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The Book of Dreadgul Raiders

superfrog

This is merely a joke.
The Book of Dreadgul Raiders

Vydar's Betrayal - C3 - Barbarians and Bones



dreadgul_raiders___master_original.jpg


PDF

The figure used for this unit are D&D Minis figures from the Dragoneye, Aberrations and Harbinger sets. Their model numbers and names are Barbarian Mercenary (25), Carrion Tribe Barbarian (46) and
Human Bandit (66).




WILD STRATEGIC BONDING
Before taking a turn with the Dreadgul Raiders, you may first take a turn with any wild Human or Giant Hero you control. If you do not take a turn with any Human or Giant Hero you control, add 1 to the Attack value of this card.

BERSERKER CHARGE
After moving and before attacking, roll the 20-sided die. If you roll a 15 or higher, you may move the same Dreadgul Raiders again.


_________________________________________________________________


Character Bio - (Insert character Bio)


-Rulings and Clarifications-
  • Who can I take a turn with using Wild Strategic Bonding?
    Any hero that is either a human or giant, and has a wild personality. A wild [ human or giant ] hero.

    _________________________________________________________________
-Combinations and Synergies-



Synergy Benefits Received
  • VALGUARD : Berserker Charge Enhancement
    Having the Berserker Charge ability, the Dreadgul Raiders may benefit from Valguard’s BERSERKER CHARGE ENHANCEMENT D20 bonus.
  • COUNT RAYMOND : MANEUVER 9
    As humans who follow Einar, Dreadgul Raiders may benefit from Count Raymond's MANEUVER 9 when they receive one or more wounds from a leaving engagement attack.

Synergy Benefits Offered
- WILD HUMAN OR GIANT HEROES: Wild Strategic Bonding
As Wild Human or Giant heroes, any of the following may benefit from the Dreadgul Raiders' WILD STRATEGIC BONDING bonus: Guilty McCreech, Jotun, Pel the Hill Giant, Valguard and Wastewalker Gage.
_________________________________________________________________



-Strategy, Tactics and Tips-
  • N/A

-Heroscapers Community Contributions-

Power Ranking
Similar to the Death Chasers, these guys have an interesting array of bonding options and the potential to hit hard. B+
 
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I have to say this army I just played to test the Dreadguls out was very fun. 4x Dreadguls, Guilty, Valguard, Ne-Gok-Sa, Isamu. The Dreadguls rushed out with Guilty. Reinforcements came once Guilty and some Dreadguls died in the form of more of the Dreadguls and Valguard. Isamu and Ne-Gok-Sa tried to clean up and were close with just two figures left. Very fun unit C3V, now to play them with the big giant.
 
The Dreadguls turn Guilty from a B figure to at least an A- one. He functions similar to Me-Burq-Sa in a Romans/Deathchaser build, taking long range potshots from height every turn, but he's cheaper than MBS AND gets two shots off every turn. He's especially good with Raelin, so even if your opponent pierces your Dreadgul screen, he is able to weather a few hits. The only problem with Guilty is that he's so addicting; you want to bring him out early to get the first strike on your enemies, and once you do that, you can't stop because of his long range. That sometimes means Jotun is left sitting in the startzones as his Raiders die protecting a cowboy that was meant to be filler. :lol:
 
You might want to add that they benefit from Valguard's Berserker Charge Enhancement in 'Synergy Benefits Received'.
 
Interesting idea, Vegie. I've saved Guilty for cleanup when I've used him as a bonding option. It's hard to not bond with Jotun all the time when playing the Dreadguls since he's so fun. :lol:

The Dreadguls have reminded me of how durable Valguard is. He is really tough to kill with 7 life and 4 defense.
 
Could you fix the synergies to match below (you can just quote my post and copy it into the OP):

Synergy Benefits Received
- VALGUARD : Berserker Charge Enhancement
Having the Berserker Charge ability, the Dreadgul Raiders may benefit from Valguard’s BERSERKER CHARGE ENHANCEMENT D20 bonus.

Synergy Benefits Offered
- WILD HUMAN OR GIANT HEROES: Wild Strategic Bonding
As Wild Human or Giant heroes, any of the following may benefit from the Dreadgul Raider's WILD STRATEGIC BONDING bonus: Guilty McCreech, Jotun and Valguard.
 
What is the optimal number of squads for these guys? I was thinking that three squads was about right.
 
I would say four, personally, as they are a 3-man squad.
 
I can't wait to play these guys! I got a 500 point army idea, what do you guys think?

Jotun
Dreadgull Raiders x2
Airborne Elite
Guilty

The idea is the Airborne drop in, hopefully by the second round at least, and deal with any anti melee. If that can happen, Jotun and the Dreadgulls should be able to make short work of any sort of melee left over from the AE.
 
I was in a tournament using the army of Dreadguls x4, Valguard, Guilty, and Krav Maga. The army finished with a 4-2 record and were pretty impressive at times (although dismal against the Cathar Spearmen)

Thanks to C3V, Valguard got to see tournament action for the first time in these parts that anyone can remember.
 
