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2024 C3V Playtest Tournament (Congrats Youngoween)

What a wacky game.

I thought C'Rik would holographic projector Youngoween away from everything, but a misplacement of Janos let Nidhogg get height and Unique attack down on Janos outside of C'Riks aura to kill him. (C'Rik had a great game here. The all Explorer build got a lot of rolls for Holo and YO rolled high)

That looked like it may be it, but NGS and the Romans kept whittling away at Nidhogg just enough that I wanted to normal attack Romans to keep healing instead of attacking NGS.

This led to a 1 life Ne-Gok-Sa mindshackling a 1 life Nidhogg on lava. No problem for the hoard of zombies right?

Well Quaz with the thermal absorption prevented multiple lava rolls. Than San Tiim healed Ne-Gok-Sa and Quaz and suddenly Nidhogg was muching a zombie a turn and healing back. I could never get good zombie onslaught attempts with so many opposing hero figures out on the battlefield so Nidhogg healed 7 times and it was over.

Youngoween won with
3 life Ne-Gok-Sa, 3 life San Tiim, and mindshackled Nidhogg (7 life) with the Thermal Absorption glyph.

Unit Usage:
San Tiim
-Activation via Janos 2v3 attack blocked
-OM and X to activate Healing Trance. Healed 2 wounds on Ne-Gok-Sa and 2 wounds on Quaz. 3v4 blocked

Quaz (Grenade + Thermal Absorption)
-Class: Explorer
5 attacks. Killed 2 zombies, 1w vs. Nidhogg
Thermal Absorption saved lava rolls 4 times (once on Quaz, twice on Nidhogg, once on Tiim)

**Thermal Absorption picked up by Nidhogg and saved 2 more lava rolls**

Nidhogg
Breath of Decay for kd: 5/17 (Janos, Tiim, RL x2, NGS)
Breath of Decay for YO: 1/1 (intentional kill on 1 Life C'Rik to prevent zombie)

Soul Siphon for kd: 4
Soul Siphon for YO: 7

Normal Attacks by kd
8v4 kill 4 life Janos
8v3 to kill Roman (three times)
7v6 blocked by NGS
7v6 did 3w to NGS

Normal Attacks by YO
8 attacks vs. Zombies that got 7 kills

Damage by kd: ~280
Damage by YO 140

Total ~420
 
Not much to add to KD’s battle report. Janos special attack feels pretty strong and was able to do a hefty chunk of damage to swaysil early in the game. I was worried I wouldn’t have enough damage to knock through the 9 life of Nidhogg… and I didn’t. I think KD made the right call to munch Romans instead of NGS. The 1 life NGS mind shackle was absurd. A hot D20(not counting initiative) and a not so hot lava/LEA roll (took 0 damage off 5+ rolls) saved the game for me. Thermal absorption glyph was really cool to use on a lava map.
 
Point Total (520)

Map: Tigress

Glyphs: Ulaniva, Lodin

Drakeepooh – Army:

Omnicron Snipers x3

Deathreavers x3

Arkmer

Betacron

520 Points, 21 Figures, 21 Hexes

ThrasherDarkrai – Army:

Etiana

Bambina

Theracus

Honor Guards of the Blasted Lands x4

520 Points, 15 Figures, 16 Hexes

Which units survived?

2-Life Arkmer and 6 Deathreavers (ThrasherDarkrai conceded with 1 Honor Guard remaining)

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

Drakeepooh picked his Omnicrons/Deathreavers army first, and since I went Stingers/Nidhogg last game, I decided to go with Etiana this game. My plan was fairly aggressive; I wanted to get out an initial screen of Honor Guard early, shuttle Bambina to the front with Theracus, and then ride Etiana activations to victory. The initial turns played out pretty much to plan, though Drakeepooh did get an initial shot off onto Etiana (and she took a wound from lava). That said, Drakepooh had significant difficulty dealing any further damage to Etiana, especially once Bambina moved into engagement against his initial two Omnicrons on lava height. By the mid-game, I had killed two squads of Omnicrons while losing only three Honor Guard and Bambina (with the caveat that Bambina and two of the Honor Guard died because of lava field damage).

Similarly to my last game, my opponent then retreated into his starting zone with his remaining ranged units. Unfortunately, Deathreavers are much trickier to break through than Repulsors, and Drakeepooh managed to get – and keep – the Glyph of Ulaniva early. Consequently, he was able to slowly claw the game back with Arkmer (combined with some absurd attack rolls to make up for a long string of blanks with the Omnicrons earlier), and I failed to take action with Etiana early enough to snipe Arkmer out of the game before he could do anything. Etiana did attempt to take out Arkmer later, but she was taken out in turn by a 4 skull attack (with 5 dice), and the Honor Guard were unable to break through the Deathreavers. I did move Theracus into engagement with Arkmer, but I needed to do so earlier and then ride Theracus OMs to kill off Arkmer instead of trying to pivot back into using Honor Guard. Instead, my forces got slowly whittled away from behind a Reaver screen.

Ah well. My misplays aside, I wanted to see how Etiana felt without Janos, and this game delivered on that front in spades.

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

For the second game in a row, Betacron has left me distinctly unimpressed. Admittedly, Etiana is a bad matchup for Betacron anyway since she so easily outranges Sentry Mode, but Drakeepooh managed to get Betacron into range where he could theoretically ping figures off with Sentry Mode by using Omnicron Patrol. Even so, Betacron barely affected my movements throughout the map in any significant way. He did prevent me from pivoting my initial Honor Guard strikeforce around two of his Snipers, but this neither left them at risk (because said Snipers were forced to attack Bambina anyway) nor prevented them from killing the Snipers later. After two games with Betacron, I’m still waiting for him to make some substantial impact – any kind of impact at all – on my decision-making.

Etiana was the lynchpin of my army, proving more than worth her 90 points. My aggressive opening meant I actually used Tactical Support to move up three Honor Guard a few times to compensate for a lack of earlier development; between Tactical Support and Protective Repositioning, the Honor Guard got a lot of free development all throughout the game. Tactical Support also enabled her to move Bambina to the frontlines, drawing further attacks while keeping Etiana alive for longer. While she lived for longer than she should have, Etiana killed more than her points’ worth in figures while setting up the rest of my army for success (which I promptly squandered). She feels fantastic to play, and using her without Janos lent itself to some interesting decision-making throughout the game.

