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The Book of Acolarh

dnutt99

Well-known member
The Book of Acolarh

Crest of the Valkyrie - Exclusive Sets - Ullar's Flag Bearer


v9HxZKx.jpg

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

Character Bio: Nimble fingers dance in delight; for some two and a half thousand years, they have spent long hours perfecting their craft. A gleeful laugh escapes from thin lips, turned upward in a smile. This is the culmination of his long life's work, and the elven craftsman can't help but loose his overwhelming joy. With great skill he carves upon the fair bark of the Waylan tree. The result of his blissful task will be the Leaf of the Home Tree. It will be blessed and borne into battle by the valiant wizard Acolarh, and will save many an elven warrior from a treacherous end. (Hasbro)

LEAF OF THE HOME TREE AURA
When any Elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed, you may roll 10 Ullar Valkyrie dice before removing the figure. If you roll at least 3 Ullar symbols, ignore any wounds that figure just received. Acolarh’s Leaf of the Home Tree Aura does not affect Acolarh.

ULLAR'S AMULET
All friendly figures who follow Ullar and start their turn adjacent to Acolarh may move 2 additional spaces.
_________________________________________________________________
-Rulings and Clarifications-
- LEAF OF THE HOME TREE AURA : “Clear Sight Spaces”
What does "clear sight spaces" mean?
From page 15 of the 2nd edition rules: "To determine clear sight, use Acolarh’s Target Point. If he can see any part of your Elf figures (not just the Hit Zone) within the 8 spaces, they are in range of the Leaf of the Home Tree Aura." (dnutt99)
_________________________________________________________________
-Combinations and Synergies-

Synergy Benefits Received
- KYNTELA GWYN: Strength of Oak Aura 1
As an elf, Acolarh may benefit from Kyntela Gwyn's STRENGTH OF OAK AURA 1 defense bonus.

- ULGINESH: Mind Link
As an Elf Wizard, Acolarh may benefit from Ulginesh's MIND LINK activation synergy.
Synergy Benefits Offered
- LEAF OF THE HOME TREE AURA : Elf Units
- ULLAR UNITS: Ullar's Amulet
Any unit that follows Ullar and begins their turn adjacent to Acolarh may benefit from ULLAR’S AMULET movement bonus.

-ARKMER : Staff of Lerkintin : As an Elf Wizard, Acolarh may aid Arkmer with his STAFF OF LERKINTIN Defense enhancement.

-EMIRROON : Elven Summoning Spell : As an elf, Acolarh may aid Emirroon with his ELVEN SUMMONING SPELL d20 ability.

-JORHDAWN : Rain of Flame Special Attack : As an elf wizard, Acolarh may aid Jorhdawn with her Rain of Flame Special Attack.
C3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________
-Strategy, Tactics and Tips-
- TBA
_________________________________________________________________
-Heroscapers Community Contributions-

Power Rankings

Jexik: Acolarh- Three symbols is a bit hard to roll. Not doing much outside that, Acorlarh doesn’t hold up too well. C-

OEAO: Acolarh- Almost more useful for the additional two move he grants than for his statistically poor chance of saving an Elf at 22.48% of the time. Really doesn't have a whole lot going for him. C-

Cleon: Tier 3 (178/208)

dok (VC inclusive): C-

Master Index
Acolarh Comprehensive Discussion
How to choose, and use, the Elven Army.

Unit Strategy Review
 
Last edited by a moderator:
Wanted to offer the following probability table. From this thread, the old official unit thread which contains some good background discussion.

Leaf of the Home Tree Aura - Probability Table
Acolarh-table.JPG


The row across the top shows the number of attempts you make to negate a mortal wounding during the course of a game. For example, the '5' column means you tried 5 times in the course of a game to use the Leaf of the Home Tree Aura.

The column on the left shows how many times you hope to succeed. For example the 3+ row means you hope to succeed 3 or more times.

Starting with the most basic, each time you roll Valkyrie dice to attempt to block the mortal wound(s), Acolarh has a 22.48% chance to succeed.

Now this table can tell you that if you make 10 attempts with Acolarh during a game, you have:
92.16% chance to succeed 1 or more times (almost certain),
69.43% chance to succeed 2 or more times (pretty good),
39.77% chance to succeed 3 or more times (uninspiring),
16.84% chance to succeed 4 or more times (unlikely, but not impossible)
etc.

You can make judgments about Acolarh based on this table and your own expectations. If saving two figures during a battle is your personal definition of success for Acolarh, you know you need to make 7 or more attempts to have a 49% or better chance of doing this, and you need to make 11+ attempts to have a 74% chance of saving 2+ figs.

If 74% odds is acceptable to you, but 49% is not, you better bring 11+ elves to save, and make sure Acolarh is in aura range for every one.

