. I cleaned up the last defender with Omegacron on my turn one and then threw an attack into Tandros that he blocked. The rest of this round saw Tandros trying to cleave as many repulsors as he could trying to get an advantageous position to attack Omegacron while Jeanne fell back to buff the brigands. I used Omegacron to deal 4 wounds to Tandros and 2 wounds to Jeanne over the course of the rest of my turns.

Round 5:

Bigga switched to Brigands this round and I continued to utilize Omegacron's double attack to pick off as much off as I could. Bigga used Jeanne boosted brigands and rouges to sneak around Omega and dealt 3 wounds to Raelin while Omegacron took out one brigand and Tandros.

Round 6:

Going into this round, Bigga had a brigand on height, next to Jeanne ready to snipe Raelin, as well as a rouge engaged with her. I had Omegacron threatening to attack the last brigand. I won my first initiative of the game, and Omegacron finished off the brigand and the rouge and Bigga conceded there.

GG BiggaBullfrog, was a fun game!

My thoughts regarding the units:

Betacron:

Betacron did nothing on paper this game, but his sentry mode power can really warp the gameplay in a fun and unique way. I like where Beatcron is at, the 2 life keeps him balanced and sentry mode while not guaranteed forces the opponent to carefully choose how they want to approach his particular threat range. Omnicron patrol remains a rather useless power, Omegacron has the power baked in to him (In a better fashion) I would consider maybe allowing Betacron to take the movement of a squad figure you control rather than the entire squad's movement. Maybe like this: OMNICRON PATROL

Instead of moving normally with a Soulborg Squad figure you control who follows Jandar, you may move Betacron up to 5 spaces.

Jeanne:

Jeanne is awesome, the command power works really well, binding together a great selection of units. I enjoy that she can be one of the units as it keeps her in the action and gets better use out of her enhancement power. The brigands getting boosted by her are great, she really boosts their effectiveness which is great because they could use a buff while giving the rouge army a buff without adding more bonding but rather creating a splash army where you have two cores that synergize well together.

Defenders:

The defenders performed very poorly this game, but they have a lot of potential and their stats are solid, cleave is a great addition to the power set. One aside, Bigga and I were thinking that the names of the two unique squads would be nice swapped, the "defenders" being the aggressive stronger squad is a little off putting.

Alder:

The Alder Knights are terrifying, if Bigga had kept them together, I think the game plays out very differently. Giving your entire army (Almost) 4 defense and Isamu vanish (Including special attacks!) feels very strong. Is it too strong? Maybe? I'm not sure, but even bumping the roll to 11+ would make me feel much more comfortable with the army.
 
Point Total 520 points
Map: Grove
Glyphs: Lorja Ivor and Lodin

Dysole - Army: Knight at the Museum: Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tarn Viking Warriors, Morgan's Riflemen, Eldgrim
srd717 - Army: Armoc Vipers x5, Azurite Warlord, Leslie 'Coyote' Cane

Which units survived? 1 Ebon, Full life Jeanne, 1 Orleans, 1 Alder, 3 Tarn, 2 Morgan's, Full life Eldgrim, 3 Ebon sitting on Jeanne, Orleans, and Alder ready to come back

General Battle Report/Flow of game (be as detailed or general as you like)


I opened with Ebon and an OM 3 on Eldgrim to grab Lodin. He led with Coyote who rolled hot sniping two of the Ebon. I managed to get a few hits on him both in this round and the next but did no wounds. This ended up being important as it kept him at a single attack.

We then slowly advanced our melee bonding, me creating a pod with Al'Kahora, Alder, Orleans, and Jeanne so every unit was adjacent to Alder or Jeanne and there were few good attacks on any unit especially Alder. For his part, he moved up Armocs not really running anyone into the pod of death but he did sneak an Armoc into my start zone and it killed a Tarn and Morgan's (without any Ebon on them because I foolishly didn't think they would be in danger). Thankfully, I was able to use Brother's Call to send an Orleans into the back row and kill the Armoc.