Bambina proved something of a brick, as I expected; 5 defense and 5 life is excellent defensively. The fact that she bonds with Etiana (along with Maekor and Janos) enables her to squeeze in quite a few turns, and Combat Challenge pairs well with her formidable bulk. Although Bambina accomplished exactly what I needed her to do throughout the game, however, I do wonder whether her bonding with Etiana and Janos will compensate for her relative lack of attacks. 130 points is a lot to spend on a defensive figure with somewhat mediocre offensive output for her points.

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

While I’m disappointed in my playing, this game was still quite valuable from a playtesting perspective. I wanted to see whether Etiana feels good to play even without Janos, and in this regard, the game was a tremendous success; the Honor Guard pair well with her, and I was able to utilize every aspect of her kit throughout the game. Honestly, Etiana could probably be released as-is; she feels incredibly nice to pilot, and I really loved using her.
 
Point Total (520)

Map: Tigress

Glyphs: Ulaniva, 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

Maklar the Silver Prince – Army:

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

Which units survived?

2 Defenders of Orleans, 3 Krav, full-health Jeanne, Isamu

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

Maklar selected his knights army first, and I felt his Nidhogg army wouldn't be able to close the gap. With the unique attack glyph on the map I felt like the Jeanne build was the best shot at taking it, especially with the Krav to counter a B-11 endgame.

I placed first on the top side hoping it would give me better control over the glyph and it did. I rolled up Defenders and Alders, who already had to defend one attack thanks to solid Gilbert dispatches. Maklar played it well, only hopping in 1-2 knights at a time to take swings at the Prince and Defenders, the latter of which needed a save. At the end of the round I swung up Dupuis into the pocket by the long ruin to kill a knight, the used the Prince to attempt to kill a knight on lava, missing both attacks.

Maklar got the initiative and another solid dispatch roll which let him get four height shots down on Dupuis, killing him in three hits and wounding the Prince with the fourth. Losing my 150 point can opener like that hurt, but I took that opportunity to hop on the unique attack glyph and, between the cleaves and the Alders, killed that forward squad. Another good dispatch roll let the knights get off four attacks, but the dice cooled off, letting the Alder knight survive to save a Defender and letting the Defenders block the rest of the rolls. Again, between the cleaves and the unique attack glyph the Defenders killed 3 knights and put 3 wounds on Gilbert, allowing the Prince to finish him off on height. Luckily, I did not take lava wounds for either the Prince or a Defender.

Finn came out to attempt some damage and boost the B-11s, but only succeeded in the second part. Maklar made a nice turn 3 switch into the B-11s but not before I'd killed one with a Defender. The B-11s killed a defender and the Prince, leaving two open for a cleave which missed. Luckily for me, Jeanne charged in and got a lucky swing up to bring them down to 2.

I got my first initiative of the game to run the Krav forward and kill one more B-11 from max range (boosted by the glyph). From there it was straightforward to finished off the last B-11 and Isamu.

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

Jeanne:

Got 9 OMs, all three Rounds 1-3. Activated Sir Dupuis 1 time, Defenders 8 times, Alders 2 times, Prince al'Kahora 4 times, and herself 3 times. Her first activation on herself was to get clear sight to a Defender.

Alder Knights:

Played with the debuff so didn't roll to save themselves. Saved 2/2 on Defenders which was massive.

Defenders:

Got off 4 successful cleaves. Used the movement power quite a bit in Round 2.

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

I'm loving the Jeanne build. It's a lot of fun to play and there is so much flexibility and creativity in the build. Now, I have gone like 9/10 on Oath of Protection rolls over the last two games, so maybe that has something to do with it...playing melee unique squads is risky, but the reward is really strong as the Defenders can fulfill five times their points or more if the Alders keep them alive. I also love that Sir Dupuis seems (sort of, almost, maybe) viable now at regular pricing. Knocking 7 dice onto something from 8 spaces away will always be good when it's easy to set up and you can still hit something else afterward. Granted, all he did this game was kill one knight and soak three attacks, but it did set me up for attacks that swung the game. All in all I'm pleased with the units, even if the Alder debuff really hurts them into any sort of range. They will always need some sort of strong anti-range piece to support them if that change sticks.
 
Point Total (520)

Map: Tigress

Glyphs: Ulaniva, 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

Maklar the Silver Prince – Army:

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

Which units survived?

2 Defenders of Orleans, 3 Krav, full-health Jeanne, Isamu

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

Maklar selected his knights army first, and I felt his Nidhogg army wouldn't be able to close the gap. With the unique attack glyph on the map I felt like the Jeanne build was the best shot at taking it, especially with the Krav to counter a B-11 endgame.

I placed first on the top side hoping it would give me better control over the glyph and it did. I rolled up Defenders and Alders, who already had to defend one attack thanks to solid Gilbert dispatches. Maklar played it well, only hopping in 1-2 knights at a time to take swings at the Prince and Defenders, the latter of which needed a save. At the end of the round I swung up Dupuis into the pocket by the long ruin to kill a knight, the used the Prince to attempt to kill a knight on lava, missing both attacks.

Maklar got the initiative and another solid dispatch roll which let him get four height shots down on Dupuis, killing him in three hits and wounding the Prince with the fourth. Losing my 150 point can opener like that hurt, but I took that opportunity to hop on the unique attack glyph and, between the cleaves and the Alders, killed that forward squad. Another good dispatch roll let the knights get off four attacks, but the dice cooled off, letting the Alder knight survive to save a Defender and letting the Defenders block the rest of the rolls. Again, between the cleaves and the unique attack glyph the Defenders killed 3 knights and put 3 wounds on Gilbert, allowing the Prince to finish him off on height. Luckily, I did not take lava wounds for either the Prince or a Defender.

Finn came out to attempt some damage and boost the B-11s, but only succeeded in the second part. Maklar made a nice turn 3 switch into the B-11s but not before I'd killed one with a Defender. The B-11s killed a defender and the Prince, leaving two open for a cleave which missed. Luckily for me, Jeanne charged in and got a lucky swing up to bring them down to 2.

I got my first initiative of the game to run the Krav forward and kill one more B-11 from max range (boosted by the glyph). From there it was straightforward to finished off the last B-11 and Isamu.

