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The Book of Gurei-Oni

scorpiusx

CoN Recruiting Officer, Top Masq Sleuth, & Teller
Site Supporter
The Book of Gurei-Oni
Aquilla's Alliance - "Heroes of the Quagmire"

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Spoiler Alert!

________________________________________________________________

-Rulings and Clarifications-
  • - TBA
________________________________________________________________
-Combinations and Synergies-


Synergy Benefits Received
  • - WARDEN 816 : Guard Leadership
    As a guard, Gurei-Oni may benefit from Warden 816's GUARD LEADERSHIP movement bonus.

Synergy Benefits Offered
  • - N/A
C3V and SoV Custom Synergies
Spoiler Alert!
_________________________________________________________________

-Strategy, Tactics and Tips-
  • - TBA
_________________________________________________________________
-Heroscapers Community Contributions-


Power Rankings

Jexik: Gurei Oni- Although Evil Eye Defense is a pretty neat ability, it'd be even better if he could threaten with a ranged attack of his own. C+

OEAO: C+

Cleon: Tier 4 (161/208)

dok (VC inclusive): C+

Unit Strategy Review
  • - TBA
 
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He's a bit on the slow side (it's that darn double base), and low on life, like many of Einar's other figures, but he's only 100 points! I'd say he's worth it, with the bonus defensive and offensive abilities.

Also, he's perfect for taking out those darn Roman Archers. Oh wait, no one plays those.
 
Evil Eye Defense is a great ability, but I wonder how much good it will really be. Unlike with a figure engaged with a samurai, it's pretty easy for a ranged unit to just pick another target. The special attack is actually pretty bad - your opponent decides if you can use it, and it uses less dice than a normal attack. It's only real benefit is the fact that it's, well, special, and can bypass certain defenses.

And even if people did play Roman Archers, they use a special attack, so EED wouldn't have any effect.

Wow. I was really high on this guy when I started this post, and now I don't think I'll ever play him.
 
Mystyc said:
And even if people did play Roman Archers, they use a special attack, so EED wouldn't have any effect.
I was referring to the fact that his Special Attack affects adjacent figures, and that the Romans have to be adjacent to each other to use theirs. :duh:
 
Roman Archers are somewhat limited in the conditions under which they can use their attack. Gurei-Oni can take out two adjacent Samurai at a time, without fearing Counterstrike! That's huge (though Gurei-Oni isn't, which is mildly surprising. He looks too massive to be large).

Here are his good points:

Not susceptible to Sir Denrick's Giant Killer power.
Ranged Counterstrike!
Take out adjacent Samurai without fear.
Decent (though not amazing) stats.

Here is his mini strategy guide:

Have Warden 816 and Thorgrim/Raelin in your army to boost his move and defense. Raelin (the new one) is probably better, for her Extended Defense Aura. This puts him up to the level of the Samurai and Charros in terms of defense.

For 100 points, he can counter armies that used normal ranged and that have Counterstrike abilities. Also, he can get close to the Romans before they can use their Special Attack on him much.

Heck, maybe he will be my next Strategy Guide entry! (I am putting the finishing touches on DW9K with a lot of useful feedback from the gang).
 
Mystyc said:
Evil Eye Defense is a great ability, but I wonder how much good it will really be. Unlike with a figure engaged with a samurai, it's pretty easy for a ranged unit to just pick another target.

That's the point! If you charge this guy at range figures, and they pick another target too many times, this guy is going to be in their face with 4 attack.
 
T-bomb said:
Mystyc said:
Evil Eye Defense is a great ability, but I wonder how much good it will really be. Unlike with a figure engaged with a samurai, it's pretty easy for a ranged unit to just pick another target.

That's the point! If you charge this guy at range figures, and they pick another target too many times, this guy is going to be in their face with 4 attack.

Yes! That's another good point for the strategy guide! (Mind if I use that?)
 
T-bomb said:
That's the point! If you charge this guy at range figures, and they pick another target too many times, this guy is going to be in their face with 4 attack.

But he's charging with a big, old 5 movement. What ranged unit could he actually catch?
 
Mystyc said:
T-bomb said:
That's the point! If you charge this guy at range figures, and they pick another target too many times, this guy is going to be in their face with 4 attack.

But he's charging with a big, old 5 movement. What ranged unit could he actually catch?

With Warden 816, he moves 6. Even with five, he can get up close in two turns. Then, he can hurt the opposition.
 