I made a big push with Al'Kahora and an Orleans and then we got into the fight with me killing 4-5 Vipers a turn between Orleans, Cleave, and Al'Kahora multi attack. There was only one Alder roll if I remember right and I got it. An Alder did die and drop an Ebon which allowed Al'Kahora to take a number of wounds but he held out for quite a bit afterwards. An Orleans one shot Coyote on height and then died to Armocs. The last Orleans/Alder defended like a champ and Jeanne even came in to get some kills. I won a key initiative and finished off the last two Armocs causing him to lose a turn. Al'Kahora stepped up and dropped Azzy down to 5 life (he'd taken 3 wounds from an Orleans earlier that cleaved an Armoc). He died on the counter attack but I had the OM on Ebon and 2 attacks of 4 dropped Azzy to 1 life. After that I switched back to Jeanne and the Orleans finished off Azzy.

How useful were playtesting units' powers and how often did they come into play?

Jeanne, Orleans, and Alder work really well together.

The flexibility of bonding Jeanne offers at clear sight range is really versatile since you'll often want one figure to go first to maybe clear the way for something else. Or you'll want to go with Orleans first so you don't kill the figures giving you a boost to Brother's Call or even just move her to a place where she can now see a figure you want to take a turn with. Her Loyalty boosts mean there's some incentive to keep her near the fray but you don't want to get her too close as if she dies, your army is going to be in trouble.

The Alder protection ability only went off once but the threat of it was such that they were a target instead of my more offensively powered units and it also meant that when I had a pod my opponent had to play a lot more carefully. The d20 roll might need some tweaking but it's tricky for me to say based on this matchup alone.

3 attacks of 4 with Cleave can do a lot of damage in a single turn with the Orleans and A Brother's Call means they can suddenly have a ton of movement. They are to be underestimated at your opponent's risk.

Any additional comments (theme, balance, fun factor with and against)?


They felt appropriately costed. I suspect they'll struggle into range somewhat but in a melee fight they do very well especially for being a bunch of unique figures. Allowing Al'Kahora and Dupuis a chance to shine is also really cool as those are interesting units that don't get as much of a chance. This also might be a better Ebon build than the traditional Ebon + Samurai builds both for OM consistency and bonding.

Thematically, they do feel like knights rushing across the board to take out a threat and mechanically they do some very interesting things that I've not seen as much on unique squads.

~Dysole, very much enjoying these units
 
Point Total: 510
Map: Grove
Glyphs: Lorja Ivor, Lodin

SirH:
Tombstone Gunslinger x7, Cal the Smuggler, Garrett Burns, Josie Whistlestop, Leslie Cane, Raelin (RotV)

Zackando:
Honor Guard x4, Laglor, Etiana, Byrikon

Which units survived?
Laglor (3L), 1 Honor

General Battle Report/Flow of game (be as detailed or general as you like)
This was crazy. I opened really strong having put 3 wounds on my own Cane in order to activate his abilities. I then proceeded to thrash the Honor Guard in the first 3 rounds. Cane was able to kill 6 on his own before they finally got 1 attack in that finished him. I then was able to clean up house pretty handily until Etiana and Laglor were the only ones left (technically one honor guard). At this point, I'd only lost Cane and 1 Tombstone. Zackando then proceeded to have one of the most insane turnarounds where his Etiana got 2 turns in the row where she maxed + auto skull on 2 both Josie and Cal and they both blanked. Laglor then proceeded to finish out the game going ballistic with his auto-load, getting 3 separate turns where he go 4+ attacks.

How useful were playtesting units' powers and how often did they come into play?
Turn 1, I attacked Cane and dealt 3w on him to help activate EfaE
Can received 3 total OM’s before dying. He was incredibly efficient and all his powers were highly relevant. It was great to have a unit in the Outlaw army that could throw some serious dice.

Opportunist:
Used - 2 Turns
Results: 5 Honor kills

Eye for an Eye:
Used: 2X
Results: 6 extra attacks (5 total kills)

Total Kills: 6 Honor (130pts)

Any additional comments (theme, balance, fun factor with and against)?

Loved cane. Not exactly sure how (or if) we reign him in, as 4 life and 2 defense is just SO squishy already...but he's proven to be more effective than 50pts, I think. I'd still wanna see more games, but I get the feeling we may just have to bump his point total.
 