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

Jeanne:

Got 9 OMs, all three Rounds 1-3. Activated Sir Dupuis 1 time, Defenders 8 times, Alders 2 times, Prince al'Kahora 4 times, and herself 3 times. Her first activation on herself was to get clear sight to a Defender.

Alder Knights:

Played with the debuff so didn't roll to save themselves. Saved 2/2 on Defenders which was massive.

Defenders:

Got off 4 successful cleaves. Used the movement power quite a bit in Round 2.

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

I'm loving the Jeanne build. It's a lot of fun to play and there is so much flexibility and creativity in the build. Now, I have gone like 9/10 on Oath of Protection rolls over the last two games, so maybe that has something to do with it...playing melee unique squads is risky, but the reward is really strong as the Defenders can fulfill five times their points or more if the Alders keep them alive. I also love that Sir Dupuis seems (sort of, almost, maybe) viable now at regular pricing. Knocking 7 dice onto something from 8 spaces away will always be good when it's easy to set up and you can still hit something else afterward. Granted, all he did this game was kill one knight and soak three attacks, but it did set me up for attacks that swung the game. All in all I'm pleased with the units, even if the Alder debuff really hurts them into any sort of range. They will always need some sort of strong anti-range piece to support them if that change sticks.

After some reflection, playing into the Defenders in particular was really not fun with melee. Cleave is basically impossible to avoid, and combined with A Brother's Call the Defenders can get wherever they want in the thick of it. Unique attack glyph and whiffing against some 1 skull attacks probably compounded it.

Alder Knights felt fine. Oath is a big deal, but feels ok. Very cool that this brings pieces like Sir Dupuis and Prince Al'kahora into the fold... But honestly the Defenders do both of their jobs better. Ryguy mentioned the Defenders and the Alder Knights working as sort of a squad of 5, which I think it really really cool. Giving the Defenders 3 attack and 5 move while cutting A Brother's Call would really cement that design unity, would help their matchup into range if anything, even out the matchup into melee a bit, plus increase the importance of your supplemental pieces.
 
Lots of live events coming up. Let me know if you need an extension and it will be granted. No worries. Enjoy scaping out there!
 
SirH: Etiana, Mercs, Honor
Skywhale: Agents

Which units survived?
Zi'Rof, Cage, 5 Honor

General Battle Report/Flow of game (be as detailed or general as you like)
Lost Etiana and a full squad of honor without doing any attacks or damage. Then a few survived, I engaged agents and promptly wiped the board only losing an additional 4 to some stray, desperate attacks from Laglor and Rygarn at the end.

How useful were playtesting units' powers and how often did they come into play?
Unfortunately, not at all. Etiana died in 2 attacks from Skahen on turn 2 of the game. And after I switched OM's over to Honor, there was no need to develop/use Zi'Rof.

Any additional comments (theme, balance, fun factor with and against)?
Nothing to really say here. The game was decent enough...but nothing to note for Etiana and Zi'Rof
 
Not much to write home about with the agents, either. I tried to get Harris some action, but 2 attack into 4 defense just doesn't cut it. Attacking the same figure 4 times in a row just to finally take them out also feels a bit goofy, especially when Harris just sits there and shoots. Skahen would probably have been better served with a screen of some kind, but I think that says more about my army building than the units themselves.
 
Point Total: 520
Map: Tigress
Glyphs: Ulaniva, Lodin

Shurrig Army: Nidhogg, Banshees of Durgeth Swamp x4, Isamu
SRD Army: Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tandros Kreel, Marcu Esenwein

Which units survived?
Tandros – 4/7 lives left
Jeanne – full life
Marcu – full life
2 Ebon with another on Jeanne’s card

General Battle Report/Flow of game (be as detailed or general as you like)
Round 1: I opened Ebon while Shurrig split OMs moving Hogg up on turn 1 and then switching over to Banshees for a couple early attacks trading 1 banshee for 1 Ebon which went on Alder.

Round 2: Continued Ebon while Shurrig switched over to Hogg. He got the first attack but missed his first three decay rolls before killing 1 Ebon. This left 2 Ebons to attack who managed to put 4 wounds on him before being killed the following turn, both by decay rolls so Hogg remained at 5 life but stole my OM 2 on Ebon. At this point, I had placed Ebon on Alder, Defenders, Jeanne and Prince Al cards. OM 3 Hogg moved forward and then Jeanne moved Prince Al and Tandros into position to strike on the init switch.

Round 3: Shurrig wins init and moves Hogg into position for a giant Decay strike against my pod of knights in the corner. Decay missed Al but killed 2 Alder and 1 defender. No chance to roll for Oath or bring back Ebon as this was not a normal or special attack. Prince Al moved in and put 3 additional wounds on Hogg with a 4v2 bringing him to 2 life. My 2 remaining defenders moved in for attacks but were both blocked. Decay put one wound on Al but missed both defenders but a 7 skull roll killed a defender who was replaced with an Ebon. Prince Al responded with 2 attacks of 4 which finished off Hogg. Shurrig OM 3 stolen and I developed Al and Tandros.

At this point, the game was largely decided with Shurrigs 5 banshees facing a defender, full life Jeanne, Tandros and Marcu with 1 Ebon alive and 2 ready to come back. We played it out and Banshees traded okay but in the end weren’t enough. Tough matchup for Shurrig with Banshees unable to scream my all uniques army.

How useful were playtesting units' powers and how often did they come into play?
Hogg – Decay 5/12. Might have been too hot with the decay rolls as they prevented him from getting regular attacks from height which would have likely helped bring lives back. Interesting interplay into Alder and Ebon as Decay prevents them from using Oath or coming back to life. Decay can really do damage into armies that want to pod up. On this map his “gargantuan” size didn’t really come into play with positioning.

Alder – We did decide to trial the Alder can’t save themselves ruling but they got decayed before they could do anything. No notes.

Defenders – Cleave wasn’t particularly useful into Hogg and Banshees who can spread out but 4/4 stats and ability to get into the fray quickly is scary.

Jeanne – Didn’t move until the very endgame when she had no other options to bond with but fully allows this army to function. The flexibility of deciding when to activate which card is particularly nice in the all uniques builds she thrives in.