H
 
If you need to move Acolarh quickly to support troops teaming him up with Theracus is a good choice. You would never need to place a marker on Acolarh as Theracus can carry him then his Ullar Amulet would boost his move to a flying 9...this is even without the benefit of the Venoc Warlord. (If you did have VW, Theracus carrying Acolarh would fly at 11 moves)

Speaking of VW, Acolarh is a boon to viper armies in that if you have both him and VW your vipers launch out of the starting blocks at 11 moves. This is almost as effective as setting back and taking your opponent out with ranged units. Just try to keep this pack together and once your opponent get within ranged you can pounce on him.
 
Acolarh is an ok figure but only being allowed to roll 10 out of the 12 dice provided for the Leaf of the home tree aura makes him a poorish flagbearer. I played a game yesterday; Ullar versus Jandar and although Acolarh was helping the Elves he was easily taken out by long-rangers because of his measly Elven 2 defense!
 
He's probably my absolute favorite sculpt in the entire game. Its just too bad he can't really fight on his own. It makes him difficult to justify the turn required to get him into position, and given the iffy chance of his ability succeeding, extremely hard to justify spending 110 points on him in general. Its almost always better take anything else. His move booster is neat, but FAR too difficult to use in practice. Perhaps he might work out better in 2 vs 2 games, where one player can position him while the other moves their elves. Its really a shame the move aura affects friendlies while the Leaf ability only affects elves you control. Its simply a synergy nightmare.
 
Homba said:
Leaf of the Home Tree Aura - Probability Table
Acolarh-table.JPG

Cool! So, if you keep him with a single group of Aubriens, there's about a 50/50 chance of saving one. He's not as good with Elf Heroes, as it's a one-time shot, but with Squadlings he can be pretty good. Sadly, the only Elves I have are Syvarris, Morsbane, and Warriors of Ashra. Not very useful right now, but he seems pretty good with Archers, Venoc Warlord, and a castle.

Plus, his cape is really, really cool.
 
Question...

Acolarh's ability reads: "When any elf you control within 8 clear sight spaces of Acolarh receives enough wounds to be destroyed..."

Does the phrase "receives enough wounds" mean that the damage has to be done as part of an attack? What about if your elf is about to be destroyed by a special ability rather than an attack, such as by Braxas, Deadeye Dan (sharpshooter), or Morsbane rolling a 20? Has the elf "received a wound" or are they just destroyed outright, without giving Acolarh a chance to roll?
 
Nope, if it isn't a wound, then he cannot save them. Deadeye's ability is a special power and does not allow him to save them.

Hi, Michael! See you tonight.
 
It does not have to be an attack, but it must be the result of a wound. There are special powers that inflict wounds without attacks, such as Chilling Touch, Toxic Skin, Marro Plague, etc... These non-attack wounds would be protected by Acolarh.
 
I am really glad they have Acolarh as a wizard, now with Ulginesh you can move 2 wizards out and keep Acolarh up with the pack of elves if so desired.

For large point games this is going to be a lot of fun.


Acolarh 110
Sonlen 160
Kyntela Gwyn 20
Morsbane 100
ulgines 150
-----------------------

540

throw in 5 sets of archers at 350, Raelin, & at 30 pts would put in The dwarf human champion at 30 pts the.

It is a lot of points, but with 420 you have

Acolarh 110
sonlen 160
ulginesh 150
-------------------

This is a nice little set to take out with the archers around you who are frenzing ( hopefully ) but with one marker you can use 270 pts. in one turn ( you could use morsbane w/ Sonlen for 260 pts ) move heal, 2 attacks then another attack (morsbane will be better to attack, Acolarh for defense, if you have them bothe 530, then you have a lot of synergy that should be alot of fun to play )
 
manger said:
I think the stat table is incorrect for arocloth. Check my reasoning please, but the probability of saving an elf life is # of ways the event can occur divided by the total number of outcomes (I.E. probablility).

the number of ways the event can occur is: 7
10 ullar symbols - 3, the 3 being no ullar symbols, 1 ullar symbol and 2 ullar symbols, none of which could save a life.

the total number of outcomes is 6 different chances per dice x 10 dice, therefore you have a 7/60 chance to save an elf each time an elf is destroyed... 11.6% chance. even worse than what you predicted in your table.

No the table is right.