520 Points

Map: Grove

Glyphs: Lorja Ivor, Lodin

Shurrig: Nidhogg, Banshees x4, Isamu

Drakeepooh: Omnicron Snipers x3, Deathreavers x3, Betacron, Arkmer

Which units survived?

(Called after Round 2) 4 Banshees, Isamu/ 8 Snipers, 10 Rats, Betacron, Arkmer

General Battle Report/Flow of game (be as detailed or general as you like)

I played to blast Drakeepooh’s SZ, which ultimately blew up in my face. Drake started with Rats round 1 to grab glyphs and switched to crons turn 3. He got the init switch and killed Nidhogg in two back-to-back turns, Nidhogg just could not survive 6 shots from the crons.

How useful were playtesting units' powers and how often did they come into play?

Nidhogg feels very epic. At 9 life and 6 attack, alongside a powerful special ability and health regen, this beast has the potential to do a lot if given the opportunity. Unfortunately, that opportunity did not arise in this game, and I place that somewhat on user error and somewhat on bad dice. In short, Nidhogg rolled 2/6 for decay and killed one rat with a normal attack, and this was before he took any wounds. 3 defense can vanish rather quickly, even with 9 lives and regen, and if I’m not going for maximum decay opportunities then I feel like I am wasting potential output.

Betacron didn’t get the time to do anything in this game, so no notes here.

Any additional comments (theme, balance, fun factor with and against)?

I’d like to see a little more badassery out of Nidhogg, this is only my second game playing with him and he hasn’t really done the work I’d expect a figure of this scale to do. The theme is there, just needs a little more oomph.
 
Point Total: 520

Map: Grove

Glyphs: Lorja Ivor, Lodin (completely unused)

Youngoween Army: Zombies of Morindan x4, Nidhogg, Swaysil

Vydar_XLIII - Army: Deathreavers x3, Raelin (Rotv), Agent Skahen, Agent T87, Agent Harris, Otonashi

Which units survived?

The Game was called with 2 Deathreavers remaining versus 8 Zombies and Swaysil.

General Battle Report/Flow of game (be as detailed or general as you like)

Owen opened blitzing Nidhogg into my start zone. He ended up getting tied down between 4 rats, T87 and Harris while Skahen shot at him from height. He survived there for quite a while. I had some pretty spectacularly bad attack and LEA rolls and some pretty spectacularly good defense rolls, so a lot of things survived way longer than they should have.

Nidhogg went down having killed 7 Rats, T87, Otonashi and put 4 wounds on Rae and 1 on Skahen.

Then its on to the zombies. 5 Rats weren't enough to keep my remaining agents safe from the horde. once they got behind the rat screen, Rae went down and then Harris went down, whiffed his defense roll to an Onslaught SA and went down in one hit. Called it when Skahen died.

How useful were playtesting units' powers and how often did they come into play?

Nidhogg: Breath of Decay: Killed 7 Rats, Oto, 1 wound on Rae, 1 wound on Skahen. 10 wounds over 39 rolls. ~25% success rate where 30% is expected. Soul Siphon: Not used. Melee attacks were taken 6v5 into Agent T87, inflicted 3 wounds before Skahen's Cover Fire got him to move, take an LEA and die from the LEA so Soul Siphon wouldn't proc. Then Nidhogg moved on to Raelin and inflicted 3 wounds before going down. Flying: Used twice, very useful.

Agent T87: Didn't move, didn't attack, didn't get an OM. Was very useful tying up and taking damage from Nidhogg.

Agent Harris: Moved a lot with Cover Fire. Acrobatic boosted by Raelin is good. Died right before his first OM.

Any additional comments (theme, balance, fun factor with and against)?

I feel like the current opinion on Nidhogg holds true here. He can be an absolute unit when his opponent doesn't have the fast, concentrated firepower to take him down fast. Not really something the Agent Heroes could dish out. He's going to fall quickly to A-tier armies, but dominate armies that are just a little less consistent. A weird spot to be in. I can see a pretty big shake up in the A- or B+ tiers as they warp around the ability to handle Nidhogg. Not a bad thing, just a meta shift.

As for the Agents, in theory, I like these two. Especially Harris with Rats and Rae. This wasn't a great showing for them. Primarily because I always felt Skahen had more offensive output then the newbies and she died last. Not a really useful game where playtesting these two are concerned.
 
