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The Book of Greatbow Archers

I'm complaining about the annoyance of keeping order markers on the bases of figures while moving them around the board; I wish we would have gotten the special bases and smaller wound markers that were shown in the Haslab fundraiser. From a balance and gameplay perspective it's good. I'm still going to buy them and enjoy playing with them. There's been a lot of change and a so naturally, a lot of us are complaining about the changes we don't like. Overall I'm pretty happy with the new Heroscape we're getting.
I think I prefer putting the wound marker next to the base currently. That way you don't risk it falling off, but I wish there was a better solution for it as well.
 
Have long used this approach for all multi-life figures except I use a small six sided (or eight if needed) to track wounds along with markers (actually another die) on the cards. Makes it so much easier to assess damages at a glance. Probably less useful in classic though where the standard is a bunch of single life figures but maybe that is changing?
 
Curious if these would be a counter for these figures?
  • For all time:
    • Zelrig's Majestic Fires Special Attack for attacking
    • Mohican River Tribes' Concealment for defending
    • Krav Maga Agents's Stealth Dodge for defending
    • Nakita Agents' Smoke Powder for group defending
  • Contemporary:
    • Glinerva the Kyrie Warrior's Concealment for defending
    • Sgt. Drake Alexander's Thorian Speedt for defending
    • Raelin the Kyrie Warrior's Vengeful Swoop for attacking
    • Fia Bonny the Void Siren's Master of Disguise for defending
THoughts and I know not all are 100% defenses/attack guarantees.
 
Majestic Fires I think is the weakest of that bunch and also Zel is most likely to get deleted. Fia's is pretty weak as well. Raelin probably does some damage but dies really quickly. The rest are all really good. Honestly, the other big counter is just numbers. They'll lose to just about any swarm.

~Dysole, informationally
 
Doesn't Zel Majestic Fire give the Great Archers a defense of 1 and has the possibility to wipe out 5 figures in a single strike?
Fia would need to get luck to make the roll, but doesn't have much offense.
Raelin's Swoop would give a chance to do a single undefeatable wound and then use her Whirlwind Assault to take out multiple Archers.

Just looking at how to go see ideas from what @Sir Heroscape said.
 
I'm complaining about the annoyance of keeping order markers on the bases of figures while moving them around the board; I wish we would have gotten the special bases and smaller wound markers that were shown in the Haslab fundraiser. From a balance and gameplay perspective it's good. I'm still going to buy them and enjoy playing with them. There's been a lot of change and a so naturally, a lot of us are complaining about the changes we don't like. Overall I'm pretty happy with the new Heroscape we're getting.
I'm with you here.
If you have Arena of the Planeswalkers, may I suggest the small cube wound markers from that? They were specifically designed for this kind of thing, so I imagine it'd work pretty well.
 
I'm with you here.
If you have Arena of the Planeswalkers, may I suggest the small cube wound markers from that? They were specifically designed for this kind of thing, so I imagine it'd work pretty well.
I haven't gotten any 2 health squads yet, so I can't speak from experience, but the "wound marker" that keeps coming to my mind is a lego stud. c182.jpg
Flay, tiny, and abundant... at least in my house
 
I've magnetized the bases of the multi-life unique squads thus far. Depending on how many Archers I get I will either do the same here or look into gluing some kind of cylindrical nub on the base which the wound markers could snugly cap.
 
Doesn't Zel Majestic Fire give the Great Archers a defense of 1 and has the possibility to wipe out 5 figures in a single strike?
Why send a full-size dragon when you could send two red wyrmlings?
Their special attack has a 75% chance of a wound, 37.5% of a OHKO, that's pretty decent, considering you can run 6 for the cost of Zelrig, and with flying, finding cover and/or matching height is pretty easy.
 
I just had a laugh - the Deathwalker's piddly 1HP gotta feel bad for them XD XD.

Then again, 9 DEF is not a slouch. Dude wiped out 2 of my Space Marine squads des



I saw on Reddit(?) someone linked their STL for multiple wounds fitted around the bases:
 
Great bows straight up get hard countered by venoc vipers with the warlord. I dont see what the big fuss is about.
 
You guys should test the vipers to see if they truly do hard counter the giantesses.
 
You guys should test the vipers to see if they truly do hard counter the giantesses.
Yeah, Vipers will be swingy at best. If you don't have Frenzy working (and most of the time it won't) it's not going to be much of a counter. Heck, the speed of the Vipers could work against them. Move with Vipers, fail Frenzy roll, Great Bows will be able to hit them immediately. Granted, at most, only two can be taken out at a time, but it's probably enough since the GBs will be behind a screen with their thumbs on their noses yelling "Neener! Neerer!" :)
 
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I disagree. I ran all zombies vs all vipers against MegaSilver at Gen Con and got slaughtered. Granted it was a +1 attack to melee figures event.
 
And on the flip, I did the same in a tourney and didn't kill a single figure. Well, actually I did, but Zombies Rise Again made sure I didn't get a single point.
 
Regrettably the 3 attack a mobile giantess has is still plenty to kill 0/1 defense vipers :(
Well for just 1 squad of 2 archers you can bring 2 squads of vipers. 6 vipers can easily overwhelm the 2 archers, and losing 2 vipers on the approach Is a good trade for the viper player. And before you say that a screen will be blocking the vipers, if the giants had a screen they wouldn't be able to maximize their threat range against vipers so you still wouldn't be losing many vipers on the approach.
 
Also my brother and I have played a few test games of archers vs vipers using the bears as archer proxies. Now we aren't pro players by any means but we are both fairly good at unit positioning. I found that normally what happens is the archers get caught by 2 or 3 vipers and go down the first time they are charged. There was one game where my brother was rolling hot on the defense dice and one of the gaint archers just wouldn't die though and it ended up chewing through 4 vipers in melee. Typically we found that the vipers insane movement range meant they got to determine when engagements happened so setting up an effective melee screen for the archers was difficult (we were using knights of Weston and later Romans as the screen). The archers are strong but only activating 2 units a turn means they get overwhelmed easily
 
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Well for just 1 squad of 2 archers you can bring 2 squads of vipers. 6 vipers can easily overwhelm the 2 archers, and losing 2 vipers on the approach Is a good trade for the viper player. And before you say that a screen will be blocking the vipers, if the giants had a screen they wouldn't be able to maximize their threat range against vipers so you still wouldn't be losing many vipers on the approach.
On a 3v3, a viper has about 50 percent of doing at least 1 wound and 20 percent of doing 2 or more wounds against a giantess. Not bad. Giantess has height, which is a reasonable situation with their maneuverability and range, these numbers bump down to 40 and 15. Still not bad, you get 3 attacks right. But really not amazing - there's more situations where you fail to kill a giantess than where you kill both. You are more giantesses and more vipers - I think they can stretch the board and they're not dominating by any means but they're quite fine with this matchup.
 
Had an additional thought for these ladies- they could be a great ranged option for a Rygarn build. Set them up on height, and then leave them be, activating them with Rygarn if an enemy strays into their danger zone.
 
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