Any additional comments (theme, balance, fun factor with and against)?
Both my games this season have involved an Ebon/Jeanne pod and both times they have won relatively handily (Dysole’s battle report from round 1 is excellent). This variation was more hero heavy swapping in Tandros instead of Tarn/Morgan’s/Eldgrim. I think both variations are fun and the version with Sir Dupuis has also been successful thus far. My favorite part of the Jeanne armies is that she has managed to make a rarely utilized Prince Al figure very intimidating particularly when there is the potential for an initiative switch. As for Nidhogg: dragons are fun, undead are fun, what’s not to love?
 
7/29/24 match VS Maytrix

520 points
Map: Tigress

cor7770: Agent Skahen, Krav, Rygarn, Agent T87, Laglor
Maytrix: M-43 Resistance fighters x5, Rendar Fy, Roeden Saren, Marcu

Maytrix won the match with one squad of M-43's, a one life Roeden, and full health Marcu remaining.

Game Flow

At the beginning of the game the range of the agents with Laglor was doing pretty well taking out a little over a squad before they were able to get attacks off. Once the M-43's got into range they were able to wipe out two of the Krav quite quickly leaving one to block position from getting to Skahen. From there in the early parts of the game the agents defense was doing very well and kept the army mostly healthy, taking out a few more M-43's along the way.

Around the mid game point the M-43's started to get wounds on and eventually picked off Laglor and the last Krav, hurting the pod that had been formed up around a bush. Then cycling order markers around between Rygarn, Skahen, and Agent T87 I was able to keep most of the M-43's away from the pod. On the other end of the board, Roeden and Rendar Fy were slowly moving to within range. After failing on several attack and telekinetic throw rolls from T87 the remaining M-43's were able to get a good position on the Unique glyph.

In the later game is where the Mariedan hero's took over. Rendar Fy got into range and was able to do 3 wounds on Agent T87, taking him out, and 2 to Rygarn. After that Rygarn was able to retaliate and do 2 wounds to Rendar Fy before he fell, leaving only Skahen left. After that Rendar Fy and Skahen fought face to face, with Skahen killing Rendar Fy, doing one wound to Roeden, and only recieving one wound herself. Then Roeden and Skahen went at it with Skahen doing 2 more wounds to Roeden before she eventually fell.

Playtesting Unit Performance

Agent T87: Overall during the game T87 felt pretty underwelming. I went 0-3 on telekinetic throw rolls and only 1-4 on attack rolls. For what he can do he seems a bit expensive at 100 points. I feel the throw roll should be lower to make it more enticing for clearing space away from T87, but I feel the wound roll should be higher to counter for that. With not getting the throw rolls he felt very weak only being able to take out one M-43 in 4 attacks, making his 100 point price tag feel like a lot for not very much impact on the game.

Roeden Saren: Maytrix was able to use Roeden well at the end of the game to help take hits from Skahen as he got lower in health. After moving adjecent to Skahen and taking a few wounds his extra defense did a good job at keeping him in the fight while being able to return double attacks from kinetic energy power cells. The combo of the higher defense and the double attacks was enough for him to hold on at 1 life and take out Skahen, thus ending the game.

Additional Comments:
Overall was a really fun and close game against Maytrix. Roeden did pretty well and helped him in the end game. Agent T87 on the other hand felt pretty lack luster, and I feel did not live up to his point total, in relation to his abilities and stats. I unfortunately feel that the army could have preformed pretty similar to the level that it did without T87. I'm hoping to see more out of T87 in the future.
 
7/29/24 match VS Maytrix

520 points
Map: Tigress

cor7770: Agent Skahen, Krav, Rygarn, Agent T87, Laglor
Maytrix: M-43 Resistance fighters x5, Rendar Fy, Roeden Saren, Marcu

Maytrix won the match with one squad of M-43's, a one life Roeden, and full health Marcu remaining.

Game Flow

At the beginning of the game the range of the agents with Laglor was doing pretty well taking out a little over a squad before they were able to get attacks off. Once the M-43's got into range they were able to wipe out two of the Krav quite quickly leaving one to block position from getting to Skahen. From there in the early parts of the game the agents defense was doing very well and kept the army mostly healthy, taking out a few more M-43's along the way.

Around the mid game point the M-43's started to get wounds on and eventually picked off Laglor and the last Krav, hurting the pod that had been formed up around a bush. Then cycling order markers around between Rygarn, Skahen, and Agent T87 I was able to keep most of the M-43's away from the pod. On the other end of the board, Roeden and Rendar Fy were slowly moving to within range. After failing on several attack and telekinetic throw rolls from T87 the remaining M-43's were able to get a good position on the Unique glyph.

In the later game is where the Mariedan hero's took over. Rendar Fy got into range and was able to do 3 wounds on Agent T87, taking him out, and 2 to Rygarn. After that Rygarn was able to retaliate and do 2 wounds to Rendar Fy before he fell, leaving only Skahen left. After that Rendar Fy and Skahen fought face to face, with Skahen killing Rendar Fy, doing one wound to Roeden, and only recieving one wound herself. Then Roeden and Skahen went at it with Skahen doing 2 more wounds to Roeden before she eventually fell.

Playtesting Unit Performance

Agent T87: Overall during the game T87 felt pretty underwelming. I went 0-3 on telekinetic throw rolls and only 1-4 on attack rolls. For what he can do he seems a bit expensive at 100 points. I feel the throw roll should be lower to make it more enticing for clearing space away from T87, but I feel the wound roll should be higher to counter for that. With not getting the throw rolls he felt very weak only being able to take out one M-43 in 4 attacks, making his 100 point price tag feel like a lot for not very much impact on the game.

Roeden Saren: Maytrix was able to use Roeden well at the end of the game to help take hits from Skahen as he got lower in health. After moving adjecent to Skahen and taking a few wounds his extra defense did a good job at keeping him in the fight while being able to return double attacks from kinetic energy power cells. The combo of the higher defense and the double attacks was enough for him to hold on at 1 life and take out Skahen, thus ending the game.

Additional Comments:
Overall was a really fun and close game against Maytrix. Roeden did pretty well and helped him in the end game. Agent T87 on the other hand felt pretty lack luster, and I feel did not live up to his point total, in relation to his abilities and stats. I unfortunately feel that the army could have preformed pretty similar to the level that it did without T87. I'm hoping to see more out of T87 in the future.

Cor did a great job summarizing the match and it really was a great back-in-forth battle until his pod eventually started to open up. Laglor was a good attack soak, but his range buff never really got utilized after the first turn. Mariedians x5 allowed me to just play the long game and get lucky shots from height and also engage KMA without worrying about the counter-attack.