The chance of rolling 0 Ullar Symbols is (5/6)^10
The chance of rolling 1 Ullar Symbols is 10 * (1/6) * (5/6)^9
The chance of rolling 2 Ullar Symbols is 45 * (1/6)^2 * (5/6)^8

Now we want to know what the chance of rolling at least 3 ullar symbols which is the chance of not rolling 0, 1, or 2 symbols which 1 - (5/6)^10 - 10 * (1/6) * (5/6)^9 - 45 * (1/6)^2 * (5/6)^8 = 22.48%

If we could roll all 12 Ullar Valkarie Dice there would be a 32.25% chance of rolling at least 3 VUllar Symbols which would be pretty awesome IMO.
 
manger said:
I think the stat table is incorrect for arocloth. Check my reasoning please, but the probability of saving an elf life is # of ways the event can occur divided by the total number of outcomes (I.E. probablility).

the number of ways the event can occur is: 7
10 ullar symbols - 3, the 3 being no ullar symbols, 1 ullar symbol and 2 ullar symbols, none of which could save a life.

the total number of outcomes is 6 different chances per dice x 10 dice, therefore you have a 7/60 chance to save an elf each time an elf is destroyed... 11.6% chance. even worse than what you predicted in your table.

Wow! Your math is way off!

There are 10C3 = 10!/((10-3)!3!) = 120 ways that just 3 ullar symbols can be rolled on 10 dice.

The probability, p, of the event that one ullar symbol is rolled on a die is:
# of occurrences/total # of outcomes = 1/6

The probability, q, of the event that any other symbol is rolled on a die is:
1- p = 1- 1/6 = 5/6

The probability that exactly 3 ullar symbols are rolled on 10 dice is:
120*(1/6)^3*(5/6)^7 = ~0.1550 = 15.50%

which comes from the binomial probability function:
p(n) = mCn*p^(n)*q^(m-n)

Now, if we want to know the probability of the event that at least 3 ullar symbols are rolled on 10 dice that is:

p(n>=3) = sum(p(n),3,10) = 1- sum(p(n),0,2) = 0.2248 = 22.48%
 
I just wanted to mention that I think Ulginesh is really going to raise the value of Ullar's Amulet in particular. For one thing, we'll be able to move Acolarh adjacent to another Elf Wizard with the first half of Mind Link, then move the other one immediately with the second half. That's going to be cool.
 
rdhight said:
I just wanted to mention that I think Ulginesh is really going to raise the value of Ullar's Amulet in particular. For one thing, we'll be able to move Acolarh adjacent to another Elf Wizard with the first half of Mind Link, then move the other one immediately with the second half. That's going to be cool.

That's quite interesting.... I honestly had not thought of it yet. You can also get Acolarh defense closer to where you might need it more or help him keep up with the Venoc Vipers and take advantage of the 11 moves when the Venoc Warlord is present in their next turn.
 
So the wording on his ability has me a little confused. I've had him for a while, and I think I've been doing it right, but all these people saying how bad he sucks has me thinking I might be wrong.

If Jotun attacks Syvarris and throws down eight skulls, and Syvarris whiffs, and Acolarh rolls enough symbols, Syvarris doesn't take any of the eight wounds, correct?
 
I believe what it means is that his own aura can't affect himself, but in the off chance that you're controlling both Acolarh and a Mind Shackler, then take control of your opponent's Acolarh, then each one's aura will affect the other if within range.

Since seeing Arkmer and Jorhdawn revealed, I'm excited yet puzzled to find a way to make these wizards all work together. After so much studying and calculating, I fear Acolarh and Jorhdawn just aren't meant to be together in any game valued under 600 points. Perhaps a way to use Acolarh with Ulginesh and Arkmer but excluding Jorhdawn would help his case though...

Acolarh - 110
Ulginesh - 260
Arkmer - 310
Kyntela - 330
WoA x3 - 480
Isamu/Marcu - 490/500

-or-

Acolarh - 110
Ulginesh - 260
Arkmer - 310
Kyntela - 330
Aubrien x2 - 470
Guilty/Eldgrim/Isamu+Marcu - 500

Depending on how much you need either melee or ranged power, either of these set ups may or may not prove more effective for Acolarh than previously.
 
Because Emrroon can summon Acolarh to wherever the other elves are I think that Acolarh might be quite a bit more useful. his/her leaf of the home tree aura is still just a bonus the real use is in the +2 move for your other elves.
 
Alright, got in my "inaugural" game of Heroscape a short while ago... as a whole, Elves vs. Marro. Acolarh paid off QUITE a bit! He constantly sped Emirroon up, staying beside him often, and near the end game saved him not once, not twice, but THRICE (in a row!) from Wo-Sa-Ga with his Leaf of the Home Tree Aura.

THREE TIMES! They lost in the end, but Sonlen, Emirroon, Acolarh, Saylind, and a Warrior of Ashra ended up killing Tor-Kul-Na, Wo-Sa-Ga, six Nagrubs, four Stingers, and half of the Marro Hive before going down. Quite the turnabout.
 
