• Welcome to the Heroscapers 2.0 site! We've still got some dust to clear and adjustments to make, including launching a new front page, but we hope you enjoy the improvements to the site. Please post your feedback and any issues you encounter in this thread.

Bangerang's Custom's

Units that have powers like MoC aren't priced off how many points they can kill, but based off how much they can disrupt the opposing army. Be sure to try him out against some armies that require very careful OM management-something like Rats, Raelin and Q9.

That is a good point Killometer, I have done some of the play testing with Valkrill and the armies we have pitched it against have been 3 X axgrinders and the three heroes and then we pitched against an arrow grut armie.

I thought that MoC would be most effective against bonding armies, but you have a very valid point. So, Bangerang what are you doing this weekend. Killometer said we have to play test more and what he says goes ;). Just tell your wife that this is more important:thumbsup:.
 
Both the Dwarves' and the Arrow Gruts' heroes (except for Swogs) can pull their weight on their own, so swapping OMs onto them isn't quite so devastating. Moving them to someone with less offensive output (like Finn or Deathreavers), or someone who should stay out of battle (like Raelin or Kelda) could hurt your opponent a lot.

Also, be sure to try the tactic of gradually loading all your opponent's OMs onto one hero, especially if there is one far from the action or near death.
 
Both the Dwarves' and the Arrow Gruts' heroes (except for Swogs) can pull their weight on their own, so swapping OMs onto them isn't quite so devastating. Moving them to someone with less offensive output (like Finn or Deathreavers), or someone who should stay out of battle (like Raelin or Kelda) could hurt your opponent a lot.

Also, be sure to try the tactic of gradually loading all your opponent's OMs onto one hero, especially if there is one far from the action or near death.

In the game with the arrow gruts that is what happened because they had Isamu and 3 Swogs. But, I do need to play test it some more and using key figures like Raelin that are more defensive would be a good test.

Thanks for the input.
 
So after a lot of play testing with my Roman Archer Hero Quitus I determined that he was missing something. For 90 points you were better off taking more Legionaries or archers. But the archers become useless if they are split and aren't in groups of at least 3. So, decided to add the ability of Archer Training which allows he to count as a Roman Archer for the Volley attack.

Let me know what you think...updated card on the first post.
 
So after a lot of play testing with my Roman Archer Hero Quitus I determined that he was missing something. For 90 points you were better off taking more Legionaries or archers. But the archers become useless if they are split and aren't in groups of at least 3. So, decided to add the ability of Archer Training which allows he to count as a Roman Archer for the Volley attack.

Let me know what you think...updated card on the fist post.
I am unaware of such a slang name for post...
;)
Great customs! Utgar looks like a badass with his massive Taelord-esque wings. +rep
 
So after a lot of play testing with my Roman Archer Hero Quitus I determined that he was missing something. For 90 points you were better off taking more Legionaries or archers. But the archers become useless if they are split and aren't in groups of at least 3. So, decided to add the ability of Archer Training which allows he to count as a Roman Archer for the Volley attack.

Let me know what you think...updated card on the fist post.
I am unaware of such a slang name for post...
;)
Great customs! Utgar looks like a badass with his massive Taelord-esque wings. +rep

Thanks for the plus rep. And thanks for chetching my miss spelling for me. I fixed it now.
 
I like how melee characters are able to keep their heads with her around, but it hinders range figures.

You didn't mention this, but was she able to kill any of the heroes with her poison ability?

You guys did a really good job wording the poison arrow attack, but I still think it should have been called the red-bellied toad's poison seeping attack ;).
 
I like how melee characters are able to keep their heads with her around, but it hinders range figures.

You didn't mention this, but was she able to kill any of the heroes with her poison ability?

You guys did a really good job wording the poison arrow attack, but I still think it should have been called the red-bellied toad's poison seeping attack ;).

Yes, Q10 died in 3 turns, and Drake died on his 5th turn as he killed Aquilla. Raelin only had 1 turn left before she would have died, but she was killed.
 
Seeping Poison is a fantastic power. I really like the decisions it forces your opponent to make, and I like that it isn't circumvented by bonding.