As far as the playtesting units performed, one suprised me in a good way and the other not so much.

My thoughts on Agent T87: Any single attack unit for 100pts REALLY needs to pack a punch or offer incredible utility with their special powers to warrant the slot, but honestly the TK throw seemed too high at D14 to be of any threat going 0-3 on them. I agree with Cor on lowering the inital throw roll # but increasing the # you need to roll to inflict wounds with it. Being able to consistently move my units out of position/off high ground is more valuable than potential auto-wound especially against heroes in my opinion(landing both would be great). I just couldn't help but feel relief when he revealed OMs on T87 because of the low-threat level he has against mass commons which Agent builds naturally struggle against anyways. With his current text, I don't see myself ever opening up 100pts to include him. He has a great toolbox and if his statline/pt total get adjusted to be more on-par with competitive units then he'll be a very fun unit to bring.

My thoughts on Roeden: I'm far from an expert with mariedians but it's hard not to admire the fantastic bonding options they already have available to them so I was unsure Roeden would be able to keep up... that was a short lived worry. Since I had 5x M-43, they were very efficient at cracking open the agents pod and slowly move Roeden into position without raising his threat level. Once I locked down the Ulaniva glyph, Rendar and Roeden both locked down height and forced Cor to guess which hero I would reveal an OM on(one of the mariedians unwritten strengths). Having height, I practically WANTED him to attack Roeden so I could 'charge up' my energy cells which did in fact happen and allowed me to consistently rattle off 2 attacks on 3 consecutive turns. Even with 1 life left, having 6 defense was such a hard shell to crack it was too much for Skahen to overcome. His overall design is fantastic, energy cells are such a creative ability and Roeden is another complex and fun addition to one of VC's greatest squad designs. He makes me WANT to play them again, and forces the opponent into uncomfortable attacking decisions that may prove costly to them. At 90pts, he's a fairly fragile unit that requires sufficient setup and becomes a low threat after having 2+ wounds inflicted so it's hard to say how he'll perform on a competitive level or against bonding armies, but I'm excited to see where his final statline/pt cost lands!
 
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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.

Played tonight.

Xiegfried chose to pick 1st and took the 10th. I took Cron roller.

Xiegfried opened pure 10th while I moved Raelin to the jungle spot where she could cover Unique Attack then rolled Omegacron up with some Repulsors. I got Repulsors spread out well into 10th twice but both times all 3 forward ones died, and I was losing Repulsors too fast, even the ones with 5-6 defense, so Omegacron ended up moving forward onto lava 3-height, but he whiffed an attack and a 10th got height and did 2 wounds off a 4v8 that spelled my doom. Beta then moved up but missed his 2 sentry rolls onto 10th. Omega ended up dying to lava at the end of that round.

I had essentially lost already with no impact from the playtest figures, but we kept playing, and the few Repulsors I had left rolled super hot and cut through most of the 10th that were left. Eventually Xiegfried switched to Jean OMs and Tandros came in. I baited Tandros off height to get a cleave onto 2 Repulsors, which he took and 0/4 ed. My next OM was Beta, who took height and got a 3/4 into Tandros that did 5 wounds. Beta then finished off Tandros on the next attack after Tandros killed both Repulsors.

Beta danced for a while, getting 1 more kill on a Defender, but ended up missing all 4 sentry rolls and Xiegfried eventually got an init switch and caught Beta to end the game.
 
Just finished with OG, Don't have time for a full battle report, but long story short, Nidhogg with 50% defense is really good. OG pulled out the win with 5 honor guard and Bol left on the field. Nidhogg took out Raelin, 3 wounds on Omegacron, and about 11 repulsors.

Nidhogg is very strong, I think Breath of Decay should not affect soulborgs purely for thematic reasons (Not because my soulborg army lost XD) and maybe up the roll to a 16? He can do a ton of damage if you roll hot. He can deal so much damage that whatever you have left should be able to clean up well.

Some ideas OG and I had were upping the roll to a 16, lowering a move to 4, or lowering life to 8. As is, I think he is just *slightly* to strong. I love the theme, and the powers just caught up on how devastating he can be.
 
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 3 is on Dredgewood Forest. (Holdir, Wannok, Treasure x2)

The Drakeepooh (2-0) v. ryguy266 (2-0) pool of armies is:
* Betacron's Boys: Omnicron Snipers x3, deathreavers x3, Betacron, Arkmer
* Just enough to fit Johnny: Knights of Weston x5, Sir Gilbert, Johnny Shotgun Sullivan
* 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
Drakeepooh chooses which army to play first or may defer. After armies are picked, ryguy266 chooses who places first.

The Youngoween (2-0) v. zackando (2-0) 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
* 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
zackando chooses which army to play first or may defer. After armies are picked, Youngoween chooses who places first.

The I Hate Atlaga (2-0) v. Dysole (1-1) 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
* 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
I Hate Atlaga chooses which army to play first or may defer. After armies are picked, Dysole chooses who places first.

The O.G-Blaha (1-1) v. Srd717 (1-1) pool of armies is:
* 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
* : 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, O.G-Blaha chooses who places first.

The ThrasherDarkrai (1-1) v. superfrog (1-1) 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
* : 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, ThrasherDarkrai chooses who places first.

The kevindola (1-1) v. Maklar the Silver Prince (1-1) 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
* : 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, kevindola chooses who places first.

The Maytrix (1-1) v. Xiegfried (1-1) pool of armies is:
* : Omnicrop Repulsors x4, Omegacron, Raelin (RotV), Betacron, Beorn Boltcutter
* : Greenscale Warriors x2, Janos, Bambina, Etiana, Zi'Rof
* 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, Maytrix chooses who places first.

The Sir Heroscape (1-1) v. KnightOfLight (1-1) pool of armies is:
* 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
* 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
KnightOfLight chooses which army to play first or may defer. After armies are picked, Sir Heroscape chooses who places first.

The Vydar_XLIII (1-1) v. Chris Perkins (0-2) pool of armies is:
* : deathreavers x3, Raelin (RotV), Agent Skahen, Agent T87, Agent Harris, Otonashi
* : Honor Guard x3, Janos, Etiana, Quaz, Byrikon the Hiveless
* 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]
Vydar_XLIII chooses which army to play first or may defer. After armies are picked, Chris Perkins chooses who places first.