Bigga and I just finished:

KnightOfLight: Omnicron Repulsors x5, Omegacron, Raelin (RotV), Betacron, Isamu

BiggaBullfrog: Nottingham Brigand x5, Beakface Rogue x2, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights

Which Units Survived? -2 repulsors, Isamu, 2 life Raelin, full health Omegacron, 2 life Jeanne, and a beakface rouge.

Round 1:

Bigga won initiative, and used turn 1 to develop Jeanne and the Alder Knights behind her, I responded by developing Betacron and 2 repulsors towards the north hill. Turn 2, Bigga switched to Brigands and dealt a wound to Betacron utilizing the buff from Jeanne. I repositioned Betacron on turn 2 and continued to develop repulsors. One of the reppulsors picked up a brigand kill. Turn 3, a brigand finished off Betacron. I developed more repulsors on my turn 3 and took out another brigand.

Round 2:

Bigga won initiative again and most of this round was brigands and repulsors trading fire. Bigga's turn 3 he used Jeanne to move up Tandros and the Alder knights. Unfortunately, this was the move that separated the Alder Knights and led to the game tilting in my favor.

Round 3:

This was a pivotal round of the game, Bigga won initiative and used Jeanne to develop Tandros and the Defenders. My turn 1 I over extended my repulsors out of Raelin's aura trying to pick the Alder knight Omegacron could see. The Alder blocked the three attacks and Bigga responded by taking out a couple more repulsors with Tandross and the defenders. My turn 2 I managed to get a 3v5 kill with omega on the central Alder knight and picked off a defender on a 4v5 as well swinging the momentum my way. Bigga used his turn 3 to develop Jeanne and took out another repulsor. Then in my turn 3, I got another huge two attacks killing the last Alder knight and another defender with two 4v6s.

Round 4:

After the big swing in the last round, I was firmly in the lead and Bigga needed to make an aggressive play now that his defensive units were gone. He won initiative and used the Jeanne and Tandros combo to kill 3 repulsors thanks to cleave. I cleaned up the last defender with Omegacron on my turn one and then threw an attack into Tandros that he blocked. The rest of this round saw Tandros trying to cleave as many repulsors as he could trying to get an advantageous position to attack Omegacron while Jeanne fell back to buff the brigands. I used Omegacron to deal 4 wounds to Tandros and 2 wounds to Jeanne over the course of the rest of my turns.

Round 5:

Bigga switched to Brigands this round and I continued to utilize Omegacron's double attack to pick off as much off as I could. Bigga used Jeanne boosted brigands and rouges to sneak around Omega and dealt 3 wounds to Raelin while Omegacron took out one brigand and Tandros.

Round 6:

Going into this round, Bigga had a brigand on height, next to Jeanne ready to snipe Raelin, as well as a rouge engaged with her. I had Omegacron threatening to attack the last brigand. I won my first initiative of the game, and Omegacron finished off the brigand and the rouge and Bigga conceded there.

GG BiggaBullfrog, was a fun game!

My thoughts regarding the units:

Betacron:

Betacron did nothing on paper this game, but his sentry mode power can really warp the gameplay in a fun and unique way. I like where Beatcron is at, the 2 life keeps him balanced and sentry mode while not guaranteed forces the opponent to carefully choose how they want to approach his particular threat range. Omnicron patrol remains a rather useless power, Omegacron has the power baked in to him (In a better fashion) I would consider maybe allowing Betacron to take the movement of a squad figure you control rather than the entire squad's movement. Maybe like this: OMNICRON PATROL

Instead of moving normally with a Soulborg Squad figure you control who follows Jandar, you may move Betacron up to 5 spaces.

Jeanne:

Jeanne is awesome, the command power works really well, binding together a great selection of units. I enjoy that she can be one of the units as it keeps her in the action and gets better use out of her enhancement power. The brigands getting boosted by her are great, she really boosts their effectiveness which is great because they could use a buff while giving the rouge army a buff without adding more bonding but rather creating a splash army where you have two cores that synergize well together.

Defenders:

The defenders performed very poorly this game, but they have a lot of potential and their stats are solid, cleave is a great addition to the power set. One aside, Bigga and I were thinking that the names of the two unique squads would be nice swapped, the "defenders" being the aggressive stronger squad is a little off putting.