Hypnotic Gaze could be pared down to something like "If an opponent's unengaged figure attacks, it must attack Aquilla" (I was confused by that power unti lI saw that she has Concealment-then it all became clear :twisted:).
 
Seeping Poison is a fantastic power. I really like the decisions it forces your opponent to make, and I like that it isn't circumvented by bonding.

Hypnotic Gaze could be pared down to something like "If an opponent's unengaged figure attacks, it must attack Aquilla" (I was confused by that power unti lI saw that she has Concealment-then it all became clear :twisted:).

Thanks! I like that wording suggestion...and it will save space allowing me to make the font a bit bigger.
 
Seeping Poison is a fantastic power. I really like the decisions it forces your opponent to make, and I like that it isn't circumvented by bonding.

Hypnotic Gaze could be pared down to something like "If an opponent's unengaged figure attacks, it must attack Aquilla" (I was confused by that power unti lI saw that she has Concealment-then it all became clear :twisted:).

Thanks! I like that wording suggestion...and it will save space allowing me to make the font a bit bigger.

:? Sorry, I just realized that I left out the 10 hex aura in my rewording, but while thinking about how to word it smoothly, I wondered what if the attacking figure doesn't have the range to attack Aquilla from where they are standing (i.e. a 4th Mass figure 9 hexes away)? Does that just mean that their attack turn is lost? (I think that there is a precedent for something like this, but I can't remember what it is off the top of my head-something involving Tandros, maybe?)
 
Seeping Poison is a fantastic power. I really like the decisions it forces your opponent to make, and I like that it isn't circumvented by bonding.

Hypnotic Gaze could be pared down to something like "If an opponent's unengaged figure attacks, it must attack Aquilla" (I was confused by that power unti lI saw that she has Concealment-then it all became clear :twisted:).

Thanks! I like that wording suggestion...and it will save space allowing me to make the font a bit bigger.

:? Sorry, I just realized that I left out the 10 hex aura in my rewording, but while thinking about how to word it smoothly, I wondered what if the attacking figure doesn't have the range to attack Aquilla from where they are standing (i.e. a 4th Mass figure 9 hexes away)? Does that just mean that their attack turn is lost? (I think that there is a precedent for something like this, but I can't remember what it is off the top of my head-something involving Tandros, maybe?)

I see what you are saying that does need some clearing up. I was thinking it to be only if they can attack Aquilla. So, if they are out of range they could still attack.

Rewording for Hypnotic Aura
If an opponent's unengaged figure attacks and is within 10 clear sight spaces of Aquilla, it must attack Aquilla if able.
 
Well I wanted to enter bangerang's contest so I did a playtest with Aquilla. So here is goes:

My army-
Aquilla
Mohican River Tribe X 2
Brave Arrow
Darrack Ambershard

500 Points

Vs.

Marcus Decimus
Me-burg-sa
Roman Archers X 3
Roman Legionairs X 2
Ne-Gok-Sa

505

My opponent moved his archers up first but their short range kept them from taking a shot. However, this put me in prime condition to take height and kill all of them with my height advantaged Mohican River Trib.

The first half of the game was pretty much a shoot out. The archers tried to volley me, but being in Aquilla's hypnotic aura they could only attack her and my d20 was on fire for concealment. Meanwhile, the River Tribe was mowing everything down.

I took out two squads of roman, Me-burg-sa, with only a squad of Mohicans thanks to the aura. After finishing off my opponents range he moved Ne-Gok-Sa up to try and mind shackle Aquilla. I gambled and let him engage, allowing me to move Darrack up for a sneak attack. On my second turn I flew away and put five poison counters on NGS.

The range was easy, but the romans and Marcus started taking revenge when they engaged my army. I was that Aquilla value had dropped to nothing without a range threat, so I flew her into enemy territory and put five poison markers on Marcus.

When the game ended Ne-Gok-Sa had two lives left and one poison counter on him, Marcus had two wounds and four poison counters on him, and there were six romans left.

Overal, Aquilla was very fun, but against a melee army she is overpriced. However, the metagame change for range (currently the strongest element in the game) is signficant.

If I was to play the game again, I would have taken another squad of Mohicans instead of Darrack and then taken some melee screen: rats, WoA, etc.