The SkyWhale v. BiggaBullfrog 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
* 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
BiggaBullfrog chooses which army to play first or may defer. After armies are picked, SkyWhale chooses who places first.

The Cor7770 v. Shurrig pool of armies is:
* : M-43 Resistance fighters x5, Rendar Fy, Roeden Saren, Marcu
* : Agent Skahen, Krav, Rygarn, Agent T87, Laglor
* 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
Cor7770 chooses which army to play first or may defer. After armies are picked, Shurrig chooses who places first.
 
Pretty fun game against Maklar

me: Romans x2, NGS, Janos, C'Rik, San Tiim, Quaz (Plasma, Detonator, Graviton)
Maklar: Knights x3, Gilbert, B-11, Finn, Isamu

Survivors: All 4 B-11s (+ Finn), Gilbert (4 life), 2 Knights, Isamu

The Knights blocked a lot early from Romans and from Janos crew while whittling away the Romans and pinging NGS.

I then got a pretty big Janos round where the Plasma Grenade and normal attacks and C'Rik with height knocked out a few knights and Finn.

But a big 1 shot 4/4 hit + 0/3 defense + missed Hologram killed C'Rik earlier than anticipated and really put a big reduction in the Janos turn attack power.

San Tiim did heal 4 wounds on NGS and 1 wound on Quaz, but Knights took out all but 1 Knight and tied everything else down, which was sufficient enough for the attack boosted B-11s to blow through everything. I did have 2 tries to mindshackle the B-11s that might have swung the game, but those were long odds.

Unit Usage

San Tiim

Best Showing I've seen from him, but the X order marker plus after his turn is a high stipulation to pay. I did heal 5 wounds (4 on NGS and 1 on Quaz). Tiim got 2 normal attacks: a 2v5 and 3v4 on knights that were both blocked

Quaz
Such a fun dude. He totalled 3 Knight kills this game and utilized all 3 of his glyphs.

-activated via Janos (2v5 blocked)
-activated via Janos (Plasma targets 3Kn and NGS kills 1 Kn) 3v4 blocked
-activated via Janos Graviton 1 unit to low ground. 3v4 kills Knight
-Detonator blows up Knights (fails on own Roman)
 
Won init round 1. Nidhogg rolled up to the start zone and took a single wound from a few potshots from repulsors. Hit 1 Breath of decay (1/7) on turn 2 but it was a juicy sniper. Was not able to get in range of a munch. Repulsors took a few more pot shots but were blocked despite solid attack rolls. Hogg flew in taking an LEA (2/9 life at this point) to chomp Omega. Decay killed second sniper and I believe a repulsor (3/13 total) followed up by 1 out of 6 attack die. Zack surprisingly (and smartly) put his turn 3 on Zetacron. Who rolled up on height w/ Holdir and repulsor bonus for a 5 attack deadly snipe. Rolled 4 out of 5 and Hogg responded with 2/3 shields to live with 1 health at the end of a fast paced round 1.

Init roll was big, I had to put one more OM on Hogg and he took it then took a 6/6 chomp out of omega who blanked his defense.... Zetacron polished off Hogg next turn again rolling the nasty 5 dice deadly shot. Hogg died after 3/16 Decay breaths and an omegacrunch.

Game played out with repulsors/zeta v zombies which was tough on a road map although repulsors held their own. After 3 zeta blanks in a row (7 total attack die) game was called.
 
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Pretty fun game against Maklar

me: Romans x2, NGS, Janos, C'Rik, San Tiim, Quaz (Plasma, Detonator, Graviton)

Maklar: Knights x3, Gilbert, B-11, Finn, Isamu

Survivors: All 4 B-11s (+ Finn), Gilbert (4 life), 2 Knights, Isamu

The Knights blocked a lot early from Romans and from Janos crew while whittling away the Romans and pinging NGS.

I then got a pretty big Janos round where the Plasma Grenade and normal attacks and C'Rik with height knocked out a few knights and Finn.

But a big 1 shot 4/4 hit + 0/3 defense + missed Hologram killed C'Rik earlier than anticipated and really put a big reduction in the Janos turn attack power.

San Tiim did heal 4 wounds on NGS and 1 wound on Quaz, but Knights took out all but 1 Knight and tied everything else down, which was sufficient enough for the attack boosted B-11s to blow through everything. I did have 2 tries to mindshackle the B-11s that might have swung the game, but those were long odds.

Unit Usage

San Tiim

Best Showing I've seen from him, but the X order marker plus after his turn is a high stipulation to pay. I did heal 5 wounds (4 on NGS and 1 on Quaz). Tiim got 2 normal attacks: a 2v5 and 3v4 on knights that were both blocked

Quaz

Such a fun dude. He totalled 3 Knight kills this game and utilized all 3 of his glyphs.

-activated via Janos (2v5 blocked)

-activated via Janos (Plasma targets 3Kn and NGS kills 1 Kn) 3v4 blocked

-activated via Janos Graviton 1 unit to low ground. 3v4 kills Knight

-Detonator blows up Knights (fails on own Roman)

Pretty sure the figure for San Tiim is female, for what it's worth.
 
The Vydar_XLIII (1-1) v. Chris Perkins (0-2) pool of armies is:
* : deathreavers x3, Raelin (RotV), Agent Skahen, Agent T87, Agent Harris, Otonashi

* : Honor Guard x3, Janos, Etiana, Quaz, Byrikon the Hiveless

* 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]


Vydar_XLIII chooses which army to play first or may defer. After armies are picked, Chris Perkins chooses who places first.

We played in-person during ScapeCon IV, and with the changes.

Vydar won the dice-off, chose to pick 1st, and took my Cron build. I took Vydar's Agent pod.

Betacron was useful as a rat deterrent, though I still sent a few rats into his aura (he went 1/2 on them). The hero of the game was Skahen though; I got the heroic attack glyph and Skahen took down Omegacron while he shot at my Raelin, but Skahen got Omega first. Skahen then took out Betacron to let my stuff move freely for the rest of the game.

Other than Betacron's initial deterrence, the other testing units didn't get used until this one was basically decided. Eventually I ended up taking some OMs on T87 & Harris in the late-game, when Skahen eventually died to attacks from Repulsors (though there weren't many left) after the Repulsors had d20ed their way through the rats and I used a combo of T87 & Harris to finish off the last 4-5 repulsors.
 