Taeblewalker said:
With Warden 816, he moves 6. Even with five, he can get up close in two turns. Then, he can hurt the opposition.

He can get up close in two turns if they let him. If they choose, they can fall back behind/interpose some blockers like, I don't know, Deathreavers. The Warden actually does help, but are you really investing 190 points in this?

If you want to charge down ranged squads, the Krav do it just as well if not better for the same price, and they do tons of other stuff, as well. Granted, they're very strong, so it's a tough act to follow, but seriously, their third-best trick beats out his first-best. Is he super-cool? Sure, but in a Morsbane way, not a Kaemon Awa way.
 
Mystyc said:
but are you really investing 190 points in this?

We're talking about two units that used together could take out just about any ranged squad (and samurai too!). I think it's worth it unless you're only playing 400 points.
 
Mystyc said:
Taeblewalker said:
With Warden 816, he moves 6. Even with five, he can get up close in two turns. Then, he can hurt the opposition.

He can get up close in two turns if they let him. If they choose, they can fall back behind/interpose some blockers like, I don't know, Deathreavers. The Warden actually does help, but are you really investing 190 points in this?

Interpose Deathreavers all you want. Against two-layer formation armies that want to engage you with layer 1, then shoot at you with layer 2, Oni will do his best work. He wants them to go through all sorts of contortions to keep the shooters out of engagement.

For instance, let's send Oni in against a blast/glad army. He's large, so he can't be clawed. He can break through melee defense with his special, and meanwhile, the blasts want to attack while non-adjacent, so he evil eyes them on their own turn.

How about roborats screening a firing line of some other ranged squad, like Aubriens or the Krav? Once again, he whomps multiple rats with his Scatter-denying special, then puts the evil eye on the non-engaged shooters.

You don't beat this guy with a line of board-cloggers in front of a swarm of weak shooters, or by running and gunning with your 2 attack. What you want are the more expensive ranged squads-- Omnicrons and Microcorps-- that first, have a reasonable possibility of rolling 3+ skulls, so that they can shoot into evil eye and have a better change of hurting than getting hurt, and second, have a solid enough defense so that if they can't get height and minimize the chance of a counterstrike, they can rush in, cancel the evil eye with engagement, and survive until they bring him down. That way they're a threat to him either by gaining height/boosts or, if they can't get either one, by rushing in and getting a first strike in melee. Tarn Vikings don't have a ranged attack to use against counterstrike, but Marro Warriors can go melee against evil eye.

I don't know his true worth, but he looks like should be a lot of fun to play against, at least. I love it when ranged units get an incentive to engage. Gives you some tension.

Mystyc said:
Evil Eye Defense is a great ability, but I wonder how much good it will really be. Unlike with a figure engaged with a samurai, it's pretty easy for a ranged unit to just pick another target. The special attack is actually pretty bad - your opponent decides if you can use it, and it uses less dice than a normal attack. It's only real benefit is the fact that it's, well, special, and can bypass certain defenses.

Just recently, we've gotten:
--The Templars, who benefit from many Jandar adjacent buffs.
--Kyntela's range 1 aura.
--Ashigaru Yari who must swarm an opponent to use their special attack.
--Captain America with his adjacent boost.
--The Marro Hive that drops newly formed Marro adjacent to it.
--Nagrubs who must begin their turn adjacent to a Hivelord to heal him.

And we're about to get Spiders that must swarm the enemy to entangle him and Dupuis who, as a Knight, further encourages the use of Finn, Gilbert, Concan, etc.

So there's been no letup in the units that reward you for creating Tetsubo-ready clusters with your figures. Yes, the right opponent with the right army might never bunch up, but making it a priority will weaken many, many synergies and specials.
 
Some good points rdhight.
I think you get your points worth with this guy. He has just above average att/def, a weakened version of Wild Swing, quite sluggish but can be boosted with Warden816, and his ranged-counterstrike ability can be easily bypassed with a ranged Special attack like Line of Fire, Ice Shard Breathe, oh and the Romans Arrow Volley. :wink:
Overall i can't wait to try this guy out but i think in hand-to-hand combat against Krug this guy may come off worse for wear.
 
I'm glad that we saw his card early, as he was the unit I was most worried about (power and stat wise). Needless to say, I'm quite pleased with him. I can definitely see him giving the Krav Maga a run for their money, as well as any other ranged squad (minus Roman Archers of course).
 
bluekitsune13 said:
(minus Roman Archers of course).
Especially the Roman Archers! Who cares if they get off an Arrow Volley? Next turn, Gurei-Oni is in their face killing two of them.
 