Aquilla's ability to disrupt range is intense and her poison ability is great for heroes, but against anything else she will not get here points. Would I take here to a tournament? Yes. She would rock against 4th and 10th which are very commen in the Utah tournament scene, but something like Orcs, Greenscale warrios, or Knights would eat this up for lunch.

I would say she is priced about right. The disruption against range makes her a valid 250 point characert and the risk of not facing range makes her a very risky choice.
 
@Tiranx
You are the first to post a review! Thanks! Now to complete the process just copy a few of the paragraphs that tell me what you thought about her and post it on my blog. And I agree with what you have said so far. She is good at disrupting the range aspect and even the way that Heroes can be killed. However, she is weak when you get up in her face. She is really fun to play and I can't wait until I finish her sculpt.

Looking forward to more reviews!!
 
@Tiranx
You are the first to post a review! Thanks! Now to complete the process just copy a few of the paragraphs that tell me what you thought about her and post it on my blog. And I agree with what you have said so far. She is good at disrupting the range aspect and even the way that Heroes can be killed. However, she is weak when you get up in her face. She is really fun to play and I can't wait until I finish her sculpt.

Looking forward to more reviews!!

All right post made on your blog. I submitted it earlier, but didn't notice that I had hit submit twice and type the word in it prompts you too. Thanks for running the promotion.
 
My army-
Aquilla
Mohican River Tribe X 2
Brave Arrow
Darrack Ambershard

vs.

Taelord
minions X 2
Agent Carr

So, my experience playing Aquilla (Same build that my husband used) was much different than Tyrel's. There was no range except for Carr in the army I played against and my opponent did not even use that. So I was unable to use most of her advantages and because of that felt she was a little expensive for what she did.

I was able to put three poison counters on Carr, but after that she stopped using him. I did really like the poison ability, it was a really fun addition and gave me something to look forward to as I used her. This also frustrated me, because I wanted to watch the character die from the poison. When she stopped using it, nothing happened. I guess next time, I should put it on a more important character.

Really I just got destroyed by the minions and had no response for that. I think that the concealment ability and poison ability are powerful and effective, but when there is no range in the opposing armies, she suffers.

By the way, your customs are impressive and it is really fun to see what you are coming up with. Keep up the good work!
 
I have played a couple games involving Utgar. I will concentrate on the first game.

My army:
Utgar: 260
Phantom Knights x 2: 140
Black Wyrmlings x 3: 90
Issomu: 10

Apposimg army:
Zedicron: 60
Major Q10: 150
Gladiatrons x 2: 160
Blastitrons x 2: 140

The map was a tournament stye map with deep snow and slippery*ice. An all flying army had a major advantage on this map, and with ugars command hordes ability, moving the phantom nights was a breeze. *My strategy was to bind up the glads and utiilize the high ranged defense of the knights and use the Wyrmlings and Utgar for the aggression units. The game went for about 5 full rounds. Utgar is a power house worth noticing. *Krug has potential of over power him, but Utgar is a Krug with three wounds all the time. *Two attacks of five or six with height was huge in the game. The added fear for common squads made the glads and blasts easy picking for Utgar. His low defense helps balance out is high attack and custom abilities. 8 life, makes him as tough as Krug.

Utgar won the game he had one life left, with two phantoms, two Wyrmlings, and issamu remaining on the board. *Utgar had a couple epic defense roles that kept him alive to the end. Over all, I thought he was fun and refreshing, and fit well into the game. He has a couple favorite retro abilities, plus a couple new custom abilities that fit his character well. I would say his points are a little high, but Utgar waisted in fifteen minutes in a match against niflhiem, zelrig and 4 red wyrmlings. Kind of ammusing.

Good figure, I am looking forward to testing other units.

Nathan Frongner
 
@majis0
Thanks for the feedback! Now you just need to leave a comment on my blog, just copy a few paragraphs from here, to complete your entry.

I too have experienced with Utgar that he is very much like a Krug and is a great game finisher. However, his weak defense make him fragile enough that he is not over powered and it is hard for him to earn his points back. So, I agree that his points might be a little high but, more play testing will be the ultimate deciding factor.
 
Back
Top