Alder:

The Alder Knights are terrifying, if Bigga had kept them together, I think the game plays out very differently. Giving your entire army (Almost) 4 defense and Isamu vanish (Including special attacks!) feels very strong. Is it too strong? Maybe? I'm not sure, but even bumping the roll to 11+ would make me feel much more comfortable with the army.

Just to add some belated thoughts on the units (and piggybacking off of KoL's excellent summary):

Betacron: We were both very happy while talking afterwards with how he impacts a game even if the opponent doesn't trigger sentry. Makes the opponent make decisions, which is fun.

Jeannee: Felt fine herself as a commander unit that you need to balance on moving forward to support units while keeping her safe to not lose OMs. Again, fun decision points.

Defenders: Good stats and Cleave make them very strong, which I guess is needed for the type of army the Knights/Fighters become. If I'd been positioning better for some Jeannee stats into 5/5 plus Knights they are a very scary card. Should definitely change the name, though, since the Knights are the actual defenders and these guys are your offense.

Knights: While KoL were talking (and as I skimmed some other reports), we didn't love the 9+ for the power. My concern is how swingy it is more than the actual power level, since it's low enough to have a huge impact on a game, even if the rolls even out eventually. (Feels more likely to highroll is another way to put it I guess.) I'd rather have a higher roll or different aspect to the mechanic. I could see raising the roll and raising their stats, or even raising the roll but allowing it to block damage from non-normal attacks as well (special attacks, powers, lava, etc.)

Knights/Fighter faction as a whole: I generally find myself not loving these kinds of mish-mash, reading comprehension armies that VC has made. (I don't like Varks, for example, even though I know I'm in the minority there.) However, I really enjoyed the Knights/Fighters. I'm not sure what the difference is and don't want to type out philosophy so I won't. But I did enjoy the options and the challenge with them more than I've had with similar armies. I definitely under-utilized them during the game, and I do wish there was a little bit less of a focus on reading comprehension with the army (for example, I quickly forgot about Jeannee's stat bonuses, split up the Knights by forgetting the importance of having them save each other, even forgot that Cleave triggers on any wounds from the attack and not destroying a figure), but I did like that it felt like a harder army to play but with good tools and reward for higher level play.
 
Map: Grove
Glyphs: Lorja Ivor, Lodin

superfrog :
Greenscales x3, Maekor, Leslie Cane, Roeden Saren, Raelin (RotV)
Xiegfried : Microcorp Troopers x3, deathreavers x2, Laglor, Zi'Rof, Marcu Esenwein

Which units survived?
2 Greenscales, 1-life Leslie

Battle Report
superfrog advanced his Raelin-backed Greenscales into my Reavers, who fell fairly quickly between some blanks on defense and Maekor's Plasma Blade Arc. I picked off a few Greenscales with my Troopers before pulling Maekor out of Raelin's aura with a Laglor-boosted Zi'rof Tactical Switch on an init switch, which in turn allowed me to make relatively short work of him and set the Greenscales back a bit. After thinning out the Greenscales, I took down Raelin while sf brought Roeden out to take down a few Troopers. Roeden sustained a fair few Trooper attacks before finally going down just in time for Leslie to make his entrance. I felt pretty good about my odds until I got two wounds on Leslie and failed to finish the job, at which point he went on a rampage and wiped out the rest of my army.

How useful were playtesting units' powers and how often did they come into play?
Zi'rof's ranged Tactical Switch is still so much fun and provides space for a lot of interesting plays. He didn't do anything else since I functionally traded him in to have a better shot at killing Maekor, but he's performed very well in Mercenary builds when I've played him in other situations.

Roeden performed pretty well and feels pretty balanced. His Power Cells ability can be pretty scary when he's at full health and he put in a fair bit of work in this game. He can force your opponent into a place where attacking is a risk, especially as his defense starts to tick upward.