He's still the 8th best Elf Wizard.

Ulginesh, Chardris, Jordhawn, Emirroon, Arkmer, Morsbane, Kyntela Gwyn, and Acolarh.

I think I'm going to challenge you on this one, Jexik.

In a draft with all of the elves, I'd definately say that Ulginesh, Chardris, Jordhawn, Emirroon and Arkmer are better. I'm not sure about Morsbane, I think I'd put Acolarh as equal to him, and I don't believe Kyntela Gwyn plays as great of a role as Acolarh. Acolarh doesn't make his roll all that often, but when he does and saves one of the other wizards, it makes quite a difference. In most of the games I've seen with all the elves, Emirroon plays his role in the early game, getting the elven position established. Then Chardris and Jordhawn play the main role in the battle, with Morsbane popping in on occasion to negate something. Arkmer steps up if Chardris or Jordhawn falls, and Ulginesh is the key that lets two of them play in one turn. Kyntela Gwyn just sits there once in position, adding one defense to those around her. Acolarh is there the whole time, passively sitting there and rolling everytime an elf falls, occasionally saving somebody important. Thus, Acolarh and Ulginesh are the only two in use the whole game.

He's also not the worst, in my opinion, on his own. However, that doesn't mean a whole lot because, with the exception of Morsbane, none of the elves reach their full potential without the others.

Overall, yeah, he's far from the best elf wizard, but I think 8th place is a little rough. Feel free to offer a counter argument.
 
Definetly not the linchpin in an army, this guy is a tough one to play. It dosen't help he goes with the elf wizards which make it almost impossible to play. But he has his benefits. Look at it this way. He lets Emiroon move a bonus hex, so he can summon elves one more hex. This can be crucial in some games. Also, if he is summoned up himself, he gives the wizards a better chance of living so they can unleash the full brawn of their firey might. With Ulginesh, Emiroon, and the fater and daughter this guy is better then he looks.
 
1) Arkmer is the best of the E-Wiz Crew. The combination of solid ranged attack, boostable defense and melee denial are a bargain at 50 points.

2) Ulginesh is second. The only non-Marvel flier with a normal ranged attack, he is also crucial to running any E-Wiz army with his OM doubling.

3) Jorhdawn takes third. Oddly, you would never take her without at least three additional Wizards, but she's still better than the rest - the only one fo them that can attack multiple units in a single attack.

4) Kyntela Gwyn is going to figure prominently in many Elf builds. She's a decent filler unit who will tend to be useful in any game.

5) Emiroon is a necessary evil. The melee attack is spectacularly uninspiring, but he can be absolutely key to shifting the forces around. Especially since he can summon Elves out of engagement as needed.

The rest are all flukey. Arkmer you might take in any game. Ulgy, KG and Emiroon have their places in armies that aren't dedicated to full E-Wiz-Dom. Jorhdawn is THE Elf Wiz. The last three though...

6) Morsbane. As part of an E-Wiz army he is a lot more frightening than Chardris or Acolarh could ever be. He adds to the damage Jorhdawn can cause. He gets summoned by Emiroon and can boost Arkmer's defense. And he adds just as much life as Chardris. Plus, in a pinch he gets to use his melee attack AND try for negation.

7) Acolarh. As a speed booster he's acceptable. He can be summoned by Emiroon and stay adjacent to KG. He boosts Jorhdawn and Arkmer. But mostly, he's the five points of life that your opponent has to at least consider killing BEFORE going after choice units like Jorhdawn, Morsbane, Arkmer or even KG. He always forces the question of whether you really want to take the chance of having another Elf Wiz cheat death.

8 ) Chardris. He offers nothing that Jorhdawn and Arkmer don't already offer between them. He doesn't have more life than Morsbane or a special as good as Acolarh's. In short, Chardris it the worst of the eight Elf Wizards.

~Aldin, magically
 
1) Arkmer is the best of the E-Wiz Crew. The combination of solid ranged attack, boostable defense and melee denial are a bargain at 50 points.
~Aldin, magically
Are you sure it isn't just because you've fallen in love with my Arkmer RP? ;)
However, I'd have to disagree. Ulginesh offers mobility, followed by Emirroon's greater mobility. Then, Arkmer and Gwyn are tied for me. Arkmer offers solid attack, while Gwyn offers a more solidified defense. Then comes Acolarh, and the Chardris and Jorhdawn follow, quite tied. Morsbane? Well...he's 10th.
 
Are you sure it isn't just because you've fallen in love with my Arkmer RP? ;)

Uh... yeah... that's it.

Seriously, Elffy. Other than Arkmer is there any Elf Wizard you'd consider spending points on in a non-EWiz army?

~Aldin, who often sees more than 50 points fall to Arkmer
 
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