Why all this talk about the Roman Archers? I'm much more excited about Oni taking on the Krav or the Glads / Blasts. And yeah, I think I would spend the extra 90 to get the Warden and the extra move. Although, if he was going to be the only guard in my army, I'd rather spend 30 on Eldgrim. I might do both if I have more guards. With Raelin backing him up, I think the Krav are really scared of this guy. They have to choose between shooting a 6 defense figure that can counterstrike, engaging him and losing Stealth Dodge, or moving in to kill Raelin and becoming engaged by Oni on his next move.

Now I'm stuck thinking about guard-based Oni armies with Raelin and Eldgrim...
 
Look! It's a large two-space non-human Einar figure. Wasn't there a whole thread about this awhile back...something about war elephants...:p

Adam
 
This guy is already a favorite in my group. He works wonders against ranged troops without special attacks.....the 4th Mass either take a beating from this guy or scatter in fear and lose their attack bonuses.

His power is so perfect....most ranged attackers roll less than 4 dice to attack. He rolls 4 defense, and if you boost him in any way he can easily get 5 or 6. All of a sudden the odds of a counter-strike are getting pretty good.

I like playing him with Eldgrim and old Raelin, or Eldgrim and Thorgrim.
 
jcb231 said:
This guy is already a favorite in my group. He works wonders against ranged troops without special attacks.....the 4th Mass either take a beating from this guy or scatter in fear and lose their attack bonuses.

His power is so perfect....most ranged attackers roll less than 4 dice to attack. He rolls 4 defense, and if you boost him in any way he can easily get 5 or 6. All of a sudden the odds of a counter-strike are getting pretty good.

I like playing him with Eldgrim and old Raelin, or Eldgrim and Thorgrim.

And, as was said before, add Warden 816 if you're playing with enough points. 7 move, 5 D (6 or 7 depending on which Raelin and where she is in relation to him). He is basically a Vydar squad killer--which Einar badly needed. Though all that is probably moot with the story development of Swotm....
 
Using Tetsubo on a Gladiatron is a terrible idea. You would sacrifice one attack die to eliminate one defense die, but attack dice are better. You're immune to Cyberclaw, which is pretty nice, but the other guy can still get up to 4 'Trons around you without even lining up a double attack (or spending an order marker).

Fair point about the 4th Mass. - they're less apt to counteract his abilities than others, so that gets him a few points. And he does give a reason to play the Warden, who I like in the abstract, but can never justify actually playing. I suppose I'll give the guy a shot in a real game instead of just Theoryscape (at least, when I get one).
 
Mystyc said:
Using Tetsubo on a Gladiatron is a terrible idea. You would sacrifice one attack die to eliminate one defense die, but attack dice are better. You're immune to Cyberclaw, which is pretty nice, but the other guy can still get up to 4 'Trons around you without even lining up a double attack (or spending an order marker).

Fair point about the 4th Mass. - they're less apt to counteract his abilities than others, so that gets him a few points. And he does give a reason to play the Warden, who I like in the abstract, but can never justify actually playing. I suppose I'll give the guy a shot in a real game instead of just Theoryscape (at least, when I get one).

But Tetsubo allows Oni to attack TWO figures. His normal attack does not, of course.
 
Fourshadow said:
jcb231 said:
This guy is already a favorite in my group. He works wonders against ranged troops without special attacks.....the 4th Mass either take a beating from this guy or scatter in fear and lose their attack bonuses.

His power is so perfect....most ranged attackers roll less than 4 dice to attack. He rolls 4 defense, and if you boost him in any way he can easily get 5 or 6. All of a sudden the odds of a counter-strike are getting pretty good.

I like playing him with Eldgrim and old Raelin, or Eldgrim and Thorgrim.

And, as was said before, add Warden 816 if you're playing with enough points. 7 move, 5 D (6 or 7 depending on which Raelin and where she is in relation to him). He is basically a Vydar squad killer--which Einar badly needed. Though all that is probably moot with the story development of Swotm....

Why is that moot? SOTM doesn't change anything about how the game plays...except that business about flipping figures. Good ranged squad killers are always welcome.
 
Fourshadow said:
But Tetsubo allows Oni to attack TWO figures. His normal attack does not, of course.

Sorry. I'm assuming your opponent isn't putting them adjacent to each other. He certainly doesn't have to, but if he does for some reason, then go for it.
 
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