We played in-person during ScapeCon IV, and with the changes.

Vydar won the dice-off, chose to pick 1st, and took my Cron build. I took Vydar's Agent pod.

Betacron was useful as a rat deterrent, though I still sent a few rats into his aura (he went 1/2 on them). The hero of the game was Skahen though; I got the heroic attack glyph and Skahen took down Omegacron while he shot at my Raelin, but Skahen got Omega first. Skahen then took out Betacron to let my stuff move freely for the rest of the game.

Other than Betacron's initial deterrence, the other testing units didn't get used until this one was basically decided. Eventually I ended up taking some OMs on T87 & Harris in the late-game, when Skahen eventually died to attacks from Repulsors (though there weren't many left) after the Repulsors had d20ed their way through the rats and I used a combo of T87 & Harris to finish off the last 4-5 repulsors.

Thanks for the report CP!

Were any order markers shifted from Skahen to T87?

Did T87 attempt any throws?

Did Harris use any special attacks, and if so how long were the chain of attacks?
 
We played in-person during ScapeCon IV, and with the changes.

Vydar won the dice-off, chose to pick 1st, and took my Cron build. I took Vydar's Agent pod.

Betacron was useful as a rat deterrent, though I still sent a few rats into his aura (he went 1/2 on them). The hero of the game was Skahen though; I got the heroic attack glyph and Skahen took down Omegacron while he shot at my Raelin, but Skahen got Omega first. Skahen then took out Betacron to let my stuff move freely for the rest of the game.

Other than Betacron's initial deterrence, the other testing units didn't get used until this one was basically decided. Eventually I ended up taking some OMs on T87 & Harris in the late-game, when Skahen eventually died to attacks from Repulsors (though there weren't many left) after the Repulsors had d20ed their way through the rats and I used a combo of T87 & Harris to finish off the last 4-5 repulsors.

Thanks for the report CP!

Were any order markers shifted from Skahen to T87?

Did T87 attempt any throws?

Did Harris use any special attacks, and if so how long were the chain of attacks?

Yes, sorry.

I believe I moved 1 OM from Skahen to T87. Though once Skahen took a wound or 2 I was being careful and doing a lot of OM 1-2 on Skahen, 3 on Harris/87 with the plan to move OM2 to T87 if needed.

T87 got 2 throw attempts in (my last 2 OMs of the game). 1st one hit but did no damage, 2nd one missed and then T87 finished off the last Repulsor with a normal attack. I used Harris as the 2nd offensive piece after Skahen and before T87 (to keep the OM transfer option alive).

Harris used the SA (exclusively I think?) and got a few 2-3 attack chains, nothing longer.
 
Bigga took his knights and rogues and I decided to go with the HG and mercs build, in large part because I realized after my game with Sir Heroscape that I don't enjoy Skahen sniper builds... and then looking at the map and all its LOS blockers, I realized this was definitely a good call.

I led with OMs on the Guard, not placing anything on Etiana until the third OM of round 2. This let my Guards get up into engagement with his knights. Bigga didn't let me roll too slow, with enough OMs on his Brigands to make them a threat. I also took these 5 OMs to snag Holdir, knowing I was aiming to have 2 Hero turns per OM in the later rounds. All Etiana did on her first turn was move up and successfully grab the Talisman of Defense.

In round 3, I took one last turn with the Honor Guard, in hopes of getting some auto skull melee attacks off, which ended up killing two Defenders that had strayed away from their protectors. In OM 2, Etiana took a shot at a Brigand and used Tactical Support to move an Honor Guard into engagement with Jeanne and Tandros, move Zi'Rof onto road, and move a second Honor Guard into engagement with the Brigand that Etiana failed to kill. Zi'Rof seemed like the better pick of the two other mercs, as he could pull people out of position/line of sight - which did come in handy!

The Alder Knights became my priority targets, as they affected my odds of getting Tandros or Jeanne, but I also took shots at Brigands as they were available/my only options. Zi'Rof used his Tactical Switch multiple times to throw his target both onto low ground and into engagement with an Honor Guard but not himself, which allowed him to have options if the attack weren't to go through.

In round 4, Bigga make a charge with Tandros and an Alder Knight, which really threatened Etiana. Being engaged with both of those meant Etiana could only attack Tandros, who was being protected by the Knight! Wanting to use Tactical Support, I had Etiana run away and successfully shoot down the Alder Knight. Zi'Rof followed that up by snagging Tandros behind some trees where Jeanne couldn't see. The following turn, all 4 of the powers between Etiana and Zi'Rof's cards were used to get two height attacks with auto skulls and Holdir onto Tandros... which was enough to get rid of the 6 life he had remaining.

From that point on, Bigga was restricted to 2 activations per Order Marker, which wasn't enough to prevent the mercs from cleaning up. After finishing the last Brigand, he conceded with 2 Beakfaces, 1-life Jeanne, and a single Defender. I was left with 3-life Etiana, 2-life Zi'Rof, full health Gage, a squad of Honor Guard, and Isamu.

I really liked the tools Etiana and Zi'Rof brought to the table; this army having so many auto skulls really enhanced their consistency. It was also really good that Bigga had the Brigands, forcing me to move forward and engage with him, as opposed to letting him come to me. I'm still scared with how squishy Zi'Rof seems, but knowing I can throw his enemies into engagement with my HGs makes me feel a little safer.

Overall it was a ton of fun, and I think made for a great playtesting game! Thanks for the game, Bigga!
 
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Quick report since my game with Drake only had one playtesting unit.

My army:
Just enough to fit Johnny: Knights of Weston x5, Sir Gilbert, Johnny Shotgun Sullivan
Drake's army:
Betacron's Boys: Omnicron Snipers x3, deathreavers x3, Betacron, Arkmer

What units survived:
18 knights of Weston, 1 life Gilbert, 2 life Johnny (Drake conceded with 4 snipers, 1 rat, and full-life Arkmer left).