The Dreadgul are deceptively speedy. Using the same math as found in the Tarn book, the average move for the Dreadgul works out to:

without Valguard: 50/7 ~ 7.14
with Valguard: 100/13 ~ 7.69

That means, even without "Big V," the Dreadgul could easily outpace even the vipers in a marathon.

Fortunately most maps aren't 26 miles long. But even on a small map, they can be surprising. On any given turn, The Dreadgul have a 9% (or with V about 12%) chance of moving 15 OR MORE spaces.
 
I'm getting a card PDF with a basic side much larger than it should be. Did this one get fixed along with the others and just hasn't been uploaded, or was it missed altogether?
 
I'm getting a card PDF with a basic side much larger than it should be. Did this one get fixed along with the others and just hasn't been uploaded, or was it missed altogether?

It was not fixed with the last batch. I'll ask the C3V Art Machine to take a look.
 
I'm getting a card PDF with a basic side much larger than it should be. Did this one get fixed along with the others and just hasn't been uploaded, or was it missed altogether?

It was not fixed with the last batch. I'll ask the C3V Art Machine to take a look.

Should be fixed now. Sorry for the delay; doe fixed it a while back and I just failed to notice in all the holiday madness. :)
 
Hey, question for anyone checking this...
If Guilty (or other boned hero) dies, do the DRs still get the +1 Attack? I wouldn't have thought so, seeing as it's then like you never had a hero. But maybe I'm wrong.
 
Hey, question for anyone checking this...
If Guilty (or other boned hero) dies, do the DRs still get the +1 Attack? I wouldn't have thought so, seeing as it's then like you never had a hero. But maybe I'm wrong.

It's the same as Axegrinders. If you don't bond, they get +1 attack, no matter who's alive or dead. You don't even need a hero in your army to begin with.
 
Hey, question for anyone checking this...
If Guilty (or other boned hero) dies, do the DRs still get the +1 Attack? I wouldn't have thought so, seeing as it's then like you never had a hero. But maybe I'm wrong.

It's the same as Axegrinders. If you don't bond, they get +1 attack, no matter who's alive or dead. You don't even need a hero in your army to begin with.

Though, unlike Axegrinders, IMO, having a hero is strongly reccomended ;)
 
Hey, question for anyone checking this...
If Guilty (or other boned hero) dies, do the DRs still get the +1 Attack? I wouldn't have thought so, seeing as it's then like you never had a hero. But maybe I'm wrong.

It's the same as Axegrinders. If you don't bond, they get +1 attack, no matter who's alive or dead. You don't even need a hero in your army to begin with.

Though, unlike Axegrinders, IMO, having a hero Guilty is strongly reccomended ;)

Fixed. ;)
 
Hey, question for anyone checking this...
If Guilty (or other boned hero) dies, do the DRs still get the +1 Attack? I wouldn't have thought so, seeing as it's then like you never had a hero. But maybe I'm wrong.

It's the same as Axegrinders. If you don't bond, they get +1 attack, no matter who's alive or dead. You don't even need a hero in your army to begin with.

Though, unlike Axegrinders, IMO, having a hero Guilty is strongly reccomended ;)

Fixed. ;)


Not to doubt your answer, but this seems strange to me. I would've thought that if no suitable hero is in play (or dies) then the bonding doesn't (or no longer) actually exists.

I'll explain my thinking from the recent game played, where Dreadgul and Armoc squads (both 65pts) matched off. ATT and DEF stats are identical, Armocs get +2 move but Raiders bezerk-move 30% of the time. Raiders effectively become 4ATT all the time unless you use the further benefit of taking a turn with Guilty.

Maybe I'm on my own here or maybe this is a common misconception. Does it warrant clarification on page 1?
 
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You always have all of the powers on your army card.

Say I have 2 squads of Heavy Gruts and Ne-Gok-Sa.
My opponent still has Grimnak and Marcu left.
Ne-Gok-Sa mindshackles Grimnak.
The Heavy Gruts gained a hero, and may now bond, even though they could not bond all game. They never lost that special power, it was never negated, and it never disappeared from their army card. They just never got to utilize it, but as soon as they could, they are allowed to.
 
You always have all of the powers on your army card.

Say I have 2 squads of Heavy Gruts and Ne-Gok-Sa.
My opponent still has Grimnak and Marcu left.
Ne-Gok-Sa mindshackles Grimnak.
The Heavy Gruts gained a hero, and may now bond, even though they could not bond all game. They never lost that special power, it was never negated, and it never disappeared from their army card. They just never got to utilize it, but as soon as they could, they are allowed to.


Okay, but the question is really about the situation should the reverse happen.

Above, the bond has been created because of the mindshackle, so it's pretty clear. But if you reverse the situation, i.e. Ne-Gok-Sa mindshackles Grimnak away from the Heavy Gruts, then I'd say the bond is broken. It's not important in this example because there is no other benefit with their bond, but if you replace Grimnak with Guilty and HGs with the Raiders, then I still think the bond does not exist anymore, so that special power becomes redundant because you no longer meet the criteria.

More than happy to be corrected it's just that that's how I read it.:ponder:
 
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