Leslie can be absolutely brutal. Wounding him but failing to knock him out in one turn basically sealed the game. He put 5 wounds on Laglor, took down 4 Microcorp troopers and 2 Reavers, and managed to fully kill Marcu by taking an LEA wound to trigger his third extra attack, getting height, and having Opportunist proc. Needless to say, he absolutely earned his points this game. Despite being a bit of a swingy figure, he's consistent enough that I think he could probably use some additional tuning.
 
kd: Warforged x3, Jeanne, Alder Knights, Martial La Hire, Agent Harris
Cor7770: M43 Resistance Fighters x5, Rendar Fy, Roeden Saren, Marcu Esenwein

I got a first round initiative switch and the Warforged were able to claim height wiping out a squad of M43 and from there it was very very difficult for Cor to get kills with the M43.

I grinded through the M43s mixing in order markers with Jeanne (moving Alders) which by Round 4 allowed me to start getting Warforged attack and defenses with +1 from Jeanne for the Loyal bonus.

Warforged swarmed and with Jeanne bonus I was able to overwhelm the squads and the heroes.

I won with 7 Warforged, 3 life Jeanne, La Hire, and unactivated Harris.

Unit usage

Jeanne D'Arc

3x Jeanne + Alders
2x Jeanne + La Hire

Boosted Alder defenses x6
Boosted Alder attacks x1

Boosted Warforged defense x3
Boosted Warforged attacks x7

3 attacks. killed 1M43, 1wound Marcu, 1 wound Roeden.

Comment: I might like to see Jeanne defense come down to 3 even with a potential boost to 4 attack. It would give a little more drama to having that order marker sink on her.

Alder Knights
Oath Saved Jeanne from 2 wounds. I went 1/1 on Oath
4v4 attack did 3 wounds on Rendar
3v3 attack blocked by M43

Comment: Will be making a change for future tournament. I did split them up to get more attacks, but did not allow for saving rolls when they finally died.

Roeden Saren
Powered up 4 times (2 attacks of 4 and 2 attacks of 3. was fully powered with 3 attack, but took 3 hits on final defense)

killed 1 WF and 1w Jean
 
Optional Figure Modifications

If you and your opponent BOTH agree to play with these change, please do so to maximize information output. Completely at both player's discretion.
Spoiler Alert!

Round 2 is on Tigress. (Unique, Lodin)

The I Hate Atlaga (1-0) v. superfrog (1-0) pool of armies is:
* Hoggtied: Phantom Knights x4, Nidhogg, Isamu
* Sir Snipes-a-lot: Knights of Weston x2, Omnicron Snipers x2, Sir Gilbert, Betacron, Marcu Esenwein
* : Greenscales x3, Maekor, Leslie Cane, Roeden Saren, Raelin (RotV)
* : Microcorp Troopers x3, deathreavers x2, Laglor, Zi'Rof, Marcu Esenwein
I Hate Atlaga chooses which army to play first or may defer. After armies are picked, superfrog chooses who places first.

The kevindola (1-0) v. Youngoween (1-0) pool of armies is:
* : Rome Legionnaires x2, Janos, Ne-Gok-Sa, San Tiim, C'Rik, Quaz
* : Warforged x3, Agent Harris, Jeanne D'Arc, Martial La Hire, Alder Knights
* Wizards 101: Ulginesh, Johrdawn, Chardris, San Tiim, Arkmer, Kyntela Gwyn, Marcu Esenwein
* The Whole Hogg: Zombies of Morindan x4, Nidhogg, Swaysil
kevindola chooses which army to play first or may defer. After armies are picked, Youngoween chooses who places first.

The ThrasherDarkrai (1-0) v. Drakeepooh (1-0) pool of armies is:
* Skeletons and Not-Skeletons: Nidhogg, Marro Stingers x4, Marro Warriors
* Etiana and the Tyrran Crew: Honor Guard x4, Etiana, Bambina, Theracus
* Betacron's Boys: Omnicron Snipers x3, deathreavers x3, Betacron, Arkmer
* Just enough to fit Johnny: Knights of Weston x5, Sir Gilbert, Johnny Shotgun Sullivan
Drakeepooh chooses which army to play first or may defer. After armies are picked, ThrasherDarkrai chooses who places first.