Game Report:
Once again I lost the virtual dice-off and was at the mercy of my opponent. To my surprise, Drake took the soulborgs, leaving me with what I felt was a very strong knights army on the given map. The rats were indeed obnoxious, but with only 3 attacks of 1 into 4 or 5 per turn and 20 knights or a 6 life Gilbert to churn through, my safest strategy was simply to bash swordsmen into the reavers until I got through them all. Betacron mattered in that he slowed my push through the middle, but dispatch allowed me to take safe movement after sentry mode activated on Gilbert's turn. There was a scary moment where I disengaged with four knights to push through the middle and Drake got through 3 successful LEAs and a sentry mode, but shortly after we realized the sentry mode roll was made in error since Gilbert had engaged Betacron, and so the last two disengages I took weren't necessary. With the knights able to move more freely, I retreated Gilbert who was on his last legs and sent in knights to clean up the last two squads of snipers. Drake called the game with four snipers, Arkmer, and one rat left on the board against 18 knights.

Powers Used:
Betacron's success on rolls was 1/4, the one success was into Gilbert. It was almost 2/5 with that success being critical, but since he was engaged to Gilbert it should not have activated and we reset to just before the roll.

Usefulness:
I actually think Sentry Mode is even less useful into common squad spam that it would seem, because you can choose in what order to move figures and trigger Sentry Mode. For example, at one point a sniper had made its way onto the level 4 3-hex on Drake's side of the map, ready to shoot from height onto the level 3 road into the middle. I had a knight ready to push around the ruin, but it would have been in Betacron's sentry mode range. That was my only knight in striking distance of that sniper, so I first moved a less crucial knight in the center to trigger the Sentry Mode roll. It failed anyway, but then I was able to safely move my knight next to the Sniper and get the kill without risk. Betacron has some utility for 50 points and I do like the build. Ultimately he provides plenty of options for the opposing player to play around.
 
Round 3
520 Points
Map: Dredgewood Forest
Glyphs: Holdir, Wannok

Shurrig’s Army- Ebon Armor, Jeanne D'Arc, Alder Knights, Defenders of Orleans, Prince Al'Kahora, Tandros Kreel, Marcu Esenwein
Cor7770’s Army - M-43 Resistance fighters x5, Rendar Fy, Roeden Saren, Marcu

Which units survived?
2-life Marcu
3-life Jeanne d’Arc
5-life Tandros Kreel
X2 Ebon Armor
x1 Defender of Orleans

General Battle Report/Flow of game (be as detailed or general as you like)
I won round one and led Ebon, who did a good job of clearing out M-43’s. we took turns trading figures until the end of round two, where by then my Ebon had killed 8 M-43’s before they died. Cor placed Marcu, who had previously moved up to grab a treasure glyph, on wannok at the end of the round. Round 3, Cor took turn with Roeden, grabbing the level 4 2-hex and killing my last Ebon on the board at the time. Cor ended round 2 with I switched to Jeanne where I led Alder Knights and Tandros, setting them up to attack Roeden and M-43’s. M-43’s swiftly killed the Alder Knights with good attacks, we used the optional rule where oath can’t affect other AK’s so that may explain why they died so fast. On my next turn, Tandros runs adjacent to Roeden and an M-43 and rolls 3 uncontested skulls on Roeden and Prince al’Kahora takes the Talisman of Defense which we both forgot about. Cor had some really good attacks on Tandros, none of which went through, and then I took a turn with Jeanne and Prince al’Kahora to kill Roeden, who failed to roll a shield in the two total attacks against him. The end of the game looked like Tandros and Prince al’Kahora (and Jeanne at the end) taking attacks on the remaining M-43’s, then eventually killing Cor’s Marcu and Rendar.

How useful were playtesting units' powers and how often did they come into play?
Roeden didn’t get to do much other than kill an Ebon Armor, and the Alder Knights did absolutely nothing. I may have played them wrong, probably could have just taken turns with the heroes until they died but yeah nothing much to say. Jeanne was a beast however, getting to bond with Tandros and al’Kahora was insane, they’re actually good now! Defenders took some fruitless attacks in the end game and grabbed Wannok, I’m not sure any of their abilities came into effect.

Note: I did not see the Defenders had their attack reduced. didn't affect my match since their two attacks in the game whiffed.

Any additional comments (theme, balance, fun factor with and against)?
Alder Knights may not be too busted with Oath of Protection working on each other. They’re a 2-man squad that didn’t do anything in my game, even as wannok soaks they’re hard to use otherwise.
 
Round 3
520 Points
Map: Dredgewood Forest
Glyphs: Holdir, Wannok

SirH: Tombstone Gunslinger x7, Cal the Smuggler, Garrett Burns, Josie Whistlestop, Leslie Cane, Raelin (RotV)
KnightofLight: Nidhogg, Honor Guard x4, Marcu Esenwein, Bol

Which units survived?
Marcu, Bol, 2 Honor

General Battle Report/Flow of game (be as detailed or general as you like)
Nidhogg rushed the SZ and killed almost all the Gunslingers with Breath and dealt 1 wound to each of the heroes. I spend OM2 wounding Leslie to go for an OM3 on Leslie to blow up Nidhogg from height, but it was kind of an obvious play and KnightofLight took low ground and engagements to kill Leslie. I had dealth 3 wounds myself to Leslie, so it was pretty easy for Nid to finish him off. I was hoping for a block and then a really good turn against Nid and then maybe an init switch to blow him up more...but that plan failed. That said, I was able to switch to Josie the full next round who blew up Nid herself. The endgame was Josie, Raelin, Cal (off the board) and Garrett, 1 Gunslinger vs all the Honor, Marcu and Bol. Garrett got the Heroic Rune and a kill before dying and then Josie sat in Raelin's Range and killed all but the last 2 honor guard. It was a valiant effort, but she couldn't hold out after soloing the other half of the army.

How useful were playtesting units' powers and how often did they come into play?
Leslie never had a turn. He had an OM that would have been massive had he survived.

Any additional comments (theme, balance, fun factor with and against)?
Leslie can be really good...but you're risking a lot to wound him early in order to make his power super good. Had I played more conservatively, I wouldn't have wounded him with Nidhogg just outside my Startzone and just waited for some better timing.
 
OG and I played our round 3 matchup and have zero feedback on playtesting units. He took his Krav and I took Q9 (Armies below)

* 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

Q9 picked off rats as he climbed to height in round 1. Raelin came forward before transitioning to krav round 2. OG then lost 3 Krav all backed by Raelin Krav in only 10 attacks of 1 from Q9. Q9 then finished off Raelin. T87 was able to save an OM from Krav onto himself but didn't do any damage. OG conceded with only T87, Carr and Defenders facing my full strength army. The Major is still good.
 
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