The zackando (1-0) v. Dysole (1-0) pool of armies is:
* Home on the Range: Honor Guard x4, Laglor, Etiana, Byrikon
* I Just Blue Myself (Tobias Funke): Omnicron Repulsors x3, Omnicro Snipers x1, Omegacron, Zetacron, Betacron
* Knight at the Museum: Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tarn Viking Warriors, Morgan's Riflemen, Eldgrim
* Outlaw Stars: Coyote Cane, Josie Whistlestop, Cal the Smuggler, Raelin (RotV), Gunslinger x10, Isamu
Dysole chooses which army to play first or may defer. After armies are picked, zackando chooses who places first.

The ryguy266 (1-0) v. Maklar the Silver Prince (1-0) pool of armies is:
* Went to the Store for Cheese, Came Back with Butter: San Tiim, Etiana, Raelin (RotV), Janos, Laglor, Deathreavers x1
* The Next Mika Connour: Jeanne D'Arc, Prince al'Kahora, The Alder Knights, Defenders of Orleans, Sir Dupuis, Krav Maga Agents, Isamu
* : Zombies of Morindan x4, Nidhogg, Swaysil
* : Knights of Weston x3, B-11 Resistance Corps, Finn the Viking Champion, Isamu, Sir Gilbert
Maklar the Silver Prince chooses which army to play first or may defer. After armies are picked, ryguy266 chooses who places first.

The KnightOfLight (1-0) v. O.G-Blaha (0-1) pool of armies is:
* Beta (It's pronounced Alpha) and Omega : Onicron Repulsors x5, Omegacron, Raelin (RotV), Betacron, Isamu
* Help! I'm in the wrong army! : Nidhogg, Honor Guard x4, Marcu Esenwein, Bol
* Agents of R.O.U.S: deathreavers x2, Raelin (RotV), Agent Carr, Agent T87, Krav Maga Agents, Defenders of Orleans
* Roguishly Handsome Shoulder Pads: Nottingham Brigand x5, Major Q9, Quaz, Kha, Beakface Rogue x1
O.G-Blaha chooses which army to play first or may defer. After armies are picked, KnightOfLight chooses who places first.

The Vydar_XLIII (0-1) v. BiggaBullfrog (0-1) pool of armies is:
* : deathreavers x3, Raelin (RotV), Agent Skahen, Agent T87, Agent Harris, Otonashi
* : Honor Guard x3, Janos, Etiana, Quaz, Byrikon the Hiveless
* Army 3: Nottingham Brigand x5, Beakface Rogue x2, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights
* Army III: Roman Legionnaires x3, Mogrimm Forgehammer, Azurite Warlord, Roeden Saren, Bol
Vydar_XLIII chooses which army to play first or may defer. After armies are picked, BiggaBullfrog chooses who places first.

The Srd717 (0-1) v. Shurrig (0-1) pool of armies is:
* : Honor Guard x4, Etiana, Quaz, Wastewalker Gage, Bol, Otanashi
* : Armoc Vipers x5, Azurite Warlord, Leslie 'Coyote' Cane
* Hog and Banshees (Not Halo 3): Nidhogg, Banshees of Durgeth Swamp x4, Isamu
* Knights and Fights: Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tandros Kreel, Marcu Esenwein
Srd717 chooses which army to play first or may defer. After armies are picked, Shurrig chooses who places first.

The SkyWhale (0-1) v. Sir Heroscape (0-1) pool of armies is:
* D&D: Honor among Mercs: Honor Guard x4, Etiana, Wastewalker Gage, Zi'Rof, Isamu
* Jack Rygarn: Shadow Recruit: Agent Skahen, Agent T87, Agent Harris, Laglor, Rygarn, Otonashi
* Shoot to Kill: Tombstone Gunslinger x7, Cal the Smuggler, Garrett Burns, Josie Whistlestop, Leslie Cane, Raelin (RotV)
* Freedom Fighters: M-43 Reistance Fighters x4, Roedon Saren, Rendar Fy, Soontir Van, Kira Jax
SkyWhale chooses which army to play first or may defer. After armies are picked, Sir Heroscape chooses who places first.

The Chris Perkins (0-1) v. Xiegfried (0-1) pool of armies is:
* Robin Hood Goes on a French Vacation (With Time-Travel, Naturally): Nottingham Brigand x3, Jeanne D'Arc, Defenders of Orleans, Alder Knights, B-11 Resistance Corp, Nakita Agents
* Wait...Raelin's not a Cron?: Omnicron Repulsors x5, Omegacron, Betacron, Raelin the Kyrie Warrior [RotV]
* The Prime Mariedian: M-43 Resistance Fighters x4, B-11 Resistance Corps, Roeden Saren, Soontir Van, Isamu
* Redcoats & Revolutionaries: 10th Regiment x3, Jeanne D'Arc, Tandros Kreel, Defenders of Orleans, Alder Knights
Xiegfried chooses which army to play first or may defer. After armies are picked, Chris Perkins chooses who places first.

The Maytrix (0-1) v. Cor7770 (0-1) pool of armies is:
* : Omnicrop Repulsors x4, Omegacron, Raelin (RotV), Betacron, Beorn Boltcutter
* : Greenscale Warriors x2, Janos, Bambina, Etiana, Zi'Rof
* : M-43 Resistance fighters x5, Rendar Fy, Roeden Saren, Marcu
* : Agent Skahen, Krav, Rygarn, Agent T87, Laglor
Maytrix chooses which army to play first or may defer. After armies are picked, Cor7770 chooses who places first.
 
kd: Warforged x3, Jeanne, Alder Knights, Martial La Hire, Agent Harris
Cor7770: M43 Resistance Fighters x5, Rendar Fy, Roeden Saren, Marcu Esenwein

I got a first round initiative switch and the Warforged were able to claim height wiping out a squad of M43 and from there it was very very difficult for Cor to get kills with the M43.

I grinded through the M43s mixing in order markers with Jeanne (moving Alders) which by Round 4 allowed me to start getting Warforged attack and defenses with +1 from Jeanne for the Loyal bonus.

Warforged swarmed and with Jeanne bonus I was able to overwhelm the squads and the heroes.

I won with 7 Warforged, 3 life Jeanne, La Hire, and unactivated Harris.

Unit usage

Jeanne D'Arc

3x Jeanne + Alders
2x Jeanne + La Hire

Boosted Alder defenses x6
Boosted Alder attacks x1

Boosted Warforged defense x3
Boosted Warforged attacks x7

3 attacks. killed 1M43, 1wound Marcu, 1 wound Roeden.

Comment: I might like to see Jeanne defense come down to 3 even with a potential boost to 4 attack. It would give a little more drama to having that order marker sink on her.

Alder Knights
Oath Saved Jeanne from 2 wounds. I went 1/1 on Oath
4v4 attack did 3 wounds on Rendar
3v3 attack blocked by M43

Comment: Will be making a change for future tournament. I did split them up to get more attacks, but did not allow for saving rolls when they finally died.

Roeden Saren
Powered up 4 times (2 attacks of 4 and 2 attacks of 3. was fully powered with 3 attack, but took 3 hits on final defense)

killed 1 WF and 1w Jean

Just throwing in my two cents on what has already been said from kevindola.

I really liked Roeden, and I think he helps to pack a punch with the Meridian team. I didn't use him as much as I should have earlier in the game when trying to develop the M-43's, but I see the value in his abilities. Once the warforged had him surrounded he was actually able to get powered up and get 2 attacks per turn which I can see being good in the future to keep outputting damage. Definitely changing how I play him in future games if that army is played again.

Jeanne came in really big at the right time to protect the warforged from some of the bigger attacks from the M-43's, making them scarier than they already were. The 4 defense on her was pretty big too helping her to only take one wound during the game. Overall she seems good especially working the the warforged. I will say I do agree with what kevindola said about Jeanne though in regards to her defense. Thus making the decision to use an order maker on her more difficult with the lower defense, and positioning her to still support the knights or fighters she is around.

The Alder Knights seemed pretty good when kept together. The were able top get a saving roll for Jeanne and prevent her from taking wounds. But once they were split up when Jeanne had gotten to the front line of the fight I was able to take them down pretty quick with M-43's. I can see the value in them as a support to keep the knights and fighter they are around alive, but when they are not kept together they can fall pretty quick, and their value to the army not utilized.

Overall really liked all of the units that were played and saw their value for each of the armies that were played.
 
EDIT: Playing now

Youngoween and I are placing at 2pm central today.

I am playing his Nidhogg/Zombies
He is playing my Romans x2/NGS/Janos/Tiim/Quaz/C'Rik
 
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